Changes

m
Pet behaviour Name key renamed to Id
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{{Modder compatibility header}}
 
{{Modder compatibility header}}
{{upcoming|1.6.0}}
     −
This page explains how to update your mods for compatibility with the next major game version (tentatively {{version|1.6.0|Stardew Valley 1.6.0}}), and documents some of the changes and new functionality. See also [[Modding:Migrate to SMAPI 4.0|''Migrate to SMAPI 4.0'']].
+
This page explains how to update your mods for compatibility with {{version|1.6|Stardew Valley 1.6}}, and documents some of the changes and new functionality. See also [[Modding:Migrate to SMAPI 4.0|''Migrate to SMAPI 4.0'']].
 
  −
'''This describes an unreleased alpha version of the game. Things ''will'' change before it's released!'''
      
{{TOC|limit=3}}
 
{{TOC|limit=3}}
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===Trigger actions===
 
===Trigger actions===
: ''Main article: [[Modding:Trigger actions]].''
+
{{/doc status|[[Modding:Trigger actions]]|done=true}}
    
Trigger actions are a new feature which lets content packs perform an action when something happens, with support for a wide range of actions (like sending mail, changing friendship, starting a quest, etc).
 
Trigger actions are a new feature which lets content packs perform an action when something happens, with support for a wide range of actions (like sending mail, changing friendship, starting a quest, etc).
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===Unique string IDs===
 
===Unique string IDs===
: ''Main article: [[Modding:Common data field types#Unique string ID]].''
+
{{/doc status|[[Modding:Common data field types#Unique string ID]]|done=true}}
    
Stardew Valley now uses ''unique string IDs'' throughout the code to identify data (like events, locations, items, NPCs, etc). For example, <code>Town</code> is the unique ID for the [[Pelican Town]] location; no other location can use that ID. The IDs are used for a wide range of purposes, from internal game logic to [[Modding:Content Patcher|content pack edits]].
 
Stardew Valley now uses ''unique string IDs'' throughout the code to identify data (like events, locations, items, NPCs, etc). For example, <code>Town</code> is the unique ID for the [[Pelican Town]] location; no other location can use that ID. The IDs are used for a wide range of purposes, from internal game logic to [[Modding:Content Patcher|content pack edits]].
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For mods, it's '''strongly recommended''' to...
 
For mods, it's '''strongly recommended''' to...
 
* Use namespaced IDs prefixed with your [[Modding:Modder Guide/APIs/Manifest#Basic fields|mod's unique ID]] for all new content. For example, if your mod ID is <code>Example.PufferchickMod</code> and you're adding a pufferchick plushy, your item ID would look like <code>Example.PufferchickMod_PufferchickPlushy</code>. In a [[Modding:Content Patcher|Content Patcher pack]], you can use <code><nowiki>{{ModId}}_PufferchickPlushy</nowiki></code> to insert your mod ID automatically. This eliminates ID conflicts between mods, and makes it easy (for both troubleshooters and mod code) to identify which mod added a particular content. See [[Modding:Common data field types#Unique string ID|the new format docs]] for the recommended format.
 
* Use namespaced IDs prefixed with your [[Modding:Modder Guide/APIs/Manifest#Basic fields|mod's unique ID]] for all new content. For example, if your mod ID is <code>Example.PufferchickMod</code> and you're adding a pufferchick plushy, your item ID would look like <code>Example.PufferchickMod_PufferchickPlushy</code>. In a [[Modding:Content Patcher|Content Patcher pack]], you can use <code><nowiki>{{ModId}}_PufferchickPlushy</nowiki></code> to insert your mod ID automatically. This eliminates ID conflicts between mods, and makes it easy (for both troubleshooters and mod code) to identify which mod added a particular content. See [[Modding:Common data field types#Unique string ID|the new format docs]] for the recommended format.
* Only use alphanumeric (a–z, A–Z, 0–9), underscore (<code>_</code>), and dot (<code>.</code>) characters in string IDs. This is important because they're often used in places where some characters have special meaning (like file names or [[#Game state query|game state queries]]).
+
* Only use alphanumeric (a–z, A–Z, 0–9), underscore (<code>_</code>), and dot (<code>.</code>) characters in string IDs. This is important because they're often used in places where some characters have special meaning (like file names or [[#Game state queries|game state queries]]).
    
You can optionally migrate pre-1.6 content to use unique string IDs too, without breaking existing players' saves. This is recommended to reduce mod conflicts and simplify troubleshooting going forward. Here's how to migrate for each data type:
 
You can optionally migrate pre-1.6 content to use unique string IDs too, without breaking existing players' saves. This is recommended to reduce mod conflicts and simplify troubleshooting going forward. Here's how to migrate for each data type:
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==What's new for items==
 
==What's new for items==
 
===Custom items===
 
===Custom items===
 +
{{/doc status|[[Modding:Items]]|done=false}}
 +
 
====Overview====
 
====Overview====
 
Stardew Valley 1.6 makes three major changes to how items work in the game:
 
Stardew Valley 1.6 makes three major changes to how items work in the game:
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                     "Texture": "Mods/{{ModId}}/Objects",
 
                     "Texture": "Mods/{{ModId}}/Objects",
 
                     "SpriteIndex": 0
 
                     "SpriteIndex": 0
 +
                }
 
             }
 
             }
 
         },
 
         },
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                     "Texture": "Mods/{{ModId}}/Crops",
 
                     "Texture": "Mods/{{ModId}}/Crops",
 
                     "SpriteIndex": 0
 
                     "SpriteIndex": 0
 +
                }
 
             }
 
             }
 
         },
 
         },
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             "Target": "Mods/{{ModId}}/Crops, Mods/{{ModId}}/Objects",
 
             "Target": "Mods/{{ModId}}/Crops, Mods/{{ModId}}/Objects",
 
             "FromFile": "assets/{{TargetWithoutPath}}.png" // assets/Crops.png, assets/Objects.png
 
             "FromFile": "assets/{{TargetWithoutPath}}.png" // assets/Crops.png, assets/Objects.png
         },
+
         }
 
     ]
 
     ]
 
}</nowiki>|lang=javascript}}
 
}</nowiki>|lang=javascript}}
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</dl>
 
</dl>
   −
===Custom big craftables===
+
===Custom big craftables:===
 +
{{/doc status|[[Modding:Items#Big craftables]]|done=false}}
 +
 
 
You can now create/edit [[Modding:Items#Big craftables|big craftables]] by editing the new <samp>Data/BigCraftables</samp> asset, which replaces the previous slash-delimited <samp>Data/BigCraftablesInformation</samp>.
 
You can now create/edit [[Modding:Items#Big craftables|big craftables]] by editing the new <samp>Data/BigCraftables</samp> asset, which replaces the previous slash-delimited <samp>Data/BigCraftablesInformation</samp>.
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===Custom fences===
 
===Custom fences===
 +
{{/doc status|a new doc page|done=false}}
 +
 
You can now add or customize [[Crafting#Fences|fences]] by editing the <samp>Data/Fences</samp> asset.
 
You can now add or customize [[Crafting#Fences|fences]] by editing the <samp>Data/Fences</samp> asset.
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===Custom floors (craftable) & paths===
 
===Custom floors (craftable) & paths===
 +
{{/doc status|a new doc page|done=false}}
 +
 
You can now add or customize [[Crafting#Decor|craftable floors & paths]] by editing the <samp>Data/FloorsAndPaths</samp> asset.
 
You can now add or customize [[Crafting#Decor|craftable floors & paths]] by editing the <samp>Data/FloorsAndPaths</samp> asset.
   Line 906: Line 913:     
===Custom machines===
 
===Custom machines===
You can now add/edit machine logic by editing the <samp>Data/Machines</samp> asset.
+
{{/doc status|[[Modding:Machines]]|done=true}}
 +
 
 +
You can now add/edit machine logic by editing the <samp>Data/Machines</samp> asset. This supports the full range of vanilla functionality, including calling custom code define in C# mods.
 +
 
 +
For C# mods, 1.6 also adds a new <samp>MachineDataUtility</samp> class and various <samp>Object</samp> to simplify working with machines in code. These are used by the game code itself to implement the base machine logic.
 +
 
 +
===Custom melee weapons===
 +
{{/doc status|[[Modding:Items#Weapons]]|done=false}}
 +
 
 +
[[Modding:Items#Weapons|Melee weapons]] are still stored in <samp>Data/Weapons</samp>, but that asset has been overhauled in Stardew Valley 1.6. The slash-delimited entries are now models to simplify edits and enable new features (like the new <samp>Projectiles</samp> feature).
    
This consists of a string → model lookup, where...
 
This consists of a string → model lookup, where...
* The key is the [[#Custom items|'''qualified''' item ID]] for the item which acts as a machine (like <samp>(BC)127</samp> for [[The Cave|mushroom boxes]]).
+
* The key is the unqualified [[#Custom items|item ID]] for the weapon.
* The value is a model with the fields listed below.
+
* The value is model with the fields listed below.
   −
====Item processing rules====
+
====Basic weapon info====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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! effect
 
! effect
 
|-
 
|-
| <samp>OutputRules</samp>
+
| <samp>Name</samp>
| The output produced by this machine. If multiple output rules can be produced, the first available one is selected. This consists of a list of models with these fields:
+
| The internal weapon name.
 +
|-
 +
| <samp>DisplayName</samp><br /><samp>Description</samp>
 +
| A [[Modding:Tokenizable strings|tokenizable string]] for the translated display name & description.
 +
|-
 +
| <samp>Type</samp>
 +
| The weapon type. One of <samp>0</samp> (stabbing sword), <samp>1</samp> (dagger), <samp>2</samp> (club or hammer), or <samp>3</samp> (slashing sword).
 +
|}
 +
 
 +
====Appearance====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>Texture</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this rule within the current machine (it doesn't need to be unique between machines).
+
| The asset name for the spritesheet containing the weapon's sprite.
 
|-
 
|-
| <samp>Triggers</samp>
+
| <samp>SpriteIndex</samp>
| When to apply this output rule. This can list any number of triggers; the output will apply if any of them match.
+
| The index within the <samp>Texture</samp> for the weapon sprite, where 0 is the top-left sprite.
 +
|}
   −
This consists of a list of models with these fields:
+
====Stats====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>MinDamage</samp><br /><samp>MaxDamage</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this trigger within the current rule.
+
| The minimum and maximum based damage caused when hitting a monster with this weapon.
 
|-
 
|-
| <samp>Trigger</samp>
+
| <samp>Knockback</samp>
| ''(Optional)'' When this output rule applies. Defaults to <samp>ItemPlacedInMachine</samp>. The possible values are...
+
| ''(Optional)'' How far the target is pushed when hit, as a multiplier relative to a base weapon like the [[Rusty Sword]] (e.g. <samp>1.5</samp> for 150% of Rusty Sword's weight). Default 1.
* <samp>ItemPlacedInMachine</samp>: apply this rule when an item is placed into the machine. This is the most common machine behavior.
  −
* <samp>OutputCollected</samp>: apply this rule when the machine's previous output is collected. An output-collected rule won't require or consume the input items, and the input item will be the previous output. For example, this is used to reload the [[crystalarium]].
  −
* <samp>MachinePutDown</samp>: apply this rule when the machine is put down. For example, this is used to start the [[Worm Bin|worm bin]].
  −
* <samp>DayUpdate</samp>: apply this rule when a new day starts, if it isn't already processing output. For example, this is used for the [[Soda Machine|soda machine]].
  −
 
  −
You can specify multiple values, like <code>"Trigger": "DayUpdate, MachinePutDown, OutputCollected"</code>.
   
|-
 
|-
| <samp>RequiredItemId</samp>
+
| <samp>Speed</samp>
| ''(Optional)'' The qualified or unqualified item ID for the item to match, if the trigger is <samp>ItemPlacedInMachine</samp> or <samp>OutputCollected</samp>. Defaults to allowing any item ID.
+
| ''(Optional)'' How fast the player can swing the weapon. Each point of speed is worth 40ms of swing time relative to 0. This stacks with the [[speed|player's weapon speed]]. Default 0.
 
|-
 
|-
| <samp>RequiredTags</samp>
+
| <samp>Precision</samp>
| ''(Optional)'' The [[Modding:Context tags|context tags]] to match against input items, if the trigger is <samp>ItemPlacedInMachine</samp> or <samp>OutputCollected</samp>. An item must have all of the listed tags to select this rule. You can negate a tag with <samp>!</samp> (like <code>"RequiredTags": [ "bone_item", "!fossil_item" ]</code> for bone items that aren't fossils).
+
| ''(Optional)'' Reduces the chance that a strike will miss. Default 0.
 
|-
 
|-
| <samp>RequiredCount</samp>
+
| <samp>Defense</samp>
| ''(Optional)'' The required stack size for the input item, if the trigger is <samp>ItemPlacedInMachine</samp> or <samp>OutputCollected</samp>. Default 1.
+
| ''(Optional)'' Reduces damage received by the player. Default 0.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>AreaOfEffect</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this trigger should be checked. Item-only tokens are valid for this check if the trigger is <samp>ItemPlacedInMachine</samp> or <samp>OutputCollected</samp>. Defaults to always true.
+
| ''(Optional)'' Slightly increases the area of effect. Default 0.
|}
   
|-
 
|-
| <samp>OutputItem</samp>
+
| <samp>CritChance</samp>
| The items produced by this machine. If multiple output entries match, one will be selected randomly unless you specify <samp>UseFirstValidOutput</samp>. This consists of a list of models with these fields:
+
| ''(Optional)'' The chance of a critical hit, as a decimal value between 0 (never) and 1 (always). Default 0.02.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>CritMultiplier</samp>
! effect
+
| ''(Optional)'' A multiplier applied to the base damage for a critical hit. This can be a decimal value. Default 3.
|-
  −
| ''common fields''
  −
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
  −
 
  −
Notes:
  −
<ul>
  −
<li>If <samp>ItemId</samp> or <samp>RandomItemId</samp> is set to an [[Modding:Item queries|item query]] which returns multiple items, one item will be selected at random.</li>
  −
<li>The <samp>ItemId</samp> and <samp>RandomItemId</samp> can optionally contain special tokens, which will be replaced before the item ID is parsed. For example, you can use <code>FLAVORED_ITEM Wine DROP_IN_ID</code> to create a wine for whatever item was placed in the machine.
  −
{| class="wikitable"
  −
|-
  −
! token
  −
! replaced with
  −
|-
  −
| <samp>DROP_IN_ID</samp>
  −
| The qualified item ID for the item placed in the machine.
  −
|-
  −
| <samp>DROP_IN_PRESERVE</samp>
  −
| If the item placed into the machine is a flavored item like Apple Juice or Tuna Roe, the ''unqualified'' item ID for the flavor item (e.g. the apple in Apple Wine). Otherwise <samp>0</samp>.
  −
|-
  −
| <samp>NEARBY_FLOWER_ID</samp>
  −
| The item ID for a flower within 5 tiles of the machine, or <samp>-1</samp> if no flower is found. For example, [[Bee House|bee houses]] produce <code>FLAVORED_ITEM Honey NEARBY_FLOWER_ID</code>.
   
|}
 
|}
</li>
  −
<li>The <samp>ObjectInternalName</samp> can optionally contain <samp>{0}</samp>, which will be replaced with the input item's internal name. This is used to prevent flavored items from stacking (''e.g.'' apple [[wine]] and blueberry wine).</li>
  −
<li>The <samp>Condition</samp> field will check the ''input'' (not output) item for item-related conditions.</li>
  −
</ul>
  −
|-
  −
| <samp>PreserveType</samp>
  −
| ''(Optional)'' The produced item's preserved item type, if applicable. This sets the equivalent flag on the output item. The valid values are <samp>Jelly</samp>, <samp>Juice</samp>, <samp>Pickle</samp>, <samp>Roe</samp> or <samp>AgedRoe</samp>, and <samp>Wine</samp>. Defaults to none.
  −
|-
  −
| <samp>PreserveId</samp>
  −
| ''(Optional)'' The produced item's preserved unqualified item ID, if applicable. For example, [[Wine|blueberry wine]] has its preserved item ID set to the [[blueberry]] ID. This can be set to <samp>DROP_IN</samp> to use the input item's ID. Default none.
  −
|-
  −
| <samp>CopyColor</samp>
  −
| ''(Optional)'' Whether to inherit the color of the input item if it was a <samp>ColoredObject</samp>. This mainly affects [[roe]]. Default false.
  −
|-
  −
| <samp>CopyPrice</samp>
  −
| ''(Optional)'' Whether to inherit the quality of the input item (before <samp>PriceModifiers</samp> are applied). This is ignored if the input or output aren't both object (<samp>(O)</samp>)-type.
  −
|-
  −
| <samp>CopyQuality</samp>
  −
| ''(Optional)'' Whether to inherit the quality of the input item (before <samp>QualityModifiers</samp> are applied).
  −
|-
  −
| <samp>PriceModifiers</samp><br /><samp>PriceModifiers</samp>
  −
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the output item's price. Default none.
  −
|-
  −
| <samp>IncrementMachineParentSheetIndex</samp>
  −
| ''(Optional)'' An amount by which to increment the machine's spritesheet index while it's processing this output. This stacks with the <samp>ShowNextIndexWhenLoaded</samp> or <samp>ShowNextIndexWhileWorking</samp> field. Default 0.
  −
|-
  −
| <samp>OutputMethod</samp>
  −
| ''(Optional, specialized)'' A C# method which decides which item to produce. If set, the <samp>ItemId</samp> field is optional and ignored.
     −
This must be specified in the form <samp>{{t|full type name}}: {{t|method name}}</samp> (like <samp>StardewValley.Object, Stardew Valley: OutputSolarPanel</samp>). The method must be static and match the game's <samp>MachineOutputDelegate</samp> method signature:
+
====Game logic====
<syntaxhighlight lang="c#">
  −
/// <summary>Get the output item to produce.</summary>
  −
/// <param name="machine">The machine instance for which to produce output.</param>
  −
/// <param name="inputItem">The item being dropped into the machine, if applicable.</param>
  −
/// <param name="probe">Whether the machine is only checking whether the input is valid. If so, the input/machine shouldn't be changed and no animations/sounds should play.</param>
  −
/// <param name="outputData">The item output data from <c>Data/Machines</c> for which output is being created, if applicable.</param>
  −
/// <param name="overrideMinutesUntilReady">The in-game minutes until the item will be ready to collect, if set. This overrides the equivalent fields in the machine data if set.</param>
  −
/// <returns>Returns the item to produce, or <c>null</c> if none should be produced.</returns>
  −
public static Item GetOutput(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady);
  −
</syntaxhighlight>
  −
 
  −
If this method returns null, the machine won't output anything.
  −
|-
  −
| <samp>CustomData</samp>
  −
| Machine-specific data provided to the machine logic, if applicable.
  −
 
  −
For example, the cask uses this to set the aging rate for each item:
  −
<syntaxhighlight lang="js">
  −
"OutputItem": {
  −
    "OutputMethod": "StardewValley.Objects.Cask, Stardew Valley: OutputCask",
  −
    "CustomData": {
  −
        "AgingMultiplier": 4
  −
    }
  −
}
  −
</syntaxhighlight>
  −
|}
  −
|-
  −
| <samp>UseFirstValidOutput</samp>
  −
| ''(Optional)'' If multiple <samp>OutputItem</samp> entries match, whether to use the first match instead of choosing one randomly. Default false.
  −
|-
  −
| <samp>MinutesUntilReady</samp><br /><samp>DaysUntilReady</samp>
  −
| ''(Optional)'' The number of in-game minutes or days until the output is ready to collect. If both days and minutes are specified, days are used. If none are specified, the item will be ready instantly.
  −
|-
  −
| <samp>InvalidCountMessage</samp>
  −
| ''(Optional)'' If set, overrides the machine's main <samp>InvalidCountMessage</samp> field.
  −
|-
  −
| <samp>RecalculateOnCollect</samp>
  −
| ''(Optional)'' Whether to regenerate the output right before the player collects it, similar to [[Bee House|bee houses]]. If the new item is null, the original output is returned instead.
  −
|}
  −
|-
  −
| <samp>AdditionalConsumedItems</samp>
  −
| ''(Optional)'' A list of extra items required before <samp>OutputRules</samp> will be checked. If specified, every listed item must be present in the player, [[hopper]], or chest inventory (depending how the machine is being loaded).
  −
 
  −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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! effect
 
! effect
 
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>CanBeLostOnDeath</samp>
| The [[#Custom items|qualified or unqualified item ID]] for the required item.
+
| Whether the player can [[Adventurer's Guild#Item Recovery Service|lose this tool when they die]]. Default true.
 
|-
 
|-
| <samp>RequiredCount</samp>
+
| <samp>MineBaseLevel</samp><br /><samp>MineMinLevel</samp>
| ''(Optional)'' The required stack size for the item matching <samp>ItemId</samp>. Default 1.
+
| ''(Optional)'' The base and minimum mine level, which affect [[#Mine container drops|mine container drops]]. Both default to -1, which disables automatic mine drops.
|-
  −
| <samp>InvalidCountMessage</samp>
  −
| ''(Optional)'' If set, overrides the machine's main <samp>InvalidCountMessage</samp> field.
  −
|}
  −
|-
  −
| <samp>AllowFairyDust</samp>
  −
| ''(Optional)'' Whether the player can add [[Fairy Dust|fairy dust]] to speed up the machine. Default true.
  −
|-
  −
| <samp>ReadyTimeModifiers</samp>
  −
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the produced item's processing time. The modifier conditions can use item-only tokens, which will check the ''input'' (not output) item.
  −
|-
  −
| <samp>ReadyTimeModifierMode</samp>
  −
| ''(Optional)'' A [[#Quantity modifiers|quantity modifier mode]] which indicates what to do if multiple modifiers apply at the same time. Default <samp>Stack</samp>.
   
|}
 
|}
   −
====Behavior tweaks====
+
====Advanced====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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! effect
 
! effect
 
|-
 
|-
| <samp>PreventTimePass</samp>
+
| <samp>Projectiles</samp>
| ''(Optional)'' A list of cases when the machine should be paused, so the timer on any item being produced doesn't decrement. Possible values:
+
| ''(Optional)'' The projectiles fired when the weapon is used, which continue along their path until they hit a monster and cause damage. A separate projectile is fired for each entry in this list.
 +
 
 +
This consists of a list of models with these fields (one projectile will fire for each entry in the list):
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>Outside</samp><br /><samp>Inside</samp>
+
| <samp>Id</samp>
| Pause when placed in an outside or inside location. For example, [[Bee House|bee houses]] don't work inside.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the projectile within the current weapon's data.
 
|-
 
|-
| <samp>Spring</samp><br /><samp>Summer</samp><br /><samp>Fall</samp><br /><samp>Winter</samp>
+
| <samp>Damage</samp>
| Pause in the given season. For example, [[Bee House|bee houses]] don't work in winter.
+
| ''(Optional)'' The amount of damage caused when the projectile hits a monster. Default 10.
 
|-
 
|-
 +
| <samp>Explodes</samp>
 +
| ''(Optional)'' Whether the projectile explodes when it collides with something. Default false.
 
|-
 
|-
| <samp>Sun</samp><br /><samp>Rain</samp>
+
| <samp>Bounces</samp>
| Pause on days with the given weather.
+
| ''(Optional)'' The number of times the projectile can bounce off walls before being destroyed. Default 0.
 
|-
 
|-
| <samp>Always</samp>
+
| <samp>MaxDistance</samp>
| Always pause the machine. This is used in specialized cases where the timer is handled by [[#Advanced logic|advanced machine logic]].
+
| ''(Optional)'' The maximum tile distance the projectile can travel. Default 4.
|}
   
|-
 
|-
| <samp>AllowLoadWhenFull</samp>
+
| <samp>Velocity</samp>
| ''(Optional)'' Whether the player can drop a new item into the machine before it's done processing the last one (like the [[crystalarium]]). The previous item will be lost. Default false.
+
| ''(Optional)'' The speed at which the projectile moves. Default 10.
 
|-
 
|-
| <samp>ClearContentsOvernightCondition</samp>
+
| <samp>RotationVelocity</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the machine should be emptied overnight, so any current output will be lost. Defaults to always false.
+
| ''(Optional)'' The rotation velocity. Default 32.
|}
  −
 
  −
====Audio & visuals====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>TailLength</samp>
! effect
+
| ''(Optional)'' The length of the tail which trails behind the main projectile. Default 1.
 
|-
 
|-
| <samp>LoadEffects</samp><br /><samp>WorkingEffects</samp>
+
| <samp>FireSound</samp><br /><samp>BounceSound</samp><br /><samp>CollisionSound</samp>
| ''(Optional)'' The cosmetic effects shown when an item is loaded into the machine (for <samp>LoadEffects</samp>), or while it's processing the item (for <samp>WorkingEffects</samp>, based on the <samp>WorkingEffectChance</samp> probability). Both default to none. These consist of a list of models with these fields:
+
| ''(Optional)'' The sound played when the projectile is fired, bounces off a wall, or collides with something. All three default to none.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>MinAngleOffset</samp><br /><samp>MaxAngleOffset</samp>
! effect
+
| ''(Optional)'' A random offset applied to the direction of the project each time it's fired. Both fields default to 0, in which case it's always shot at the 90° angle matching the player's facing direction.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>SpriteIndex</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this effect should be played. For item queries, you can check the input item (<samp>Input</samp) or output item (<samp>Target</samp>). Defaults to always true.
+
| ''(Optional)'' The sprite index in the <samp>TileSheets/Projectiles</samp> asset to draw for this projectile. Defaults to 11 (a glowing-yellow-ball sprite).
 
|-
 
|-
| <samp>Sounds</samp>
+
| <samp>Item</samp>
| ''(Optional)'' The audio to play. This consists of a list of models with these fields:
+
| ''(Optional)'' The item to shoot. If set, this overrides <samp>SpriteIndex</samp>.
 +
 
 +
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,146: Line 1,058:  
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| ''common fields''
| The [[#Custom audio|audio cue ID]] to play.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 +
|}
 +
|}
 +
 
 +
Note that these are magic projectiles fired when the weapon is used, they're not aimed directly like [[slingshot]] projectiles.
 
|-
 
|-
| <samp>Delay</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' The number of milliseconds until the sound should play. Default 0.
+
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
   −
Defaults to no sound.
+
===Custom movie concessions===
|-
+
{{/doc status|[[Modding:Movie theater data]]|done=false}}
| <samp>ShakeDuration</samp>
+
: ''See also: [[#Custom movies|custom movies]].''
| ''(Optional)'' A duration in milliseconds during which the machine sprite should shake. Default none.
+
 
|-
+
You could already [[Modding:Movie theater data#Concession data|add/edit concessions]] sold in the [[Movie Theater|movie theater]], but conflicts were likely since each concession had an incrementing numeric ID which matched its position in the vanilla tilesheet.
| <samp>Frames</samp>
+
 
| ''(Optional)'' The animation to apply to the machine sprite, specified as a list of offsets relative to the base sprite index. Default none.
+
Stardew Valley 1.6 addresses that with two changes:
|-
+
<ul>
| <samp>Interval</samp>
+
<li>The <samp>Id</samp> field is now a [[Modding:Common data field types#Unique string ID|unique string ID]].</li>
| ''(Optional)'' The number of milliseconds for which each frame in <samp>Frames</samp> is kept on-screen. Default 100.
+
<li>You can now use a different texture with two new required fields:
|-
  −
| <samp>TemporarySprites</samp>
  −
| ''(Optional)'' The temporary animated sprites to show. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
 
! effect
 
! effect
|-
  −
| <samp>Id</samp>
  −
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this rule within the current machine (it doesn't need to be unique between machines).
   
|-
 
|-
 
| <samp>Texture</samp>
 
| <samp>Texture</samp>
| The asset name for the texture (under the game's <samp>Content</samp> folder) for the animated sprite.
+
| The asset name for the texture containing the concession's sprite.
 
|-
 
|-
| <samp>SourceRect</samp>
+
| <samp>SpriteIndex</samp>
| The pixel area for the first animated frame within the <samp>Texture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
+
| The index within the <samp>Texture</samp> for the concession sprite, where 0 is the top-left sprite.
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether to add this temporary sprite.
  −
|-
  −
| <samp>PositionOffset</samp>
  −
| ''(Optional)'' A pixel offset applied to the sprite, relative to the top-left corner of the machine's collision box, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. Defaults to (0, 0).
  −
|-
  −
| <samp>Color</samp>
  −
| ''(Optional)'' A tint color to apply to the sprite. See [[#Color fields|color format]]. Default <samp>White</samp> (no tint).
  −
|-
  −
| <samp>AlphaFade</samp><br /><samp>Loops</samp><br /><samp>Rotation</samp><br /><samp>RotationChange</samp><br /><samp>ScaleChange</samp><br /><samp>SortOffset</samp>
  −
| ''(Optional)'' See equivalent fields in the [[#Event changes|<samp>temporaryAnimatedSprite</samp> event command]]. Default 0.
  −
|-
  −
| <samp>Frames</samp><br /><samp>Scale</samp>
  −
| ''(Optional)'' See equivalent fields in the [[#Event changes|<samp>temporaryAnimatedSprite</samp> event command]]. Default 1.
  −
|-
  −
| <samp>Interval</samp>
  −
| ''(Optional)'' See equivalent fields in the [[#Event changes|<samp>temporaryAnimatedSprite</samp> event command]]. Default 100.
  −
|-
  −
| <samp>Flicker</samp><br /><samp>Flip</samp>
  −
| ''(Optional)'' See equivalent fields in the [[#Event changes|<samp>temporaryAnimatedSprite</samp> event command]]. Default false.
   
|}
 
|}
|}
+
</li>
|-
+
</ul>
| <samp>WorkingEffectChance</samp>
+
 
| ''(Optional)'' The percentage chance to apply <samp>WorkingEffects</samp> each time the day starts or the in-game clock changes, as a value between 0 (never) and 1 (always). Default 0.33.
+
For example, this content pack adds a new 'Pufferchick Pop' concession with a custom image:
|-
+
{{#tag:syntaxhighlight|<nowiki>
| <samp>LightWhileWorking</samp>
+
{
| ''(Optional)'' The light emitted by the machine while it's processing an item. Default none.
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/Concessions",
 +
            "Entries": {
 +
                "{{ModId}}_PufferchickPop": {
 +
                    "Id": "{{ModId}}_PufferchickPop",  // must specify ID again when creating a new entry
 +
                    "Name": "{{ModId}}_PufferchickPop", // best practice to match the ID, since it's sometimes used as an alternate ID
 +
                    "DisplayName": "Pufferchick Pop",
 +
                    "Description": "A cute cake pop shaped like a pufferchick.",
 +
                    "Price": 25,
 +
                    "Texture": "{{InternalAssetKey: assets/pufferchick-pop.png}}" // an image in your content pack
 +
                    "SpriteIndex": 0
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
===Custom museum donations & rewards===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
You can now add/edit the items which the [[museum]] gives back in rewards through the new <samp>Data/MuseumRewards</samp> data asset.
 +
 
 +
====Format====
 +
The data asset consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the reward group.
 +
* The value is a model with the fields listed below.
   −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,215: Line 1,133:  
! effect
 
! effect
 
|-
 
|-
| <samp>Radius</samp>
+
| <samp>TargetContextTags</samp>
| ''(Optional)'' The size of the area covered by the light effect, as a multiplier of the default radius (like <samp>1.5</samp> for an area 50% wider than the default). Default 1.
+
| The items that must be donated to complete this reward group. The player must fulfill every entry in the list to unlock the reward. This consists of a list of models with these fields:
|-
  −
| <samp>Color</samp>
  −
| ''(Optional)'' A tint color to apply to the light. See [[#Color fields|color format]]. Default <samp>White</samp> (no tint).
  −
|}
  −
|-
  −
| <samp>WobbleWhileWorking</samp>
  −
| ''(Optional)'' Whether the machine sprite should bulge in & out while it's processing an item. Default false.
  −
|-
  −
| <samp>ShowNextIndexWhileWorking</samp><br /><samp>ShowNextIndexWhenReady</samp>
  −
| ''(Optional)'' Whether to show the next sprite in the machine's spritesheet while it's processing an item (<samp>ShowNextIndexWhileWorking</samp>) or ready (<samp>ShowNextIndexWhenReady</samp>). Default false.
  −
|}
  −
 
  −
====Player interaction messages====
  −
These only apply when the player interacts with a chest directly, instead of using a [[hopper]] or mod like {{nexus mod|1063|Automate}}.
  −
 
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,237: Line 1,140:  
! effect
 
! effect
 
|-
 
|-
| <samp>InvalidItemMessage</samp>
+
| <samp>Tag</samp>
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown in a toaster notification if the player tries to input an item that isn't accepted by the machine.
+
| The [[Modding:Context tags|context tag]] for the items to require.
 
|-
 
|-
| <samp>InvalidItemMessageCondition</samp>
+
| <samp>Count</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether <samp>InvalidItemMessage</samp> should be shown. This can use item-related queries like <samp>ITEM_TYPE</samp>. Defaults to always true.
+
| The minimum number of items matching the context tags that must be donated.
|-
+
|}
| <samp>InvalidCountMessage</samp>
  −
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown in a toaster notification if the input inventory doesn't contain this item, unless overridden by <samp>InvalidCountMessage</samp> under <samp>OutputRules</samp>.
     −
This can use extra custom tokens:
+
For example, an entry with the tag <samp>forage_item</samp> and count 2 will require donating any two forage items.
* <samp>[ItemCount]</samp>: the number of remaining items needed. For example, if you're holding three and need five, <samp>[ItemCount]</samp> will be replaced with <samp>2</samp>.
  −
|}
     −
====Advanced logic====
+
Special case: an entry with the exact values <code>Tag: "", Count: -1</code> passes if the museum is complete (i.e. the player has donated the max number of items).
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>FlagOnCompletion</samp>
! effect
+
| ''(Optional if <samp>RewardItemIsSpecial</samp> is true)'' Whether to add the <samp>ID</samp> value to the player's received mail. This is used to track whether the player has collected the reward, and should almost always be true. If this is omitted and <samp>RewardItemIsSpecial</samp> is false, the player will be able collect the reward infinite times. Default false.
 +
 
 +
After the reward is collected, you can check this value using the <samp><nowiki>HasFlag</nowiki></samp> condition in [[Modding:Content Patcher|Content Patcher]].
 
|-
 
|-
| <samp>InteractMethod</samp>
+
| <samp>RewardActions</samp>
| ''(Optional)'' A C# method invoked when the player interacts with the machine when it doesn't have output ready to harvest.
+
| Run one or more [[Modding:Trigger actions|trigger action strings]]. For example, this adds {{price|500}} to the current player:
 
+
<syntaxhighlight lang="js">
This must be specified in the form <samp>{{t|full type name}}: {{t|method name}}</samp> (like <samp>StardewValley.Object, Stardew Valley: SomeInteractMethod</samp>). The method must be static and match the game's <samp>MachineInteractDelegate</samp> method signature:
+
"RewardActions": [
<syntaxhighlight lang="c#">
+
    "AddMoney 500"
/// <summary>The method signature for a custom <see cref="MachineData.InteractMethod"/> method.</summary>
+
]
/// <param name="machine">The machine instance for which to produce output.</param>
  −
/// <param name="location">The location containing the machine.</param>
  −
/// <param name="player">The player using the machine.</param>
  −
/// <returns>Returns whether the interaction was handled.</returns>
  −
public static bool InteractWithMachine(Object machine, GameLocation location, Farmer player);
   
</syntaxhighlight>
 
</syntaxhighlight>
 
|-
 
|-
| <samp>HasInput</samp><br /><samp>HasOutput</samp>
+
| <samp>RewardItemId</samp>
| ''(Optional)'' Whether to force adding the <samp>machine_input</samp> or <samp>machine_output</samp> [[#New context tags|context tags]] respectively. This isn't needed for most machines, since they'll be set based on the <samp>OutputRules</samp> field. Default false.
+
| ''(Optional)'' The [[#Custom items|qualified item ID]] for the item given to the player when they donate all required items for this group. There's no reward item if omitted.
 
|-
 
|-
| <samp>IsIncubator</samp>
+
| <samp>RewardItemCount</samp>
| ''(Optional)'' Whether this machine acts as an incubator when placed in a building, so players can incubate eggs in it. Default false.
+
| ''(Optional)'' The stack size for the <samp>RewardItemId</samp> (if the item supports stacking). Default 1.
 
  −
This is used by the [[incubator]] and [[Ostrich Incubator|ostrich incubator]]. The game logic assumes there's only one such machine in each building, so this generally shouldn't be used by custom machines that can be built in a vanilla [[barn]] or [[coop]].
   
|-
 
|-
| <samp>StatsToIncrementWhenLoaded</samp><br /><samp>StatsToIncrementWhenHarvested</samp>
+
| <samp>RewardItemIsSpecial</samp>
| ''(Optional)'' The game stat counters to increment when an item is placed in the machine (<samp>StatsToIncrementWhenLoaded</samp>) or when the processed output is collected (<samp>StatsToIncrementWhenHarvested</samp>). Default none. This consists of a list of models with these fields:
+
| ''(Optional)'' Whether to mark the <samp>RewardItemId</samp> as a special permanent item, which can't be destroyed/dropped and can only be collected once. Default false.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>RewardItemIsRecipe</samp>
! effect
+
| ''(Optional)'' Whether to give the player a cooking/crafting recipe which produces the <samp>RewardItemId</samp>, instead of the item itself. Ignored if the item type can't be cooked/crafted (i.e. non-object-type items). Default false.
|-
  −
| <samp>StatName</samp>
  −
| The name of the stat counter field in <samp>Game1.stats</samp>. Stat names are case-insensitive.
  −
|-
  −
| <samp>RequiredItemId</samp>
  −
| ''(Optional)'' If set, only increment the stat if the main input item has this qualified or unqualified item ID.
  −
|-
  −
| <samp>RequiredTags</samp>
  −
| ''(Optional)'' If set, only increment the stat if the main input item has ''all'' of these [[Modding:Context tags|context tags]]. You can negate a tag with <samp>!</samp> (like <code>"RequiredTags": [ "bone_item", "!fossil_item" ]</code> for bone items that aren't fossils).
  −
|}
  −
 
  −
This can be used to increment both built-in stats (like <samp>GeodesCracked</samp> for the [[Geode Crusher|geode crusher]]) and custom stats. Using a [[Modding:Common data field types#Unique string ID|unique string ID]] is strongly recommended for custom stats to avoid conflicts.
   
|-
 
|-
 
| <samp>CustomFields</samp>
 
| <samp>CustomFields</samp>
Line 1,300: Line 1,180:  
|}
 
|}
   −
====Interacting with machines in C#====
+
For example, this content pack adds two rewards (one mail and one item):
Stardew Valley 1.6 adds two <samp>Object</samp> fields for reference:
+
{{#tag:syntaxhighlight|<nowiki>
{| class="wikitable"
+
{
|-
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
! field
+
    "Changes": [
! effect
+
        {
|-
+
            "Action": "EditData",
| <samp>lastOutputRuleId</samp>
+
            "Target": "Data/MuseumRewards",
| If this is a machine, the output rule ID for the rule being processed by the machine (if any).
+
            "Entries": {
|-
+
                // send a letter when a specific item is donated
| <samp>lastInputItem</samp>
+
                "{{ModId}}_ShinyArtifact": {
| If this is a machine, the item that was dropped into the machine to start the current output (if any).
+
                    "TargetContextTags": [
|}
+
                        {
 +
                            "Tag": "id_{{ModId}}_ShinyArtifact", // unique context tag identifying the item by ID
 +
                            "Count": 1
 +
                        },
 +
                    ],
 +
                    "FlagOnCompletion": true,
 +
                    "RewardActions": [ "AddMail Current {{ModId}}_ShinyArtifact" ]
 +
                },
   −
And a few methods for processing items:
+
                // give item when 18 minerals are donated
{| class="wikitable"
+
                "{{ModId}}_18MineralItems": {
|-
+
                    "TargetContextTags": [
! field
+
                        {
! effect
+
                            "Tag": "item_type_minerals",
|-
+
                            "Count": 18
| <samp>IsMachineWorking()</samp>
+
                        },
| Get whether the machine is currently processing an item.
+
                    ],
|-
+
                    "RewardItemId": "(BC){{ModId}}_SuperMachine",
| <samp>ShouldTimePassForMachine(location)</samp>
+
                    "RewardItemCount": 1,
| Get whether the machine should be updated in the given location. For example, this will return false for [[Solar Panel|solar panels]] placed indoors, or outdoors on a cloudy day.
+
                    "FlagOnCompletion": true
|-
+
                }
| <samp>GetMachineData()</samp>
+
            }
| Get the underlying machine data from <samp>Data/Machines</samp>.
+
        }
|-
+
    ]
| <samp>PlaceInMachine(…)</samp>
+
}</nowiki>|lang=javascript}}
| Try to place an item in the machine using the rules from <samp>Data/Machines</samp>. This returns a boolean which indicates whether the machine was successfully started.
+
 
|-
+
See also [[Modding:Mail data|mail data]], [[#Custom items|custom items]], and [[#custom machines|custom machines]] to add the custom mail and items.
| <samp>OutputMachine(…)</samp>
  −
| Try to set the machine output given the input item and an optional output rule to apply. Most code should call <samp>PlaceInMachine</samp> instead.
  −
|}
     −
A lot of the generic machine logic is also handled by a new <samp>MachineDataUtility</samp> class, which lets C# mods interact with machine data more directly. For example, you can check which output a machine would produce without actually updating the machine.
+
====Achievements====
 +
The ''A Complete Collection'' [[Achievements|achievement]] is automatically adjusted to require any custom donations added too. This is based on the number of donated items though, so removing custom donations later may incorrectly mark the museum complete (since you may have donated enough items to meet the total required).
   −
===Custom melee weapons===
+
===Custom fruit trees===
[[Modding:Items#Weapons|Melee weapons]] are still stored in <samp>Data/Weapons</samp>, but that asset has been overhauled in Stardew Valley 1.6. The slash-delimited entries are now models to simplify edits and enable new features (like the new <samp>Projectiles</samp> feature).
+
{{/doc status|[[Modding:Fruit trees]]|done=false}}
   −
This consists of a string → model lookup, where...
+
====Data format====
* The key is the unqualified [[#Custom items|item ID]] for the weapon.
+
You can now add custom [[Fruit Trees|fruit trees]] by editing the revamped <samp>Data/fruitTrees</samp> asset. This consists of a string → model lookup, where...
* The value is model with the fields listed below.
+
* The key is the [[#Custom items|unqualified item ID]] for the sapling item in <samp>Data/Objects</samp>.
 +
* The value is a model with the fields listed below.
   −
====Basic weapon info====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,351: Line 1,236:  
! effect
 
! effect
 
|-
 
|-
| <samp>Name</samp>
+
| <samp>DisplayName</samp>
| The internal weapon name.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the tree's display name. This should return a display name without 'tree' (like <samp>Cherry</samp> for a cherry tree). This is used in UI messages like "''Your &lt;display name&gt; tree wasn't able to grow last night''".
 
|-
 
|-
| <samp>DisplayName</samp><br /><samp>Description</samp>
+
| <samp>Seasons</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the translated display name & description.
+
| The seasons in which the fruit tree bears fruit. This consists of an array of season names (any combination of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>).
 +
 
 +
'''Note:''' the previous '<samp>island</samp>' season value is no longer valid. Using <samp>summer</samp> is equivalent to how it worked before (since we now have [[#Custom location contexts|per-location seasons]]).
 
|-
 
|-
| <samp>Type</samp>
+
| <samp>Fruit</samp>
| The weapon type. One of <samp>0</samp> (stabbing sword), <samp>1</samp> (dagger), <samp>2</samp> (club or hammer), or <samp>3</samp> (slashing sword).
+
| The fruit items to add to the tree each day while the tree is in-season. The first matching fruit (if any) is selected each day.
|}
     −
====Appearance====
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,367: Line 1,253:  
! effect
 
! effect
 
|-
 
|-
| <samp>Texture</samp>
+
| ''common fields''
| The asset name for the spritesheet containing the weapon's sprite.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for fruit items.
|-
+
 
| <samp>SpriteIndex</samp>
+
Notes:
| The index within the <samp>Texture</samp> for the weapon sprite, where 0 is the top-left sprite.
+
* If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 +
* Season conditions are ignored in non-seasonal locations like the [[greenhouse]] and [[Ginger Island]].
 +
|-
 +
| <samp>Season</samp>
 +
| ''(Optional)'' If set, the group only applies if the tree's location is in this season. This is ignored in non-seasonal locations like the [[greenhouse]] and [[Ginger Island]].
 +
|-
 +
| <samp>Chance</samp>
 +
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 
|}
 
|}
 +
|-
 +
| <samp>Texture</samp>
 +
| The asset name for the texture under the game's <samp>Content</samp> folder. Use <samp>\</samp> (or <samp>\\</samp> in JSON) to separate name segments if needed. For example, vanilla fruit trees use <samp>TileSheets\fruitTrees</samp>.
 +
|-
 +
| <samp>TextureSpriteRow</samp>
 +
| The tree's row index in the <samp>Texture</samp> spritesheet (e.g. 0 for the first tree, 1 for the second tree, etc).
 +
|-
 +
| <samp>PlantableLocationRules</samp>
 +
| ''(Optional)'' The rules to decide which locations you can plant the sapling in, if applicable. The first matching rule is used. This can override location checks (e.g. crops being limited to the farm), but not built-in requirements like crops needing dirt.
 +
 +
This consists of a list of models with these fields:
   −
====Stats====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,380: Line 1,283:  
! effect
 
! effect
 
|-
 
|-
| <samp>MinDamage</samp><br /><samp>MaxDamage</samp>
+
| <samp>Id</samp>
| The minimum and maximum based damage caused when hitting a monster with this weapon.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 
|-
 
|-
| <samp>Knockback</samp>
+
| <samp>Result</samp>
| ''(Optional)'' How far the target is pushed when hit, as a multiplier relative to a base weapon like the [[Rusty Sword]] (e.g. <samp>1.5</samp> for 150% of Rusty Sword's weight). Default 1.
+
| Indicates whether the sapling can be planted in a location if this entry is selected. The possible values are:
 +
* <samp>Default</samp>: the sapling can be planted if the location normally allows it. This can be used to stop processing further rules, and/or set a custom <samp>DeniedMessage</samp>.
 +
* <samp>Allow</samp>: the sapling can be planted here, regardless of whether the location normally allows it.
 +
* <samp>Deny</samp>: the sapling can't be planted here, regardless of whether the location normally allows it.
 
|-
 
|-
| <samp>Speed</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' How fast the player can swing the weapon. Each point of speed is worth 40ms of swing time relative to 0. This stacks with the [[speed|player's weapon speed]]. Default 0.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
 
|-
 
|-
| <samp>Precision</samp>
+
| <samp>PlantedIn</samp>
| ''(Optional)'' Reduces the chance that a strike will miss. Default 0.
+
| ''(Optional)'' The planting context to apply this rule for. The possible values are <samp>Ground</samp> (planted directly in the ground), <samp>GardenPot</samp> (planted in a [[Garden Pot|garden pot]]), or <samp>Any</samp>. Default <samp>Any</samp>.
 +
 
 +
Note that saplings can't be planted in garden pots.
 
|-
 
|-
| <samp>Defense</samp>
+
| <samp>DeniedMessage</samp>
| ''(Optional)'' Reduces damage received by the player. Default 0.
+
| ''(Optional)'' If this rule prevents planting the sapling, the tokenizable string to show to the player (or <samp>null</samp> to default to the normal behavior for the context). This also applies when the <samp>Result</samp> is <samp>Default</samp>, if that causes the planting to be denied.
 +
|}
 
|-
 
|-
| <samp>AreaOfEffect</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' Slightly increases the area of effect. Default 0.
+
| The [[#Custom data fields|custom fields]] for this entry.
|-
  −
| <samp>CritChance</samp>
  −
| ''(Optional)'' The chance of a critical hit, as a decimal value between 0 (never) and 1 (always). Default 0.02.
  −
|-
  −
| <samp>CritMultiplier</samp>
  −
| ''(Optional)'' A multiplier applied to the base damage for a critical hit. This can be a decimal value. Default 3.
   
|}
 
|}
   −
====Game logic====
+
For example, this content pack adds a custom fruit tree, including [[#Custom items|custom items]] for the sapling and fruit:
{| class="wikitable"
+
 
|-
+
{{#tag:syntaxhighlight|<nowiki>
! field
+
{
! effect
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
|-
+
    "Changes": [
| <samp>CanBeLostOnDeath</samp>
+
        // add fruit + sapling items
| Whether the player can [[Adventurer's Guild#Item Recovery Service|lose this tool when they die]]. Default true.
+
        // note: sapling must have an edibility under 0 (usually -300) to be plantable
|-
+
        {
| <samp>MineBaseLevel</samp><br /><samp>MineMinLevel</samp>
+
            "Action": "EditData",
| ''(Optional)'' The base and minimum mine level, which affect [[#Mine container drops|mine container drops]]. Both default to -1, which disables automatic mine drops.
+
            "Target": "Data/Objects",
|}
+
            "Entries": {
 +
                "{{ModId}}_Pufferfruit": {
 +
                    "Name": "{{ModId}}_Pufferfruit", // best practice to match the ID, since it's sometimes used as an alternate ID
 +
                    "DisplayName": "Pufferfruit",
 +
                    "Description": "An example fruit item.",
 +
                    "Type": "Basic",
 +
                    "Category": -6,
 +
                    "Price": 1200,
 +
 
 +
                    "Texture": "Mods/{{ModId}}/Objects",
 +
                    "SpriteIndex": 0
 +
                },
 +
                "{{ModId}}_Puffersapling": {
 +
                    "Name": "{{ModId}}_Puffersapling",
 +
                    "DisplayName": "Puffersapling",
 +
                    "Description": "An example tree sapling.",
 +
                    "Type": "Basic",
 +
                    "Category": -74,
 +
                    "Price": 1200,
   −
====Advanced====
+
                    "Texture": "Mods/{{ModId}}/Objects",
{| class="wikitable"
+
                    "SpriteIndex": 1
|-
+
                }
! field
+
            }
! effect
+
        },
|-
  −
| <samp>Projectiles</samp>
  −
| ''(Optional)'' The projectiles fired when the weapon is used, which continue along their path until they hit a monster and cause damage. A separate projectile is fired for each entry in this list.
     −
This consists of a list of models with these fields (one projectile will fire for each entry in the list):
+
        // add fruit tree
{| class="wikitable"
+
        {
|-
+
            "Action": "EditData",
! field
+
            "Target": "Data/FruitTrees",
! effect
+
            "Entries": {
|-
+
                "{{ModId}}_Puffersapling": {
| <samp>Id</samp>
+
                    "DisplayName": "Pufferfruit",
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the projectile within the current weapon's data.
+
                    "Seasons": [ "spring" ],
|-
+
                    "Fruit": [
| <samp>Damage</samp>
+
                        {
| ''(Optional)'' The amount of damage caused when the projectile hits a monster. Default 10.
+
                            "Id": "E{{ModId}}_Pufferfruit",
 +
                            "ItemId": "{{ModId}}_Pufferfruit"
 +
                        }
 +
                    ],
 +
                    "Texture": "Mods/{{ModId}}/FruitTrees",
 +
                    "TextureSpriteRow": 0
 +
                }
 +
            }
 +
        },
 +
 
 +
        // add images
 +
        {
 +
            "Action": "Load",
 +
            "Target": "Mods/{{ModId}}/FruitTrees, Mods/{{ModId}}/Objects",
 +
            "FromFile": "assets/{{TargetWithoutPath}}.png" // assets/FruitTrees.png, assets/Objects.png
 +
        },
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
The fruit trees can then be added to the game by giving the player a sapling item in the usual ways (e.g. from [[#Custom shops|a shop]]).
 +
 
 +
====Fruit items====
 +
For C# mods, the <samp>fruitsOnTree</samp> field (number of fruit on the tree) has been replaced by <samp>fruit</samp> (list of fruit items).
 +
 
 +
====Spawning fruit trees====
 +
Custom trees can be added to the game in two ways:
 +
* Spawn them on [[Modding:Maps|map tiles]] when the location is created, using the new <samp>SpawnTree: fruit {{t|tree ID}} {{o|growth stage on location created}} {{o|growth stage on day-update regrowth}}</samp> tile property. This must be added on the <samp>Paths</samp> layer, which must also have tile index 34 from the <samp>paths</samp> tilesheet.
 +
* Or give the player a seed item in the usual ways (e.g. from [[#Custom shops|a shop]], [[Modding:Mail data|mail letter]], etc).
 +
 
 +
===Custom objects===
 +
{{/doc status|[[Modding:Items#Objects]]|done=false}}
 +
 
 +
You can now create/edit objects (the main item type) by editing the new <samp>Data/Objects</samp> asset, which replaces the previous slash-delimited <samp>Data/objectInformation</samp>.
 +
 
 +
Besides the format change, this adds...
 +
* support for custom textures;
 +
* revamped geode drops with support for conditions, probabilities, and item queries;
 +
* expanded food/drink buffs (e.g. set a custom buff ID, add a custom buff icon, etc);
 +
* context tags (moved from the former <samp>Data/ObjectContextTags</samp> asset);
 +
* [[#Custom data fields|custom fields]] to let framework mods support additional features.
 +
 
 +
This consists of a string → model lookup, where...
 +
* The key is the unqualified [[#Custom items|item ID]].
 +
* The value is a model with the fields listed below.
 +
 
 +
====Basic info====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Explodes</samp>
+
! field
| ''(Optional)'' Whether the projectile explodes when it collides with something. Default false.
+
! purpose
 
|-
 
|-
| <samp>Bounces</samp>
+
| <samp>Name</samp>
| ''(Optional)'' The number of times the projectile can bounce off walls before being destroyed. Default 0.
+
| The internal item name.
 
|-
 
|-
| <samp>MaxDistance</samp>
+
| <samp>DisplayName</samp><br /><samp>Description</samp>
| ''(Optional)'' The maximum tile distance the projectile can travel. Default 4.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the item's in-game display name and description.
 
|-
 
|-
| <samp>Velocity</samp>
+
| <samp>Type</samp>
| ''(Optional)'' The speed at which the projectile moves. Default 10.
+
| The item's general type, like <samp>Arch</samp> (artifact) or <samp>Minerals</samp>. See details at [[Modding:Items#Objects]].
 
|-
 
|-
| <samp>RotationVelocity</samp>
+
| <samp>Category</samp>
| ''(Optional)'' The rotation velocity. Default 32.
+
| The [[Modding:Items#Categories|item category]].
 
|-
 
|-
| <samp>TailLength</samp>
+
| <samp>Price</samp>
| ''(Optional)'' The length of the tail which trails behind the main projectile. Default 1.
+
| ''(Optional)'' The price when sold by the player. This is not the price when bought from a shop. Default 0.
|-
+
|}
| <samp>FireSound</samp><br /><samp>BounceSound</samp><br /><samp>CollisionSound</samp>
  −
| ''(Optional)'' The sound played when the projectile is fired, bounces off a wall, or collides with something. All three default to none.
  −
|-
  −
| <samp>MinAngleOffset</samp><br /><samp>MaxAngleOffset</samp>
  −
| ''(Optional)'' A random offset applied to the direction of the project each time it's fired. Both fields default to 0, in which case it's always shot at the 90° angle matching the player's facing direction.
  −
|-
  −
| <samp>SpriteIndex</samp>
  −
| ''(Optional)'' The sprite index in the <samp>TileSheets/Projectiles</samp> asset to draw for this projectile. Defaults to 11 (a glowing-yellow-ball sprite).
  −
|-
  −
| <samp>Item</samp>
  −
| ''(Optional)'' The item to shoot. If set, this overrides <samp>SpriteIndex</samp>.
     −
This consists of a list of models with these fields:
+
====Appearance====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| ''common fields''
+
| <samp>Texture</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
+
| The asset name for the texture containing the item's sprite. Defaults to <samp>Maps/springobjects</samp>.
 
  −
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
  −
|}
  −
|}
  −
 
  −
Note that these are magic projectiles fired when the weapon is used, they're not aimed directly like [[slingshot]] projectiles.
   
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>SpriteIndex</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| The sprite's index within the <samp>Texture</samp>, where 0 is the top-left sprite.
 
|}
 
|}
   −
===Custom movie concessions===
+
====Edibility====
: ''See also: [[#Custom movies|custom movies]].''
  −
 
  −
You could already [[Modding:Movie theater data#Concession data|add/edit concessions]] sold in the [[Movie Theater|movie theater]], but conflicts were likely since each concession had an incrementing numeric ID which matched its position in the vanilla tilesheet.
  −
 
  −
Stardew Valley 1.6 addresses that with two changes:
  −
<ul>
  −
<li>The <samp>Id</samp> field is now a [[Modding:Common data field types#Unique string ID|unique string ID]].</li>
  −
<li>You can now use a different texture with two new required fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>Edibility</samp>
| The asset name for the texture containing the concession's sprite.
+
| ''(Optional)'' A numeric value that determines how much energy (edibility × 2.5) and health (edibility × 1.125) is restored when this item is eaten. An item with an edibility of -300 can't be eaten, values from -299 to -1 reduce health and energy, and zero can be eaten but doesn't change health/energy. Default -300.
 
|-
 
|-
| <samp>SpriteIndex</samp>
+
| <samp>IsDrink</samp>
| The index within the <samp>Texture</samp> for the concession sprite, where 0 is the top-left sprite.
+
| ''(Optional)'' Whether to drink the item instead of eating it. Default false.
|}
+
|-
</li>
+
| <samp>Buffs</samp>
</ul>
+
| ''(Optional)'' The buffs to apply to the player when this item is eaten, if any. Default none.
 
  −
For example, this content pack adds a new 'Pufferchick Pop' concession with a custom image:
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/Concessions",
  −
            "Entries": {
  −
                "{{ModId}}_PufferchickPop": {
  −
                    "Id": "{{ModId}}_PufferchickPop",  // must specify ID again when creating a new entry
  −
                    "Name": "{{ModId}}_PufferchickPop", // best practice to match the ID, since it's sometimes used as an alternate ID
  −
                    "DisplayName": "Pufferchick Pop",
  −
                    "Description": "A cute cake pop shaped like a pufferchick.",
  −
                    "Price": 25,
  −
                    "Texture": "{{InternalAssetKey: assets/pufferchick-pop.png}}" // an image in your content pack
  −
                    "SpriteIndex": 0
  −
                }
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
===Custom museum donations & rewards===
  −
You can now add/edit the items which the [[museum]] accepts in donation and gives back in rewards through the new <samp>Data/MuseumRewards</samp> data asset.
  −
 
  −
====Format====
  −
The data asset consists of a string → model lookup, where...
  −
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the reward group.
  −
* The value is a model with the fields listed below.
      +
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 +
|-
 +
| <samp>Id</samp>
 +
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 +
|-
 +
| <samp>Duration</samp>
 +
| ''(Optional if <samp>BuffId</samp> is set)'' The buff duration measured in in-game minutes. This can be set to <samp>-2</samp> for a buff that should last for the rest of the day.
 
|-
 
|-
| <samp>TargetContextTags</samp>
+
| <samp>BuffId</samp>
| The items that must be donated to complete this reward group. The player must fulfill every entry in the list to unlock the reward. This consists of a list of models with these fields:
+
| ''(Optional)'' The unique ID of a buff from [[#Custom buffs|<samp>Data/Buffs</samp>]] to apply, or <samp>null</samp> to ignore <samp>Data/Buffs</samp> and set the ID to <samp>food</samp> or <samp>drink</samp> depending on the item's <samp>IsDrink</samp> field.
 +
 
 +
If a buff from <samp>Data/Buffs</samp> is applied and you also specify other fields, here's how the buff data is combined:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! result
 
|-
 
|-
| <samp>Tag</samp>
+
| <samp>Duration</samp><br /><samp>IconTexture</samp><br /><samp>SpriteIndex</samp><br /><samp>GlowColor</samp>
| The [[Modding:Context tags|context tag]] for the items to require.
+
| If specified, the value in <samp>Data/Objects</samp> is used instead of the one in <samp>Data/Buffs</samp>. If omitted, defaults to the value from <samp>Data/Buffs</samp>.
 
|-
 
|-
| <samp>Count</samp>
+
| <samp>CustomAttributes</samp>
| The minimum number of items matching the context tags that must be donated.
+
| The values from both entries are combined (e.g. +1 speed in <samp>Data/Objects</samp> and +1 speed in <samp>Data/Buffs</samp> results in +2 speed).
 +
|-
 +
| <samp>IsDebuff</samp>
 +
| The value in <samp>Data/Objects</samp> is used.
 
|}
 
|}
  −
For example, an entry with the tag <samp>forage_item</samp> and count 2 will require donating any two forage items.
  −
  −
Special case: an entry with the exact values <code>Tag: "", Count: -1</code> passes if the museum is complete (i.e. the player has donated the max number of items).
   
|-
 
|-
| <samp>FlagOnCompletion</samp>
+
| <samp>IsDebuff</samp>
| ''(Optional if <samp>RewardItemIsSpecial</samp> is true)'' Whether to add the <samp>ID</samp> value to the player's received mail. This is used to track whether the player has collected the reward, and should almost always be true. If this is omitted and <samp>RewardItemIsSpecial</samp> is false, the player will be able collect the reward infinite times. Default false.
+
| ''(Optional)'' Whether this buff counts as a debuff, so its duration should be halved when wearing a Sturdy Ring. Default false.
 
+
|-
After the reward is collected, you can check this value using the <samp><nowiki>HasFlag</nowiki></samp> condition in [[Modding:Content Patcher|Content Patcher]].
+
| <samp>IconTexture</samp>
 +
| ''(Optional)'' The asset name for the icon texture to load. This must contain one or more 16x16 icons in a grid of any size. If omitted, the game will draw a default icon based on the <samp>BuffId</samp> and <samp>CustomAttributes</samp> fields.
 +
|-
 +
| <samp>SpriteIndex</samp>
 +
| ''(Optional)'' The buff's icon index within the <samp>IconTexture</samp>, where 0 is the top-left icon. Default 0.
 
|-
 
|-
| <samp>RewardActions</samp>
+
| <samp>GlowColor</samp>
| Run one or more [[Modding:Trigger actions|trigger action strings]]. For example, this adds {{price|500}} to the current player:
+
| ''(Optional)'' The glow color to apply to the player. See [[#Color fields|color format]]. Default none.
<syntaxhighlight lang="js">
  −
"RewardActions": [
  −
    "AddMoney 500"
  −
]
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>RewardItemId</samp>
+
| <samp>CustomAttributes</samp>
| ''(Optional)'' The [[#Custom items|qualified item ID]] for the item given to the player when they donate all required items for this group. There's no reward item if omitted.
+
| The custom buff attributes to apply, if any.
 +
 
 +
This consists of a model with any combination of these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>RewardItemCount</samp>
+
! field
| ''(Optional)'' The stack size for the <samp>RewardItemId</samp> (if the item supports stacking). Default 1.
+
! purpose
 
|-
 
|-
| <samp>RewardItemIsSpecial</samp>
+
| <samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MiningLevel</samp>
| ''(Optional)'' Whether to mark the <samp>RewardItemId</samp> as a special permanent item, which can't be destroyed/dropped and can only be collected once. Default false.
+
| ''(Optional)'' An amount applied to the matching [[Skills|skill level]] while the buff is active. This can be negative for a debuff. Default 0.
 
|-
 
|-
| <samp>RewardItemIsRecipe</samp>
+
| <samp>Attack</samp><br /><samp>Defense</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>Speed</samp>
| ''(Optional)'' Whether to give the player a cooking/crafting recipe which produces the <samp>RewardItemId</samp>, instead of the item itself. Ignored if the item type can't be cooked/crafted (i.e. non-object-type items). Default false.
+
| ''(Optional)'' An amount applied to the player's [[attack]], [[defense]], [[Magnetism|magnetic radius]], maximum [[Energy|stamina]], or [[speed]] while the buff is active. This can be negative for a debuff. Default 0.
 +
|}
 
|-
 
|-
 
| <samp>CustomFields</samp>
 
| <samp>CustomFields</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.  
 +
|}
 
|}
 
|}
   −
For example, this content pack adds two rewards (one mail and one item):
+
====Geodes & artifact spots====
{{#tag:syntaxhighlight|<nowiki>
+
{| class="wikitable"
{
+
|-
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
! field
    "Changes": [
+
! purpose
        {
+
|-
            "Action": "EditData",
+
| <samp>GeodeDrops</samp><br /><samp><samp>GeodeDropsDefaultItems</samp>
            "Target": "Data/MuseumRewards",
+
| ''(Optional)'' The items that can be dropped when breaking open this item as a [[Minerals#Geodes|geode]]. Specifying either or both fields automatically enables geode behavior for this item.
            "Entries": {
  −
                // send a letter when a specific item is donated
  −
                "{{ModId}}_ShinyArtifact": {
  −
                    "TargetContextTags": [
  −
                        {
  −
                            "Tag": "id_{{ModId}}_ShinyArtifact", // unique context tag identifying the item by ID
  −
                            "Count": 1
  −
                        },
  −
                    ],
  −
                    "FlagOnCompletion": true,
  −
                    "RewardActions": [ "AddMail Current {{ModId}}_ShinyArtifact" ]
  −
                },
  −
 
  −
                // give item when 18 minerals are donated
  −
                "{{ModId}}_18MineralItems": {
  −
                    "TargetContextTags": [
  −
                        {
  −
                            "Tag": "item_type_minerals",
  −
                            "Count": 18
  −
                        },
  −
                    ],
  −
                    "RewardItemId": "(BC){{ModId}}_SuperMachine",
  −
                    "RewardItemCount": 1,
  −
                    "FlagOnCompletion": true
  −
                }
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
See also [[Modding:Mail data|mail data]], [[#Custom items|custom items]], and [[#custom machines|custom machines]] to add the custom mail and items.
  −
 
  −
====Achievements====
  −
The ''A Complete Collection'' [[Achievements|achievement]] is automatically adjusted to require any custom donations added too. This is based on the number of donated items though, so removing custom donations later may incorrectly mark the museum complete (since you may have donated enough items to meet the total required).
  −
 
  −
===Custom fruit trees===
  −
====Data format====
  −
You can now add custom [[Fruit Trees|fruit trees]] by editing the revamped <samp>Data/fruitTrees</samp> asset. This consists of a string → model lookup, where...
  −
* The key is the [[#Custom items|unqualified item ID]] for the sapling item in <samp>Data/Objects</samp>.
  −
* The value is a model with the fields listed below.
      +
You can specify one or both fields:
 +
<ul>
 +
<li><samp>GeodeDrops</samp> can be set to the specific items to drop. Default none. This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>DisplayName</samp>
  −
| A [[Modding:Tokenizable strings|tokenizable string]] for the tree's display name. This should return a display name without 'tree' (like <samp>Cherry</samp> for a cherry tree). This is used in UI messages like "''Your &lt;display name&gt; tree wasn't able to grow last night''".
   
|-
 
|-
| <samp>Seasons</samp>
+
| ''common fields''
| The seasons in which the fruit tree bears fruit. This consists of an array of season names (any combination of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>).
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by geode drops.
   −
'''Note:''' the previous '<samp>island</samp>' season value is no longer valid. Using <samp>summer</samp> is equivalent to how it worked before (since we now have [[#Custom location contexts|per-location seasons]]).
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 +
|-
 +
| <samp>Chance</samp>
 +
| ''(Optional)'' The probability that the item will be dropped if the other fields match, as a decimal value between 0 (never) and 1 (always). Default 1.
 
|-
 
|-
| <samp>Fruit</samp>
+
| <samp>SetFlagOnPickup</samp>
| The fruit items to add to the tree each day while the tree is in-season. The first matching fruit (if any) is selected each day.
+
| ''(Optional)'' The mail flag to set for the current player when this drop is picked up.
 
+
|-
This consists of a list of models with these fields:
+
| <samp>Precedence</samp>
 +
| ''(Optional)'' The order in which this entry should be checked, where lower values are checked first. This can be a negative value. Geode drops with the same precedence are checked in the order listed. Default 0.
 +
 
 +
For consistency, vanilla drops mostly use these values:
 +
* <samp>-1000</samp>: special overrides like the [[Golden Helmet]];
 +
* <samp>0</samp>: normal items.
 +
|}</li>
 +
<li><samp>GeodeDropsDefaultItems</samp> chooses a predefined list of possible geode drops like [[clay]], [[coal]], [[Copper Ore|copper]], [[Iridium Ore|iridium]], etc. Default false.</li>
 +
</ul>
 +
 
 +
If both fields are specified, each geode will choose between them with an equal 50% chance. If <samp>GeodeDrops</samp> is specified but no entries match, the geode will use the <samp>GeodeDropsDefaultItems</samp> regardless of whether it's true.
 +
|-
 +
| <samp>ArtifactSpotChances</samp>
 +
| ''(Optional)'' If this is an artifact (i.e. the <samp>Type</samp> field is <samp>Arch</samp>), the chance that it can be found by digging [[Artifact Spot|artifact spots]] in each location.
 +
 
 +
This consists of a string → model lookup, where:
 +
* the key is the internal location name;
 +
* the value is the probability the item will spawn if checked, as a decimal value between 0 (never) and 1 (always).
 +
|}
 +
 
 +
====Context tags & exclusions====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| ''common fields''
+
| <samp>ContextTags</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for fruit items.
+
| ''(Optional)'' The custom [[Modding:Items#Context tags|context tags]] to add for this item (in addition to the tags added automatically based on the other object data). This is formatted as a list; for example:
 
+
<syntaxhighlight lang="json">
Notes:
+
"ContextTags": [ "color_yellow", "fish_ocean", "fish_upright", "season_summer" ]
* If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
</syntaxhighlight>
* Season conditions are ignored in non-seasonal locations like the [[greenhouse]] and [[Ginger Island]].
   
|-
 
|-
| <samp>Season</samp>
+
| <samp>ExcludeFromRandomSale</samp>
| ''(Optional)'' If set, the group only applies if the tree's location is in this season. This is ignored in non-seasonal locations like the [[greenhouse]] and [[Ginger Island]].
+
| ''(Optional)'' Whether to exclude this item from shops when selecting random items to sell. Default false.
 
|-
 
|-
| <samp>Chance</samp>
+
| <samp>ExcludeFromFishingCollection</samp><br /><samp>ExcludeFromShippingCollection</samp>
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
| ''(Optional)'' Whether to exclude this item from the fishing/shipping collection and their respective effect on the [[perfection|perfection score]]. Default false, in which case the normal requirements apply (e.g. artifacts are always excluded from the shipping collection).
 
|}
 
|}
|-
  −
| <samp>Texture</samp>
  −
| The asset name for the texture under the game's <samp>Content</samp> folder. Use <samp>\</samp> (or <samp>\\</samp> in JSON) to separate name segments if needed. For example, vanilla fruit trees use <samp>TileSheets\fruitTrees</samp>.
  −
|-
  −
| <samp>TextureSpriteRow</samp>
  −
| The tree's row index in the <samp>Texture</samp> spritesheet (e.g. 0 for the first tree, 1 for the second tree, etc).
  −
|-
  −
| <samp>PlantableLocationRules</samp>
  −
| ''(Optional)'' The rules to decide which locations you can plant the sapling in, if applicable. The first matching rule is used. This can override location checks (e.g. crops being limited to the farm), but not built-in requirements like crops needing dirt.
  −
  −
This consists of a list of models with these fields:
      +
====Advanced====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>CustomFields</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
+
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
 +
|}
 +
 
 +
===Custom pants===
 +
{{/doc status|[[Modding:Items]]|done=false}}
 +
 
 +
You can now create/edit [[Tailoring#Pants|pants]] by editing the new <samp>Data/Pants</samp> asset, which replaces <samp>Data/clothingInformation</samp>. This consists of a string → model lookup, where...
 +
* The key is the unqualified [[#Custom items|item ID]].
 +
* The value is a model with the fields listed below.
 +
 
 +
====Basic pants data====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 
|-
 
|-
| <samp>Result</samp>
+
| <samp>Name</samp>
| Indicates whether the sapling can be planted in a location if this entry is selected. The possible values are:
+
| ''(Optional)'' The internal name for the item. Default <samp>Pants</samp>.
* <samp>Default</samp>: the sapling can be planted if the location normally allows it. This can be used to stop processing further rules, and/or set a custom <samp>DeniedMessage</samp>.
  −
* <samp>Allow</samp>: the sapling can be planted here, regardless of whether the location normally allows it.
  −
* <samp>Deny</samp>: the sapling can't be planted here, regardless of whether the location normally allows it.
   
|-
 
|-
| <samp>Condition</samp>
+
| <samp>DisplayName</samp><br /><samp>Description</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the item's in-game display name and description. Defaults to the generic pants text (''Pants'' and ''A wearable pair of pants'').
 
|-
 
|-
| <samp>PlantedIn</samp>
+
| <samp>Price</samp>
| ''(Optional)'' The planting context to apply this rule for. The possible values are <samp>Ground</samp> (planted directly in the ground), <samp>GardenPot</samp> (planted in a [[Garden Pot|garden pot]]), or <samp>Any</samp>. Default <samp>Any</samp>.
+
| ''(Optional)'' The default price when the item is sold to the player in a shop. Default 50.
 +
|}
   −
Note that saplings can't be planted in garden pots.
+
====Appearance====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>Texture</samp>
 +
| The asset name for the texture containing the pants' sprite. Defaults to <samp>Characters/Farmer/pants</samp>.
 +
|-
 +
| <samp>SpriteIndex</samp>
 +
| The pants' sprite index within the <samp>Texture</samp>, where 0 is the top-left set.
 +
|-
 +
| <samp>DefaultColor</samp>
 +
| ''(Optional)'' The dye color to apply to the sprite when the player hasn't [[dyeing|dyed]] it yet, if any. See [[#Color fields|color format]]. Default <samp>255 235 203</samp> (which matches the color of the cloth item).
 +
|-
 +
| <samp>CanBeDyed</samp>
 +
| ''(Optional)'' Whether the player can [[dyeing|dye]] these pants. Default false.
 
|-
 
|-
| <samp>DeniedMessage</samp>
+
| <samp>IsPrismatic</samp>
| ''(Optional)'' If this rule prevents planting the sapling, the tokenizable string to show to the player (or <samp>null</samp> to default to the normal behavior for the context). This also applies when the <samp>Result</samp> is <samp>Default</samp>, if that causes the planting to be denied.
+
| ''(Optional)'' Whether the pants continuously shift colors. This overrides <samp>DefaultColor</samp> and <samp>CanBeDyed</samp> if set. Default false.
 
|}
 
|}
 +
 +
====Other====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>CanChooseDuringCharacterCustomization</samp>
 +
| ''(Optional)'' Whether these pants can be selected on the character customization screen (e.g. when creating a character). Default false.
 
|-
 
|-
 
| <samp>CustomFields</samp>
 
| <samp>CustomFields</samp>
Line 1,720: Line 1,650:  
|}
 
|}
   −
For example, this content pack adds a custom fruit tree, including [[#Custom items|custom items]] for the sapling and fruit:
+
===Custom shirts===
 +
{{/doc status|[[Modding:Items]]|done=false}}
   −
{{#tag:syntaxhighlight|<nowiki>
+
You can now create/edit [[Tailoring#Shirts|shirts]] by editing the new <samp>Data/Shirts</samp> asset, which replaces <samp>Data/clothingInformation</samp>. This consists of a string → model lookup, where...
{
+
* The key is the unqualified [[#Custom items|item ID]].
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
* The value is a model with the fields listed below.
    "Changes": [
  −
        // add fruit + sapling items
  −
        // note: sapling must have an edibility under 0 (usually -300) to be plantable
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/Objects",
  −
            "Entries": {
  −
                "{{ModId}}_Pufferfruit": {
  −
                    "Name": "{{ModId}}_Pufferfruit", // best practice to match the ID, since it's sometimes used as an alternate ID
  −
                    "DisplayName": "Pufferfruit",
  −
                    "Description": "An example fruit item.",
  −
                    "Type": "Basic",
  −
                    "Category": -6,
  −
                    "Price": 1200,
     −
                    "Texture": "Mods/{{ModId}}/Objects",
+
====Basic shirt data====
                    "SpriteIndex": 0
+
{| class="wikitable"
                },
+
|-
                "{{ModId}}_Puffersapling": {
+
! field
                    "Name": "{{ModId}}_Puffersapling",
+
! purpose
                    "DisplayName": "Puffersapling",
+
|-
                    "Description": "An example tree sapling.",
+
| <samp>Name</samp>
                    "Type": "Basic",
+
| ''(Optional)'' The internal name for the item. Default <samp>Shirt</samp>.
                    "Category": -74,
+
|-
                    "Price": 1200,
+
| <samp>DisplayName</samp><br /><samp>Description</samp>
 +
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the item's in-game display name and description. Defaults to the generic shirt text (''Shirt'' and ''A wearable shirt'').
 +
|-
 +
| <samp>Price</samp>
 +
| ''(Optional)'' The default price when the item is sold to the player in a shop. Default 50.
 +
|}
   −
                    "Texture": "Mods/{{ModId}}/Objects",
+
====Appearance====
                    "SpriteIndex": 1
+
{| class="wikitable"
                }
+
|-
            }
+
! field
        },
+
! purpose
 
+
|-
        // add fruit tree
+
| <samp>Texture</samp>
        {
+
| The asset name for the texture containing the shirt's sprite. Defaults to <samp>Characters/Farmer/shirts</samp>.
            "Action": "EditData",
+
|-
            "Target": "Data/FruitTrees",
+
| <samp>SpriteIndex</samp>
            "Entries": {
+
| The shirt's sprite index within the <samp>Texture</samp>, where 0 is the top-left set.
                "{{ModId}}_Puffersapling": {
+
|-
                    "DisplayName": "Pufferfruit",
+
| <samp>DefaultColor</samp>
                    "Seasons": [ "spring" ],
+
| ''(Optional)'' The dye color to apply to the sprite when the player hasn't [[dyeing|dyed]] it yet, if any. See [[#Color fields|color format]]. Default none.
                    "Fruit": [
+
|-
                        {
+
| <samp>CanBeDyed</samp>
                            "Id": "E{{ModId}}_Pufferfruit",
+
| ''(Optional)'' Whether the player can [[dyeing|dye]] this shirt. Default false.
                            "ItemId": "{{ModId}}_Pufferfruit"
+
|-
                        }
+
| <samp>IsPrismatic</samp>
                    ],
+
| ''(Optional)'' Whether the shirt continuously shifts colors. This overrides <samp>DefaultColor</samp> and <samp>CanBeDyed</samp> if set. Default false.
                    "Texture": "Mods/{{ModId}}/FruitTrees",
+
|-
                    "TextureSpriteRow": 0
+
| <samp>HasSleeves</samp>
                }
+
| ''(Optional)'' Whether to draw shirt sleeves. Default true.
            }
+
|}
        },
     −
        // add images
+
====Other====
        {
+
{| class="wikitable"
            "Action": "Load",
+
|-
            "Target": "Mods/{{ModId}}/FruitTrees, Mods/{{ModId}}/Objects",
+
! field
            "FromFile": "assets/{{TargetWithoutPath}}.png" // assets/FruitTrees.png, assets/Objects.png
+
! purpose
        },
+
|-
    ]
+
| <samp>CanChooseDuringCharacterCustomization</samp>
}</nowiki>|lang=javascript}}
+
| ''(Optional)'' Whether this shirt can be selected on the character customization screen (e.g. when creating a character). Default false.
 +
|-
 +
| <samp>CustomFields</samp>
 +
| The [[#Custom data fields|custom fields]] for this entry.
 +
|}
   −
The fruit trees can then be added to the game by giving the player a sapling item in the usual ways (e.g. from [[#Custom shops|a shop]]).
+
===Custom tools===
 +
{{/doc status|[[Modding:Items]]|done=false}}
   −
====Fruit items====
+
You can now create/edit [[tools]] by editing the new <samp>Data/Tools</samp> asset. This consists of a string → model lookup, where...
For C# mods, the <samp>fruitsOnTree</samp> field (number of fruit on the tree) has been replaced by <samp>fruit</samp> (list of fruit items).
+
* The key is the unqualified [[#Custom items|item ID]].
 +
* The value is a model with the fields listed below.
   −
====Spawning fruit trees====
+
====Basic tool data====
Custom trees can be added to the game in two ways:
+
{| class="wikitable"
* Spawn them on [[Modding:Maps|map tiles]] when the location is created, using the new <samp>SpawnTree: fruit {{t|tree ID}} {{o|growth stage on location created}} {{o|growth stage on day-update regrowth}}</samp> tile property. This must be added on the <samp>Paths</samp> layer, which must also have tile index 34 from the <samp>paths</samp> tilesheet.
+
|-
* Or give the player a seed item in the usual ways (e.g. from [[#Custom shops|a shop]], [[Modding:Mail data|mail letter]], etc).
  −
 
  −
===Custom objects===
  −
You can now create/edit objects (the main item type) by editing the new <samp>Data/Objects</samp> asset, which replaces the previous slash-delimited <samp>Data/objectInformation</samp>.
  −
 
  −
Besides the format change, this adds...
  −
* support for custom textures;
  −
* revamped geode drops with support for conditions, probabilities, and item queries;
  −
* expanded food/drink buffs (e.g. set a custom buff ID, add a custom buff icon, etc);
  −
* context tags (moved from the former <samp>Data/ObjectContextTags</samp> asset);
  −
* [[#Custom data fields|custom fields]] to let framework mods support additional features.
  −
 
  −
This consists of a string → model lookup, where...
  −
* The key is the unqualified [[#Custom items|item ID]].
  −
* The value is a model with the fields listed below.
  −
 
  −
====Basic info====
  −
{| class="wikitable"
  −
|-
   
! field
 
! field
 
! purpose
 
! purpose
 +
|-
 +
| <samp>ClassName</samp>
 +
| The name of the C# class to construct within the <code>StardewValley.Tools</code> namespace. The class must be a subclass of <samp>StardewValley.Tool</samp>, and have a constructor with no arguments. For example, given a value of <samp>Axe</samp>, the game will create <code>StardewValley.Tools.Axe</code> instances.
 +
 +
The main values are:
 +
* main tools (<samp>Axe</samp>, <samp>FishingRod</samp>, <samp>Hoe</samp>, <samp>MeleeWeapon</samp>, <samp>MilkPail</samp>, <samp>Pan</samp>, <samp>Pickaxe</samp>, <samp>Shears</samp>, <samp>Wand</samp>, and <samp>WateringCan</samp>);
 +
* a special <samp>GenericTool</samp> type which applies the <samp>Data/Tools</samp> data and only has generic logic, so C# mods can patch in their own logic;
 +
* and two tools cut from the game which may not work correctly (<samp>Lantern</samp> and <samp>Raft</samp>).
 
|-
 
|-
 
| <samp>Name</samp>
 
| <samp>Name</samp>
| The internal item name.
+
| The internal name to set for the tool item.
 
|-
 
|-
 
| <samp>DisplayName</samp><br /><samp>Description</samp>
 
| <samp>DisplayName</samp><br /><samp>Description</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the item's in-game display name and description.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the tool's in-game display name and description.
 
|-
 
|-
| <samp>Type</samp>
+
| <samp>AttachmentSlots</samp>
| The item's general type, like <c>Arch</c> (artifact) or <c>Minerals</c>. See details at [[Modding:Items#Objects]].
+
| ''(Optional)'' The number of attachment slots to enable on the tool. Note that only <samp>FishingRod</samp> tools have the code to render and use attachment slots. Default <samp>-1</samp>, which keeps the default value set by the tool class.
 
|-
 
|-
| <samp>Category</samp>
+
| <samp>SalePrice</samp>
| The [[Modding:Items#Categories|item category]].
+
| ''(Optional)'' The default price when the item is sold to the player in a shop. Defaults to <samp>-1</samp>, in which case you should set the price manually in shops.
 
|-
 
|-
| <samp>Price</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' The price when sold by the player. This is not the price when bought from a shop. Default 0.
+
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
    
====Appearance====
 
====Appearance====
 +
Note that drawing the tool correctly in the world (ie, while the player is trying to use it) probably still needs custom code.
 +
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,839: Line 1,757:  
|-
 
|-
 
| <samp>Texture</samp>
 
| <samp>Texture</samp>
| The asset name for the texture containing the item's sprite. Defaults to <samp>Maps/springobjects</samp>.
+
| The asset name for the texture containing the tool's sprite.
 
|-
 
|-
 
| <samp>SpriteIndex</samp>
 
| <samp>SpriteIndex</samp>
| The sprite's index within the <samp>Texture</samp>, where 0 is the top-left sprite.
+
| The tool's sprite index within the <samp>Texture</samp>, where 0 is the top row.
 +
|-
 +
| <samp>MenuSpriteIndex</samp>
 +
| ''(Optional)'' The sprite index within the <samp>Texture</samp> for the item icon. Defaults to <samp>SpriteIndex</samp>.
 
|}
 
|}
   −
====Edibility====
+
====Upgrades====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,851: Line 1,772:  
! purpose
 
! purpose
 
|-
 
|-
| <samp>Edibility</samp>
+
| <samp>UpgradeLevel</samp>
| ''(Optional)'' A numeric value that determines how much energy (edibility × 2.5) and health (edibility × 1.125) is restored when this item is eaten. An item with an edibility of -300 can't be eaten, values from -299 to -1 reduce health and energy, and zero can be eaten but doesn't change health/energy. Default -300.
+
| ''(Optional)'' The tool upgrade level. Default <samp>-1</samp>, which keeps the default value set by the tool class.
 
|-
 
|-
| <samp>IsDrink</samp>
+
| <samp>ApplyUpgradeLevelToDisplayName</samp>
| ''(Optional)'' Whether to drink the item instead of eating it. Default false.
+
| ''(Optional)'' Whether to adjust the <samp>DisplayName</samp> for the usual upgrade levels. For example, the display name for a level one Axe changes to 'Copper Axe'. Default false.
 +
 
 +
The display name format in English is:
 +
{| class="wikitable"
 +
|-
 +
! upgrade level
 +
! display name format
 
|-
 
|-
| <samp>Buffs</samp>
+
| 1
| ''(Optional)'' The buffs to apply to the player when this item is eaten, if any. Default none.
+
| Copper {{t|display name}}
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| 2
! purpose
+
| Steel {{t|display name}}
 
|-
 
|-
| <samp>Id</samp>
+
| 3
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
+
| Gold {{t|display name}}
 
|-
 
|-
| <samp>Duration</samp>
+
| 4
| ''(Optional if <samp>BuffId</samp> is set)'' The buff duration measured in in-game minutes. This can be set to <samp>-2</samp> for a buff that should last for the rest of the day.
+
| Iridium {{t|display name}}
 +
|}
 
|-
 
|-
| <samp>BuffId</samp>
+
| <samp>ConventionalUpgradeFrom</samp>
| ''(Optional)'' The unique ID of a buff from [[#Custom buffs|<samp>Data/Buffs</samp>]] to apply, or <samp>null</samp> to ignore <samp>Data/Buffs</samp> and set the ID to <samp>food</samp> or <samp>drink</samp> depending on the item's <samp>IsDrink</samp> field.
+
| ''(Optional)'' If set, prepends an upgrade for the given tool ID to the <samp>UpgradeFrom</samp> field. This applies these rules (based on the <samp>UpgradeLevel</samp> field, not the upgrade level of the specified tool ID):
   −
If a buff from <samp>Data/Buffs</samp> is applied and you also specify other fields, here's how the buff data is combined:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! upgrade level
! result
+
! price
 +
! items needed
 +
|-
 +
| 1
 +
| {{price|2000}}
 +
| {{name|Copper Bar|5}}
 
|-
 
|-
| <samp>Duration</samp><br /><samp>IconTexture</samp><br /><samp>SpriteIndex</samp><br /><samp>GlowColor</samp>
+
| 2
| If specified, the value in <samp>Data/Objects</samp> is used instead of the one in <samp>Data/Buffs</samp>. If omitted, defaults to the value from <samp>Data/Buffs</samp>.
+
| {{price|5000}}
 +
| {{name|Iron Bar|5}}
 
|-
 
|-
| <samp>CustomAttributes</samp>
+
| 3
| The values from both entries are combined (e.g. +1 speed in <samp>Data/Objects</samp> and +1 speed in <samp>Data/Buffs</samp> results in +2 speed).
+
| {{price|10000}}
 +
| {{name|Gold Bar|5}}
 
|-
 
|-
| <samp>IsDebuff</samp>
+
| 4
| The value in <samp>Data/Objects</samp> is used.
+
| {{price|25000}}
 +
| {{name|Iridium Bar|5}}
 
|}
 
|}
 +
 +
For example, Iridium Axe specifies this value:
 +
<syntaxhighlight lang="js">
 +
"ConventionalUpgradeFrom": "(T)GoldAxe"
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>IsDebuff</samp>
+
| <samp>UpgradeFrom</samp>
| ''(Optional)'' Whether this buff counts as a debuff, so its duration should be halved when wearing a Sturdy Ring. Default false.
+
| ''(Optional)'' The requirements to buy this tool from Clint's [[Blacksmith#Upgrade Tools|blacksmith tool upgrade shop]]. If you specify multiple entries, the first one which matches will be applied.
|-
  −
| <samp>IconTexture</samp>
  −
| ''(Optional)'' The asset name for the icon texture to load. This must contain one or more 16x16 icons in a grid of any size. If omitted, the game will draw a default icon based on the <samp>BuffId</samp> and <samp>CustomAttributes</samp> fields.
  −
|-
  −
| <samp>SpriteIndex</samp>
  −
| ''(Optional)'' The buff's icon index within the <samp>IconTexture</samp>, where 0 is the top-left icon. Default 0.
  −
|-
  −
| <samp>GlowColor</samp>
  −
| ''(Optional)'' The glow color to apply to the player. See [[#Color fields|color format]]. Default none.
  −
|-
  −
| <samp>CustomAttributes</samp>
  −
| The custom buff attributes to apply, if any.
     −
This consists of a model with any combination of these fields:
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,912: Line 1,837:  
! purpose
 
! purpose
 
|-
 
|-
| <samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MiningLevel</samp>
+
| <samp>Price</samp>
| ''(Optional)'' An amount applied to the matching [[Skills|skill level]] while the buff is active. This can be negative for a debuff. Default 0.
+
| ''(Optional)'' The gold price to buy the upgrade. Defaults to 0.
 +
|-
 +
| <samp>RequireToolId</samp>
 +
| ''(Optional)'' If set, the [[#Custom items|qualified or unqualified item ID]] for the tool that must be in the player's inventory for the upgrade to appear. The tool will be destroyed when the upgrade is purchased.
 +
|-
 +
| <samp>TradeItemId</samp>
 +
| ''(Optional)'' If set, the [[#Custom items|qualified or unqualified item ID]] for an extra item that must be traded to upgrade the tool. (For example, many vanilla tools need metal bars.)
 
|-
 
|-
| <samp>Attack</samp><br /><samp>Defense</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>Speed</samp>
+
| <samp>TradeItemAmount</samp>
| ''(Optional)'' An amount applied to the player's [[attack]], [[defense]], [[Magnetism|magnetic radius]], maximum [[Energy|stamina]], or [[speed]] while the buff is active. This can be negative for a debuff. Default 0.
+
| ''(Optional)'' The number of <samp>TradeItemId</samp> required. Defaults to 1.
|}
   
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.  
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this upgrade is available. Defaults to always true.
 
|}
 
|}
 +
 +
For example, these are equivalent to the Steel Axe's upgrade settings:
 +
<syntaxhighlight lang="js">
 +
"UpgradeFrom": [
 +
    {
 +
        "RequireToolId": "(T)CopperAxe",
 +
        "Price": 5000,
 +
        "TradeItemId": "(O)335", // Iron Bar
 +
        "TradeItemAmount": 5
 +
    }
 +
]
 +
</syntaxhighlight>
 +
 +
If you want the tool to always be available, you can just omit the conditions. For example:
 +
<syntaxhighlight lang="js">
 +
"UpgradeFrom": [
 +
    {
 +
        "Price": 5000
 +
    }
 +
]
 +
</syntaxhighlight>
 +
 +
Note that Clint needs a few days to smith the new tool. If you want to sell the tool directly, [[#Custom shops|add it to a regular shop]] instead.
 
|}
 
|}
   −
====Geodes & artifact spots====
+
====Game logic====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,930: Line 1,883:  
! purpose
 
! purpose
 
|-
 
|-
| <samp>GeodeDrops</samp><br /><samp><samp>GeodeDropsDefaultItems</samp>
+
| <samp>CanBeLostOnDeath</samp>
| ''(Optional)'' The items that can be dropped when breaking open this item as a [[Minerals#Geodes|geode]]. Specifying either or both fields automatically enables geode behavior for this item.
+
| Whether the player can [[Adventurer's Guild#Item Recovery Service|lose this tool when they die]]. Default false.
 +
|}
   −
You can specify one or both fields:
+
====Extensibility====
<ul>
  −
<li><samp>GeodeDrops</samp> can be set to the specific items to drop. Default none. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,941: Line 1,893:  
! purpose
 
! purpose
 
|-
 
|-
 +
| <samp>ModData</samp>
 +
| ''(Optional)'' The mod data values to set when the tool is created, accessible in C# code via the <samp>tool.modData</samp> dictionary. For example:
 +
<syntaxhighlight lang="js">
 +
"ModData": {
 +
    "PowerLevel": 9000
 +
}
 +
</syntaxhighlight>
 
|-
 
|-
| ''common fields''
+
| <samp>SetProperties</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by geode drops.
+
| ''(Optional)'' Set the value of arbitrary properties on the tool class. For example, this would disable the tool animation and require no stamina:
 +
<syntaxhighlight lang="js">
 +
"SetProperties": {
 +
    "InstantUse": true,
 +
    "IsEfficient": true
 +
}
 +
</syntaxhighlight>
 +
|}
 +
 
 +
===Custom wild trees===
 +
{{/doc status|a new doc page|done=false}}
   −
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
====Data format====
|-
+
You can now create/edit [[Trees|wild trees]] by editing the <samp>Data/WildTrees</samp> asset.
| <samp>Chance</samp>
  −
| ''(Optional)'' The probability that the item will be dropped if the other fields match, as a decimal value between 0 (never) and 1 (always). Default 1.
  −
|-
  −
| <samp>SetFlagOnPickup</samp>
  −
| ''(Optional)'' The mail flag to set for the current player when this drop is picked up.
  −
|-
  −
| <samp>Precedence</samp>
  −
| ''(Optional)'' The order in which this entry should be checked, where lower values are checked first. This can be a negative value. Geode drops with the same precedence are checked in the order listed. Default 0.
     −
For consistency, vanilla drops mostly use these values:
+
This consists of a string → model lookup, where...
* <samp>-1000</samp>: special overrides like the [[Golden Helmet]];
+
* The asset key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the tree type. The vanilla tree IDs are <samp>1</samp> (oak), <samp>2</samp> (maple), <samp>3</samp> (pine), <samp>6</samp> (palm), <samp>7</samp> (mushroom), and <samp>8</samp> (mahogany).
* <samp>0</samp>: normal items.
+
* The asset value is a model with thee fields listed below.
|}</li>
  −
<li><samp>GeodeDropsDefaultItems</samp> chooses a predefined list of possible geode drops like [[clay]], [[coal]], [[Copper Ore|copper]], [[Iridium Ore|iridium]], etc. Default false.</li>
  −
</ul>
     −
If both fields are specified, each geode will choose between them with an equal 50% chance. If <samp>GeodeDrops</samp> is specified but no entries match, the geode will use the <samp>GeodeDropsDefaultItems</samp> regardless of whether it's true.
+
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 
|-
 
|-
| <samp>ArtifactSpotChances</samp>
+
| <samp>Textures</samp>
| ''(Optional)'' If this is an artifact (i.e. the <samp>Type</samp> field is <samp>Arch</samp>), the chance that it can be found by digging [[Artifact Spot|artifact spots]] in each location.
+
| The texture to use as the tree's spritesheet in-game. If multiple textures are listed, the first matching one is used.
   −
This consists of a string → model lookup, where:
+
This consists of a list of models with these fields:
* the key is the internal location name;
  −
* the value is the probability the item will spawn if checked, as a decimal value between 0 (never) and 1 (always).
  −
|}
  −
 
  −
====Context tags & exclusions====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>ContextTags</samp>
+
| <samp>Texture</samp>
| ''(Optional)'' The custom [[Modding:Items#Context tags|context tags]] to add for this item (in addition to the tags added automatically based on the other object data). This is formatted as a list; for example:
+
| The asset name for the tree's spritesheet.
<syntaxhighlight lang="json">
  −
"ContextTags": [ "color_yellow", "fish_ocean", "fish_upright", "season_summer" ]
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>ExcludeFromRandomSale</samp>
+
| <samp>Season</samp>
| ''(Optional)'' Whether to exclude this item from shops when selecting random items to sell. Default false.
+
| ''(Optional)'' If set, the specific season when this texture should apply. For more complex conditions, see <samp>Condition</samp>.
 
|-
 
|-
| <samp>ExcludeFromFishingCollection</samp><br /><samp>ExcludeFromShippingCollection</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' Whether to exclude this item from the fishing/shipping collection and their respective effect on the [[perfection|perfection score]]. Default false, in which case the normal requirements apply (e.g. artifacts are always excluded from the shipping collection).
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this texture should be applied for a tree. Defaults to always enabled.
 +
 
 +
This is checked when the tree is created, a new day starts, or its texture is reloaded by a mod. More frequent conditions (like time of day) won't work as expected unless a mod manually triggers a tree update.
 
|}
 
|}
  −
====Advanced====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>SeedItemId</samp>
! purpose
+
| ''(Optional)'' The [[#Custom items|qualified item ID]] for the seed item. If omitted, the tree can't be planted and <samp>SeedOnShakeChance</samp> will be ignored.
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>SeedPlantable</samp>
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' Whether the seed can be planted by the player. If this is false, it can only be spawned automatically via map properties. Default true.
|}
  −
 
  −
===Custom pants===
  −
You can now create/edit [[Tailoring#Pants|pants]] by editing the new <samp>Data/Pants</samp> asset, which replaces <samp>Data/clothingInformation</samp>. This consists of a string → model lookup, where...
  −
* The key is the unqualified [[#Custom items|item ID]].
  −
* The value is a model with the fields listed below.
  −
 
  −
====Basic pants data====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>GrowthChance</samp>
! purpose
+
| ''(Optional)'' The probability each day that the tree will grow to the next stage without [[Tree Fertilizer|tree fertilizer]], as a value from 0 (will never grow) to 1 (will grow every day). Defaults to 0.2 (20% chance).
 
|-
 
|-
| <samp>Name</samp>
+
| <samp>FertilizedGrowthChance</samp>
| ''(Optional)'' The internal name for the item. Default <samp>Pants</samp>.
+
| ''(Optional)'' Equivalent to <samp>GrowthChance</samp>, but with [[Tree Fertilizer|tree fertilizer]]. Defaults to 1 (100% chance).
 
|-
 
|-
| <samp>DisplayName</samp><br /><samp>Description</samp>
+
| <samp>SeedSpreadChance</samp>
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the item's in-game display name and description. Defaults to the generic pants text (''Pants'' and ''A wearable pair of pants'').
+
| ''(Optional)'' The probability each day that the tree will plant a seed on a nearby tile, as a value from 0 (never) to 1 (always). This only applied in locations where trees plant seeds (e.g. farms in vanilla). Default 0.15 (15% chance).
 
|-
 
|-
| <samp>Price</samp>
+
| <samp>SeedOnShakeChance</samp>
| ''(Optional)'' The default price when the item is sold to the player in a shop. Default 50.
+
| ''(Optional)'' The probability each day that the tree will produce a seed that will drop when the tree is shaken, as a value from 0 (never) to 1 (always). Default 0.05 (5% chance).
|}
  −
 
  −
====Appearance====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>SeedOnChopChance</samp>
! purpose
+
| ''(Optional)'' The probability that a seed will drop when the player chops down the tree, as a value from 0 (never) to 1 (always). Default 0.75 (75% chance).
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>DropWoodOnChop</samp>
| The asset name for the texture containing the pants' sprite. Defaults to <samp>Characters/Farmer/pants</samp>.
+
| ''(Optional)'' Whether to drop [[wood]] when the player chops down the tree. Default true.
 +
|-
 +
| <samp>DropHardwoodOnLumberChop</samp>
 +
| ''(Optional)'' Whether to drop [[hardwood]] when the player chops down the tree, if they have the [[Skills#Foraging|Lumberjack profession]]. Default true.
 
|-
 
|-
| <samp>SpriteIndex</samp>
+
| <samp>IsLeafy</samp>
| The pants' sprite index within the <samp>Texture</samp>, where 0 is the top-left set.
+
| ''(Optional)'' Whether shaking or chopping the tree causes cosmetic leaves to drop from tree and produces a leaf rustle sound. When a leaf drops, the game will use one of the four leaf sprites in the tree's spritesheet in the slot left of the stump sprite. Default true.
 
|-
 
|-
| <samp>DefaultColor</samp>
+
| <samp>IsLeafyInWinter</samp>
| ''(Optional)'' The dye color to apply to the sprite when the player hasn't [[dyeing|dyed]] it yet, if any. See [[#Color fields|color format]]. Default <samp>255 235 203</samp> (which matches the color of the cloth item).
+
| ''(Optional)'' Whether <samp>IsLeafy</samp> also applies in winter. Default false.
 
|-
 
|-
| <samp>CanBeDyed</samp>
+
| <samp>GrowsInWinter</samp>
| ''(Optional)'' Whether the player can [[dyeing|dye]] these pants. Default false.
+
| ''(Optional)'' Whether the tree can grow in winter (subject to <samp>GrowthChance</samp> or <samp>FertilizedGrowthChance</samp>). Default false.
 
|-
 
|-
| <samp>IsPrismatic</samp>
+
| <samp>IsStumpDuringWinter</samp>
| ''(Optional)'' Whether the pants continuously shift colors. This overrides <samp>DefaultColor</samp> and <samp>CanBeDyed</samp> if set. Default false.
+
| ''(Optional)'' Whether the tree is reduced to a stump in winter and regrows in spring, like the vanilla [[Trees#Mushroom Tree|mushroom tree]]. Default false.
|}
  −
 
  −
====Other====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>AllowWoodpeckers</samp>
! purpose
+
| ''(Optional)'' Whether woodpeckers can spawn on the tree. Default true.
 
|-
 
|-
| <samp>CanChooseDuringCharacterCustomization</samp>
+
| <samp>UseAlternateSpriteWhenNotShaken</samp><br /><samp>UseAlternateSpriteWhenSeedReady</samp>
| ''(Optional)'' Whether these pants can be selected on the character customization screen (e.g. when creating a character). Default false.
+
| ''(Optional)'' Whether to render a different tree sprite when the player hasn't shaken it on that day (<samp>UseAlternateSpriteWhenNotShaken</samp>) or it has a seed ready (<samp>UseAlternateSpriteWhenSeedReady</samp>). If either field is true, the tree spritesheet must be double-width with the alternate textures on the right. If both are true, the same alternate sprites are used for both. Default false.
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>DebrisColor</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' The color of the cosmetic wood chips when chopping the tree. This can be...
|}
+
* a [[#Color fields|standard color format]];
 +
* or one of <samp>12</samp> (brown/woody), <samp>100001</samp> (white), <samp>100001</samp> (light green),  <samp>100002</samp> (light blue), <samp>100003</samp> (red), <samp>100004</samp> (yellow), <samp>100005</samp> (black), <samp>100006</samp> (gray), or <samp>100007</samp> (charcoal / dim gray).
   −
===Custom shirts===
+
Defaults to <samp>12</samp> (brown/woody).
You can now create/edit [[Tailoring#Shirts|shirts]] by editing the new <samp>Data/Shirts</samp> asset, which replaces <samp>Data/clothingInformation</samp>. This consists of a string → model lookup, where...
+
|-
* The key is the unqualified [[#Custom items|item ID]].
+
| <samp>SeedDropItems</samp>
* The value is a model with the fields listed below.
+
| ''(Optional)'' When a seed is dropped subject to <samp>SeedOnShakeChance</samp>, the item to drop instead of the item specified by <samp>SeedItemId</samp>. If this is empty or none match, the <samp>SeedItemId</samp> will be dropped instead.
   −
====Basic shirt data====
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>Name</samp>
+
| ''common fields''
| ''(Optional)'' The internal name for the item. Default <samp>Shirt</samp>.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
| <samp>DisplayName</samp><br /><samp>Description</samp>
+
| <samp>Season</samp>
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the item's in-game display name and description. Defaults to the generic shirt text (''Shirt'' and ''A wearable shirt'').
+
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
 
|-
 
|-
| <samp>Price</samp>
+
| <samp>Chance</samp>
| ''(Optional)'' The default price when the item is sold to the player in a shop. Default 50.
+
| ''(Optional)'' The probability that the item will drop, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 +
|-
 +
| <samp>ContinueOnDrop</samp>
 +
| ''(Optional)'' If this item is dropped, whether to continue as if it hadn't been dropped for the remaining drop candidates. Default false.
 
|}
 
|}
 +
|-
 +
| <samp>ChopItems</samp>
 +
| ''(Optional)'' The additional items to drop when the tree is chopped down. All matching items are dropped.
   −
====Appearance====
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>Texture</samp>
+
| ''common fields''
| The asset name for the texture containing the shirt's sprite. Defaults to <samp>Characters/Farmer/shirts</samp>.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
| <samp>SpriteIndex</samp>
+
| <samp>Season</samp>
| The shirt's sprite index within the <samp>Texture</samp>, where 0 is the top-left set.
+
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
 
|-
 
|-
| <samp>DefaultColor</samp>
+
| <samp>Chance</samp>
| ''(Optional)'' The dye color to apply to the sprite when the player hasn't [[dyeing|dyed]] it yet, if any. See [[#Color fields|color format]]. Default none.
+
| ''(Optional)'' The probability that the item will drop, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 
|-
 
|-
| <samp>CanBeDyed</samp>
+
| <samp>MinSize</samp><br /><samp>MaxSize</samp>
| ''(Optional)'' Whether the player can [[dyeing|dye]] this shirt. Default false.
+
| ''(Optional)'' The minimum and/or maximum growth stage for the tree at which this item is produced. The possible values are <samp>Seed</samp>, <samp>Sprout</samp>, <samp>Sapling</samp>, <samp>Bush</samp>, and <samp>Tree</samp>. Both default to no limit.
 
|-
 
|-
| <samp>IsPrismatic</samp>
+
| <samp>ForStump</samp>
| ''(Optional)'' Whether the shirt continuously shifts colors. This overrides <samp>DefaultColor</samp> and <samp>CanBeDyed</samp> if set. Default false.
+
| ''(Optional)'' Whether the item is only produced if the tree is a stump (<samp>true</samp>), not a stump (<samp>false</samp>), or both (<samp>null</samp>). Defaults to <samp>false</samp> (non-stumps only).
 +
|}
 
|-
 
|-
| <samp>HasSleeves</samp>
+
| <samp>ShakeItems</samp>
| ''(Optional)'' Whether to draw shirt sleeves. Default true.
+
| The items produced by shaking the tree when it's fully grown. This only applies the first time the tree is shaken each day. All matching items are dropped.
|}
     −
====Other====
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 +
|-
 +
| ''common fields''
 +
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for shake items.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
| <samp>CanChooseDuringCharacterCustomization</samp>
+
| <samp>Season</samp>
| ''(Optional)'' Whether this shirt can be selected on the character customization screen (e.g. when creating a character). Default false.
+
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>Chance</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 
|}
 
|}
 +
|-
 +
| <samp>TapItems</samp>
 +
| The items produced by [[Tapper|tapping]] the tree. If multiple items can be produced, the first available one is selected.
   −
===Custom tools===
+
This consists of a list of models with these fields:
You can now create/edit [[tools]] by editing the new <samp>Data/Tools</samp> asset. This consists of a string → model lookup, where...
  −
* The key is the unqualified [[#Custom items|item ID]].
  −
* The value is a model with the fields listed below.
  −
 
  −
====Basic tool data====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>ClassName</samp>
+
| ''common fields''
| The name of the C# class to construct within the <code>StardewValley.Tools</code> namespace. The class must be a subclass of <samp>StardewValley.Tool</samp>, and have a constructor with no arguments. For example, given a value of <samp>Axe</samp>, the game will create <code>StardewValley.Tools.Axe</code> instances.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for tapper items.
   −
The main values are:
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
* main tools (<samp>Axe</samp>, <samp>FishingRod</samp>, <samp>Hoe</samp>, <samp>MeleeWeapon</samp>, <samp>MilkPail</samp>, <samp>Pan</samp>, <samp>Pickaxe</samp>, <samp>Shears</samp>, <samp>Wand</samp>, and <samp>WateringCan</samp>);
+
|-
* a special <samp>GenericTool</samp> type which applies the <samp>Data/Tools</samp> data and only has generic logic, so C# mods can patch in their own logic;
+
| <samp>Season</samp>
* and two tools cut from the game which may not work correctly (<samp>Lantern</samp> and <samp>Raft</samp>).
+
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
 
|-
 
|-
| <samp>Name</samp>
+
| <samp>Chance</samp>
| The internal name to set for the tool item.
+
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 
|-
 
|-
| <samp>DisplayName</samp><br /><samp>Description</samp>
+
| <samp>DaysUntilReady</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the tool's in-game display name and description.
+
| The number of days before the tapper is ready to empty.
 
|-
 
|-
| <samp>AttachmentSlots</samp>
+
| <samp>PreviousItemId</samp>
| ''(Optional)'' The number of attachment slots to enable on the tool. Note that only <samp>FishingRod</samp> tools have the code to render and use attachment slots. Default <samp>-1</samp>, which keeps the default value set by the tool class.
+
| ''(Optional)'' If set, the item only applies if the previous item produced by the tapper matches one of the given [[#Custom items|qualified item IDs]]. If an entry is null or an empty string, it matches when there's no previous item.
 +
 
 +
For example: <code>"PreviousItemId": [ null ]</code> only applies when a tapper is first added to the tree, and <code>"PreviousItemsId": [ "(O)420" ]</code> applies if the player just collected a [[Red Mushroom|red mushroom]] (object #420) from it.
 
|-
 
|-
| <samp>SalePrice</samp>
+
| <samp>DaysUntilReadyModifiers</samp>
| ''(Optional)'' The default price when the item is sold to the player in a shop. Defaults to <samp>-1</samp>, in which case you should set the price manually in shops.
+
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the <samp>DaysUntilReady</samp> value. Default none.
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>DaysUntilReadyModifiersMode</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' [[#Quantity modifiers|Quantity modifier modes]] which indicate what to do if multiple modifiers in the <samp>DaysUntilReadyModifiersMode</samp> field apply at the same time. Default <samp>Stack</samp>.
 
|}
 
|}
 +
|-
 +
| <samp>PlantableLocationRules</samp>
 +
| ''(Optional)'' The rules to decide which locations you can plant the seed in, if applicable. The first matching rule is used. This can override location checks (e.g. crops being limited to the farm), but not built-in requirements like crops needing dirt.
   −
====Appearance====
+
This consists of a list of models with these fields:
Note that drawing the tool correctly in the world (ie, while the player is trying to use it) probably still needs custom code.
      
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>Id</samp>
| The asset name for the texture containing the tool's sprite.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 
|-
 
|-
| <samp>SpriteIndex</samp>
+
| <samp>Result</samp>
| The tool's sprite index within the <samp>Texture</samp>, where 0 is the top row.
+
| Indicates whether the seed can be planted in a location if this entry is selected. The possible values are:
 +
* <samp>Default</samp>: the seed can be planted if the location normally allows it. This can be used to stop processing further rules, and/or set a custom <samp>DeniedMessage</samp>.
 +
* <samp>Allow</samp>: the seed can be planted here, regardless of whether the location normally allows it.
 +
* <samp>Deny</samp>: the seed can't be planted here, regardless of whether the location normally allows it.
 
|-
 
|-
| <samp>MenuSpriteIndex</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' The sprite index within the <samp>Texture</samp> for the item icon. Defaults to <samp>SpriteIndex</samp>.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
 +
|-
 +
| <samp>PlantedIn</samp>
 +
| ''(Optional)'' The planting context to apply this rule for. The possible values are <samp>Ground</samp> (planted directly in the ground), <samp>GardenPot</samp> (planted in a [[Garden Pot|garden pot]]), or <samp>Any</samp>. Default <samp>Any</samp>.
 +
 
 +
Note that trees can't be planted in garden pots.
 +
|-
 +
| <samp>DeniedMessage</samp>
 +
| ''(Optional)'' If this rule prevents planting the seed, the tokenizable string to show to the player (or <samp>null</samp> to default to the normal behavior for the context). This also applies when the <samp>Result</samp> is <samp>Default</samp>, if that causes the planting to be denied.
 +
|}
 +
|-
 +
| <samp>CustomFields</samp>
 +
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
   −
====Upgrades====
+
====Spawning wild trees====
 +
Custom trees can be added to the game in two ways:
 +
* Spawn them on [[Modding:Maps|map tiles]] when the location is created, using the new <samp>SpawnTree: wild {{t|tree ID}} {{o|growth stage on location created}} {{o|growth stage on day-update regrowth}}</samp> tile property. This must be added on the <samp>Paths</samp> layer, which must also have tile index 34 from the <samp>paths</samp> tilesheet.
 +
* Or give the player a seed item in the usual ways (e.g. from [[#Custom shops|a shop]], [[Modding:Mail data|mail letter]], etc).
 +
 
 +
===Default recipes===
 +
{{/doc status|[[Modding:Recipe data]]|done=false}}
 +
 
 +
You can now have [[Modding:Recipe data|crafting and cooking recipes]] that are learned automatically by setting the condition field to <samp>default</samp>. Any missing default recipes will be learned on day start.
 +
 
 +
For example, here's the chest entry from <samp>Data/CraftingRecipes</samp>:
 +
<syntaxhighlight lang="js">
 +
"Chest": "388 50/Home/130/true/default/"
 +
</syntaxhighlight>
 +
 
 +
===Global inventories===
 +
C# mods can now set a <samp>chest.GlobalInventoryId</samp> field to make it share a global inventory with every other chest having the same ID. This replaces the equivalent hardcoded logic for [[Junimo Chest|Junimo chests]], which now just default to a <samp>"JunimoChests"</samp> global inventory ID. For example, this can be used to have multiple Junimo chest networks or make other containers share inventory.
 +
 
 +
C# mods can also use this to store items for other mod purposes, by using <samp>Game1.player.team.globalInventories</samp> or <samp>Game1.player.team.GetOrCreateGlobalInventory(id)</samp> directly.
 +
 
 +
===Hats on aquarium fish===
 +
{{/doc status|[[Modding:Fish data]]|done=false}}
 +
 
 +
Custom [[Modding:Fish data|fish in aquariums]] can now wear [[hats]], just like vanilla [[Sea Urchin|sea urchins]]. This can be enabled by specifying a new field in <samp>Data/AquariumFish</samp>:
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 +
! index
 
! field
 
! field
 
! purpose
 
! purpose
 
|-
 
|-
| <samp>UpgradeLevel</samp>
+
| 7
| ''(Optional)'' The tool upgrade level. Default <samp>-1</samp>, which keeps the default value set by the tool class.
+
| hat position
|-
+
| The pixel position of the hat on the sprite, specified as an object with <samp>X</samp> and <samp>Y</samp> values.
| <samp>ApplyUpgradeLevelToDisplayName</samp>
+
|}
| ''(Optional)'' Whether to adjust the <samp>DisplayName</samp> for the usual upgrade levels. For example, the display name for a level one Axe changes to 'Copper Axe'. Default false.
+
 
 +
===Context tag changes===
 +
{{/doc status|[[Modding:Items#Context tags]]|done=false}}
 +
 
 +
====New context tags====
 +
1.6 adds several new [[Modding:Items#Context tags|item context tags]]:
   −
The display name format in English is:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! upgrade level
+
! context tag
! display name format
+
! effect
 
|-
 
|-
| 1
+
| <samp>campfire_item</samp>
| Copper {{t|display name}}
+
| Marks the item as a [[campfire]]. If the item also has the <samp>torch_item</samp> context tag, when it's placed in the world and turned on...
 +
* campfire flames are drawn over it;
 +
* if the item is [[Modding:Items#Big craftables|big craftable]], light is emitted from its center instead of the top.
 
|-
 
|-
| 2
+
| <samp>fish_pond_ignore</samp>
| Steel {{t|display name}}
+
| Prevents players from adding this fish to [[Fish Pond|fish ponds]], even if it would otherwise match an entry in <samp>Data/FishPondData</samp>.
 +
|-
 +
| <samp>geode_crusher_ignored</samp>
 +
| Prevents breaking this item open in a [[Geode Crusher|geode crusher]], even if the item has geode fields in [[#Custom objects|<samp>Data/Objects</samp>]].
 
|-
 
|-
| 3
+
| <samp>item_type_{{t|type}}</samp>
| Gold {{t|display name}}
+
| For an [[Modding:Items#Objects|object-type item]], the type value from the 'type and category' field. (Non-object items always have the exact tag <samp>item_type_</samp> with nothing after the last underscore.) This is automatic and shouldn't be set manually. The tag is checked in a few places (''e.g.'' the [[museum]] to check if an item is an artifact or mineral), but most of the game won't be affected.
 
|-
 
|-
| 4
+
| <samp>museum_donatable</samp><br /><samp>not_museum_donatable</samp>
| Iridium {{t|display name}}
+
| Set whether the item can be donated to the [[museum]], overriding the vanilla logic.
|}
   
|-
 
|-
| <samp>ConventionalUpgradeFrom</samp>
+
| <samp>not_giftable</samp>
| ''(Optional)'' If set, prepends an upgrade for the given tool ID to the <samp>UpgradeFrom</samp> field. This applies these rules (based on the <samp>UpgradeLevel</samp> field, not the upgrade level of the specified tool ID):
+
| Prevents players from gifting this item to NPCs, who'll ignore the item entirely (e.g. as if you were holding a tool).
   −
{| class="wikitable"
+
This only affects gift-giving, it doesn't affect non-gift logic like quest goals or special order objectives. If the NPC also has a <samp>reject_*</samp> dialogue for the item, the dialogue takes priority.
 
|-
 
|-
! upgrade level
+
| <samp>not_placeable</samp><br /><samp>placeable</samp>
! price
+
| Sets whether the item can be placed on the ground.
! items needed
   
|-
 
|-
| 1
+
| <samp>prevent_loss_on_death</samp>
| {{price|2000}}
+
| Indicates the item can't be [[Adventurer's Guild#Item Recovery Service|lost when the player dies]].
| {{name|Copper Bar|5}}
   
|-
 
|-
| 2
+
| <samp>sign_item</samp>
| {{price|5000}}
+
| Marks the item as a [[Crafting#Signs|sign]], which lets player display items on it or place it on a [[Fish Pond|fish pond]] to show the fish count.
| {{name|Iron Bar|5}}
   
|-
 
|-
| 3
+
| <samp>torch_item</samp>
| {{price|10000}}
+
| Marks the item as a [[torch]], which lets the player turn it on/off to emit light.
| {{name|Gold Bar|5}}
+
 
|-
+
See also <samp>campfire_item</samp>.
| 4
  −
| {{price|25000}}
  −
| {{name|Iridium Bar|5}}
   
|}
 
|}
   −
For example, Iridium Axe specifies this value:
+
Context tags which affect [[#Custom machines|machine processing]]:
<syntaxhighlight lang="js">
  −
"ConventionalUpgradeFrom": "(T)GoldAxe"
  −
</syntaxhighlight>
  −
|-
  −
| <samp>UpgradeFrom</samp>
  −
| ''(Optional)'' The requirements to buy this tool from Clint's [[Blacksmith#Upgrade Tools|blacksmith tool upgrade shop]]. If you specify multiple entries, the first one which matches will be applied.
  −
 
  −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! context tag
! purpose
+
! effect
 
|-
 
|-
| <samp>Price</samp>
+
| <samp>crystalarium_banned</samp>
| ''(Optional)'' The gold price to buy the upgrade. Defaults to 0.
+
| When applied to a gem or mineral item, prevents players from placing it in a [[crystalarium]].
 +
|-
 +
| <samp>keg_juice</samp><br /><samp>keg_wine</samp>
 +
| Allows processing the item in a [[keg]] to produce a juice or wine variant.
 
|-
 
|-
| <samp>RequireToolId</samp>
+
| <samp>preserves_jelly</samp><br /><samp>preserves_pickle</samp>
| ''(Optional)'' If set, the [[#Custom items|qualified or unqualified item ID]] for the tool that must be in the player's inventory for the upgrade to appear. The tool will be destroyed when the upgrade is purchased.
+
| Allows processing the item in a [[Preserves Jar|preserves jar]] to produce a jelly or pickled variant.
 
|-
 
|-
| <samp>TradeItemId</samp>
+
| <samp>seedmaker_banned</samp>
| ''(Optional)'' If set, the [[#Custom items|qualified or unqualified item ID]] for an extra item that must be traded to upgrade the tool. (For example, many vanilla tools need metal bars.)
+
| When applied to a seed item, prevents players from placing it in a [[Seed Maker|seed maker]].
 
|-
 
|-
| <samp>TradeItemAmount</samp>
+
| <samp>tapper_item</samp>
| ''(Optional)'' The number of <samp>TradeItemId</samp> required. Defaults to 1.
+
| Marks the item as a [[tapper]] or [[Heavy Tapper|heavy tapper]].
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>tapper_multiplier_{{t|multiplier}}</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this upgrade is available. Defaults to always true.
+
| The multiplier applied to the tapper production speed. For example, <samp>2</samp> will make items take half their base time (''i.e.'' each item will finish in <sup>base time</sup>/<sub>speed multiplier</sub>). Defaults to 1 if omitted.
 
|}
 
|}
   −
For example, these are equivalent to the Steel Axe's upgrade settings:
+
And informational tags which have no effect on the game logic:
<syntaxhighlight lang="js">
  −
"UpgradeFrom": [
  −
    {
  −
        "RequireToolId": "(T)CopperAxe",
  −
        "Price": 5000,
  −
        "TradeItemId": "(O)335", // Iron Bar
  −
        "TradeItemAmount": 5
  −
    }
  −
]
  −
</syntaxhighlight>
  −
 
  −
If you want the tool to always be available, you can just omit the conditions. For example:
  −
<syntaxhighlight lang="js">
  −
"UpgradeFrom": [
  −
    {
  −
        "Price": 5000
  −
    }
  −
]
  −
</syntaxhighlight>
  −
 
  −
Note that Clint needs a few days to smith the new tool. If you want to sell the tool directly, [[#Custom shops|add it to a regular shop]] instead.
  −
|}
  −
 
  −
====Game logic====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! context tag
! purpose
+
! effect
 
|-
 
|-
| <samp>CanBeLostOnDeath</samp>
+
| <samp>fish_legendary</samp><br /><samp>fish_legendary_family</samp>
| Whether the player can [[Adventurer's Guild#Item Recovery Service|lose this tool when they die]]. Default false.
+
| Marks the fish as a [[Fish#Legendary Fish|legendary fish]] or [[Quests#Extended Family|legendary fish family]]. These are purely informational; the legendary fish behavior is determined by data fields like <samp>CatchLimit</samp> or <samp>IsBossFish</samp> in [[#Custom locations|<samp>Data/Locations</samp>]].
|}
  −
 
  −
====Extensibility====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>geode</samp>
! purpose
+
| ''(Added automatically)'' Marks the item as a [[Minerals#Geodes|geode]] item, which can be broken open at [[Blacksmith|Clint's blacksmith shop]] or using a [[Geode Crusher|geode crusher]]. This is added automatically if the geode fields are present in [[#Custom objects|<samp>Data/Objects</samp>]].
|-
+
|-
| <samp>ModData</samp>
+
| <samp>id_{{t|item id}}</samp>
| ''(Optional)'' The mod data values to set when the tool is created, accessible in C# code via the <samp>tool.modData</samp> dictionary. For example:
+
| ''(Added automatically)'' The [[#Custom items|qualified item ID]], like <samp>id_(o)128</samp>. This can be used to match or exclude an item by ID using context tags. Any spaces in the ID are replaced with underscores, and single quotes are removed.
<syntaxhighlight lang="js">
+
|-
"ModData": {
+
| <samp>is_machine</samp>
    "PowerLevel": 9000
+
| ''(Added automatically)'' Indicates the item has [[#Custom machines|machine logic]]. This is added automatically based on <samp>Data/Machines</samp>.
}
+
|-
</syntaxhighlight>
+
| <samp>machine_input</samp>
 +
| ''(Added automatically)'' Whether the item is a machine which accepts items from the player. This is added automatically based on the machine's fields in <samp>Data/Machines</samp>:
 +
* if <samp>HasInput</samp> is true;
 +
* ''or'' if any output rules have an <samp>ItemPlacedInMachine</samp> trigger.
 
|-
 
|-
| <samp>SetProperties</samp>
+
| <samp>machine_output</samp>
| ''(Optional)'' Set the value of arbitrary properties on the tool class. For example, this would disable the tool animation and require no stamina:
+
| ''(Added automatically)'' Whether the item is a machine which produces items for the player to collect. This is added automatically based on the machine's fields in <samp>Data/Machines</samp>:
<syntaxhighlight lang="js">
+
* if <samp>HasOutput</samp> is true;
"SetProperties": {
+
* ''or'' if it has any output rules.
    "InstantUse": true,
  −
    "IsEfficient": true
  −
}
  −
</syntaxhighlight>
   
|}
 
|}
   −
===Custom wild trees===
+
====ItemContextTagManager class====
====Data format====
+
For C# mods, 1.6 adds a new <samp>ItemContextTagManager</samp> class which simplifies working with [[Modding:Items#Context tags|item context tags]] and reduces repeated code.
You can now create/edit [[Trees|wild trees]] by editing the <samp>Data/WildTrees</samp> asset.
  −
 
  −
This consists of a string → model lookup, where...
  −
* The asset key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the tree type. The vanilla tree IDs are <samp>1</samp> (oak), <samp>2</samp> (maple), <samp>3</samp> (pine), <samp>6</samp> (palm), <samp>7</samp> (mushroom), and <samp>8</samp> (mahogany).
  −
* The asset value is a model with thee fields listed below.
      +
This provides a few utility methods:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>Textures</samp>
+
| <code>GetBaseContextTags(id)</code>
| The texture to use as the tree's spritesheet in-game. If multiple textures are listed, the first matching one is used.
+
| Get the base context tags for an item based on its raw data in <samp>Data/Objects</samp> or <samp>Data/BigCraftables</samp>. This doesn't include dynamic tags added that are based on instance info (like quality), which you can get using <code>item.GetContextTags()</code>.
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <code>DoesTagQueryMatch(query, tags)</code>
! effect
+
| Get whether a context tag query matches the given tags. For example, <code>ItemContextTagManager.DoesTagQueryMatch("bone_item, !fossil_item", item.GetContextTags())</code> returns true if the item is a bone item but not a fossil (like the [[Bone Flute]]).
 
|-
 
|-
| <samp>Texture</samp>
+
| <code>DoAllTagsMatch(requiredTags, actualTags)</code><br /><code>DoAnyTagsMatch(requiredTags, actualTags)</code>
| The asset name for the tree's spritesheet.
+
| Get whether every (<samp>DoAllTagsMatch</samp>) or at least one (<samp>DoAnyTagsMatch</samp) required tag matches the actual item tags. This supports negated required tags like <samp>"!fossil_item"</samp> too.
 
|-
 
|-
| <samp>Season</samp>
+
| <code>DoesTagMatch(requiredTag, actualTags)</code>
| ''(Optional)'' If set, the specific season when this texture should apply. For more complex conditions, see <samp>Condition</samp>.
+
| Get whether a single tag matches the actual item tags. This supports negated required tags like <samp>"!fossil_item"</samp> too.
 
|-
 
|-
| <samp>Condition</samp>
+
| <code>SanitizeContextTag(tag)</code>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this texture should be applied for a tree. Defaults to always enabled.
+
| ''(Specialized)'' Replace characters that may appear in item names so they're valid in context tags. For example, <code>SanitizeContextTag("Sam's Boombox")</code> returns <samp>sams_boombox</samp>.
 +
|}
 +
 
 +
====Other context tag changes====
 +
* Context tags are now case-insensitive.
 +
 
 +
===Inventory class===
 +
For C# mods, 1.6 adds a new <samp>Inventory</samp> class to manage a list of items. This is used for the <samp>Farmer.items</samp> and <samp>Chest.items</samp> fields. It implements <samp>IList&lt;Item&gt;</samp>, so most existing code should still work fine.
   −
This is checked when the tree is created, a new day starts, or its texture is reloaded by a mod. More frequent conditions (like time of day) won't work as expected unless a mod manually triggers a tree update.
+
This has three main benefits:
|}
+
<ul>
 +
<li>It has methods to simplify many common operations. For example:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>SeedItemId</samp>
+
! method
| ''(Optional)'' The [[#Custom items|qualified item ID]] for the seed item. If omitted, the tree can't be planted and <samp>SeedOnShakeChance</samp> will be ignored.
+
! effect
 
|-
 
|-
| <samp>SeedPlantable</samp>
+
| <code>HasAny()</code>
| ''(Optional)'' Whether the seed can be planted by the player. If this is false, it can only be spawned automatically via map properties. Default true.
+
| Get whether the inventory contains any items (ignoring empty slots).
 
|-
 
|-
| <samp>GrowthChance</samp>
+
| <code>CountItemStacks()</code>
| ''(Optional)'' The probability each day that the tree will grow to the next stage without [[Tree Fertilizer|tree fertilizer]], as a value from 0 (will never grow) to 1 (will grow every day). Defaults to 0.2 (20% chance).
+
| Get the number of item stacks in the inventory (ignoring empty slots).
 
|-
 
|-
| <samp>FertilizedGrowthChance</samp>
+
| <code>ContainsId(id)</code>
| ''(Optional)'' Equivalent to <samp>GrowthChance</samp>, but with [[Tree Fertilizer|tree fertilizer]]. Defaults to 1 (100% chance).
+
| Get whether the inventory contains any item with the given qualified or unqualified item ID.
 
|-
 
|-
| <samp>SeedSpreadChance</samp>
+
| <code>ContainsId(id, minCount)</code>
| ''(Optional)'' The probability each day that the tree will plant a seed on a nearby tile, as a value from 0 (never) to 1 (always). This only applied in locations where trees plant seeds (e.g. farms in vanilla). Default 0.15 (15% chance).
+
| Get whether the inventory contains items with the given qualified or unqualified item ID, and their combined stack size is at least <samp>minCount</samp>.
 
|-
 
|-
| <samp>SeedOnShakeChance</samp>
+
| <code>CountId(id)</code>
| ''(Optional)'' The probability each day that the tree will produce a seed that will drop when the tree is shaken, as a value from 0 (never) to 1 (always). Default 0.05 (5% chance).
+
| Get the combined stack size of all items with the given qualified or unqualified item ID.
 
|-
 
|-
| <samp>SeedOnChopChance</samp>
+
| <code>GetById(id)</code>
| ''(Optional)'' The probability that a seed will drop when the player chops down the tree, as a value from 0 (never) to 1 (always). Default 0.75 (75% chance).
+
| Get a list of items in the inventory with the given qualified or unqualified item ID.
 
|-
 
|-
| <samp>DropWoodOnChop</samp>
+
| <code>ReduceId(id, count)</code>
| ''(Optional)'' Whether to drop [[wood]] when the player chops down the tree. Default true.
+
| Remove the given number of items matching the given qualified or unqualified item ID. This reduces the stack size for matching items until a total of <samp>count</samp> have been removed, and clears any slots which reach a stack size of zero.
 +
|}</li>
 +
<li>Many common operations have been unified, so previously player-only methods can now be used with chests too.</li>
 +
<li>It has an internal index by item ID, so operations like <code>items.ContainsId("(O)128")</code> are much more efficient since they no longer iterate the list.</li>
 +
</ul>
 +
 
 +
This replaces some previous methods:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>DropHardwoodOnLumberChop</samp>
+
! game class
| ''(Optional)'' Whether to drop [[hardwood]] when the player chops down the tree, if they have the [[Skills#Foraging|Lumberjack profession]]. Default true.
+
! old code
 +
! migration
 
|-
 
|-
| <samp>IsLeafy</samp>
+
|rowspan="6"| <samp>Farmer</samp>
| ''(Optional)'' Whether shaking or chopping the tree causes cosmetic leaves to drop from tree and produces a leaf rustle sound. When a leaf drops, the game will use one of the four leaf sprites in the tree's spritesheet in the slot left of the stump sprite. Default true.
+
| <code>getItemCount(id)</code><br /><code>GetTallyOfObject(id)</code><br /><code>GetTallyOfObject(id, isBigCraftable)</code><br /><code>hasItemInInventory(id, count)</code><br /><code>hasItemInList(list, id, count)</code>
 +
| &#32;
 +
* To check an item ID, use <code>items.CountId(id)</code> or <code>Items.ContainsId(id, count)</code>.
 +
* To check Golden Walnuts or Qi Gems, use the <samp>Game1.netWorldState.Value.GoldenWalnuts</samp> and <samp>Farmer.QiGems</samp> fields.
 +
* To check category matches or <samp>-777</samp> (seasonal wild seeds), the <samp>getItemCount</samp> and <samp>getItemCountInList</samp> still exist.
 
|-
 
|-
| <samp>IsLeafyInWinter</samp>
+
| <code>hasItemInInventoryNamed(name)</code><br /><code>hasItemWithNameThatContains(name)</code>
| ''(Optional)'' Whether <samp>IsLeafy</samp> also applies in winter. Default false.
+
| In most cases, you should match items by ID instead (see the previous row).
 +
 
 +
If you really need to match items by name, you can replace it like this:
 +
<syntaxhighlight lang="c#">
 +
// exact name
 +
bool hasMatch = Game1.player.Items.Any(item => item?.Name == name);
 +
 
 +
// name contains
 +
bool hasMatch = Game1.player.Items.Any(item => item?.Name?.Contains(name) is true);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>GrowsInWinter</samp>
+
| <code>areAllItemsNull()</code>
| ''(Optional)'' Whether the tree can grow in winter (subject to <samp>GrowthChance</samp> or <samp>FertilizedGrowthChance</samp>). Default false.
+
| Use <code>!items.HasAny()</code>.
 
|-
 
|-
| <samp>IsStumpDuringWinter</samp>
+
| <code>numberOfItemsInInventory()</code>
| ''(Optional)'' Whether the tree is reduced to a stump in winter and regrows in spring, like the vanilla [[Trees#Mushroom Tree|mushroom tree]]. Default false.
+
| Use <code>items.CountItemStacks()</code> to count all items, or <code>Items.Count(p => p is Object)</code> to match this method's actual behavior.
 
|-
 
|-
| <samp>AllowWoodpeckers</samp>
+
| <code>consumeObject(id, count)</code>
| ''(Optional)'' Whether woodpeckers can spawn on the tree. Default true.
+
| Use <code>items.ReduceId(id, count)</code>.
 
|-
 
|-
| <samp>UseAlternateSpriteWhenNotShaken</samp><br /><samp>UseAlternateSpriteWhenSeedReady</samp>
+
| <code>removeItemsFromInventory(id, count)</code>
| ''(Optional)'' Whether to render a different tree sprite when the player hasn't shaken it on that day (<samp>UseAlternateSpriteWhenNotShaken</samp>) or it has a seed ready (<samp>UseAlternateSpriteWhenSeedReady</samp>). If either field is true, the tree spritesheet must be double-width with the alternate textures on the right. If both are true, the same alternate sprites are used for both. Default false.
+
| &#32;
 +
* To remove an item by ID, use <code>items.ReduceId(id, count)</code>.
 +
* To deduct Golden Walnuts or Qi Gems, change the <samp>Game1.netWorldState.Value.GoldenWalnuts</samp> and <samp>Farmer.QiGems</samp> fields.
 
|-
 
|-
| <samp>DebrisColor</samp>
+
|rowspan="2"| <samp>Object</samp>
| ''(Optional)'' The color of the cosmetic wood chips when chopping the tree. This can be...
+
| <code>ConsumeInventoryItem(player, id, count)</code>
* a [[#Color fields|standard color format]];
+
| This was somewhat specialized and shouldn't be called by mod code, but the equivalent would be <code>(Object.autoLoadChest ?? player.items).ReduceId(id, count)</code>. See also notes for <samp>Farmer.removeItemsFromInventory</samp>.
* or one of <samp>12</samp> (brown/woody), <samp>100001</samp> (white), <samp>100001</samp> (light green),  <samp>100002</samp> (light blue), <samp>100003</samp> (red), <samp>100004</samp> (yellow), <samp>100005</samp> (black), <samp>100006</samp> (gray), or <samp>100007</samp> (charcoal / dim gray).
  −
 
  −
Defaults to <samp>12</samp> (brown/woody).
   
|-
 
|-
| <samp>SeedDropItems</samp>
+
| <code>GetTallyOfObject(player, id)</code>
| ''(Optional)'' When a seed is dropped subject to <samp>SeedOnShakeChance</samp>, the item to drop instead of the item specified by <samp>SeedItemId</samp>. If this is empty or none match, the <samp>SeedItemId</samp> will be dropped instead.
+
| This was somewhat specialized and shouldn't be called by mod code, but the equivalent would be <code>(Object.autoLoadChest ?? player.items).CountId(id)</code>. See also notes for <samp>Farmer.getTallyOfObject</samp>.
 +
|}
   −
This consists of a list of models with these fields:
+
It implements a new <samp>IInventory</samp> interface, which lets mods pass their own implementations to code which works on inventories.
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| ''common fields''
  −
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
     −
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
===Furniture changes===
|-
+
{{/doc status|[[Modding:Items#Furniture]]|done=false}}
| <samp>Season</samp>
+
 
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
+
<ul>
|-
+
<li>[[Modding:Items#Furniture|<samp>Data/furniture</samp>]] no longer has language variants. Translations were moved into <samp>Strings/Furniture</samp>.</li>
| <samp>Chance</samp>
+
<li>
| ''(Optional)'' The probability that the item will drop, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
There are a few changes in [[Modding:Items#Furniture|<samp>Data/furniture</samp>]]:
|-
+
<ul>
| <samp>ContinueOnDrop</samp>
+
<li>Field index 6 is now placement restrictions and field index 7 is now display name. The display name field is no longer omitted in English.</li>
| ''(Optional)'' If this item is dropped, whether to continue as if it hadn't been dropped for the remaining drop candidates. Default false.
+
<li>Field index 7 (display name) now allows [[Modding:Tokenizable strings|tokenizable strings]].</li>
|}
+
<li>Added new fields:
|-
  −
| <samp>ChopItems</samp>
  −
| ''(Optional)'' The additional items to drop when the tree is chopped down. All matching items are dropped.
     −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 +
! index
 
! field
 
! field
 
! effect
 
! effect
 
|-
 
|-
| ''common fields''
+
| 8
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
+
| sprite index
 
+
| The sprite index within the spritesheet texture to draw.
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>Season</samp>
+
| 9
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
+
| texture
 +
| ''(Optional)'' The asset name of the texture to draw. Defaults to <samp>TileSheets/furniture</samp>.
 
|-
 
|-
| <samp>Chance</samp>
+
| 10
| ''(Optional)'' The probability that the item will drop, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
| off limits for random sale
 +
| ''(Optional)'' Whether to prevent this furniture from appearing in randomly generated shop stocks and the furniture catalogue. Default false.
 
|-
 
|-
| <samp>MinSize</samp><br /><samp>MaxSize</samp>
+
| 11
| ''(Optional)'' The minimum and/or maximum growth stage for the tree at which this item is produced. The possible values are <samp>Seed</samp>, <samp>Sprout</samp>, <samp>Sapling</samp>, <samp>Bush</samp>, and <samp>Tree</samp>. Both default to no limit.
+
| context tags
|-
+
| ''(Optional)'' A space-delimited list of [[Modding:Items#Context tags|context tags]] which apply to this furniture. Default none.
| <samp>ForStump</samp>
+
|}</li>
| ''(Optional)'' Whether the item is only produced if the tree is a stump (<samp>true</samp>), not a stump (<samp>false</samp>), or both (<samp>null</samp>). Defaults to <samp>false</samp> (non-stumps only).
+
</ul>
|}
+
</li>
|-
+
</ul>
| <samp>ShakeItems</samp>
  −
| The items produced by shaking the tree when it's fully grown. This only applies the first time the tree is shaken each day. All matching items are dropped.
     −
This consists of a list of models with these fields:
+
===Other item changes for C# mods===
{| class="wikitable"
+
* Placed object changes:
|-
+
** Every placed object now has a <samp>Location</samp> property set to the location which contains it. This removes location parameters from many object methods.
! field
+
** Setting an object's tile position through <samp>obj.TileLocation</samp> now recalculcates its collision box automatically. (Setting it through the <samp>tileLocation</samp> net field directly won't though.)
! effect
+
** The <samp>obj.IsScarecrow()</samp> and <samp>GetScarecrowRadius()</samp> methods now work for non-bigcraftable objects too.
|-
+
* Clothing changes:
| ''common fields''
+
** <samp>Clothes.clothesType</samp> is now an enum field.
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for shake items.
+
** Clothing is no longer gender-specific. This renames <samp>indexInTileSheetMale</samp> to <samp>indexInTileSheet</samp>, obsoletes <samp>indexInTileSheetFemale</samp>, and converts gender-variant clothing into regular items.
 +
** Removed unused <samp>ClothesType.ACCESSORY</samp> value.
 +
** <samp>Farmer.pants</samp> and <samp>Farmer.shirt</samp> now store the item ID instead of the sprite index.
 +
** In <samp>Data/TailoringRecipes</samp>, added a <samp>CraftingIdFeminine</samp> field which overrides <samp>CraftingId</samp> for female characters.
 +
* Crop changes:
 +
** Added <samp>Game1.cropData</samp> to read crop info without constantly reloading the <samp>Data/Crops</samp> asset.
 +
** Removed most crop fields which only mirror the data (like <samp>harvestMethod</samp> or <samp>seasonsToGrowIn</samp>). Mods can get the info through <samp>crop.GetData()</samp> instead.
 +
** Partly de-hardcoded fertilizer logic. Almost all fertilizer logic is now centralized into a new patchable set of <samp>HoeDirt</samp> methods (see list below). The only fertilizer logic that's still embedded elsewhere is the interaction errors in <samp>Utility.tryToPlaceItem</samp>.
 +
** HoeDirt.fertilizer.Value is now set to <samp>null</samp> when there is no fertilizer. Both qualified and unqualified IDs should be expected.
 +
** Removed <samp>crop.InferSeedIndex()</samp>. This was used to support old crops, which are now fixed by a save migration instead.
 +
* Tool changes:
 +
** Fixed various logic not handling custom tool upgrade levels.
 +
<ul>
 +
<li>Other item logic:<ul>
 +
<li>Simplified the constructors for many item types, particularly <samp>Object</samp>.</li>
 +
<li>[[Honey]] items now have their <samp>preserve</samp> field set to a new <samp>Honey</samp> type (instead of null).</li>
 +
<li>The <samp>Object.performObjectDropInAction</samp> method now applies the <samp>probe</samp> argument much more consistently. This only affects method calls with <samp>probe: true</samp>.</li>
 +
<li>The <samp>Item.salePrice()</samp> method now has option to get the price without [[Multiplayer#Profit margins|profit margins]].</li>
 +
<li>Added new fields & methods:
   −
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
  −
|-
  −
| <samp>Season</samp>
  −
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
  −
|-
  −
| <samp>Chance</samp>
  −
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
  −
|}
  −
|-
  −
| <samp>TapItems</samp>
  −
| The items produced by [[Tapper|tapping]] the tree. If multiple items can be produced, the first available one is selected.
  −
  −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! type
 +
! field/method
 
! effect
 
! effect
 
|-
 
|-
| ''common fields''
+
| <samp>Chest</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for tapper items.
+
| <samp>GetItemsForPlayer()</samp>
 
+
| Shortcut for <samp>chest.GetItemsForPlayer(Game1.player.UniqueMultiplayerID)</samp>.
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>Season</samp>
+
| rowspan="2"| <samp>Crop</samp>
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
+
| <samp>GetHarvestMethod()</samp>
 +
| Get the method used to harvest the crop (one of <samp>HarvestMethod.Grab</samp> or <samp>HarvestMethod.Scythe</samp>).
 
|-
 
|-
| <samp>Chance</samp>
+
| <samp>IsInSeason(location)</samp>
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
| Whether the crop can grow in the location's current season (or true if crops ignore seasons in the location, like the [[greenhouse]]).
 
|-
 
|-
| <samp>DaysUntilReady</samp>
+
| rowspan="8"| <samp>HoeDirt</samp>
| The number of days before the tapper is ready to empty.
+
| <samp>HasFertilizer()</samp>
 +
| Get whether the dirt has any fertilizer applied.
 
|-
 
|-
| <samp>PreviousItemId</samp>
+
| <samp>CanApplyFertilizer(itemId)</samp>
| ''(Optional)'' If set, the item only applies if the previous item produced by the tapper matches one of the given [[#Custom items|qualified item IDs]]. If an entry is null or an empty string, it matches when there's no previous item.
+
| Get whether a player can apply the given fertilizer to this dirt.
 
  −
For example: <code>"PreviousItemId": [ null ]</code> only applies when a tapper is first added to the tree, and <code>"PreviousItemsId": [ "(O)420" ]</code> applies if the player just collected a [[Red Mushroom|red mushroom]] (object #420) from it.
   
|-
 
|-
| <samp>DaysUntilReadyModifiers</samp>
+
| <samp>CheckApplyFertilizerRules(itemId)</samp>
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the <samp>DaysUntilReady</samp> value. Default none.
+
| Get whether a player can apply the given fertilizer to this dirt, and the reason they can't if applicable.
 
|-
 
|-
| <samp>DaysUntilReadyModifiersMode</samp>
+
| <samp>GetFertilizerSpeedBoost()</samp>
| ''(Optional)'' [[#Quantity modifiers|Quantity modifier modes]] which indicate what to do if multiple modifiers in the <samp>DaysUntilReadyModifiersMode</samp> field apply at the same time. Default <samp>Stack</samp>.
+
| Get the crop growth speed boost from fertilizers applied to this dirt.
|}
   
|-
 
|-
| <samp>PlantableLocationRules</samp>
+
| <samp>GetFertilizerWaterRetentionChance()</samp>
| ''(Optional)'' The rules to decide which locations you can plant the seed in, if applicable. The first matching rule is used. This can override location checks (e.g. crops being limited to the farm), but not built-in requirements like crops needing dirt.
+
| Get the water retention chance from fertilizers applied to this dirt, as a value between 0 (no change) and 1 (100% chance of staying watered).
 
  −
This consists of a list of models with these fields:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>GetFertilizerQualityBoostLevel()</samp>
! effect
+
| Get the quality boost level from fertilizers applied to this dirt, which influences the chance of producing a higher-quality crop.
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>GetFertilizerSourceRect()</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
+
| Get the pixel area within the dirt spritesheet to draw for any fertilizer applied to this dirt.
 +
 
 +
(This method existed before, but no longer requires the fertilizer ID argument.)
 
|-
 
|-
| <samp>Result</samp>
+
| <samp>isWatered()</samp>
| Indicates whether the seed can be planted in a location if this entry is selected. The possible values are:
+
| Get whether the dirt is currently watered.
* <samp>Default</samp>: the seed can be planted if the location normally allows it. This can be used to stop processing further rules, and/or set a custom <samp>DeniedMessage</samp>.
  −
* <samp>Allow</samp>: the seed can be planted here, regardless of whether the location normally allows it.
  −
* <samp>Deny</samp>: the seed can't be planted here, regardless of whether the location normally allows it.
   
|-
 
|-
| <samp>Condition</samp>
+
|rowspan="5"| <samp>Item</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
+
| <samp>IsRecipe</samp><br /><samp>Quality</samp><br /><samp>Stack</samp></samp><br /><samp>sellToStorePrice()</samp>
 +
| Equivalent to the previous <samp>Object</samp> fields/methods, to simplify common code and avoid needing to special-case <samp>Object</samp> items.
 
|-
 
|-
| <samp>PlantedIn</samp>
+
| <samp>appliesProfitMargins()</samp>
| ''(Optional)'' The planting context to apply this rule for. The possible values are <samp>Ground</samp> (planted directly in the ground), <samp>GardenPot</samp> (planted in a [[Garden Pot|garden pot]]), or <samp>Any</samp>. Default <samp>Any</samp>.
+
| Get whether this item should apply [[Multiplayer#Profit margins|profit margins]] to shop prices.
 
  −
Note that trees can't be planted in garden pots.
   
|-
 
|-
| <samp>DeniedMessage</samp>
+
| <samp>CanBeLostOnDeath()</samp>
| ''(Optional)'' If this rule prevents planting the seed, the tokenizable string to show to the player (or <samp>null</samp> to default to the normal behavior for the context). This also applies when the <samp>Result</samp> is <samp>Default</samp>, if that causes the planting to be denied.
+
| Get whether this item can be lost when the player dies, so it can be recovered from the [[Adventurer's Guild#Item Recovery Service|item recovery service]].
|}
   
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>HasTypeId(id)</samp><br /><samp>HasTypeObject()</samp><br /><samp>HasTypeBigCraftable()</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| Get whether the item has the given [[#Custom items|type definition ID]]. These are null-safe and double as a null check:
|}
+
<syntaxhighlight lang="c#">
 +
if (item.HasTypeId(ItemRegistry.type_object))
 +
{
 +
    // item is non-null and has type (O)
 +
}
 +
</syntaxhighlight>
 +
<samp>HasTypeObject()</samp> and <samp>HasTypeBigCraftable()</samp> are shortcuts for passing <samp>ItemRegistry.type_object</samp> and <samp>ItemRegistry.type_bigCraftable</samp> respectively.
 +
|-
 +
| <samp>TryGetTempData</samp><br /><samp>SetTempData</samp>
 +
| Get or set temporary item info that's not synchronized in multiplayer or written to the save file.
   −
====Spawning wild trees====
+
For example, the game uses this to pass spawn options to the fishing minigame:
Custom trees can be added to the game in two ways:
+
<syntaxhighlight lang="c#">
* Spawn them on [[Modding:Maps|map tiles]] when the location is created, using the new <samp>SpawnTree: wild {{t|tree ID}} {{o|growth stage on location created}} {{o|growth stage on day-update regrowth}}</samp> tile property. This must be added on the <samp>Paths</samp> layer, which must also have tile index 34 from the <samp>paths</samp> tilesheet.
+
if (spawn.IsBossFish)
* Or give the player a seed item in the usual ways (e.g. from [[#Custom shops|a shop]], [[Modding:Mail data|mail letter]], etc).
+
    fish.SetTempData(nameof(spawn.IsBossFish), true);
   −
===Default recipes===
+
...
You can now have [[Modding:Recipe data|crafting and cooking recipes]] that are learned automatically by setting the condition field to <samp>default</samp>. Any missing default recipes will be learned on day start.
     −
For example, here's the chest entry from <samp>Data/CraftingRecipes</samp>:
+
fish.TryGetTempData(nameof(SpawnFishData.IsBossFish), out bool bossFish);
<syntaxhighlight lang="js">
  −
"Chest": "388 50/Home/130/true/default/"
   
</syntaxhighlight>
 
</syntaxhighlight>
  −
===Global inventories===
  −
C# mods can now set a <samp>chest.GlobalInventoryId</samp> field to make it share a global inventory with every other chest having the same ID. This replaces the equivalent hardcoded logic for [[Junimo Chest|Junimo chests]], which now just default to a <samp>"JunimoChests"</samp> global inventory ID. For example, this can be used to have multiple Junimo chest networks or make other containers share inventory.
  −
  −
C# mods can also use this to store items for other mod purposes, by using <samp>Game1.player.team.globalInventories</samp> or <samp>Game1.player.team.GetOrCreateGlobalInventory(id)</samp> directly.
  −
  −
===Hats on aquarium fish===
  −
Custom [[Modding:Fish data|fish in aquariums]] can now wear [[hats]], just like vanilla [[Sea Urchin|sea urchins]]. This can be enabled by specifying a new field in <samp>Data/AquariumFish</samp>:
  −
  −
{| class="wikitable"
   
|-
 
|-
! index
+
| <samp>FishingRod</samp>
! field
+
| <samp>CanUseBait()</samp><br /><samp>CanUseTackle()</samp><br /><samp>GetBait()</samp><br /><samp>GetTackle()</samp><br /><samp>HasMagicBait()</samp><br /><samp>HasCuriosityLure()</samp>
! purpose
+
| Simplifies working with the fishing rod's [[bait]] and [[tackle]].
 
|-
 
|-
| 7
+
|rowspan="2"| <samp>Furniture</samp>
| hat position
+
| <samp>SetPlacement</samp><br /><samp>SetHeldObject</samp>
| The pixel position of the hat on the sprite, specified as an object with <samp>X</samp> and <samp>Y</samp> values.
+
| Set the furniture's position and rotation (<samp>SetPlacement</samp>) or held object (<samp>SetHeldObject</samp>). The latter will initialize the held object's tile position to match the furniture instance.
|}
     −
===Context tag changes===
+
These are used by the game to initialize furniture in one go. For example:
====New context tags====
+
<syntaxhighlight lang="c#">
1.6 adds several new [[Modding:Items#Context tags|item context tags]]:
+
// oak table holding decorative bowl
 
+
Furniture table = ItemRegistry
{| class="wikitable"
+
    .Create<Furniture>("(F)1120")
 +
    .SetPlacement(5, 4, 0)
 +
    .SetHeldObject(ItemRegistry.Create<Furniture>("(F)1364"));
 +
</syntaxhighlight>
 
|-
 
|-
! context tag
+
| <samp>IsTable()</samp>
! effect
+
| Get whether this furniture is a table.
 
|-
 
|-
| <samp>campfire_item</samp>
+
|rowspan="2"| <samp>FruitTree</samp>
| Marks the item as a [[campfire]]. If the item also has the <samp>torch_item</samp> context tag, when it's placed in the world and turned on...
+
| <samp>GetQuality()</samp>
* campfire flames are drawn over it;
+
| Get the quality of fruit currently being produced by the fruit tree.
* if the item is [[Modding:Items#Big craftables|big craftable]], light is emitted from its center instead of the top.
   
|-
 
|-
| <samp>fish_pond_ignore</samp>
+
| <samp>TryAddFruit()</samp>
| Prevents players from adding this fish to [[Fish Pond|fish ponds]], even if it would otherwise match an entry in <samp>Data/FishPondData</samp>.
+
| Add a fruit item to the tree based on [[#Custom fruit trees|its data]].
 
|-
 
|-
| <samp>geode_crusher_ignored</samp>
+
| <samp>IndoorPot</samp>
| Prevents breaking this item open in a [[Geode Crusher|geode crusher]], even if the item has geode fields in [[#Custom objects|<samp>Data/Objects</samp>]].
+
| <samp>Water()</samp>
 +
| Simplifies watering dirt in the [[Garden Pot|garden pot]].
 
|-
 
|-
| <samp>item_type_{{t|type}}</samp>
+
| <samp>Object</samp>
| For an [[Modding:Items#Objects|object-type item]], the type value from the 'type and category' field. (Non-object items always have the exact tag <samp>item_type_</samp> with nothing after the last underscore.) This is automatic and shouldn't be set manually. The tag is checked in a few places (''e.g.'' the [[museum]] to check if an item is an artifact or mineral), but most of the game won't be affected.
+
| <samp>GetBoundingBox()</samp><br /><samp>GetBoundingBoxAt(x, y)</samp>
 +
| Get the pixel collision area for the item placed in the world. These replace the former <samp>getBoundingBox(position)</samp> method.
 
|-
 
|-
| <samp>museum_donatable</samp><br /><samp>not_museum_donatable</samp>
+
| <samp>Tool</samp>
| Set whether the item can be donated to the [[museum]], overriding the vanilla logic.
+
| <samp>isScythe()</samp>
 +
| Equivalent to the previous <samp>MeleeWeapon</samp> method, to simplify common code and avoid needing to special-case <samp>MeleeWeapon</samp> items.
 
|-
 
|-
| <samp>not_giftable</samp>
+
|rowspan="3"| <samp>Tree</samp>
| Prevents players from gifting this item to NPCs, who'll ignore the item entirely (e.g. as if you were holding a tool).
+
| <samp>CheckForNewTexture()</samp>
 
+
| Reset the tree's texture if it would change based on [[#Custom wild trees|its data]].
This only affects gift-giving, it doesn't affect non-gift logic like quest goals or special order objectives. If the NPC also has a <samp>reject_*</samp> dialogue for the item, the dialogue takes priority.
   
|-
 
|-
| <samp>not_placeable</samp><br /><samp>placeable</samp>
+
| <samp>GetMaxSizeHere</samp>
| Sets whether the item can be placed on the ground.
+
| Get the maximum size the tree can grow in its current position (e.g. accounting for nearby trees blocking growth).
 
|-
 
|-
| <samp>prevent_loss_on_death</samp>
+
| <samp>IsGrowthBlockedByNearbyTree</samp>
| Indicates the item can't be [[Adventurer's Guild#Item Recovery Service|lost when the player dies]].
+
| Get whether growth is blocked because it's too close to another fully-grown tree.
|-
  −
| <samp>sign_item</samp>
  −
| Marks the item as a [[Crafting#Signs|sign]], which lets player display items on it or place it on a [[Fish Pond|fish pond]] to show the fish count.
  −
|-
  −
| <samp>torch_item</samp>
  −
| Marks the item as a [[torch]], which lets the player turn it on/off to emit light.
  −
 
  −
See also <samp>campfire_item</samp>.
   
|}
 
|}
 +
</li>
 +
<li>Modularized <samp>Object.CheckForAction</samp> to simplify mod patches.</li>
 +
<li>Reworked <samp>Item.getOne()</samp> implementation to avoid common pitfalls. (This only affects mods with custom item classes, or which patch <samp>Item.getOne</samp> or <samp>Item._GetOneFrom</samp>.)</li>
 +
<li>Fixed fruit trees forgetting the growth stage set in their constructor when they're updated overnight.</li>
 +
</ul>
   −
Context tags which affect [[#Custom machines|machine processing]]:
+
===Other item changes===
{| class="wikitable"
+
* Added per-object display names (''e.g.'' for custom flavored items). See the <samp>ObjectDisplayName</samp> [[Modding:Item queries#Item spawn fields|item spawn field]], or <samp>object.displayNameFormat</samp> in C#.
|-
+
* [[Ginger Island#Gem Birds|Item pedestals]] are now normal item, so you can spawn them using a mod like CJB Item Spawner to display items.
! context tag
+
* Added optional <samp>Condition</samp> [[Modding:Game state queries|game state query]] field to <samp>Data/SpecialOrders</samp>.
 +
* Item data changes:
 +
** The display name field now exists in English too for <samp>Data/Boots</samp>, <samp>Data/Bundles</samp>, <samp>Data/CookingRecipes</samp>, <samp>Data/CraftingRecipes</samp>, <samp>Data/Furniture</samp>, <samp>Data/Hats</samp>, and <samp>Data/Weapons</samp>.
 +
** The randomly spawned [[The Farm#Stone|stones]], [[The Farm#Wood|twigs]], and [[weeds]] have been formalized into ''litter''. They all now have object type <samp>Litter</samp>, [[Modding:Items#Categories|category]] -999 (<samp>StardewValley.Object.litterCategory</samp>), a relevant display name/description (like ''Gold Stone'' & ''Break apart to obtain gold ore'' instead of ''Stone'' & ''...''), a price of 0 (not sellable), and edibility of -300 (inedible). This also adds all mine ore nodes to <samp>Data/Objects</samp>, so the game no longer creates invalid items to show their sprite. (Doing so in 1.6 will now show an Error Item sprite instead.)
 +
** [[Honey]] items now have the <samp>honey_item</samp> context tag.
 +
** Shirts no longer have a dynamic numeric ID range; every valid shirt is now listed in [[#Custom shirts|<samp>Data/Shirts</samp>]].
 +
** You can now apply a custom buff ID when the item is eaten, via <samp>Data/Objects</samp>'s <samp>Buff</samp> field.
 +
** The type field in <samp>Data/Objects</samp> is no longer checked using substring matching (e.g. the game now uses <code>data.Type == "Fish"</code> instead of <code>typeAndCategory.Contains("Fish")</code>), which may impact mods which depended on that undocumented behavior.
 +
* Crop changes:
 +
** Paddy crops now recheck for nearby water each day, so they'll update if you add/remove a building with water or change the map layout.
 +
** In <samp>Data/Crops</samp>, each harvest option is now self-contained. For example, you can set <samp>HarvestMinStack</samp> without <samp>ExtraHarvestChance</samp>.
 +
* Fish changes:
 +
** <samp>Data/Fish</samp> is no longer translated, so there's only one <samp>Data/Fish.xnb</samp> field. Fish display names are now taken from <samp>Data/Objects</samp>.
 +
** Added a new field (index 13) in <samp>Data/Fish</samp>, which sets whether the fish can be selected for the first-catch tutorial.
 +
* Recipe changes in <samp>Data/CookingRecipes</samp> and <samp>Data/CraftingRecipes</samp>:
 +
** These assets no longer have language variants.
 +
** The display name now supports [[Modding:Tokenizable strings|tokenizable strings]].
 +
** The display name can now be left blank to get it from the first item in the output list.
 +
* Other item logic:
 +
** Missing recipes that should already be unlocked are now added to the player automatically on save load.
 +
** <samp>Data/Bundles</samp> is now loaded later, so content packs can edit it reliably.</samp>
 +
** Chests with <samp>fridge: true</samp> are now treated as mini-fridges for the cooking menu.
 +
** Gift boxes can now contain multiple items.
 +
** Fixed furniture drawn over sitting players if it has no front texture.
 +
** Fixed tool being upgraded by Clint not affected by recursive item search logic.
 +
** Fixed <samp>tool.getOne()</samp> not copying the tool name.
 +
** Fixed cooking menu constantly creating hovered item if the item/recipe names don't match.
 +
 
 +
==What's new for locations & weather==
 +
===Custom locations===
 +
{{/doc status|[[Modding:Location data]]|done=true}}
 +
 
 +
You can now add/edit locations by editing the revamped <samp>Data/Locations</samp> asset. This makes nearly everything in the location configurable — display name, default warp arrival tile, how the location is created, artifact spots / fish / forage / weeds, music, etc.
 +
 
 +
See [[Modding:Location data]] for docs on the new data format.
 +
 
 +
===Custom location contexts===
 +
{{/doc status|[[Modding:Location data]] or a new doc page|done=false}}
 +
 
 +
====Vanilla contexts====
 +
* The game previously had two hardcoded location context enums: <samp>Default</samp> (for the valley) and <samp>Island</samp> (for [[Ginger Island]]). These have been replaced with data models which define the location context settings, loaded from the <samp>Data/LocationContexts</samp> asset.
 +
* [[The Desert|The desert]] is now part of a new <samp>Desert</samp> context (instead of <samp>Default</samp>). Some of the previously hardcoded desert logic (like always sunny weather) is now just part of the context data in <samp>Data/LocationContexts</samp>.
 +
 
 +
====Format====
 +
Custom contexts can be created by editing the new <samp>Data/LocationContexts</samp> asset, and setting the context name in the location's <samp>LocationContext</samp> [[Modding:Maps|map property]].
 +
 
 +
The data asset consists of a string → model lookup, where the key matches the <samp>Name</samp> field and the value is a model with these fields:
 +
 
 +
<dl style="margin-left: 2em;">
 +
<dt>Required fields:</dt>
 +
<dd>
 +
{| class="wikitable"
 +
|-
 +
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>crystalarium_banned</samp>
+
| <samp>Name</samp>
| When applied to a gem or mineral item, prevents players from placing it in a [[crystalarium]].
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the location context.
 +
|}
 +
</dd>
 +
 
 +
<dt>Player actions:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>keg_juice</samp><br /><samp>keg_wine</samp>
+
! field
| Allows processing the item in a [[keg]] to produce a juice or wine variant.
+
! effect
 
|-
 
|-
| <samp>preserves_jelly</samp><br /><samp>preserves_pickle</samp>
+
| <samp>AllowRainTotem</samp>
| Allows processing the item in a [[Preserves Jar|preserves jar]] to produce a jelly or pickled variant.
+
| ''(Optional)'' Whether a [[Rain Totem|rain totem]] can be used to force rain in this context tomorrow. If false, using a rain totem here will show a "''this item can't be used here''" message instead.
 
|-
 
|-
| <samp>seedmaker_banned</samp>
+
| <samp>RainTotemAffectsContext</samp>
| When applied to a seed item, prevents players from placing it in a [[Seed Maker|seed maker]].
+
| ''(Optional)'' If set, using a rain totem here will change the weather in the given context ID. For example, rain totems in the desert change weather in the valley.
 
|-
 
|-
| <samp>tapper_item</samp>
+
| <samp>MaxPassOutCost</samp>
| Marks the item as a [[tapper]] or [[Heavy Tapper|heavy tapper]].
+
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context, the maximum amount of [[gold]] lost. If omitted or set to <samp>-1</samp>, uses the same value as the <samp>Default</samp> context ({{price|1000}} by default).
 
|-
 
|-
| <samp>tapper_multiplier_{{t|multiplier}}</samp>
+
| <samp>PassOutMail</samp>
| The multiplier applied to the tapper production speed. For example, <samp>2</samp> will make items take half their base time (''i.e.'' each item will finish in <sup>base time</sup>/<sub>speed multiplier</sub>). Defaults to 1 if omitted.
+
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context, the possible [[Modding:Mail data|letter IDs]] to add to their mailbox (if they haven't received it before). If multiple letters are valid, one will be chosen randomly (unless one specifies <samp>SkipRandomSelection</samp>).
|}
     −
And informational tags which have no effect on the game logic:
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! context tag
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>fish_legendary</samp><br /><samp>fish_legendary_family</samp>
+
| <samp>Id</samp>
| Marks the fish as a [[Fish#Legendary Fish|legendary fish]] or [[Quests#Extended Family|legendary fish family]]. These are purely informational; the legendary fish behavior is determined by data fields like <samp>CatchLimit</samp> or <samp>IsBossFish</samp> in [[#Custom locations|<samp>Data/Locations</samp>]].
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
 
|-
 
|-
| <samp>geode</samp>
+
| <samp>Mail</samp>
| ''(Added automatically)'' Marks the item as a [[Minerals#Geodes|geode]] item, which can be broken open at [[Blacksmith|Clint's blacksmith shop]] or using a [[Geode Crusher|geode crusher]]. This is added automatically if the geode fields are present in [[#Custom objects|<samp>Data/Objects</samp>]].
+
| The [[Modding:Mail data|letter ID]] to add.
 +
 
 +
The game will look for an existing letter ID in <samp>Data/mail</samp> in this order (where {{t|billed}} is <samp>Billed</samp> if they lost [[gold]] or <samp>NotBilled</samp> otherwise, and {{t|gender}} is <samp>Female</samp> or <samp>Male</samp>):
 +
* <samp>{{t|letter id}}_{{t|billed}}_{{t|gender}}</samp>
 +
* <samp>{{t|letter id}}_{{t|billed}}</samp>
 +
* <samp>{{t|letter id}}</samp>
 +
 
 +
If no match is found in <samp>Data/mail</samp>, the game will send <samp>passedOut2</samp> instead.
 +
 
 +
If the mail ID starts with <samp>passedOut</samp>, <samp>{0}</samp> in the letter text will be replaced with the gold amount lost, and it won't appear in the [[collections]] page.
 
|-
 
|-
| <samp>id_{{t|item id}}</samp>
+
| <samp>MaxPassOutCost</samp>
| ''(Added automatically)'' The [[#Custom items|qualified item ID]], like <samp>id_(o)128</samp>. This can be used to match or exclude an item by ID using context tags. Any spaces in the ID are replaced with underscores, and single quotes are removed.
+
| ''(Optional)'' The maximum amount of [[gold]] lost. This is applied after the context's <samp>MaxPassOutCost</samp> (i.e. the context's value is used to calculate the random amount, then this field caps the result). Defaults to unlimited.
 
|-
 
|-
| <samp>is_machine</samp>
+
| <samp>Condition</samp>
| ''(Added automatically)'' Indicates the item has [[#Custom machines|machine logic]]. This is added automatically based on <samp>Data/Machines</samp>.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always true.
 
|-
 
|-
| <samp>machine_input</samp>
+
| <samp>SkipRandomSelection</samp>
| ''(Added automatically)'' Whether the item is a machine which accepts items from the player. This is added automatically based on the machine's fields in <samp>Data/Machines</samp>:
+
| ''(Optional)'' If true, send this mail if the <samp>Condition</samp> matches instead of choosing a random valid mail. Default false.
* if <samp>HasInput</samp> is true;
+
|}
* ''or'' if any output rules have an <samp>ItemPlacedInMachine</samp> trigger.
   
|-
 
|-
| <samp>machine_output</samp>
+
| <samp>PassOutLocations</samp>
| ''(Added automatically)'' Whether the item is a machine which produces items for the player to collect. This is added automatically based on the machine's fields in <samp>Data/Machines</samp>:
+
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context ''and'' they started the day in a different location context, the locations where they'll wake up. (If the player started the day in the same context, they'll wake up in the last bed they slept in instead.)
* if <samp>HasOutput</samp> is true;
  −
* ''or'' if it has any output rules.
  −
|}
     −
====ItemContextTagManager class====
+
If the selected location doesn't contain a bed and doesn't have the [[#New map properties|<samp>AllowWakeUpWithoutBed</samp> map property]], the player will wake up in the farmhouse instead.
For C# mods, 1.6 adds a new <samp>ItemContextTagManager</samp> class which simplifies working with [[Modding:Items#Context tags|item context tags]] and reduces repeated code.
     −
This provides a few utility methods:
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! method
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <code>GetBaseContextTags(id)</code>
+
| <samp>Id</samp>
| Get the base context tags for an item based on its raw data in <samp>Data/Objects</samp> or <samp>Data/BigCraftables</samp>. This doesn't include dynamic tags added that are based on instance info (like quality), which you can get using <code>item.GetContextTags()</code>.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
 
|-
 
|-
| <code>DoesTagQueryMatch(query, tags)</code>
+
| <samp>Location</samp>
| Get whether a context tag query matches the given tags. For example, <code>ItemContextTagManager.DoesTagQueryMatch("bone_item, !fossil_item", item.GetContextTags())</code> returns true if the item is a bone item but not a fossil (like the [[Bone Flute]]).
+
| The internal location name.
 
|-
 
|-
| <code>DoAllTagsMatch(requiredTags, actualTags)</code><br /><code>DoAnyTagsMatch(requiredTags, actualTags)</code>
+
| <samp>Position</samp>
| Get whether every (<samp>DoAllTagsMatch</samp>) or at least one (<samp>DoAnyTagsMatch</samp) required tag matches the actual item tags. This supports negated required tags like <samp>"!fossil_item"</samp> too.
+
| The ''default'' tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. If the location has any bed furniture, they'll be placed in the first bed found instead.
 
|-
 
|-
| <code>DoesTagMatch(requiredTag, actualTags)</code>
+
| <samp>Condition</samp>
| Get whether a single tag matches the actual item tags. This supports negated required tags like <samp>"!fossil_item"</samp> too.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
|-
  −
| <code>SanitizeContextTag(tag)</code>
  −
| ''(Specialized)'' Replace characters that may appear in item names so they're valid in context tags. For example, <code>SanitizeContextTag("Sam's Boombox")</code> returns <samp>sams_boombox</samp>.
   
|}
 
|}
   −
====Other context tag changes====
+
If no locations are specified or none match, the player will wake up in their bed at home.
* Context tags are now case-insensitive.
+
|-
 +
| <samp>ReviveLocations</samp>
 +
| ''(Optional)'' If the player just got knocked out in combat, the location names where they'll wake up.
   −
===Inventory class===
+
This consists of a list of models with these fields:
For C# mods, 1.6 adds a new <samp>Inventory</samp> class to manage a list of items. This is used for the <samp>Farmer.items</samp> and <samp>Chest.items</samp> fields. It implements <samp>IList&lt;Item&gt;</samp>, so most existing code should still work fine.
  −
 
  −
This has three main benefits:
  −
<ul>
  −
<li>It has methods to simplify many common operations. For example:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! method
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <code>HasAny()</code>
+
| <samp>Id</samp>
| Get whether the inventory contains any items (ignoring empty slots).
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
 
|-
 
|-
| <code>CountItemStacks()</code>
+
| <samp>Location</samp>
| Get the number of item stacks in the inventory (ignoring empty slots).
+
| The internal location name.
 
|-
 
|-
| <code>ContainsId(id)</code>
+
| <samp>Position</samp>
| Get whether the inventory contains any item with the given qualified or unqualified item ID.
+
| The tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
 
|-
 
|-
| <code>ContainsId(id, minCount)</code>
+
| <samp>Condition</samp>
| Get whether the inventory contains items with the given qualified or unqualified item ID, and their combined stack size is at least <samp>minCount</samp>.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
|-
+
|}
| <code>CountId(id)</code>
+
 
| Get the combined stack size of all items with the given qualified or unqualified item ID.
+
If the selected location has a standard [[Modding:Event data|event]] with the exact key <samp>PlayerKilled</samp> (with no <samp>/</samp> or preconditions in the key), that event will play when the player wakes up and the game will apply the lost items or [[gold]] logic. The game won't track this event, so it'll repeat each time the player is revived. If there's no such event, the player will wake up without an event, and no items or gold will be lost.
 +
 
 +
If no locations are specified or none match, the player will wake up at [[Harvey's Clinic|Harvey's clinic]].
 +
|}
 +
</dd>
 +
 
 +
<dt>Season:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <code>GetById(id)</code>
+
! field
| Get a list of items in the inventory with the given qualified or unqualified item ID.
+
! effect
 
|-
 
|-
| <code>ReduceId(id, count)</code>
+
| <samp>SeasonOverride</samp>
| Remove the given number of items matching the given qualified or unqualified item ID. This reduces the stack size for matching items until a total of <samp>count</samp> have been removed, and clears any slots which reach a stack size of zero.
+
| ''(Optional)'' The season which is always active for locations within this context (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>). For example, setting <samp>summer</samp> will make it always [[summer]] there regardless of the calendar season. If not set, the calendar season applies.
|}</li>
+
|}
<li>Many common operations have been unified, so previously player-only methods can now be used with chests too.</li>
+
</dd>
<li>It has an internal index by item ID, so operations like <code>items.ContainsId("(O)128")</code> are much more efficient since they no longer iterate the list.</li>
  −
</ul>
  −
 
  −
This replaces some previous methods:
      +
<dt>Weather:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! game class
+
! field
! old code
+
! effect
! migration
   
|-
 
|-
|rowspan="6"| <samp>Farmer</samp>
+
| <samp>WeatherConditions</samp>
| <code>getItemCount(id)</code><br /><code>GetTallyOfObject(id)</code><br /><code>GetTallyOfObject(id, isBigCraftable)</code><br /><code>hasItemInInventory(id, count)</code><br /><code>hasItemInList(list, id, count)</code>
+
| ''(Optional)'' The weather logic to apply for locations in this context (ignored if <samp>CopyWeatherFromLocation</samp> is set). Defaults to always sunny. If multiple are specified, the first matching weather is applied.
| &#32;
  −
* To check an item ID, use <code>items.CountId(id)</code> or <code>Items.ContainsId(id, count)</code>.
  −
* To check Golden Walnuts or Qi Gems, use the <samp>Game1.netWorldState.Value.GoldenWalnuts</samp> and <samp>Farmer.QiGems</samp> fields.
  −
* To check category matches or <samp>-777</samp> (seasonal wild seeds), the <samp>getItemCount</samp> and <samp>getItemCountInList</samp> still exist.
  −
|-
  −
| <code>hasItemInInventoryNamed(name)</code><br /><code>hasItemWithNameThatContains(name)</code>
  −
| In most cases, you should match items by ID instead (see the previous row).
     −
If you really need to match items by name, you can replace it like this:
+
This consists of a list of models with these fields:
<syntaxhighlight lang="c#">
+
{| class="wikitable"
// exact name
  −
bool hasMatch = Game1.player.Items.Any(item => item?.Name == name);
  −
 
  −
// name contains
  −
bool hasMatch = Game1.player.Items.Any(item => item?.Name?.Contains(name) is true);
  −
</syntaxhighlight>
   
|-
 
|-
| <code>areAllItemsNull()</code>
+
! field
| Use <code>!items.HasAny()</code>.
+
! effect
 
|-
 
|-
| <code>numberOfItemsInInventory()</code>
+
| <samp>Id</samp>
| Use <code>items.CountItemStacks()</code> to count all items, or <code>Items.Count(p => p is Object)</code> to match this method's actual behavior.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
 
|-
 
|-
| <code>consumeObject(id, count)</code>
+
| <samp>Weather</samp>
| Use <code>items.ReduceId(id, count)</code>.
+
| The [[#Custom weather|weather ID]] to set.
 
|-
 
|-
| <code>removeItemsFromInventory(id, count)</code>
+
| <samp>Condition</samp>
| &#32;
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether to apply the weather. Defaults to always applied.
* To remove an item by ID, use <code>items.ReduceId(id, count)</code>.
+
|}
* To deduct Golden Walnuts or Qi Gems, change the <samp>Game1.netWorldState.Value.GoldenWalnuts</samp> and <samp>Farmer.QiGems</samp> fields.
   
|-
 
|-
|rowspan="2"| <samp>Object</samp>
+
| <samp>CopyWeatherFromLocation</samp>
| <code>ConsumeInventoryItem(player, id, count)</code>
+
| ''(Optional)'' The <samp>Name</samp> (i.e. unique ID) of the location context from which to inherit weather.
| This was somewhat specialized and shouldn't be called by mod code, but the equivalent would be <code>(Object.autoLoadChest ?? player.items).ReduceId(id, count)</code>. See also notes for <samp>Farmer.removeItemsFromInventory</samp>.
  −
|-
  −
| <code>GetTallyOfObject(player, id)</code>
  −
| This was somewhat specialized and shouldn't be called by mod code, but the equivalent would be <code>(Object.autoLoadChest ?? player.items).CountId(id)</code>. See also notes for <samp>Farmer.getTallyOfObject</samp>.
   
|}
 
|}
   −
It implements a new <samp>IInventory</samp> interface, which lets mods pass their own implementations to code which works on inventories.
+
If a [[#Custom passive festivals|passive festival]] is active in any location within this context, the weather is sunny for the entire context regardless of these fields.
   −
===Furniture changes===
+
</dd>
<ul>
  −
<li>[[Modding:Items#Furniture|<samp>Data/furniture</samp>]] no longer has language variants. Translations were moved into <samp>Strings/Furniture</samp>.</li>
  −
<li>
  −
There are a few changes in [[Modding:Items#Furniture|<samp>Data/furniture</samp>]]:
  −
<ul>
  −
<li>Field index 6 is now placement restrictions and field index 7 is now display name. The display name field is no longer omitted in English.</li>
  −
<li>Field index 7 (display name) now allows [[Modding:Tokenizable strings|tokenizable strings]].</li>
  −
<li>Added new fields:
      +
<dt>Music:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! index
   
! field
 
! field
 
! effect
 
! effect
 
|-
 
|-
| 8
+
| <samp>DefaultMusic</samp>
| sprite index
+
| ''(Optional)'' The [[#Custom audio|cue ID]] for the music to play when the player is in the location, unless overridden by a <samp>Music</samp> map property. Despite the name, this has a higher priority than the seasonal music fields below. Ignored if omitted.
| The sprite index within the spritesheet texture to draw.
   
|-
 
|-
| 9
+
| <samp>DefaultMusicCondition</samp>
| texture
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which returns whether the <samp>DefaultMusic</samp> field should be applied (if more specific music isn't playing). Defaults to always true.
| ''(Optional)'' The asset name of the texture to draw. Defaults to <samp>TileSheets/furniture</samp>.
   
|-
 
|-
| 10
+
| <samp>DefaultMusicDelayOneScreen</samp>
| off limits for random sale
+
| ''(Optional)'' When the player warps and the music changes, whether to silence the music and play the ambience (if any) until the next warp (similar to the default valley locations). Default false.
| ''(Optional)'' Whether to prevent this furniture from appearing in randomly generated shop stocks and the furniture catalogue. Default false.
   
|-
 
|-
| 11
+
| <samp>Music</samp>
| context tags
+
| ''(Optional)'' A list of [[#Custom audio|cue IDs]] to play before noon in this location unless it's raining, there's a <samp>Music</samp> map property, or the context has a <samp>DefaultMusic</samp> value. If multiple values are specified, the game will play one per day in sequence.
| ''(Optional)'' A space-delimited list of [[Modding:Items#Context tags|context tags]] which apply to this furniture. Default none.
  −
|}</li>
  −
</ul>
  −
</li>
  −
</ul>
     −
===Other item changes for C# mods===
+
This consists of a list of models with these fields:
* Placed object changes:
+
{| class="wikitable"
** Every placed object now has a <samp>Location</samp> property set to the location which contains it. This removes location parameters from many object methods.
+
|-
** Setting an object's tile position through <samp>obj.TileLocation</samp> now recalculcates its collision box automatically. (Setting it through the <samp>tileLocation</samp> net field directly won't though.)
+
! field
** The <samp>obj.IsScarecrow()</samp> and <samp>GetScarecrowRadius()</samp> methods now work for non-bigcraftable objects too.
  −
* Clothing changes:
  −
** <samp>Clothes.clothesType</samp> is now an enum field.
  −
** Clothing is no longer gender-specific. This renames <samp>indexInTileSheetMale</samp> to <samp>indexInTileSheet</samp>, obsoletes <samp>indexInTileSheetFemale</samp>, and converts gender-variant clothing into regular items.
  −
** Removed unused <samp>ClothesType.ACCESSORY</samp> value.
  −
** <samp>Farmer.pants</samp> and <samp>Farmer.shirt</samp> now store the item ID instead of the sprite index.
  −
** In <samp>Data/TailoringRecipes</samp>, added a <samp>CraftingIdFeminine</samp> field which overrides <samp>CraftingId</samp> for female characters.
  −
* Crop changes:
  −
** Added <samp>Game1.cropData</samp> to read crop info without constantly reloading the <samp>Data/Crops</samp> asset.
  −
** Removed most crop fields which only mirror the data (like <samp>harvestMethod</samp> or <samp>seasonsToGrowIn</samp>). Mods can get the info through <samp>crop.GetData()</samp> instead.
  −
** Partly de-hardcoded fertilizer logic. Almost all fertilizer logic is now centralized into a new patchable set of <samp>HoeDirt</samp> methods (see list below). The only fertilizer logic that's still embedded elsewhere is the interaction errors in <samp>Utility.tryToPlaceItem</samp>.
  −
** HoeDirt.fertilizer.Value is now set to <samp>null</samp> when there is no fertilizer. Both qualified and unqualified IDs should be expected.
  −
** Removed <samp>crop.InferSeedIndex()</samp>. This was used to support old crops, which are now fixed by a save migration instead.
  −
* Tool changes:
  −
** Fixed various logic not handling custom tool upgrade levels.
  −
<ul>
  −
<li>Other item logic:<ul>
  −
<li>Simplified the constructors for many item types, particularly <samp>Object</samp>.</li>
  −
<li>[[Honey]] items now have their <samp>preserve</samp> field set to a new <samp>Honey</samp> type (instead of null).</li>
  −
<li>The <samp>Object.performObjectDropInAction</samp> method now applies the <samp>probe</samp> argument much more consistently. This only affects method calls with <samp>probe: true</samp>.</li>
  −
<li>The <samp>Item.salePrice()</samp> method now has option to get the price without [[Multiplayer#Profit margins|profit margins]].</li>
  −
<li>Added new fields & methods:
  −
 
  −
{| class="wikitable"
  −
|-
  −
! type
  −
! field/method
   
! effect
 
! effect
 
|-
 
|-
| <samp>Chest</samp>
+
| <samp>Id</samp>
| <samp>GetItemsForPlayer()</samp>
+
| ''(Optional)'' A [[Modding:Common data field types#Unique string ID|unique string ID]] which identifies this entry within the list. Defaults to the <samp>Track</samp> value.
| Shortcut for <samp>chest.GetItemsForPlayer(Game1.player.UniqueMultiplayerID)</samp>.
   
|-
 
|-
| rowspan="2"| <samp>Crop</samp>
+
| <samp>Track</samp>
| <samp>GetHarvestMethod()</samp>
+
| The [[Modding:Migrate to Stardew Valley 1.6#Custom audio|audio track ID]] to play.
| Get the method used to harvest the crop (one of <samp>HarvestMethod.Grab</samp> or <samp>HarvestMethod.Scythe</samp>).
   
|-
 
|-
| <samp>IsInSeason(location)</samp>
+
| <samp>Condition</samp>
| Whether the crop can grow in the location's current season (or true if crops ignore seasons in the location, like the [[greenhouse]]).
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
 +
|}
 
|-
 
|-
| rowspan="8"| <samp>HoeDirt</samp>
+
| <samp>DayAmbience</samp><br /><samp>NightAmbience</samp>
| <samp>HasFertilizer()</samp>
+
| ''(Optional)'' The [[#Custom audio|cue ID]] for the background ambience to play when there's no music active, depending on the [[Day Cycle|time of day]]. Both default to none.
| Get whether the dirt has any fertilizer applied.
   
|-
 
|-
| <samp>CanApplyFertilizer(itemId)</samp>
+
| <samp>PlayRandomAmbientSounds</samp>
| Get whether a player can apply the given fertilizer to this dirt.
+
| ''(Optional)'' Whether to play random outdoor ambience sounds depending on factors like the season and time of day (e.g. birds, crickets, and mysterious groan sounds in the rain). This is unrelated to the <samp>DayAmbience</samp> and <samp>NightAmbience</samp> fields. Default true.
 +
|}
 +
</dd>
 +
 
 +
<dt>Advanced:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>CheckApplyFertilizerRules(itemId)</samp>
+
! field
| Get whether a player can apply the given fertilizer to this dirt, and the reason they can't if applicable.
+
! effect
 
|-
 
|-
| <samp>GetFertilizerSpeedBoost()</samp>
+
| <samp>CustomFields</samp>
| Get the crop growth speed boost from fertilizers applied to this dirt.
+
| The [[#Custom data fields|custom fields]] for this entry.
 +
|}
 +
</dd>
 +
</dl>
 +
 
 +
===Custom garbage cans===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
====Format====
 +
You can now add or edit [[Garbage Can|garbage cans]] on any map by editing the new <samp>Data/GarbageCans</samp> asset (see examples below).
 +
 
 +
The asset consists of a data model with these fields:
 +
 
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 
|-
 
|-
| <samp>GetFertilizerWaterRetentionChance()</samp>
+
| <samp>DefaultBaseChance</samp>
| Get the water retention chance from fertilizers applied to this dirt, as a value between 0 (no change) and 1 (100% chance of staying watered).
+
| The probability that an item will be found when searching garbage cans, as a value between 0 (never) and 1 (always). If the probability check fails, only items that set <samp>IgnoreBaseChance</samp> can spawn. This can be overridden by the per-garbage-can <samp>BaseChance</samp> field. Default 0.2.
 
|-
 
|-
| <samp>GetFertilizerQualityBoostLevel()</samp>
+
| <samp>BeforeAll</samp><br /><samp>AfterAll</samp>
| Get the quality boost level from fertilizers applied to this dirt, which influences the chance of producing a higher-quality crop.
+
| The items to prepend (<samp>BeforeAll</samp>) or append (<samp>AfterAll</samp>) to the <samp>GarbageCans</samp> → <samp>Items</samp> field for all garbage cans. These work exactly like the items in that field (e.g. subject to the garbage can's base chance).
 
|-
 
|-
| <samp>GetFertilizerSourceRect()</samp>
+
| <samp>GarbageCans</samp>
| Get the pixel area within the dirt spritesheet to draw for any fertilizer applied to this dirt.
+
| The data for individual garbage cans. This consists of a string → model lookup with these fields:
   −
(This method existed before, but no longer requires the fertilizer ID argument.)
+
{| class="wikitable"
 
|-
 
|-
| <samp>isWatered()</samp>
+
! field
| Get whether the dirt is currently watered.
+
! effect
 
|-
 
|-
|rowspan="5"| <samp>Item</samp>
+
| ''entry key''
| <samp>IsRecipe</samp><br /><samp>Quality</samp><br /><samp>Stack</samp></samp><br /><samp>sellToStorePrice(…)</samp>
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this garbage can.
| Equivalent to the previous <samp>Object</samp> fields/methods, to simplify common code and avoid needing to special-case <samp>Object</samp> items.
   
|-
 
|-
| <samp>appliesProfitMargins()</samp>
+
| <samp>BaseChance</samp>
| Get whether this item should apply [[Multiplayer#Profit margins|profit margins]] to shop prices.
+
| ''(Optional)'' If set, overrides the root <samp>DefaultBaseChance</samp> field for this garbage can. Defaults to <samp>DefaultBaseChance</samp>.
 
|-
 
|-
| <samp>CanBeLostOnDeath()</samp>
+
| <samp>Items</samp>
| Get whether this item can be lost when the player dies, so it can be recovered from the [[Adventurer's Guild#Item Recovery Service|item recovery service]].
+
| ''(Optional)'' The items to try spawning when the player searches the garbage can. The first matching item in <samp>BeforeAll</samp> + <samp>Items</samp> + <samp>AfterAll</samp> will be spawned, and any further items will be ignored. Defaults to none.
 +
 
 +
This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>HasTypeId(id)</samp><br /><samp>HasTypeObject()</samp><br /><samp>HasTypeBigCraftable()</samp>
+
! field
| Get whether the item has the given [[#Custom items|type definition ID]]. These are null-safe and double as a null check:
+
! effect
<syntaxhighlight lang="c#">
  −
if (item.HasTypeId(ItemRegistry.type_object))
  −
{
  −
    // item is non-null and has type (O)
  −
}
  −
</syntaxhighlight>
  −
<samp>HasTypeObject()</samp> and <samp>HasTypeBigCraftable()</samp> are shortcuts for passing <samp>ItemRegistry.type_object</samp> and <samp>ItemRegistry.type_bigCraftable</samp> respectively.
   
|-
 
|-
| <samp>TryGetTempData</samp><br /><samp>SetTempData</samp>
+
| ''common fields''
| Get or set temporary item info that's not synchronized in multiplayer or written to the save file.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by garbage cans.
   −
For example, the game uses this to pass spawn options to the fishing minigame:
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
<syntaxhighlight lang="c#">
  −
if (spawn.IsBossFish)
  −
    fish.SetTempData(nameof(spawn.IsBossFish), true);
  −
 
  −
...
  −
 
  −
fish.TryGetTempData(nameof(SpawnFishData.IsBossFish), out bool bossFish);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>FishingRod</samp>
+
| <samp>IgnoreBaseChance</samp>
| <samp>CanUseBait()</samp><br /><samp>CanUseTackle()</samp><br /><samp>GetBait()</samp><br /><samp>GetTackle()</samp><br /><samp>HasMagicBait()</samp><br /><samp>HasCuriosityLure()</samp>
+
| ''(Optional)'' Whether this item can spawn even if the <samp>BaseChance</samp> probability check didn't pass. Default false.
| Simplifies working with the fishing rod's [[bait]] and [[tackle]].
   
|-
 
|-
|rowspan="2"| <samp>Furniture</samp>
+
| <samp>IsMegaSuccess</samp>
| <samp>SetPlacement</samp><br /><samp>SetHeldObject</samp>
+
| ''(Optional)'' Whether to treat this item as a 'mega success' if it's selected, which plays a special <samp>crit</samp> sound and bigger animation. Default false.
| Set the furniture's position and rotation (<samp>SetPlacement</samp>) or held object (<samp>SetHeldObject</samp>). The latter will initialize the held object's tile position to match the furniture instance.
  −
 
  −
These are used by the game to initialize furniture in one go. For example:
  −
<syntaxhighlight lang="c#">
  −
// oak table holding decorative bowl
  −
Furniture table = ItemRegistry
  −
    .Create<Furniture>("(F)1120")
  −
    .SetPlacement(5, 4, 0)
  −
    .SetHeldObject(ItemRegistry.Create<Furniture>("(F)1364"));
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>IsTable()</samp>
+
| <samp>IsDoubleMegaSuccess</samp>
| Get whether this furniture is a table.
+
| ''(Optional)'' Whether to treat this item as an 'double mega success' if it's selected, which plays an explosion sound and dramatic animation. Default false.
 
|-
 
|-
|rowspan="2"| <samp>FruitTree</samp>
+
| <samp>AddToInventoryDirectly</samp>
| <samp>GetQuality()</samp>
+
| ''(Optional)'' Whether to add the item to the player's inventory directly, opening an item grab menu if they don't have room in their inventory. If false, the item will be dropped on the ground next to the garbage can instead. Default false.
| Get the quality of fruit currently being produced by the fruit tree.
   
|-
 
|-
| <samp>TryAddFruit()</samp>
+
| <samp>CreateMultipleDebris</samp>
| Add a fruit item to the tree based on [[#Custom fruit trees|its data]].
+
| ''(Optional)'' Whether to split the spawned item into multiple stacks which each have a stack size of one. This has no effect if <samp>AddToInventoryDirectly</samp> is enabled. Default false.
 +
|}
 +
|}
 +
 
 +
If the garbage can being searched doesn't have its own entry under <samp>GarbageCans</samp>, the game will just use the <samp>BeforeAll</samp> and <samp>AfterAll</samp> fields.
 
|-
 
|-
| <samp>IndoorPot</samp>
+
| <samp>CustomFields</samp>
| <samp>Water()</samp>
+
| The [[#Custom data fields|custom fields]] for this entry.
| Simplifies watering dirt in the [[Garden Pot|garden pot]].
+
|}
|-
+
 
| <samp>Object</samp>
+
====Example new garbage can====
| <samp>GetBoundingBox()</samp><br /><samp>GetBoundingBoxAt(x, y)</samp>
+
You can add garbage cans using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example, this content pack adds a new garbage can entry with the ID <samp>Example.ModId_Carpenter</samp>:
| Get the pixel collision area for the item placed in the world. These replace the former <samp>getBoundingBox(position)</samp> method.
+
 
|-
+
{{#tag:syntaxhighlight|<nowiki>
| <samp>Tool</samp>
+
{
| <samp>isScythe()</samp>
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
| Equivalent to the previous <samp>MeleeWeapon</samp> method, to simplify common code and avoid needing to special-case <samp>MeleeWeapon</samp> items.
+
    "Changes": [
|-
+
        {
|rowspan="3"| <samp>Tree</samp>
+
            "Action": "EditData",
| <samp>CheckForNewTexture()</samp>
+
            "Target": "Data/GarbageCans",
| Reset the tree's texture if it would change based on [[#Custom wild trees|its data]].
+
            "TargetField": [ "GarbageCans" ],
|-
+
            "Entries": {
| <samp>GetMaxSizeHere</samp>
+
                "{{ModId}}_Carpenter": {
| Get the maximum size the tree can grow in its current position (e.g. accounting for nearby trees blocking growth).
+
                    "Items": [
|-
+
                        // 25% chance of pufferfish
| <samp>IsGrowthBlockedByNearbyTree</samp>
+
                        {
| Get whether growth is blocked because it's too close to another fully-grown tree.
+
                            "ID": "{{ModId}}_Pufferfish",
|}
+
                            "Condition": "RANDOM 0.25",
</li>
+
                            "ItemId": "(O)128"
<li>Modularized <samp>Object.CheckForAction</samp> to simplify mod patches.</li>
+
                        },
<li>Reworked <samp>Item.getOne()</samp> implementation to avoid common pitfalls. (This only affects mods with custom item classes, or which patch <samp>Item.getOne</samp> or <samp>Item._GetOneFrom</samp>.)</li>
+
 
<li>Fixed fruit trees forgetting the growth stage set in their constructor when they're updated overnight.</li>
+
                        // else guaranteed random House Plant item
</ul>
+
                        {
 +
                            "ID": "{{ModId}}_RandomHousePlant",
 +
                            "ItemID": "RANDOM_ITEMS (F) 1376 1390"
 +
                        }
 +
                    ]
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
Then you'd place an <code>Action: Garbage Example.ModId_Carpenter</code> [[Modding:Maps|map tile property]] to mark a tile as a garbage can using this data.
   −
===Other item changes===
+
====Example change for existing garbage can====
* Added per-object display names (''e.g.'' for custom flavored items). See the <samp>ObjectDisplayName</samp> [[Modding:Item queries#Item spawn fields|item spawn field]], or <samp>object.displayNameFormat</samp> in C#.
+
You can edit an existing garbage cans using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example, this content pack adds pufferfish to the Saloon garbage can, and moves it above the dish of the day.
* [[Ginger Island#Gem Birds|Item pedestals]] are now normal item, so you can spawn them using a mod like CJB Item Spawner to display items.
  −
* Added optional <samp>Condition</samp> [[Modding:Game state queries|game state query]] field to <samp>Data/SpecialOrders</samp>.
  −
* Item data changes:
  −
** The display name field now exists in English too for <samp>Data/Boots</samp>, <samp>Data/Bundles</samp>, <samp>Data/CookingRecipes</samp>, <samp>Data/CraftingRecipes</samp>, <samp>Data/Furniture</samp>, <samp>Data/Hats</samp>, and <samp>Data/Weapons</samp>.
  −
** The randomly spawned [[The Farm#Stone|stones]], [[The Farm#Wood|twigs]], and [[weeds]] have been formalized into ''litter''. They all now have object type <samp>Litter</samp>, [[Modding:Items#Categories|category]] -999 (<samp>StardewValley.Object.litterCategory</samp>), a relevant display name/description (like ''Gold Stone'' & ''Break apart to obtain gold ore'' instead of ''Stone'' & ''...''), a price of 0 (not sellable), and edibility of -300 (inedible). This also adds all mine ore nodes to <samp>Data/Objects</samp>, so the game no longer creates invalid items to show their sprite. (Doing so in 1.6 will now show an Error Item sprite instead.)
  −
** [[Honey]] items now have the <samp>honey_item</samp> context tag.
  −
** Shirts no longer have a dynamic numeric ID range; every valid shirt is now listed in [[#Custom shirts|<samp>Data/Shirts</samp>]].
  −
** You can now apply a custom buff ID when the item is eaten, via <samp>Data/Objects</samp>'s <samp>Buff</samp> field.
  −
** The type field in <samp>Data/Objects</samp> is no longer checked using substring matching (e.g. the game now uses <code>data.Type == "Fish"</code> instead of <code>typeAndCategory.Contains("Fish")</code>), which may impact mods which depended on that undocumented behavior.
  −
* Crop changes:
  −
** Paddy crops now recheck for nearby water each day, so they'll update if you add/remove a building with water or change the map layout.
  −
** In <samp>Data/Crops</samp>, each harvest option is now self-contained. For example, you can set <samp>HarvestMinStack</samp> without <samp>ExtraHarvestChance</samp>.
  −
* Fish changes:
  −
** <samp>Data/Fish</samp> is no longer translated, so there's only one <samp>Data/Fish.xnb</samp> field. Fish display names are now taken from <samp>Data/Objects</samp>.
  −
** Added a new field (index 13) in <samp>Data/Fish</samp>, which sets whether the fish can be selected for the first-catch tutorial.
  −
* Recipe changes in <samp>Data/CookingRecipes</samp> and <samp>Data/CraftingRecipes</samp>:
  −
** These assets no longer have language variants.
  −
** The display name now supports [[Modding:Tokenizable strings|tokenizable strings]].
  −
** The display name can now be left blank to get it from the first item in the output list.
  −
* Other item logic:
  −
** Missing recipes that should already be unlocked are now added to the player automatically on save load.
  −
** <samp>Data/Bundles</samp> is now loaded later, so content packs can edit it reliably.</samp>
  −
** Chests with <samp>fridge: true</samp> are now treated as mini-fridges for the cooking menu.
  −
** Gift boxes can now contain multiple items.
  −
** Fixed furniture drawn over sitting players if it has no front texture.
  −
** Fixed tool being upgraded by Clint not affected by recursive item search logic.
  −
** Fixed <samp>tool.getOne()</samp> not copying the tool name.
  −
** Fixed cooking menu constantly creating hovered item if the item/recipe names don't match.
     −
==What's new for locations & weather==
+
Note that this uses <samp>TargetField</samp> to 'move into' the item list for the saloon, and then treat those items as the entry list being edited. Specifying an ID which isn't in the list will add a new entry, just like when editing a regular list asset.
===Custom locations===
  −
You can now add/edit locations by editing the revamped <samp>Data/Locations</samp> asset. This makes nearly everything in the location configurable — display name, default warp arrival tile, how the location is created, artifact spots / fish / forage / weeds, music, etc.
     −
See [[Modding:Location data]] for docs on the new data format.
+
{{#tag:syntaxhighlight|<nowiki>
 +
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/GarbageCans",
 +
            "TargetField": [ "GarbageCans", "Saloon", "Items" ],
 +
            "Entries": {
 +
                // 25% chance of pufferfish
 +
               
 +
                "{{ModId}}_Pufferfish":{
 +
                    "ID": "{{ModId}}_Pufferfish",
 +
                    "Condition": "RANDOM 0.25",
 +
                    "ItemId": "(O)128"
 +
                }
 +
            },
 +
            "MoveEntries": [
 +
                { "ID": "{{ModId}}_Pufferfish", "BeforeId": "Base_DishOfTheDay" }
 +
            ]
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
   −
===Custom location contexts===
+
====Changes for C# mods====
====Vanilla contexts====
+
Previously garbage cans were tracked by <samp>Town.garbageChecked</samp>, an array of boolean fields. That approach doesn't work in Stardew Valley 1.6, since we're no longer limited to a specific set of garbage cans in the town map. This has been replaced by <samp>Game1.netWorldState.Value.CheckedGarbage</samp>, which is a hash set of garbage can IDs.
* The game previously had two hardcoded location context enums: <samp>Default</samp> (for the valley) and <samp>Island</samp> (for [[Ginger Island]]). These have been replaced with data models which define the location context settings, loaded from the <samp>Data/LocationContexts</samp> asset.
  −
* [[The Desert|The desert]] is now part of a new <samp>Desert</samp> context (instead of <samp>Default</samp>). Some of the previously hardcoded desert logic (like always sunny weather) is now just part of the context data in <samp>Data/LocationContexts</samp>.
  −
 
  −
====Format====
  −
Custom contexts can be created by editing the new <samp>Data/LocationContexts</samp> asset, and setting the context name in the location's <samp>LocationContext</samp> [[Modding:Maps|map property]].
     −
The data asset consists of a string → model lookup, where the key matches the <samp>Name</samp> field and the value is a model with these fields:
+
To migrate code:
 
  −
<dl style="margin-left: 2em;">
  −
<dt>Required fields:</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! action
! effect
+
! code in 1.5.6
 +
! code in 1.6
 
|-
 
|-
| <samp>Name</samp>
+
| check if a garbage can was searched
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the location context.
+
| <syntaxhighlight lang="js">
 +
Town town = (Town)Game1.getLocationFromName("Town");
 +
if (town.garbageChecked[5])
 +
  ...
 +
</syntaxhighlight>
 +
| <syntaxhighlight lang="js">
 +
if (Game1.netWorldState.Value.CheckedGarbage.Contains("Saloon"))
 +
  ...
 +
</syntaxhighlight>
 +
|-
 +
| mark a garbage can searched
 +
| <syntaxhighlight lang="js">
 +
Town town = (Town)Game1.getLocationFromName("Town");
 +
town.garbageChecked[5] = true;
 +
</syntaxhighlight>
 +
| <syntaxhighlight lang="js">
 +
Game1.netWorldState.Value.CheckedGarbage.Add("Saloon");
 +
</syntaxhighlight>
 
|}
 
|}
</dd>
     −
<dt>Player actions:</dt>
+
To migrate former vanilla trash can IDs:
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! position
! effect
+
! ID in 1.5.6
 +
! ID in 1.6
 
|-
 
|-
| <samp>AllowRainTotem</samp>
+
| Near [[Jodi]] and [[Kent]]'s house
| ''(Optional)'' Whether a [[Rain Totem|rain totem]] can be used to force rain in this context tomorrow. If false, using a rain totem here will show a "''this item can't be used here''" message instead.
+
| <code>0</code>
 +
| <code>JodiAndKent</code>
 
|-
 
|-
| <samp>RainTotemAffectsContext</samp>
+
| Near [[Emily]] and [[Haley]]'s house
| ''(Optional)'' If set, using a rain totem here will change the weather in the given context ID. For example, rain totems in the desert change weather in the valley.
+
| <code>1</code>
 +
| <code>EmilyAndHaley</code>
 
|-
 
|-
| <samp>MaxPassOutCost</samp>
+
| Near [[Lewis]]' house
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context, the maximum amount of [[gold]] lost. If omitted or set to <samp>-1</samp>, uses the same value as the <samp>Default</samp> context ({{price|1000}} by default).
+
| <code>2</code>
 +
| <code>Mayor</code>
 
|-
 
|-
| <samp>PassOutMail</samp>
+
| Near [[Museum]]
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context, the possible [[Modding:Mail data|letter IDs]] to add to their mailbox (if they haven't received it before). If multiple letters are valid, one will be chosen randomly (unless one specifies <samp>SkipRandomSelection</samp>).
+
| <code>3</code>
 
+
| <code>Museum</code>
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| Near [[Blacksmith|Clint's blacksmith]]
! effect
+
| <code>4</code>
 +
| <code>Blacksmith</code>
 
|-
 
|-
| <samp>Id</samp>
+
| Near [[The Stardrop Saloon|the Saloon]]
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
+
| <code>5</code>
 +
| <code>Saloon</code>
 
|-
 
|-
| <samp>Mail</samp>
+
| Near [[Evelyn]] and [[George]]'s house
| The [[Modding:Mail data|letter ID]] to add.
+
| <code>6</code>
 
+
| <code>Evelyn</code>
The game will look for an existing letter ID in <samp>Data/mail</samp> in this order (where {{t|billed}} is <samp>Billed</samp> if they lost [[gold]] or <samp>NotBilled</samp> otherwise, and {{t|gender}} is <samp>Female</samp> or <samp>Male</samp>):
  −
* <samp>{{t|letter id}}_{{t|billed}}_{{t|gender}}</samp>
  −
* <samp>{{t|letter id}}_{{t|billed}}</samp>
  −
* <samp>{{t|letter id}}</samp>
  −
 
  −
If no match is found in <samp>Data/mail</samp>, the game will send <samp>passedOut2</samp> instead.
  −
 
  −
If the mail ID starts with <samp>passedOut</samp>, <samp>{0}</samp> in the letter text will be replaced with the gold amount lost, and it won't appear in the [[collections]] page.
  −
|-
  −
| <samp>MaxPassOutCost</samp>
  −
| ''(Optional)'' The maximum amount of [[gold]] lost. This is applied after the context's <samp>MaxPassOutCost</samp> (i.e. the context's value is used to calculate the random amount, then this field caps the result). Defaults to unlimited.
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always true.
   
|-
 
|-
| <samp>SkipRandomSelection</samp>
+
| Near [[JojaMart]]
| ''(Optional)'' If true, send this mail if the <samp>Condition</samp> matches instead of choosing a random valid mail. Default false.
+
| <code>7</code>
 +
| <code>JojaMart</code>
 
|}
 
|}
|-
  −
| <samp>PassOutLocations</samp>
  −
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context ''and'' they started the day in a different location context, the locations where they'll wake up. (If the player started the day in the same context, they'll wake up in the last bed they slept in instead.)
     −
If the selected location doesn't contain a bed and doesn't have the [[#New map properties|<samp>AllowWakeUpWithoutBed</samp> map property]], the player will wake up in the farmhouse instead.
+
===Custom map actions===
 +
{{/doc status|[[Modding:Maps]]|done=false}}
 +
 
 +
C# mods can now handle custom <samp>Action</samp> & <samp>TouchAction</samp> [[Modding:Maps|map properties]] by calling <samp>GameLocation.RegisterTileAction</samp> & <samp>RegisterTouchAction</samp>, and passing a callback which receives the location, map property arguments, player who activated it, and tile position.
   −
This consists of a list of models with these fields:
+
For example, let's say you want a locked gate which needs a custom key item. You can add a regular <code>TouchAction Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod:
{| class="wikitable"
+
<syntaxhighlight lang="c#">
|-
+
internal class ModEntry : Mod
! field
+
{
! effect
+
    /// <inheritdoc />
|-
+
    public override void Entry(IModHelper helper)
| <samp>Id</samp>
+
    {
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
+
        GameLocation.RegisterTouchAction("Example.ModId_UnlockGate", this.HandleUnlockGate);
|-
+
    }
| <samp>Location</samp>
  −
| The internal location name.
  −
|-
  −
| <samp>Position</samp>
  −
| The ''default'' tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. If the location has any bed furniture, they'll be placed in the first bed found instead.
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
  −
|}
     −
If no locations are specified or none match, the player will wake up in their bed at home.
+
    private void HandleUnlockGate(GameLocation location, string[] args, Farmer player, Vector2 tile)
|-
+
    {
| <samp>ReviveLocations</samp>
+
        const string mailFlag = "Example.ModId_GateUnlocked";
| ''(Optional)'' If the player just got knocked out in combat, the location names where they'll wake up.
+
        const string keyId = "Example.ModId_GateKey";
   −
This consists of a list of models with these fields:
+
        // unlock gate if locked
{| class="wikitable"
+
        if (!player.mailReceived.Contains(mailFlag))
|-
+
        {
! field
+
            if (!Game1.player.Items.ContainsId(id, count))
! effect
+
            {
|-
+
                Game1.activeClickableMenu = new DialogueBox("This gate is locked. I wonder where the key is?");
| <samp>Id</samp>
+
                return;
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
+
            }
|-
  −
| <samp>Location</samp>
  −
| The internal location name.
  −
|-
  −
| <samp>Position</samp>
  −
| The tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
  −
|}
     −
If the selected location has a standard [[Modding:Event data|event]] with the exact key <samp>PlayerKilled</samp> (with no <samp>/</samp> or preconditions in the key), that event will play when the player wakes up and the game will apply the lost items or [[gold]] logic. The game won't track this event, so it'll repeat each time the player is revived. If there's no such event, the player will wake up without an event, and no items or gold will be lost.
+
            player.removeFirstOfThisItemFromInventory(keyId);
 +
            player.mailReceived.Add(mailFlag);
 +
        }
   −
If no locations are specified or none match, the player will wake up at [[Harvey's Clinic|Harvey's clinic]].
+
        // apply open-gate map edit
|}
+
        // NOTE: this is a quick example which changes the location's current map. If another mod reloads the map
</dd>
+
        // (e.g. a content pack editing it), the change will be lost. For persistent changes, you should use the
 +
        // AssetRequested event to apply the change when the map is reloaded.
 +
        IAssetDataForMap mapHelper = this.Helper.GameContent.GetPatchHelper(location.map).AsMap();
 +
        mapHelper.PatchMap(
 +
            this.Helper.Content.Load<Map>("assets/unlocked-gate.tmx"),
 +
            targetArea: new Rectangle((int)tile.X - 1, (int)tile.Y - 1, 2, 2)
 +
        );
 +
    }
 +
}
 +
</syntaxhighlight>
 +
 
 +
As another example, let's say you want the gate to unlock when the player presses the action key. You can add a regular <code>Action Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod:
 +
<syntaxhighlight lang="c#">
 +
internal class ModEntry : Mod
 +
{
 +
    /// <inheritdoc />
 +
    public override void Entry(IModHelper helper)
 +
    {
 +
        GameLocation.RegisterTileAction("Example.ModId_UnlockGate", this.HandleUnlockGate);
 +
    }
   −
<dt>Season:</dt>
+
    private bool HandleUnlockGate(GameLocation location, string[] args, Farmer player, Microsoft.Xna.Framework.Point point)
<dd>
+
    {
{| class="wikitable"
+
        const string mailFlag = "Example.ModId_GateUnlocked";
|-
+
        const string keyId = "Example.ModId_GateKey";
! field
  −
! effect
  −
|-
  −
| <samp>SeasonOverride</samp>
  −
| ''(Optional)'' The season which is always active for locations within this context (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>). For example, setting <samp>summer</samp> will make it always [[summer]] there regardless of the calendar season. If not set, the calendar season applies.
  −
|}
  −
</dd>
     −
<dt>Weather:</dt>
+
        // unlock gate if locked
<dd>
+
        if (!player.mailReceived.Contains(mailFlag))
{| class="wikitable"
+
        {
|-
+
            if (!Game1.player.Items.ContainsId(id, count))
! field
+
            {
! effect
+
                Game1.activeClickableMenu = new DialogueBox("This gate is locked. I wonder where the key is?");
|-
+
                return false;
| <samp>WeatherConditions</samp>
+
            }
| ''(Optional)'' The weather logic to apply for locations in this context (ignored if <samp>CopyWeatherFromLocation</samp> is set). Defaults to always sunny. If multiple are specified, the first matching weather is applied.
     −
This consists of a list of models with these fields:
+
            player.removeFirstOfThisItemFromInventory(keyId);
{| class="wikitable"
+
            player.mailReceived.Add(mailFlag);
|-
+
        }
! field
+
 
! effect
+
        // apply open-gate map edit
|-
+
        // NOTE: this is a quick example which changes the location's current map. If another mod reloads the map
| <samp>Id</samp>
+
        // (e.g. a content pack editing it), the change will be lost. For persistent changes, you should use the
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
+
        // AssetRequested event to apply the change when the map is reloaded.
|-
+
        IAssetDataForMap mapHelper = this.Helper.GameContent.GetPatchHelper(location.map).AsMap();
| <samp>Weather</samp>
+
        mapHelper.PatchMap(
| The [[#Custom weather|weather ID]] to set.
+
            this.Helper.Content.Load<Map>("assets/unlocked-gate.tmx"),
|-
+
            targetArea: new Rectangle((int)point.X - 1, (int)point.Y - 1, 2, 2)
| <samp>Condition</samp>
+
        );
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether to apply the weather. Defaults to always applied.
+
 
|}
+
        return true;
|-
+
    }
| <samp>CopyWeatherFromLocation</samp>
+
}
| ''(Optional)'' The <samp>Name</samp> (i.e. unique ID) of the location context from which to inherit weather.
+
</syntaxhighlight>
|}
+
 
 +
===Custom map layers===
 +
{{/doc status|[[Modding:Maps]]|done=false}}
 +
 
 +
You can now add any number of [[Modding:Maps|map layers]] by suffixing a vanilla layer name (i.e. <samp>Back</samp>, <samp>Buildings</samp>, <samp>Front</samp>, or <samp>AlwaysFront</samp>) with an offset. For example, <samp>Back-1</samp> will be drawn before/under <samp>Back</samp>, and <samp>Back2</samp> will be drawn after/over it. You can increment the number to add more layers.
 +
 
 +
This only affects layer rendering. Tile properties must still be set on the original layers.
 +
 
 +
===Custom minecarts===
 +
{{/doc status|a new doc page|done=false}}
   −
If a [[#Custom passive festivals|passive festival]] is active in any location within this context, the weather is sunny for the entire context regardless of these fields.
+
You can now extend [[minecart]]s by editing the <samp>Data\Minecarts</samp> data asset.
   −
</dd>
+
This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the minecart network. When you interact with a minecart, the destinations listed for its network are shown.
 +
* The value is a model with the fields listed below.
   −
<dt>Music:</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,202: Line 3,176:  
! effect
 
! effect
 
|-
 
|-
| <samp>DefaultMusic</samp>
+
| <samp>Destinations</samp>
| ''(Optional)'' The [[#Custom audio|cue ID]] for the music to play when the player is in the location, unless overridden by a <samp>Music</samp> map property. Despite the name, this has a higher priority than the seasonal music fields below. Ignored if omitted.
+
| The destinations which the player can travel to from minecarts in this network. This consists of a list of model with these fields:
|-
  −
| <samp>DefaultMusicCondition</samp>
  −
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which returns whether the <samp>DefaultMusic</samp> field should be applied (if more specific music isn't playing). Defaults to always true.
  −
|-
  −
| <samp>DefaultMusicDelayOneScreen</samp>
  −
| ''(Optional)'' When the player warps and the music changes, whether to silence the music and play the ambience (if any) until the next warp (similar to the default valley locations). Default false.
  −
|-
  −
| <samp>Music</samp>
  −
| ''(Optional)'' A list of [[#Custom audio|cue IDs]] to play before noon in this location unless it's raining, there's a <samp>Music</samp> map property, or the context has a <samp>DefaultMusic</samp> value. If multiple values are specified, the game will play one per day in sequence.
  −
 
  −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,221: Line 3,184:  
|-
 
|-
 
| <samp>Id</samp>
 
| <samp>Id</samp>
| ''(Optional)'' A [[Modding:Common data field types#Unique string ID|unique string ID]] which identifies this entry within the list. Defaults to the <samp>Track</samp> value.
+
| A [[Modding:Common data field types#Unique string ID|unique string ID]] for this destination within the network.
 
|-
 
|-
| <samp>Track</samp>
+
| <samp>DisplayName</samp>
| The [[Modding:Migrate to Stardew Valley 1.6#Custom audio|audio track ID]] to play.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the destination name shown in the minecart menu. You can use the location's display name with the <samp>LocationName</samp> token (like <code>[LocationName Desert]</code> for the [[desert]]).
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>TargetLocation</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
+
| The [[#Custom locations|location ID]] for the destination.
|}
+
|-
 +
| <samp>TargetTile</samp>
 +
| The destination tile position within the location, specified as a model with <samp>X</samp> and <samp>Y</samp> fields.
 +
|-
 +
| <samp>TargetDirection</samp>
 +
| The direction the player should face after arrival (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>).
 
|-
 
|-
| <samp>DayAmbience</samp><br /><samp>NightAmbience</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' The [[#Custom audio|cue ID]] for the background ambience to play when there's no music active, depending on the [[Day Cycle|time of day]]. Both default to none.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this minecart destination is available. Defaults to always available.
 
|-
 
|-
| <samp>PlayRandomAmbientSounds</samp>
+
| <samp>Price</samp>
| ''(Optional)'' Whether to play random outdoor ambience sounds depending on factors like the season and time of day (e.g. birds, crickets, and mysterious groan sounds in the rain). This is unrelated to the <samp>DayAmbience</samp> and <samp>NightAmbience</samp> fields. Default true.
+
| ''(Optional)'' The gold price that must be paid each time to use this destination. Default none.
|}
  −
</dd>
  −
 
  −
<dt>Advanced:</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>BuyTicketMessage</samp>
! effect
+
| ''(Optional)'' If the destination costs money to use, a [[Modding:Tokenizable strings|tokenizable string]] for the purchase confirmation message shown. If present, <code>{0}</code> is replaced with the purchase price. Defaults to the network's <samp>BuyTicketMessage</samp> field.
 
|-
 
|-
 
| <samp>CustomFields</samp>
 
| <samp>CustomFields</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
</dd>
  −
</dl>
  −
  −
===Custom garbage cans===
  −
====Format====
  −
You can now add or edit [[Garbage Can|garbage cans]] on any map by editing the new <samp>Data/GarbageCans</samp> asset (see examples below).
  −
  −
The asset consists of a data model with these fields:
  −
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>UnlockCondition</samp>
! effect
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this minecart network is unlocked. Default always enabled.
 
|-
 
|-
| <samp>DefaultBaseChance</samp>
+
| <samp>LockedMessage</samp>
| The probability that an item will be found when searching garbage cans, as a value between 0 (never) and 1 (always). If the probability check fails, only items that set <samp>IgnoreBaseChance</samp> can spawn. This can be overridden by the per-garbage-can <samp>BaseChance</samp> field. Default 0.2.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when interacting with a minecart when the <samp>UnlockCondition</samp> false. Defaults to an "''Out of order''" translation.
 
|-
 
|-
| <samp>BeforeAll</samp><br /><samp>AfterAll</samp>
+
| <samp>ChooseDestinationMessage</samp>
| The items to prepend (<samp>BeforeAll</samp>) or append (<samp>AfterAll</samp>) to the <samp>GarbageCans</samp> → <samp>Items</samp> field for all garbage cans. These work exactly like the items in that field (e.g. subject to the garbage can's base chance).
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when listing destinations to choose from. Defaults to a "''Choose destination:''" translation.
 
|-
 
|-
| <samp>GarbageCans</samp>
+
| <samp>BuyTicketMessage</samp>
| The data for individual garbage cans. This consists of a string → model lookup with these fields:
+
| ''(Optional)'' When a destination costs money to use, a [[Modding:Tokenizable strings|tokenizable string]] for the purchase confirmation message shown. If present, <code>{0}</code> is replaced with the purchase price. Defaults to a "''Buy a ticket for {0}g?''" translation.
 +
|}
 +
 
 +
====Open a minecart menu====
 +
You can use an <samp>Action: MinecartTransport {{o|network ID}} {{o|exclude destination ID}}</samp> [[Modding:Maps|map property]] to open the minecart menu. When the player interacts with the tile, it'll open the menu for the {{o|network ID}} network (default <samp>Default</samp>). if {{o|exclude destination ID}} is specified, the matching destination will be hidden from the list (usually because you're at that minecart). For example, the [[Bus Stop|bus stop]] minecart uses <code>Action: MinecartTransport Default Bus</code>.
   −
{| class="wikitable"
+
From a C# mod, you can call <code>Game1.currentLocation.ShowMineCartMenu(networkId, excludeDestinationId)</code> which works the same way (except that <samp>networkId</samp> is required).
|-
  −
! field
  −
! effect
  −
|-
  −
| ''entry key''
  −
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this garbage can.
  −
|-
  −
| <samp>BaseChance</samp>
  −
| ''(Optional)'' If set, overrides the root <samp>DefaultBaseChance</samp> field for this garbage can. Defaults to <samp>DefaultBaseChance</samp>.
  −
|-
  −
| <samp>Items</samp>
  −
| ''(Optional)'' The items to try spawning when the player searches the garbage can. The first matching item in <samp>BeforeAll</samp> + <samp>Items</samp> + <samp>AfterAll</samp> will be spawned, and any further items will be ignored. Defaults to none.
     −
This consists of a list of models with these fields:
+
====Example====
{| class="wikitable"
+
This [[Modding:Content Patcher|Content Patcher]] content pack adds the [[Railroad]] as a minecart destination, complete with a map edit adding a decorative minecart. It is available after the [[Random Events|Earthquake]] has occurred and minecarts have been unlocked.
|-
  −
! field
  −
! effect
  −
|-
  −
| ''common fields''
  −
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by garbage cans.
  −
 
  −
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
  −
|-
  −
| <samp>IgnoreBaseChance</samp>
  −
| ''(Optional)'' Whether this item can spawn even if the <samp>BaseChance</samp> probability check didn't pass. Default false.
  −
|-
  −
| <samp>IsMegaSuccess</samp>
  −
| ''(Optional)'' Whether to treat this item as a 'mega success' if it's selected, which plays a special <samp>crit</samp> sound and bigger animation. Default false.
  −
|-
  −
| <samp>IsDoubleMegaSuccess</samp>
  −
| ''(Optional)'' Whether to treat this item as an 'double mega success' if it's selected, which plays an explosion sound and dramatic animation. Default false.
  −
|-
  −
| <samp>AddToInventoryDirectly</samp>
  −
| ''(Optional)'' Whether to add the item to the player's inventory directly, opening an item grab menu if they don't have room in their inventory. If false, the item will be dropped on the ground next to the garbage can instead. Default false.
  −
|-
  −
| <samp>CreateMultipleDebris</samp>
  −
| ''(Optional)'' Whether to split the spawned item into multiple stacks which each have a stack size of one. This has no effect if <samp>AddToInventoryDirectly</samp> is enabled. Default false.
  −
|}
  −
|}
  −
 
  −
If the garbage can being searched doesn't have its own entry under <samp>GarbageCans</samp>, the game will just use the <samp>BeforeAll</samp> and <samp>AfterAll</samp> fields.
  −
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
  −
|}
  −
 
  −
====Example new garbage can====
  −
You can add garbage cans using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example, this content pack adds a new garbage can entry with the ID <samp>Example.ModId_Carpenter</samp>:
      
{{#tag:syntaxhighlight|<nowiki>
 
{{#tag:syntaxhighlight|<nowiki>
Line 3,326: Line 3,236:  
     "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 
     "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 
     "Changes": [
 
     "Changes": [
 +
        // add minecart destination
 
         {
 
         {
 
             "Action": "EditData",
 
             "Action": "EditData",
             "Target": "Data/GarbageCans",
+
             "Target": "Data/Minecarts",
             "TargetField": [ "GarbageCans" ],
+
             "TargetField": [ "Default", "Destinations" ], // for the "Default" network, edit the "Destinations" field
 
             "Entries": {
 
             "Entries": {
                 "{{ModId}}_Carpenter": {
+
                 "Railroad": {
                     "Items": [
+
                     "Id": "Railroad",
                        // 25% chance of pufferfish
+
                    "DisplayName": "[LocationName Railroad]",
                        {
+
                    "Condition": "LOCATION_ACCESSIBLE Railroad",
                            "ID": "{{ModId}}_Pufferfish",
+
 
                            "Condition": "RANDOM 0.25",
+
                    "TargetLocation": "Railroad",
                            "ItemId": "(O)128"
+
                    "TargetTile": { "X": 16, "Y": 39 },
                        },
+
                    "TargetDirection": "down",
 
  −
                        // else guaranteed random House Plant item
  −
                        {
  −
                            "ID": "{{ModId}}_RandomHousePlant",
  −
                            "ItemID": "RANDOM_ITEMS (F) 1376 1390"
  −
                        }
  −
                    ]
   
                 }
 
                 }
 
             }
 
             }
         }
+
         },
    ]
  −
}</nowiki>|lang=javascript}}
     −
Then you'd place an <code>Action: Garbage Example.ModId_Carpenter</code> [[Modding:Maps|map tile property]] to mark a tile as a garbage can using this data.
+
        // add decorative minecart
 
  −
====Example change for existing garbage can====
  −
You can edit an existing garbage cans using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example, this content pack adds pufferfish to the Saloon garbage can, and moves it above the dish of the day.
  −
 
  −
Note that this uses <samp>TargetField</samp> to 'move into' the item list for the saloon, and then treat those items as the entry list being edited. Specifying an ID which isn't in the list will add a new entry, just like when editing a regular list asset.
  −
 
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
   
         {
 
         {
             "Action": "EditData",
+
             "Action": "EditMap",
             "Target": "Data/GarbageCans",
+
             "Target": "Maps/Railroad",
             "TargetField": [ "GarbageCans", "Saloon", "Items" ],
+
             "FromFile": "assets/Custom_Railroad_Minecart.tmx",
             "Entries": {
+
             "ToArea": { "X": 15, "Y": 35, "Width": 4, "Height": 5 }
                // 25% chance of pufferfish
  −
               
  −
                "{{ModId}}_Pufferfish":{
  −
                    "ID": "{{ModId}}_Pufferfish",
  −
                    "Condition": "RANDOM 0.25",
  −
                    "ItemId": "(O)128"
  −
                }
  −
            },
  −
            "MoveEntries": [
  −
                { "ID": "{{ModId}}_Pufferfish", "BeforeId": "Base_DishOfTheDay" }
  −
            ]
   
         }
 
         }
 
     ]
 
     ]
 
}</nowiki>|lang=javascript}}
 
}</nowiki>|lang=javascript}}
   −
===Custom map actions===
+
===Custom passive festivals===
C# mods can now handle custom <samp>Action</samp> & <samp>TouchAction</samp> [[Modding:Maps|map properties]] by calling <samp>GameLocation.RegisterTileAction</samp> & <samp>RegisterTouchAction</samp>, and passing a callback which receives the location, map property arguments, player who activated it, and tile position.
+
{{/doc status|[[Modding:Festival data]] or a new doc page|done=false}}
   −
For example, let's say you want a locked gate which needs a custom key item. You can add a regular <code>TouchAction Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod:
+
You can now add or modify passive festivals by editing the <samp>Data/PassiveFestivals</samp> asset.
<syntaxhighlight lang="c#">
  −
internal class ModEntry : Mod
  −
{
  −
    /// <inheritdoc />
  −
    public override void Entry(IModHelper helper)
  −
    {
  −
        GameLocation.RegisterTouchAction("Example.ModId_UnlockGate", this.HandleUnlockGate);
  −
    }
     −
    private void HandleUnlockGate(GameLocation location, string[] args, Farmer player, Vector2 tile)
+
(A ''passive festival'' is a [[festivals|festival]] like the [[Night Market]]. They replace a location for a period of time, the player can enter/leave them anytime, and time continues passing while at the festival.)
    {
  −
        const string mailFlag = "Example.ModId_GateUnlocked";
  −
        const string keyId = "Example.ModId_GateKey";
     −
        // unlock gate if locked
+
====Data format====
        if (!player.mailReceived.Contains(mailFlag))
+
The <samp>Data/PassiveFestivals</samp> asset consists of a string → model lookup, where...
        {
+
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the festival.
            if (!Game1.player.Items.ContainsId(id, count))
+
* The value is a model with the fields listed below.
            {
+
{| class="wikitable"
                Game1.activeClickableMenu = new DialogueBox("This gate is locked. I wonder where the key is?");
+
|-
                return;
+
! field
            }
+
! effect
 +
|-
 +
| <samp>DisplayName</samp>
 +
| A [[Modding:Tokenizable strings|tokenizable string]] for the display name shown on the [[calendar]].
 +
|-
 +
| <samp>Season</samp>
 +
| The [[season]] when the festival becomes active.
 +
|-
 +
| <samp>StartDay</samp><br /><samp>EndDay</samp>
 +
| The days of month when the festival becomes active.
 +
|-
 +
| <samp>StartTime</samp>
 +
| The time of day when the festival opens each day.
 +
|-
 +
| <samp>StartMessage</samp>
 +
| A [[Modding:Tokenizable strings|tokenizable string]] for the in-game [[wikipedia:Pop-up notification|toast notification]] shown when the festival begins each day.
 +
|-
 +
| <samp>MapReplacements</samp>
 +
| The locations to swap for the duration of the festival. Despite the field name, this swaps '''locations''' (e.g. as added by <samp>CustomLocations</samp> using [[Modding:Content Patcher|Content Patcher]]), and not the location's map asset.
   −
            player.removeFirstOfThisItemFromInventory(keyId);
+
This is specified as a string → string lookup, where the key is the original location to replace and the value is the new location. Both use the internal location name, as shown by the {{nexus mod|679|Debug Mode}} mod. For example, this swaps the <samp>Beach</samp> location with <samp>BeachNightMarket</samp> during the [[Night Market]]:
            player.mailReceived.Add(mailFlag);
+
<syntaxhighlight lang="js">
        }
+
"MapReplacements": {
 
+
     "Beach": "BeachNightMarket"
        // apply open-gate map edit
  −
        // NOTE: this is a quick example which changes the location's current map. If another mod reloads the map
  −
        // (e.g. a content pack editing it), the change will be lost. For persistent changes, you should use the
  −
        // AssetRequested event to apply the change when the map is reloaded.
  −
        IAssetDataForMap mapHelper = this.Helper.GameContent.GetPatchHelper(location.map).AsMap();
  −
        mapHelper.PatchMap(
  −
            this.Helper.Content.Load<Map>("assets/unlocked-gate.tmx"),
  −
            targetArea: new Rectangle((int)tile.X - 1, (int)tile.Y - 1, 2, 2)
  −
        );
  −
     }
   
}
 
}
 
</syntaxhighlight>
 
</syntaxhighlight>
 +
|-
 +
| <samp>Condition</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the festival is enabled (subject to the other fields like <samp>StartDay</samp> and <samp>EndDay</samp>). Defaults to always enabled.
 +
|-
 +
| <samp>ShowOnCalendar</samp>
 +
| ''(Optional)'' Whether the festival appears on the [[calendar]], using the same iridium-star icon as the [[Calendar#Winter|Night Market]]. Default true.
 +
|-
 +
| <samp>DailySetupMethod</samp><br /><samp>CleanupMethod</samp>
 +
| ''(Optional)'' A C# method which applies custom logic when the day starts (<samp>DailySetupMethod</samp>) and/or overnight after the last day of the festival (<samp>CleanupMethod</samp>).
   −
As another example, let's say you want the gate to unlock when the player presses the action key. You can add a regular <code>Action Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod:
+
These must be specified in the form <samp>{{t|full type name}}: {{t|method name}}</samp> (like <samp>ExampleMod.Namespace.Type, ExampleMod: MethodName</samp>). The methods must be static, take zero arguments, and return void.
<syntaxhighlight lang="c#">
+
|-
internal class ModEntry : Mod
+
| <samp>CustomFields</samp>
{
+
| The [[#Custom data fields|custom fields]] for this entry.
    /// <inheritdoc />
+
|}
    public override void Entry(IModHelper helper)
  −
    {
  −
        GameLocation.RegisterTileAction("Example.ModId_UnlockGate", this.HandleUnlockGate);
  −
    }
  −
 
  −
    private bool HandleUnlockGate(GameLocation location, string[] args, Farmer player, Microsoft.Xna.Framework.Point point)
  −
    {
  −
        const string mailFlag = "Example.ModId_GateUnlocked";
  −
        const string keyId = "Example.ModId_GateKey";
     −
        // unlock gate if locked
+
====NPC schedules====
        if (!player.mailReceived.Contains(mailFlag))
+
When a passive festival is active, NPCs will check for [[Modding:Schedule data|a schedule entry]] in this order:
        {
  −
            if (!Game1.player.Items.ContainsId(id, count))
  −
            {
  −
                Game1.activeClickableMenu = new DialogueBox("This gate is locked. I wonder where the key is?");
  −
                return false;
  −
            }
     −
            player.removeFirstOfThisItemFromInventory(keyId);
+
{| class="wikitable"
            player.mailReceived.Add(mailFlag);
+
|-
        }
+
! syntax
 +
! summary
 +
|-
 +
| <samp>{{t|festival ID}}_{{t|festival day}}</samp>
 +
| Applies on the given date. The {{t|festival day}} is relative, so <samp>1</samp> matches the festival <samp>StartDay</samp>.<br /><small>Example: <samp>NightMarket_3</samp> or <samp>marriage_NightMarket_3</samp></small>
 +
|-
 +
| <samp>{{t|festival ID}}</samp>
 +
| Applies if there's no date-specific entry.<br /><small>Example: <samp>NightMarket</samp> or <samp>marriage_NightMarket</samp></small>
 +
|}
   −
        // apply open-gate map edit
+
If the NPC is married to a player, they'll add a <samp>marriage_</samp> prefix to the keys (like <samp>marriage_{{t|festival ID}}_{{t|festival day}}</samp>) and ignore any entry without the prefix.
        // NOTE: this is a quick example which changes the location's current map. If another mod reloads the map
  −
        // (e.g. a content pack editing it), the change will be lost. For persistent changes, you should use the
  −
        // AssetRequested event to apply the change when the map is reloaded.
  −
        IAssetDataForMap mapHelper = this.Helper.GameContent.GetPatchHelper(location.map).AsMap();
  −
        mapHelper.PatchMap(
  −
            this.Helper.Content.Load<Map>("assets/unlocked-gate.tmx"),
  −
            targetArea: new Rectangle((int)point.X - 1, (int)point.Y - 1, 2, 2)
  −
        );
     −
        return true;
+
===Custom weather===
    }
+
{{/doc status|[[Modding:Weather data]]|done=false}}
}
  −
</syntaxhighlight>
     −
===Custom map layers===
+
You can now change the weather algorithm by editing [[#Custom location contexts|location context data]], and (with a C# mod) implement custom weathers.
You can now add any number of [[Modding:Maps|map layers]] by suffixing a vanilla layer name (i.e. <samp>Back</samp>, <samp>Buildings</samp>, <samp>Front</samp>, or <samp>AlwaysFront</samp>) with an offset. For example, <samp>Back-1</samp> will be drawn before/under <samp>Back</samp>, and <samp>Back2</samp> will be drawn after/over it. You can increment the number to add more layers.
     −
This only affects layer rendering. Tile properties must still be set on the original layers.
+
Fields like <samp>Game1.weather</samp> and <samp>Game1.weatherForTomorrow</samp> are now strings to support custom mod weather IDs. The change for vanilla weather has no effect on Content Patcher packs, since the new weather IDs match the ones Content Patcher was using before (i.e. <samp>Sun</samp>, <samp>Rain</samp>, <samp>Snow</samp>, <samp>Storm</samp>, and <samp>Wind</samp>). C# mods may also see a <samp>Festival</samp> weather, while Content Patcher packs will see <samp>Sun</samp> for it. The constants like <samp>Game1.weather_sunny</samp> have the new string values (with new constants like <samp>Game1.legacy_weather_sunny</samp> for the legacy values).
 +
 
 +
The base game will treat an invalid weather as sunny. C# mods can implement custom weather effects using [[Modding:Modder Guide/APIs/Events|normal SMAPI events]] like <samp>UpdateTicked</samp>, or by [[Modding:Modder Guide/APIs/Harmony|patching]] methods like <samp>Game1.ApplyWeatherForNewDay</samp> and <samp>Game1.populateDebrisWeatherArray</samp>.
 +
 
 +
===Custom world maps===
 +
{{/doc status|[[Modding:World map]]|done=true}}
 +
 
 +
[[File:Modding map area.png|thumb|The default world map, with the farm map area highlighted.]]
 +
 
 +
You can now change the world map shown in the game menu by editing the <samp>Data/WorldMap</samp> asset. This lets you...
 +
* add custom maps for certain locations;
 +
* apply texture overlays;
 +
* add/edit tooltips;
 +
* set real-time player marker positioning;
 +
* etc.
 +
 
 +
The game's default map is fully defined in <samp>Data/WorldMap</samp>, including all the display text and conditional changes.
   −
===Custom minecarts===
+
===New map properties===
You can now extend [[minecart]]s by editing the <samp>Data\Minecarts</samp> data asset.
+
{{/doc status|[[Modding:Maps]]|done=false}}
   −
This consists of a string → model lookup, where...
+
1.6 adds several new [[Modding:Maps|map properties]].
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the minecart network. When you interact with a minecart, the destinations listed for its network are shown.
  −
* The value is a model with the fields listed below.
      +
====Building construction====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! property
! effect
+
! explanation
 
|-
 
|-
| <samp>Destinations</samp>
+
| <samp>CanBuildHere T</samp><br />''(valid in any outdoor location)''
| The destinations which the player can travel to from minecarts in this network. This consists of a list of model with these fields:
+
| Whether to allow constructing buildings in this location. The game will adjust automatically to account for it (e.g. Robin will let you choose where to build). See [[#Build anywhere|''build anywhere'' in what's new]].
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>BuildConditions {{t|query}}</samp><br />''(valid in any outdoor location)''
! effect
+
| If <samp>CanBuildHere</samp> is set, an optional [[Modding:Game state queries|game state query]] which indicates whether building is allowed currently.
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>LooserBuildRestrictions T</samp><br />''(valid in any outdoor location)''
| A [[Modding:Common data field types#Unique string ID|unique string ID]] for this destination within the network.
+
| If set, tiles don't need to be marked <samp>Buildable T</samp> or <samp>Diggable T</samp> in their properties. Tiles can be blocked with <samp>Buildable F</samp> instead. The other restrictions still apply.
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>ValidBuildRect {{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp><br />''(valid in any outdoor location)''
| A [[Modding:Tokenizable strings|tokenizable string]] for the destination name shown in the minecart menu. You can use the location's display name with the <samp>LocationName</samp> token (like <code>[LocationName Desert]</code> for the [[desert]]).
+
| The tile area within the map where buildings may be placed. If omitted, buildings may be placed in any open space in the map.
 +
|}
 +
 
 +
====Crops====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>TargetLocation</samp>
+
! property
| The [[#Custom locations|location ID]] for the destination.
+
! explanation
 
|-
 
|-
| <samp>TargetTile</samp>
+
| <samp>AllowGiantCrops T</samp>
| The destination tile position within the location, specified as a model with <samp>X</samp> and <samp>Y</samp> fields.
+
| If set with any non-blank value, [[Crops#Giant Crops|giant crops]] can grow in this location (if crops are also allowed per the [[#Custom crops|crop data]] or [[#Custom location contexts|<samp>PlantableLocations</samp> context field]]).
 
|-
 
|-
| <samp>TargetDirection</samp>
+
| <samp>DirtDecayChance {{t|chance}}</samp>
| The direction the player should face after arrival (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>).
+
| The probability that each dirt tile will disappear overnight if it doesn't contain a crop, as a value between 0 (never) and 1 (always). Defaults to 0 (greenhouses), 0.1 (farms), and 1 (anywhere else).
|-
+
|}
| <samp>Condition</samp>
+
 
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this minecart destination is available. Defaults to always available.
+
====Farmhouse interior====
 +
{| class="wikitable"
 +
|-
 +
! property
 +
! explanation
 
|-
 
|-
| <samp>Price</samp>
+
| <samp>FarmHouseStarterGift [{{t|id}} {{o|count}}]+</samp>
| ''(Optional)'' The gold price that must be paid each time to use this destination. Default none.
+
| The items that should appear in the initial gift box placed in the farmhouse when the save is created. This consists of one or more pairs of item ID (which can be qualified or unqualified) and count. The count is optional on the last entry.
 +
 
 +
For example, this will add 10 pufferfish (object 128) and a blobfish mask (hat 56):
 +
<pre>FarmHouseStarterGift (O)128 10 (H)56 1</pre>
 +
 
 +
If omitted, the default items (usually a 15 parsnip seeds) are added instead.
 +
|}
 +
 
 +
====Warps & map positions====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>BuyTicketMessage</samp>
+
! property
| ''(Optional)'' If the destination costs money to use, a [[Modding:Tokenizable strings|tokenizable string]] for the purchase confirmation message shown. If present, <code>{0}</code> is replaced with the purchase price. Defaults to the network's <samp>BuyTicketMessage</samp> field.
+
! explanation
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>AllowWakeUpWithoutBed {{t|allow}}</samp>
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
+
| Whether the player can wake up in this location without a bed, similar to the island farmhouse. This is typically used with <samp>PassOutLocations</samp> in [[#Custom location contexts|<samp>Data/LocationContexts</samp>]].
|}
   
|-
 
|-
| <samp>UnlockCondition</samp>
+
| <samp>DefaultWarpLocation {{t|x}} {{t|y}}</samp><br />''(valid in any location)''
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this minecart network is unlocked. Default always enabled.
+
| The default arrival tile, used when a player or NPC is added to the location without a target tile (e.g. using [[Modding:Console commands|debug commands]] like <samp>debug warp</samp> or <samp>debug eventbyid</samp>).
 
|-
 
|-
| <samp>LockedMessage</samp>
+
| <samp>PetBowlLocation {{t|x}} {{t|y}}</samp><br />''(valid in the farm)''
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when interacting with a minecart when the <samp>UnlockCondition</samp> false. Defaults to an "''Out of order''" translation.
+
| The default position of the pet bowl
 
|-
 
|-
| <samp>ChooseDestinationMessage</samp>
+
| <samp>SpouseRoomPosition {{t|x}} {{t|y}}</samp><br />''(valid in farmhouse)''
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when listing destinations to choose from. Defaults to a "''Choose destination:''" translation.
+
| The top-left position at which to place the [[Marriage#Spouse Rooms|spouse room]].
 
|-
 
|-
| <samp>BuyTicketMessage</samp>
+
| <samp>TravelingCartPosition {{t|x}} {{t|y}}</samp><br />''(valid in the forest)''
| ''(Optional)'' When a destination costs money to use, a [[Modding:Tokenizable strings|tokenizable string]] for the purchase confirmation message shown. If present, <code>{0}</code> is replaced with the purchase price. Defaults to a "''Buy a ticket for {0}g?''" translation.
+
| The top-left position at which to place the [[Traveling Cart]]. This is the top-left corner of the collision box, so the roof will extend two tiles above this tile.
 
|}
 
|}
   −
====Open a minecart menu====
+
===Other map property changes===
You can use an <samp>Action: MinecartTransport {{o|network ID}} {{o|exclude destination ID}}</samp> [[Modding:Maps|map property]] to open the minecart menu. When the player interacts with the tile, it'll open the menu for the {{o|network ID}} network (default <samp>Default</samp>). if {{o|exclude destination ID}} is specified, the matching destination will be hidden from the list (usually because you're at that minecart). For example, the [[Bus Stop|bus stop]] minecart uses <code>Action: MinecartTransport Default Bus</code>.
+
{{/doc status|[[Modding:Maps]]|done=false}}
   −
From a C# mod, you can call <code>Game1.currentLocation.ShowMineCartMenu(networkId, excludeDestinationId)</code> which works the same way (except that <samp>networkId</samp> is required).
+
{| class="wikitable"
 
+
|-
====Example====
+
! map property
This [[Modding:Content Patcher|Content Patcher]] content pack adds the [[Railroad]] as a minecart destination, complete with a map edit adding a decorative minecart. It is available after the [[Random Events|Earthquake]] has occurred and minecarts have been unlocked.
+
! changes
 
+
|-
{{#tag:syntaxhighlight|<nowiki>
+
| <samp>Arch</samp><br /><samp>asdf</samp><br /><samp>Debris</samp><br /><samp>Fish</samp>
{
+
| Removed (these were unused).
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        // add minecart destination
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/Minecarts",
  −
            "TargetField": [ "Default", "Destinations" ], // for the "Default" network, edit the "Destinations" field
  −
            "Entries": {
  −
                "Railroad": {
  −
                    "Id": "Railroad",
  −
                    "DisplayName": "[LocationName Railroad]",
  −
                    "Condition": "LOCATION_ACCESSIBLE Railroad",
  −
 
  −
                    "TargetLocation": "Railroad",
  −
                    "TargetTile": { "X": 16, "Y": 39 },
  −
                    "TargetDirection": "down",
  −
                }
  −
            }
  −
        },
  −
 
  −
        // add decorative minecart
  −
        {
  −
            "Action": "EditMap",
  −
            "Target": "Maps/Railroad",
  −
            "FromFile": "assets/Custom_Railroad_Minecart.tmx",
  −
            "ToArea": { "X": 15, "Y": 35, "Width": 4, "Height": 5 }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
===Custom passive festivals===
  −
You can now add or modify passive festivals by editing the <samp>Data/PassiveFestivals</samp> asset.
  −
 
  −
(A ''passive festival'' is a [[festivals|festival]] like the [[Night Market]]. They replace a location for a period of time, the player can enter/leave them anytime, and time continues passing while at the festival.)
  −
 
  −
====Data format====
  −
The <samp>Data/PassiveFestivals</samp> asset consists of a string → model lookup, where...
  −
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the festival.
  −
* The value is a model with the fields listed below.
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>FarmHouseFlooring</samp><br /><samp>FarmHouseFurniture</samp><br /><samp>FarmHouseStarterSeedsPosition</samp><br /><samp>FarmHouseWallpaper</samp>
! effect
+
| These now work independently. For example, you can now use <samp>FarmHouseFlooring</samp> without needing to set <samp>FarmHouseFurniture</samp> too.
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>Music</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the display name shown on the [[calendar]].
+
| Deprecated; use the music fields in [[#Custom locations|<samp>Data/Locations</samp>]] instead. This property is only applied if the location has no music in <samp>Data/Locations</samp>. This was removed from all vanilla maps.
 
|-
 
|-
| <samp>Season</samp>
+
| <samp>NPCWarp</samp><br /><samp>Warp</samp>
| The [[season]] when the festival becomes active.
+
| Now fault-tolerant. They'll automatically ignore extra spaces, log an informative warning if parsing still fails, and continue with the next warp if possible.
 
|-
 
|-
| <samp>StartDay</samp><br /><samp>EndDay</samp>
+
| <samp>Stumps</samp>
| The days of month when the festival becomes active.
+
| Now works in all locations.
 
|-
 
|-
| <samp>StartTime</samp>
+
| <samp>UniquePortrait</samp><br /><samp>UniqueSprite</samp>
| The time of day when the festival opens each day.
+
| Deprecated; use [[#Custom NPC appearance|custom NPC appearances]] instead. These properties will override NPC appearances. This was removed from all vanilla maps.
|-
+
|}
| <samp>StartMessage</samp>
+
 
| A [[Modding:Tokenizable strings|tokenizable string]] for the in-game [[wikipedia:Pop-up notification|toast notification]] shown when the festival begins each day.
+
===Tile property changes===
|-
+
{{/doc status|[[Modding:Maps]]|done=false}}
| <samp>MapReplacements</samp>
  −
| The locations to swap for the duration of the festival. Despite the field name, this swaps '''locations''' (e.g. as added by <samp>CustomLocations</samp> using [[Modding:Content Patcher|Content Patcher]]), and not the location's map asset.
     −
This is specified as a string → string lookup, where the key is the original location to replace and the value is the new location. Both use the internal location name, as shown by the {{nexus mod|679|Debug Mode}} mod. For example, this swaps the <samp>Beach</samp> location with <samp>BeachNightMarket</samp> during the [[Night Market]]:
+
<ul>
<syntaxhighlight lang="js">
+
<li>You can now override a tile index property by setting it as a tile property.</li>
"MapReplacements": {
+
<li>Added new [[Modding:Maps|tile properties]]:
    "Beach": "BeachNightMarket"
+
{| class="wikitable"
}
+
! layer
</syntaxhighlight>
+
! property
 +
! explanation
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>Paths</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the festival is enabled (subject to the other fields like <samp>StartDay</samp> and <samp>EndDay</samp>). Defaults to always enabled.
+
| <samp>SpawnTree {{t|category}} {{t|ID}} {{t|Growth stage}} {{t|Regrowth stage}}</samp>
 +
| Spawns a tree when the map is created. {{t|category}} may be either <samp>wild</samp> or <samp>fruit</samp>. <samp>wild</samp> will spawn a [[Trees|wild tree]], while <samp>fruit</samp> will spawn a [[Fruit Trees|fruit tree]].
 +
|}
 +
</li>
 +
<li>Added new <samp>Action</samp> [[Modding:Maps|tile properties]]:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>ShowOnCalendar</samp>
+
! layer
| ''(Optional)'' Whether the festival appears on the [[calendar]], using the same iridium-star icon as the [[Calendar#Winter|Night Market]]. Default true.
+
! property
 +
! explanation
 
|-
 
|-
| <samp>DailySetupMethod</samp><br /><samp>CleanupMethod</samp>
+
| <samp>Buildings</samp>
| ''(Optional)'' A C# method which applies custom logic when the day starts (<samp>DailySetupMethod</samp>) and/or overnight after the last day of the festival (<samp>CleanupMethod</samp>).
+
| <samp>Action BuildingSilo</samp>
 
+
| If a building covers this tile, enables [[silo]] interactions on this tile subject to the building's <samp>HayCapacity</samp> field in <samp>Data/Buildings</samp>.
These must be specified in the form <samp>{{t|full type name}}: {{t|method name}}</samp> (like <samp>ExampleMod.Namespace.Type, ExampleMod: MethodName</samp>). The methods must be static, take zero arguments, and return void.
   
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>Buildings</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| <samp>Action BuildingToggleAnimalDoor</samp>
|}
+
| If a building covers this tile, opens or closes its animal door.
 
  −
====NPC schedules====
  −
When a passive festival is active, NPCs will check for [[Modding:Schedule data|a schedule entry]] in this order:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! syntax
+
| <samp>Buildings</samp>
! summary
+
| <samp>Action Dialogue</samp>
 +
| &#32;
 +
* The message can now be a [[Modding:Tokenizable strings|tokenizable string]].
 +
* Fixed the cursor not changing to the inspection icon when hovering on an <samp>Action Dialogue</samp> tile.
 
|-
 
|-
| <samp>{{t|festival ID}}_{{t|festival day}}</samp>
+
| <samp>Buildings</samp>
| Applies on the given date. The {{t|festival day}} is relative, so <samp>1</samp> matches the festival <samp>StartDay</samp>.<br /><small>Example: <samp>NightMarket_3</samp> or <samp>marriage_NightMarket_3</samp></small>
+
| <samp>Action Forge</samp>
 +
| Opens the [[Forge]] menu.
 
|-
 
|-
| <samp>{{t|festival ID}}</samp>
+
| <samp>Buildings</samp>
| Applies if there's no date-specific entry.<br /><small>Example: <samp>NightMarket</samp> or <samp>marriage_NightMarket</samp></small>
+
| <samp>Action None</samp>
|}
+
| Does nothing. This is used to mark the tile interactive if the click will be handled separately.
 +
|-
 +
| <samp>Buildings</samp>
 +
| <samp>Action ObeliskWarp {{t|location name}} {{t|x}} {{t|y}} {{o|whether to dismount}}</samp>
 +
| Warps the player to the specified location name and position with the [[Warp Totem|Obelisk]] animation/sound effects.
 +
|-
 +
| <samp>Buildings</samp>
 +
| <samp>Action OpenShop {{t|shop id}} {{o|from direction}} {{o|open time}} {{o|close time}} {{o|owner tile area}}</samp>
 +
| Open the [[#Custom shops|shop]] with the given {{t|shop id}}. All arguments besides the ID are optional:
 +
* {{o|from direction}}: if specified, the player must be standing in this direction relative to the shop (one of <samp>down</samp>, <samp>up</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>none</samp>). Setting this to <samp>none</samp> disables the requirement. The default for most vanilla shops is <samp>down</samp>.
 +
* {{o|open time}} and {{o|close time}}: the start & end times in 26-hour format when the shop is available. Interacting with the tile outside those times does nothing.
 +
* {{o|owner tile area}}: if specified, the tile area which must contain one of the shop owners for the shop to be available. For a custom shop, these are defined by its <samp>Owners</samp> field. This can be specified in two forms: <samp>{{t|x}} {{t|y}}</samp> for a single tile, or <samp>{{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp> for a multi-tile area.
 +
|-
 +
| <samp>Buildings</samp>
 +
| <samp>Action PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
 +
| Immediately start an [[Modding:Event data|event]], subject to the conditions:
 +
* {{o|check preconditions}}: whether to ignore the action if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
 +
* {{o|skip if seen}}: whether to ignore the action if the player has already seen the given event. Default true.
   −
If the NPC is married to a player, they'll add a <samp>marriage_</samp> prefix to the keys (like <samp>marriage_{{t|festival ID}}_{{t|festival day}}</samp>) and ignore any entry without the prefix.
+
If the event doesn't start for any reason (including the preceding conditions):
 +
* If {{o|fallback action}} is specified, it'll be run as an action. This can be any <samp>Action</samp> tile property (without the "Action " prefix), like <code>Action PlayEvent 60367 true true PlayEvent 520702 false false</code> to play a different event.
 +
* Otherwise the action is silently ignored.
   −
===Custom weather===
+
For example, <code>Action PlayEvent 60367 false false</code> will replay the bus arrival event from the start of the game.
You can now change the weather algorithm by editing [[#Custom location contexts|location context data]], and (with a C# mod) implement custom weathers.
+
|}
 
+
</li>
Fields like <samp>Game1.weather</samp> and <samp>Game1.weatherForTomorrow</samp> are now strings to support custom mod weather IDs. The change for vanilla weather has no effect on Content Patcher packs, since the new weather IDs match the ones Content Patcher was using before (i.e. <samp>Sun</samp>, <samp>Rain</samp>, <samp>Snow</samp>, <samp>Storm</samp>, and <samp>Wind</samp>). C# mods may also see a <samp>Festival</samp> weather, while Content Patcher packs will see <samp>Sun</samp> for it. The constants like <samp>Game1.weather_sunny</samp> have the new string values (with new constants like <samp>Game1.legacy_weather_sunny</samp> for the legacy values).
+
<li>Added new <samp>TouchAction</samp> [[Modding:Maps|tile properties]]:
 
  −
The base game will treat an invalid weather as sunny. C# mods can implement custom weather effects using [[Modding:Modder Guide/APIs/Events|normal SMAPI events]] like <samp>UpdateTicked</samp>, or by [[Modding:Modder Guide/APIs/Harmony|patching]] methods like <samp>Game1.ApplyWeatherForNewDay</samp> and <samp>Game1.populateDebrisWeatherArray</samp>.
  −
 
  −
===Custom world maps===
  −
: ''Main article: [[Modding:World map]].''
  −
 
  −
[[File:Modding map area.png|thumb|The default world map, with the farm map area highlighted.]]
  −
 
  −
You can now change the world map shown in the game menu by editing the <samp>Data/WorldMap</samp> asset. This lets you...
  −
* add custom maps for certain locations;
  −
* apply texture overlays;
  −
* add/edit tooltips;
  −
* set real-time player marker positioning;
  −
* etc.
  −
 
  −
The game's default map is fully defined in <samp>Data/WorldMap</samp>, including all the display text and conditional changes.
  −
 
  −
===New map properties===
  −
1.6 adds several new [[Modding:Maps|map properties]].
  −
 
  −
====Building construction====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 +
! layer
 
! property
 
! property
 
! explanation
 
! explanation
 
|-
 
|-
| <samp>CanBuildHere T</samp><br />''(valid in any outdoor location)''
+
| <samp>Back</samp>
| Whether to allow constructing buildings in this location. The game will adjust automatically to account for it (e.g. Robin will let you choose where to build). See [[#Build anywhere|''build anywhere'' in what's new]].
+
| <samp>TouchAction PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
|-
+
| Equivalent to <samp>Action PlayEvent</samp>, but activated on touch. Note that {{o|fallback action}} is an <samp>Action</samp> tile property, ''not'' a <samp>TouchAction</samp> tile property.
| <samp>BuildConditions {{t|query}}</samp><br />''(valid in any outdoor location)''
+
|}</li>
| If <samp>CanBuildHere</samp> is set, an optional [[Modding:Game state queries|game state query]] which indicates whether building is allowed currently.
+
<li>Changed existing tile properties:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>LooserBuildRestrictions T</samp><br />''(valid in any outdoor location)''
+
! layer
| If set, tiles don't need to be marked <samp>Buildable T</samp> or <samp>Diggable T</samp> in their properties. Tiles can be blocked with <samp>Buildable F</samp> instead. The other restrictions still apply.
+
! property
 +
! reason
 
|-
 
|-
| <samp>ValidBuildRect {{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp><br />''(valid in any outdoor location)''
+
|rowspan="4"| <samp>Back</samp>
| The tile area within the map where buildings may be placed. If omitted, buildings may be placed in any open space in the map.
+
| <samp>NoSpawn</samp>
|}
+
| Added <samp>NoSpawn false</samp> form, which disables any previous <samp>NoSpawn</samp> property on the tile. For example, this can be used to enable spawning on a tile which has a <samp>NoSpawn</samp> tile index property.
 
  −
====Crops====
  −
{| class="wikitable"
   
|-
 
|-
! property
+
| <samp>TouchAction Bus</samp>
! explanation
+
| Removed. This wasn't used by the game or mods.
 
|-
 
|-
| <samp>AllowGiantCrops T</samp>
+
| <samp>TouchAction Emote</samp>
| If set with any non-blank value, [[Crops#Giant Crops|giant crops]] can grow in this location (if crops are also allowed per the [[#Custom crops|crop data]] or [[#Custom location contexts|<samp>PlantableLocations</samp> context field]]).
+
| Fixed error if the specified NPC isn't found.
 
|-
 
|-
| <samp>DirtDecayChance {{t|chance}}</samp>
+
| <samp>Treasure</samp>
| The probability that each dirt tile will disappear overnight if it doesn't contain a crop, as a value between 0 (never) and 1 (always). Defaults to 0 (greenhouses), 0.1 (farms), and 1 (anywhere else).
+
| Added <samp>Treasure Item {{t|item ID}}</samp> form which accepts a [[#Custom items|qualified or unqualified item ID]].
|}
  −
 
  −
====Farmhouse interior====
  −
{| class="wikitable"
   
|-
 
|-
! property
+
|rowspan="2"| <samp>Buildings</samp>
! explanation
+
| <samp>Action ItemChest</samp><br /><samp>Action Minecart</samp><br /><samp>Action RemoveChest</samp>
 +
| Removed. These weren't used by the game or mods.
 
|-
 
|-
| <samp>FarmHouseStarterGift [{{t|id}} {{o|count}}]+</samp>
+
| <samp>Action Kitchen</samp>
| The items that should appear in the initial gift box placed in the farmhouse when the save is created. This consists of one or more pairs of item ID (which can be qualified or unqualified) and count. The count is optional on the last entry.
+
| Now works in any location (including those without a fridge).
 +
|}
 +
</li>
 +
</ul>
   −
For example, this will add 10 pufferfish (object 128) and a blobfish mask (hat 56):
+
===Other location/map changes===
<pre>FarmHouseStarterGift (O)128 10 (H)56 1</pre>
+
{{/doc status|[[Modding:Maps]] and other pages as needed|done=false}}
   −
If omitted, the default items (usually a 15 parsnip seeds) are added instead.
+
* Farm data:
|}
+
** Added <samp>SpawnMonstersByDefault</samp> field to <samp>Data/AdditionalFarms</samp> to set the default value of the 'spawn monsters at night' [[Options#Advanced Game Options|advanced save option]].
 
+
** Fixed crash on new-save screen if the farm type's tooltip has no description.
====Warps & map positions====
+
* General location data:
{| class="wikitable"
+
** All locations can now have animals. The <samp>IAnimalLocation</samp> is now obsolete and implemented by <samp>GameLocation</samp>.
|-
+
** Added new [[Modding:Fish data|fishing areas]] to simplify compatibility between fish & map mods (specifically for hilltop farm, wilderness farm, town, and desert).
! property
+
** Added a descriptive error when a required location or layer isn't found. Mods can use <samp>map.RequireLayer</samp> and <samp>Game1.RequireLocation</samp> to get a location with similar error-checking.
! explanation
+
** Added <samp>WarpPathfindingCache</samp> for C# mods, which modularizes the NPC warp route logic. You can edit its <samp>IgnoreLocationNames</samp>, <samp>OverrideTargetNames</samp>, and <samp>GenderRestrictions</samp> fields if needed for custom locations.
|-
+
** Game logic which checks tile indexes is now more fault-tolerant, so it won't crash if an expected tile was edited.
| <samp>AllowWakeUpWithoutBed {{t|allow}}</samp>
+
** Finished migrating <samp>DecoratableLocation</samp> flooring/wallpaper areas to string IDs (started in Stardew Valley 1.5.5).
| Whether the player can wake up in this location without a bed, similar to the island farmhouse. This is typically used with <samp>PassOutLocations</samp> in [[#Custom location contexts|<samp>Data/LocationContexts</samp>]].
+
* General map changes:
 +
** Added validation for [[Modding:Maps|map properties and tile properties]]. If the format is invalid, the game will now log a detailed error and skip it.
 +
** Removed unused [[Modding:Maps#Paths layer|path tiles]] in <samp>Maps/paths</samp> and all map files.
 +
* Location context data:
 +
** Building interiors now inherit their parent's location context by default.
 +
** Added <samp>Game1.locationContextData</samp> to cache the data from <samp>Data/LocationContexts</samp>.
 +
** Added constants for the vanilla context IDs like <samp>LocationContexts.IslandId</samp>.
 +
** Added validation for required location context IDs (and <samp>LocationContexts.Require(id)</samp> for mod logic).
 +
** Removed the <samp>Name</samp> field in <samp>Data/LocationContexts</samp>, which duplicated the ID.
 +
<ul>
 +
<li>Added methods to simplify common operations:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>DefaultWarpLocation {{t|x}} {{t|y}}</samp><br />''(valid in any location)''
+
! type
| The default arrival tile, used when a player or NPC is added to the location without a target tile (e.g. using [[Modding:Console commands|debug commands]] like <samp>debug warp</samp> or <samp>debug eventbyid</samp>).
+
! method
 +
! effect
 
|-
 
|-
| <samp>PetBowlLocation {{t|x}} {{t|y}}</samp><br />''(valid in the farm)''
+
|rowspan="7"| <samp>Building</samp>
| The default position of the pet bowl
+
| <samp>GetParentLocation</samp>
 +
| Get the location which contains this building.
 
|-
 
|-
| <samp>SpouseRoomPosition {{t|x}} {{t|y}}</samp><br />''(valid in farmhouse)''
+
| <samp>IsInCurrentLocation</samp>
| The top-left position at which to place the [[Marriage#Spouse Rooms|spouse room]].
+
| Get whether the building is in the same location as the current player.
 
|-
 
|-
| <samp>TravelingCartPosition {{t|x}} {{t|y}}</samp><br />''(valid in the forest)''
+
| <samp>HasIndoors</samp>
| The top-left position at which to place the [[Traveling Cart]]. This is the top-left corner of the collision box, so the roof will extend two tiles above this tile.
+
| Get whether the building has an interior location.
|}
  −
 
  −
===Other map property changes===
  −
{| class="wikitable"
   
|-
 
|-
! map property
+
| <samp>GetIndoors</samp>
! changes
+
| Get the location within this building, if applicable.
 
|-
 
|-
| <samp>Arch</samp><br /><samp>asdf</samp><br /><samp>Debris</samp><br /><samp>Fish</samp>
+
| <samp>HasIndoorsName</samp>
| Removed (these were unused).
+
| Get whether the building has an interior location and its unique name matches the given value (like <code>building.HasIndoorsName("FarmHouse")</code>).
 
|-
 
|-
| <samp>FarmHouseFlooring</samp><br /><samp>FarmHouseFurniture</samp><br /><samp>FarmHouseStarterSeedsPosition</samp><br /><samp>FarmHouseWallpaper</samp>
+
| <samp>GetIndoorsName</samp>
| These now work independently. For example, you can now use <samp>FarmHouseFlooring</samp> without needing to set <samp>FarmHouseFurniture</samp> too.
+
| Get the unique name of the location within this building, if applicable.
 
|-
 
|-
| <samp>Music</samp>
+
| ...
| Deprecated; use the music fields in [[#Custom locations|<samp>Data/Locations</samp>]] instead. This property is only applied if the location has no music in <samp>Data/Locations</samp>. This was removed from all vanilla maps.
+
| ''see also [[#Other building changes|other building changes]] for non-location methods.''
 
|-
 
|-
| <samp>NPCWarp</samp><br /><samp>Warp</samp>
+
|rowspan="7"|<samp>Cabin</samp><br /><samp>FarmHouse</samp>
| Now fault-tolerant. They'll automatically ignore extra spaces, log an informative warning if parsing still fails, and continue with the next warp if possible.
+
| <samp>GetCellar</samp>
 +
| Get the [[cellar]] location linked to this cabin, if any.
 
|-
 
|-
| <samp>Stumps</samp>
+
| <samp>CanAssignFarmhand</samp><br /><samp>AssignFarmhand</samp>
| Now works in all locations.
+
| ''(Cabin only)'' Check whether the cabin is available to assign to a farmhand, or perform the assignment.
 
|-
 
|-
| <samp>UniquePortrait</samp><br /><samp>UniqueSprite</samp>
+
| <samp>HasOwner</samp>
| Deprecated; use [[#Custom NPC appearance|custom NPC appearances]] instead. These properties will override NPC appearances. This was removed from all vanilla maps.
+
| Get whether the home has an assigned player, regardless of whether they've finished creating their character.
|}
  −
 
  −
===Tile property changes===
  −
<ul>
  −
<li>You can now override a tile index property by setting it as a tile property.</li>
  −
<li>Added new [[Modding:Maps|tile properties]]:
  −
{| class="wikitable"
  −
! layer
  −
! property
  −
! explanation
   
|-
 
|-
| <samp>Paths</samp>
+
| <samp>OwnerId</samp>
| <samp>SpawnTree {{t|category}} {{t|ID}} {{t|Growth stage}} {{t|Regrowth stage}}</samp>
+
| Get the unique ID of the player who owns this home, if any.
| Spawns a tree when the map is created. {{t|category}} may be either <samp>wild</samp> or <samp>fruit</samp>. <samp>wild</samp> will spawn a [[Trees|wild tree]], while <samp>fruit</samp> will spawn a [[Fruit Trees|fruit tree]].  
  −
|}
  −
</li>
  −
<li>Added new <samp>Action</samp> [[Modding:Maps|tile properties]]:
  −
{| class="wikitable"
   
|-
 
|-
! layer
+
| <samp>IsOwnedByCurrentPlayer</samp>
! property
+
| Get whether the cabin belongs to the current player.
! explanation
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>IsOwnerActivated</samp>
| <samp>Action BuildingSilo</samp>
+
| Get whether the home has an assigned player and they've finished creating their character.
| If a building covers this tile, enables [[silo]] interactions on this tile subject to the building's <samp>HayCapacity</samp> field in <samp>Data/Buildings</samp>.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>HasNpcSpouse</samp>
| <samp>Action BuildingToggleAnimalDoor</samp>
+
| Get whether the player who owns this home is married to any NPC (when used like <samp>HasNpcSpouse()</samp>) or a specific NPC (like <samp>HasNpcSpouse(name)</samp>). This also replaces <samp>shouldShowSpouseRoom()</samp>.
| If a building covers this tile, opens or closes its animal door.
   
|-
 
|-
| <samp>Buildings</samp>
+
|rowspan="2"| <samp>Farm</samp>
| <samp>Action Dialogue</samp>
+
| <samp>GetStarterFarmhouseLocation</samp>
| &#32;
+
| Get the default tile position for the farmhouse. (See also <samp>farm.GetMainFarmHouseEntry()</samp>.)
* The message can now be a [[Modding:Tokenizable strings|tokenizable string]].
  −
* Fixed the cursor not changing to the inspection icon when hovering on an <samp>Action Dialogue</samp> tile.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>GetStarterPetBowlLocation</samp>
| <samp>Action Forge</samp>
+
| Get the default tile position for the pet bowl.
| Opens the [[Forge]] menu.
   
|-
 
|-
| <samp>Buildings</samp>
+
|rowspan="19"| <samp>GameLocation</samp>
| <samp>Action None</samp>
+
| <samp>AddDefaultBuildings</samp>
| Does nothing. This is used to mark the tile interactive if the click will be handled separately.
+
| Can be overridden to add custom buildings when the location is created and/or loaded. These can either be re-added whenever they're missing (like the vanilla farmhouse), or only built once on save creation (like the vanilla pre-built cabins).
 +
 
 +
This replaces the former <samp>farm.AddModularShippingBin()</samp> method.
 
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>GetFridge</samp><br /><samp>GetFridgePosition</samp>
| <samp>Action ObeliskWarp {{t|location name}} {{t|x}} {{t|y}} {{o|whether to dismount}}</samp>
+
| Get the fridge's chest or tile position, if the location has one.
| Warps the player to the specified location name and position with the [[Warp Totem|Obelisk]] animation/sound effects.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>GetSeason</samp><br /><samp>GetSeasonIndex</samp><br /><samp>GetSeasonKey</samp>
| <samp>Action OpenShop {{t|shop id}} {{o|from direction}} {{o|open time}} {{o|close time}} {{o|owner tile area}}</samp>
+
| Get the local season that applies within the location as an enum, number (like <samp>0</samp> for spring), or string (like <samp>spring</samp>) respectively. For example, it's always summer on [[Ginger Island]].
| Open the [[#Custom shops|shop]] with the given {{t|shop id}}. All arguments besides the ID are optional:
  −
* {{o|from direction}}: if specified, the player must be standing in this direction relative to the shop (one of <samp>down</samp>, <samp>up</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>none</samp>). Setting this to <samp>none</samp> disables the requirement. The default for most vanilla shops is <samp>down</samp>.
  −
* {{o|open time}} and {{o|close time}}: the start & end times in 26-hour format when the shop is available. Interacting with the tile outside those times does nothing.
  −
* {{o|owner tile area}}: if specified, the tile area which must contain one of the shop owners for the shop to be available. For a custom shop, these are defined by its <samp>Owners</samp> field. This can be specified in two forms: <samp>{{t|x}} {{t|y}}</samp> for a single tile, or <samp>{{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp> for a multi-tile area.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>GetWeather</samp><br /><samp>IsDebrisWeatherHere</samp><br /><samp>IsLightningHere</samp><br /><samp>IsRainingHere</samp><br /><samp>IsSnowingHere</samp>
| <samp>Action PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
+
| Get the current weather in this location's context, regardless of whether the player is indoors and sheltered from it.
| Immediately start an [[Modding:Event data|event]], subject to the conditions:
  −
* {{o|check preconditions}}: whether to ignore the action if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
  −
* {{o|skip if seen}}: whether to ignore the action if the player has already seen the given event. Default true.
  −
 
  −
If the event doesn't start for any reason (including the preceding conditions):
  −
* If {{o|fallback action}} is specified, it'll be run as an action. This can be any <samp>Action</samp> tile property (without the "Action " prefix), like <code>Action PlayEvent 60367 true true PlayEvent 520702 false false</code> to play a different event.
  −
* Otherwise the action is silently ignored.
  −
 
  −
For example, <code>Action PlayEvent 60367 false false</code> will replay the bus arrival event from the start of the game.
  −
|}
  −
</li>
  −
<li>Added new <samp>TouchAction</samp> [[Modding:Maps|tile properties]]:
  −
{| class="wikitable"
   
|-
 
|-
! layer
+
| <samp>InDesertContext</samp><br /><samp>InIslandContext</samp><br /><samp>InValleyContext</samp>
! property
+
| Get whether this location is within the <samp>Island</samp> or <samp>Default</samp> location context respectively.
! explanation
   
|-
 
|-
| <samp>Back</samp>
+
| <samp>IsActiveLocation</samp>
| <samp>TouchAction PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
+
| Get whether this location is actively synced to the current player (see [[Modding:Modder Guide/Game Fundamentals#Farmhand shadow world|farmhand shadow world]]).
| Equivalent to <samp>Action PlayEvent</samp>, but activated on touch. Note that {{o|fallback action}} is an <samp>Action</samp> tile property, ''not'' a <samp>TouchAction</samp> tile property.
  −
|}</li>
  −
<li>Changed existing tile properties:
  −
{| class="wikitable"
   
|-
 
|-
! layer
+
| <samp>IsTemporary</samp>
! property
+
| Get whether this is a temporary location for a festival or minigame. This is cached based on the location name (e.g. locations starting with <samp>Temp</samp> or some other specific names).
! reason
   
|-
 
|-
|rowspan="4"| <samp>Back</samp>
+
| <samp>GetLocationContextId</samp>
| <samp>NoSpawn</samp>
+
| Get the ID of the location context in <samp>Data/LocationContexts</samp> which contains this building.
| Added <samp>NoSpawn false</samp> form, which disables any previous <samp>NoSpawn</samp> property on the tile. For example, this can be used to enable spawning on a tile which has a <samp>NoSpawn</samp> tile index property.
   
|-
 
|-
| <samp>TouchAction Bus</samp>
+
| <samp>GetContainingBuilding</samp>
| Removed. This wasn't used by the game or mods.
+
| Get the building instance which contains this location (like the cabin for a cabin interior), if applicable.
 
|-
 
|-
| <samp>TouchAction Emote</samp>
+
| <samp>GetParentLocation</samp>
| Fixed error if the specified NPC isn't found.
+
| Get the parent location which contains this one (like the farm for a cabin interior), or <samp>null</samp> if it has no parent.
 
|-
 
|-
| <samp>Treasure</samp>
+
| <samp>GetRootLocation</samp>
| Added <samp>Treasure Item {{t|item ID}}</samp> form which accepts a [[#Custom items|qualified or unqualified item ID]].
+
| Get the parent location which contains this one (like the farm for a cabin interior), or the location itself if it has no parent.
 
|-
 
|-
|rowspan="2"| <samp>Buildings</samp>
+
| <samp>GetInstancedBuildingInteriors</samp>
| <samp>Action ItemChest</samp><br /><samp>Action Minecart</samp><br /><samp>Action RemoveChest</samp>
+
| Get all building interiors within this location which are instanced to the building (i.e. not in <samp>Game1.locations</samp> separately).
| Removed. These weren't used by the game or mods.
   
|-
 
|-
| <samp>Action Kitchen</samp>
+
| <samp>GetMapPropertySplitBySpaces</samp><br /><samp>GetTilePropertySplitBySpaces</samp>
| Now works in any location (including those without a fridge).
+
| Get the value of a map/tile property and split it into individual words. If the map/tile property isn't defined, returns an empty array.
|}
  −
</li>
  −
</ul>
     −
===Other location/map changes===
+
For example:
* Farm data:
+
<syntaxhighlight lang="c#">
** Added <samp>SpawnMonstersByDefault</samp> field to <samp>Data/AdditionalFarms</samp> to set the default value of the 'spawn monsters at night' [[Options#Advanced Game Options|advanced save option]].
+
string[] fields = Game1.currentLocation.GetMapPropertySplitBySpaces("ScreenshotRegion");
** Fixed crash on new-save screen if the farm type's tooltip has no description.
+
</syntaxhighlight>
* General location data:
  −
** All locations can now have animals. The <samp>IAnimalLocation</samp> is now obsolete and implemented by <samp>GameLocation</samp>.
  −
** Added new [[Modding:Fish data|fishing areas]] to simplify compatibility between fish & map mods (specifically for hilltop farm, wilderness farm, town, and desert).
  −
** Added a descriptive error when a required location or layer isn't found. Mods can use <samp>map.RequireLayer</samp> and <samp>Game1.RequireLocation</samp> to get a location with similar error-checking.
  −
** Added <samp>WarpPathfindingCache</samp> for C# mods, which modularizes the NPC warp route logic. You can edit its <samp>IgnoreLocationNames</samp>, <samp>OverrideTargetNames</samp>, and <samp>GenderRestrictions</samp> fields if needed for custom locations.
  −
** Game logic which checks tile indexes is now more fault-tolerant, so it won't crash if an expected tile was edited.
  −
** Finished migrating <samp>DecoratableLocation</samp> flooring/wallpaper areas to string IDs (started in Stardew Valley 1.5.5).
  −
* General map changes:
  −
** Added validation for [[Modding:Maps|map properties and tile properties]]. If the format is invalid, the game will now log a detailed error and skip it.
  −
** Removed unused [[Modding:Maps#Paths layer|path tiles]] in <samp>Maps/paths</samp> and all map files.
  −
* Location context data:
  −
** Building interiors now inherit their parent's location context by default.
  −
** Added <samp>Game1.locationContextData</samp> to cache the data from <samp>Data/LocationContexts</samp>.
  −
** Added constants for the vanilla context IDs like <samp>LocationContexts.IslandId</samp>.
  −
** Added validation for required location context IDs (and <samp>LocationContexts.Require(id)</samp> for mod logic).
  −
** Removed the <samp>Name</samp> field in <samp>Data/LocationContexts</samp>, which duplicated the ID.
  −
<ul>
  −
<li>Added methods to simplify common operations:
  −
{| class="wikitable"
   
|-
 
|-
! type
+
| <samp>HasMapPropertyWithValue</samp>
! method
+
| Get whether a map property is defined and has a non-empty value.
! effect
+
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
bool canUseCasks = Game1.currentLocation.HasMapPropertyWithValue("CanCaskHere");
 +
</syntaxhighlight>
 
|-
 
|-
|rowspan="7"| <samp>Building</samp>
+
| <samp>StoreHayInAnySilo</samp>
| <samp>GetParentLocation</samp>
+
| Add hay to any silo with free space (preferring silos in the current location, then the farm, then anywhere).
| Get the location which contains this building.
   
|-
 
|-
| <samp>IsInCurrentLocation</samp>
+
| <samp>TryGetMapProperty</samp>
| Get whether the building is in the same location as the current player.
+
| Get a map property value as a string, if it's defined.
|-
+
 
| <samp>HasIndoors</samp>
+
For example:
| Get whether the building has an interior location.
+
<syntaxhighlight lang="c#">
 +
if (this.TryGetMapProperty("Warps", out string warps))
 +
{
 +
    // ...
 +
}
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>GetIndoors</samp>
+
| <samp>TryGetMapPropertyAs</samp>
| Get the location within this building, if applicable.
+
| Get a map property and parse it into into a <samp>bool</samp>, <samp>double</samp>, <samp>Point</samp>, <samp>Rectangle</samp>, or <samp>Vector2</samp> value.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
if (!this.TryGetMapPropertyAs("MailboxLocation", out Point position))
 +
{
 +
    position = new Point(68, 16); // default value
 +
}
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>HasIndoorsName</samp>
+
| <samp>removeObjectsAndSpawned</samp>
| Get whether the building has an interior location and its unique name matches the given value (like <code>building.HasIndoorsName("FarmHouse")</code>).
+
| Remove all objects, bushes, resource clumps, and terrain features within a tile area.
 
|-
 
|-
| <samp>GetIndoorsName</samp>
+
| <samp>OnBuildingConstructed</samp><br /><samp>OnBuildingMoved</samp><br /><samp>OnBuildingDemolished</samp>
| Get the unique name of the location within this building, if applicable.
+
| These methods are called for all players when any player constructs, moves, or demolishes a building.
 
|-
 
|-
| ...
+
|rowspan="3"| <samp>LibraryMuseum</samp>
| ''see also [[#Other building changes|other building changes]] for non-location methods.''
+
| <samp>HasDonatedArtifacts()</samp>
 +
| Get whether any items have been donated to the [[museum]].
 
|-
 
|-
|rowspan="7"|<samp>Cabin</samp><br /><samp>FarmHouse</samp>
+
| <samp>HasDonatedArtifactAt(tile)</samp>
| <samp>GetCellar</samp>
+
| Get whether any donated item is currently placed at the given tile position within the [[museum]].
| Get the [[cellar]] location linked to this cabin, if any.
   
|-
 
|-
| <samp>CanAssignFarmhand</samp><br /><samp>AssignFarmhand</samp>
+
| <samp>HasDonatedArtifact(itemId)</samp>
| ''(Cabin only)'' Check whether the cabin is available to assign to a farmhand, or perform the assignment.
+
| Get whether an artifact with the given qualified or unqualified item ID has been donated to the [[museum]].
 
|-
 
|-
| <samp>HasOwner</samp>
+
|rowspan="2"| <samp>MineShaft</samp>
| Get whether the home has an assigned player, regardless of whether they've finished creating their character.
+
| <samp>GetLevelName</samp>
 +
| Get the location name for a generated [[The Mines|mine]] or [[Skull Cavern]] level.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
string locationName = MineShaft.GetLevelName(10); // returns "UndergroundMine10"
 +
Game1.warpFarmer(locationName, 0, 0, false);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>OwnerId</samp>
+
| <samp>IsGeneratedLevel</samp>
| Get the unique ID of the player who owns this home, if any.
+
| Get whether a location or location name is a generated [[The Mines|mine]] or [[Skull Cavern]] level.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
string locationName = "UndergroundMine10";
 +
bool isMine = MineShaft.IsGeneratedLevel(locationName, out int level); // returns true, 10
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>IsOwnedByCurrentPlayer</samp>
+
| <samp>VolcanoDungeon</samp>
| Get whether the cabin belongs to the current player.
+
| <samp>GetLevelName</samp><br /><samp>IsGeneratedLevel</samp>
 +
| Equivalent to the matching <samp>MineShaft</samp> methods, but for the [[Volcano Dungeon]].
 +
|}
 +
</li>
 +
</ul>
 +
* Added map/tile property <samp>TryAdd</samp>/<samp>TryGetValue</samp> extensions in <samp>StardewValley.Extensions</samp> for string property values. For example, this lets you do <samp>map.Properties.TryGetValue(key, out string value)</samp>.
 +
* <samp>MineShaft.tryToAddMonster</samp> now returns whether a monster was added.
 +
* <samp>Game1.GetNumberBuildingsConstructed</samp> and <samp>location.getNumberBuildingsConstructed</samp> now have overloads to count all building types and/or specify whether to count under-construction buildings.
 +
* Fixed <samp>location.refurbishMapPortion</samp> copying <samp>Back</samp> source properties to the <samp>Building</samp> target layer.
 +
* Fixed door warps in custom indoor locations not consistently detected by the game.
 +
 
 +
==What's new for buildings==
 +
===Custom buildings===
 +
{{/doc status|[[Modding:Blueprint data]]|done=false}}
 +
 
 +
You can now add custom buildings by editing the <samp>Data/Buildings</samp> asset. This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the building type.
 +
* The value is a model with the fields listed below.
 +
 
 +
====Required fields====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>IsOwnerActivated</samp>
+
! field
| Get whether the home has an assigned player and they've finished creating their character.
+
! effect
 
|-
 
|-
| <samp>HasNpcSpouse</samp>
+
| <samp>Name</samp><br /><samp>Description</samp>
| Get whether the player who owns this home is married to any NPC (when used like <samp>HasNpcSpouse()</samp>) or a specific NPC (like <samp>HasNpcSpouse(name)</samp>). This also replaces <samp>shouldShowSpouseRoom()</samp>.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the display name and description (e.g. shown in the construction menu).
 
|-
 
|-
|rowspan="2"| <samp>Farm</samp>
+
| <samp>Texture</samp>
| <samp>GetStarterFarmhouseLocation</samp>
+
| The asset name for the texture under the game's Content folder.
| Get the default tile position for the farmhouse. (See also <samp>farm.GetMainFarmHouseEntry()</samp>.)
+
|}
 +
 
 +
====Construction====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>GetStarterPetBowlLocation</samp>
+
! field
| Get the default tile position for the pet bowl.
+
! effect
 
|-
 
|-
|rowspan="19"| <samp>GameLocation</samp>
+
| <samp>Builder</samp>
| <samp>AddDefaultBuildings</samp>
+
| ''(Optional)'' The NPC from whom you can request construction. The vanilla values are [[Carpenter's Shop|<samp>Robin</samp>]] and [[Wizard's Tower#Buildings|<samp>Wizard</samp>]], but you can specify a different name if a C# mod opens a construction menu for them. Defaults to <samp>Robin</samp>. If omitted, it won't appear in any menu.
| Can be overridden to add custom buildings when the location is created and/or loaded. These can either be re-added whenever they're missing (like the vanilla farmhouse), or only built once on save creation (like the vanilla pre-built cabins).
  −
 
  −
This replaces the former <samp>farm.AddModularShippingBin()</samp> method.
   
|-
 
|-
| <samp>GetFridge</samp><br /><samp>GetFridgePosition</samp>
+
| <samp>BuildCost</samp>
| Get the fridge's chest or tile position, if the location has one.
+
| ''(Optional)'' The gold cost to construct the building. Defaults to {{price|0}}.
 
|-
 
|-
| <samp>GetSeason</samp><br /><samp>GetSeasonIndex</samp><br /><samp>GetSeasonKey</samp>
+
| <samp>BuildMaterials</samp>
| Get the local season that applies within the location as an enum, number (like <samp>0</samp> for spring), or string (like <samp>spring</samp>) respectively. For example, it's always summer on [[Ginger Island]].
+
| ''(Optional)'' The materials you must provide to start construction, as a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>GetWeather</samp><br /><samp>IsDebrisWeatherHere</samp><br /><samp>IsLightningHere</samp><br /><samp>IsRainingHere</samp><br /><samp>IsSnowingHere</samp>
+
! field
| Get the current weather in this location's context, regardless of whether the player is indoors and sheltered from it.
+
! effect
 
|-
 
|-
| <samp>InDesertContext</samp><br /><samp>InIslandContext</samp><br /><samp>InValleyContext</samp>
+
| <samp>Id</samp>
| Get whether this location is within the <samp>Island</samp> or <samp>Default</samp> location context respectively.
+
| ''(Optional)'' The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list. Defaults to the <samp>ItemId</samp> if not specified.
 +
|-
 +
| <samp>ItemId</samp>
 +
| The required item ID (qualified or unqualified).
 
|-
 
|-
| <samp>IsActiveLocation</samp>
+
| <samp>Amount</samp>
| Get whether this location is actively synced to the current player (see [[Modding:Modder Guide/Game Fundamentals#Farmhand shadow world|farmhand shadow world]]).
+
| The number of the item required.
 +
|}
 
|-
 
|-
| <samp>IsTemporary</samp>
+
| <samp>BuildDays</samp>
| Get whether this is a temporary location for a festival or minigame. This is cached based on the location name (e.g. locations starting with <samp>Temp</samp> or some other specific names).
+
| ''(Optional)'' The number of days needed to complete construction (e.g. <samp>1</samp> for a building completed the next day). If set to 0, construction finishes instantly. Defaults to 0.
 
|-
 
|-
| <samp>GetLocationContextId</samp>
+
| <samp>BuildCondition</samp>
| Get the ID of the location context in <samp>Data/LocationContexts</samp> which contains this building.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the building should be available in the construction menu. Defaults to always available.
 
|-
 
|-
| <samp>GetContainingBuilding</samp>
+
| <samp>BuildMenuDrawOffset</samp>
| Get the building instance which contains this location (like the cabin for a cabin interior), if applicable.
+
| ''(Optional)'' A pixel offset to apply to the building sprite when drawn in the construction menu. Default none.
 
|-
 
|-
| <samp>GetParentLocation</samp>
+
| <samp>AdditionalPlacementTiles</samp>
| Get the parent location which contains this one (like the farm for a cabin interior), or <samp>null</samp> if it has no parent.
+
| ''(Optional)'' The extra tiles to treat as part of the building when placing it through the construction menu. For example, the farmhouse uses this to make sure the stairs are clear. This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>GetRootLocation</samp>
+
! field
| Get the parent location which contains this one (like the farm for a cabin interior), or the location itself if it has no parent.
+
! effect
 
|-
 
|-
| <samp>GetInstancedBuildingInteriors</samp>
+
| <samp>TileArea</samp>
| Get all building interiors within this location which are instanced to the building (i.e. not in <samp>Game1.locations</samp> separately).
+
| The tile area relative to the top-left corner of the building, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
 
|-
 
|-
| <samp>GetMapPropertySplitBySpaces</samp><br /><samp>GetTilePropertySplitBySpaces</samp>
+
| <samp>OnlyNeedsToBePassable</samp>
| Get the value of a map/tile property and split it into individual words. If the map/tile property isn't defined, returns an empty array.
+
| ''(Optional)'' Whether this area allows tiles that would normally not be buildable, so long as they are passable. For example, this is used to ensure that an entrance is accessible. Default false.
 
+
|}
For example:
  −
<syntaxhighlight lang="c#">
  −
string[] fields = Game1.currentLocation.GetMapPropertySplitBySpaces("ScreenshotRegion");
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>HasMapPropertyWithValue</samp>
+
| <samp>IndoorItems</samp>
| Get whether a map property is defined and has a non-empty value.
+
| ''(Optional)'' The items to place in the building interior when it's constructed or upgraded. This consists of a list of models with these fields:
 
+
{| class="wikitable"
For example:
  −
<syntaxhighlight lang="c#">
  −
bool canUseCasks = Game1.currentLocation.HasMapPropertyWithValue("CanCaskHere");
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>StoreHayInAnySilo</samp>
+
! field
| Add hay to any silo with free space (preferring silos in the current location, then the farm, then anywhere).
+
! effect
 
|-
 
|-
| <samp>TryGetMapProperty</samp>
+
| <samp>Id</samp>
| Get a map property value as a string, if it's defined.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
+
|-
For example:
+
| <samp>ItemId</samp>
<syntaxhighlight lang="c#">
+
| The [[#Custom items|qualified item ID]] for the item to place.
if (this.TryGetMapProperty("Warps", out string warps))
+
|-
{
+
| <samp>Tile</samp>
    // ...
+
| The tile position at which to place the item, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
}
+
|-
</syntaxhighlight>
+
| <samp>Indestructible</samp>
 +
| ''(Optional)'' Whether to prevent the player from destroying, picking up, or moving the item. Default false.
 +
|}
 +
|-
 +
| <samp>MagicalConstruction</samp>
 +
| ''(Optional)'' Whether the building is magical. This changes the carpenter menu to a mystic theme while this building's blueprint is selected, and completes the construction instantly when placed.
 
|-
 
|-
| <samp>TryGetMapPropertyAs</samp>
+
| <samp>AddMailOnBuild</samp>
| Get a map property and parse it into into a <samp>bool</samp>, <samp>double</samp>, <samp>Point</samp>, <samp>Rectangle</samp>, or <samp>Vector2</samp> value.
+
| ''(Optional)'' A list of [[Modding:Mail data|letter IDs]] to send to all players when the building is constructed for the first time.
 +
|}
   −
For example:
+
====Upgrades====
<syntaxhighlight lang="c#">
+
{| class="wikitable"
if (!this.TryGetMapPropertyAs("MailboxLocation", out Point position))
  −
{
  −
    position = new Point(68, 16); // default value
  −
}
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>removeObjectsAndSpawned</samp>
+
! field
| Remove all objects, bushes, resource clumps, and terrain features within a tile area.
+
! effect
 
|-
 
|-
| <samp>OnBuildingConstructed</samp><br /><samp>OnBuildingMoved</samp><br /><samp>OnBuildingDemolished</samp>
+
| <samp>BuildingToUpgrade</samp>
| These methods are called for all players when any player constructs, moves, or demolishes a building.
+
| ''(Optional)'' The ID of the building for which this is an upgrade, or omit to allow constructing it as a new building. For example, the [[Coop|Big Coop]] sets this to <samp>"Coop"</samp>. Any numbers of buildings can be an upgrade for the same building, in which case the player can choose one upgrade path.
 
|-
 
|-
|rowspan="3"| <samp>LibraryMuseum</samp>
+
| <samp>IndoorItemMoves</samp>
| <samp>HasDonatedArtifacts()</samp>
+
| ''(Optional)'' When applied as an upgrade to an existing building, the placed items in its interior to move when transitioning to the new map. This is a list of models with these fields:
| Get whether any items have been donated to the [[museum]].
+
{| class="wikitable"
 
|-
 
|-
| <samp>HasDonatedArtifactAt(tile)</samp>
+
! field
| Get whether any donated item is currently placed at the given tile position within the [[museum]].
+
! effect
 
|-
 
|-
| <samp>HasDonatedArtifact(itemId)</samp>
+
| <samp>Id</samp>
| Get whether an artifact with the given qualified or unqualified item ID has been donated to the [[museum]].
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
|-
 
|-
|rowspan="2"| <samp>MineShaft</samp>
+
| <samp>Source</samp>
| <samp>GetLevelName</samp>
+
| The tile position on which any item will be moved.
| Get the location name for a generated [[The Mines|mine]] or [[Skull Cavern]] level.
  −
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
string locationName = MineShaft.GetLevelName(10); // returns "UndergroundMine10"
  −
Game1.warpFarmer(locationName, 0, 0, false);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>IsGeneratedLevel</samp>
+
| <samp>Destination</samp>
| Get whether a location or location name is a generated [[The Mines|mine]] or [[Skull Cavern]] level.
+
| The tile position to which to move the item.
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
string locationName = "UndergroundMine10";
  −
bool isMine = MineShaft.IsGeneratedLevel(locationName, out int level); // returns true, 10
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>VolcanoDungeon</samp>
+
| <samp>Size</samp>
| <samp>GetLevelName</samp><br /><samp>IsGeneratedLevel</samp>
+
| ''(Optional)'' The tile size of the area to move, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to a 1×1 area. If this is multiple tiles, the <samp>Source</samp> and <samp>Destination</samp> specify the top-left coordinate of the area.
| Equivalent to the matching <samp>MineShaft</samp> methods, but for the [[Volcano Dungeon]].
   
|}
 
|}
</li>
  −
</ul>
  −
* Added map/tile property <samp>TryAdd</samp>/<samp>TryGetValue</samp> extensions in <samp>StardewValley.Extensions</samp> for string property values. For example, this lets you do <samp>map.Properties.TryGetValue(key, out string value)</samp>.
  −
* <samp>MineShaft.tryToAddMonster</samp> now returns whether a monster was added.
  −
* <samp>Game1.GetNumberBuildingsConstructed</samp> and <samp>location.getNumberBuildingsConstructed</samp> now have overloads to count all building types and/or specify whether to count under-construction buildings.
  −
* Fixed <samp>location.refurbishMapPortion</samp> copying <samp>Back</samp> source properties to the <samp>Building</samp> target layer.
  −
* Fixed door warps in custom indoor locations not consistently detected by the game.
  −
  −
==What's new for buildings==
  −
===Custom buildings===
  −
You can now add custom buildings by editing the <samp>Data/Buildings</samp> asset. This consists of a string → model lookup, where...
  −
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the building type.
  −
* The value is a model with the fields listed below.
  −
  −
====Required fields====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>UpgradeSignTile</samp>
! effect
+
| ''(Optional)'' The tile position relative to the top-left corner of the building where the upgrade sign will be placed when Robin is building an upgrade, in the form <samp>"{{t|x}}, {{t|y}}"</samp>. Defaults to approximately <samp>"5, 1"</samp> if the building interior type is <samp>Shed</samp>, else <samp>"0, 0"</samp>.
 
|-
 
|-
| <samp>Name</samp><br /><samp>Description</samp>
+
| <samp>UpgradeSignHeight</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the display name and description (e.g. shown in the construction menu).
+
| ''(Optional)'' The pixel height of the upgrade sign when Robin is building an upgrade. Defaults to 0.
|-
  −
| <samp>Texture</samp>
  −
| The asset name for the texture under the game's Content folder.
   
|}
 
|}
   −
====Construction====
+
====Exterior behavior====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,103: Line 3,921:  
! effect
 
! effect
 
|-
 
|-
| <samp>Builder</samp>
+
| <samp>Size</samp>
| ''(Optional)'' The NPC from whom you can request construction. The vanilla values are [[Carpenter's Shop|<samp>Robin</samp>]] and [[Wizard's Tower#Buildings|<samp>Wizard</samp>]], but you can specify a different name if a C# mod opens a construction menu for them. Defaults to <samp>Robin</samp>. If omitted, it won't appear in any menu.
+
| ''(Optional)'' The building's width and height when constructed, measured in tiles. Defaults to a 1 x 1 area.
 
|-
 
|-
| <samp>BuildCost</samp>
+
| <samp>CollisionMap</samp>
| ''(Optional)'' The gold cost to construct the building. Defaults to {{price|0}}.
+
| ''(Optional)'' An ASCII text block which indicates which of the building's tiles the players can walk onto, where each character can be <samp>X</samp> (blocked) or <samp>O</samp> (passable). Defaults to all tiles blocked.
|-
+
 
| <samp>BuildMaterials</samp>
+
For example, a [[stable]] covers a 2x4 tile area with the front two tiles passable:
| ''(Optional)'' The materials you must provide to start construction, as a list of models with these fields:
+
<pre>XXXX
{| class="wikitable"
+
XOOX</pre>
 +
 
 +
When the collision map is parsed, leading/trailing whitespace is trimmed (both for the entire map and for each line). In JSON, you can specify it in two forms:
 +
<syntaxhighlight lang="js">
 +
// single line with \n line breaks
 +
"CollisionMap": "XXXX\nXOOX"
 +
 
 +
// multi-line with optional indentation
 +
"CollisionMap": "
 +
    XXXX
 +
    XOOX
 +
"
 +
</syntaxhighlight>
 
|-
 
|-
! field
+
| <samp>HumanDoor</samp>
! effect
+
| ''(Optional)'' The position of the door that can be clicked to warp into the building interior. This is measured in tiles relative to the top-left corner tile. Defaults to disabled.
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>AnimalDoor</samp>
| ''(Optional)'' The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list. Defaults to the <samp>ItemId</samp> if not specified.
+
| ''(Optional)'' The position and size of the door that animals use to enter/exit the building, if the building interior is an animal location, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. This is measured in tiles relative to the top-left corner tile. Defaults to disabled.
 
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>AnimalDoorOpenDuration</samp><br /><samp>AnimalDoorCloseDuration</samp>
| The required item ID (qualified or unqualified).
+
| ''(Optional)'' The duration of the open/close animation for the animal door, measured in milliseconds. If omitted, the door switches to the open/closed state instantly.
 
|-
 
|-
| <samp>Amount</samp>
+
| <samp>AnimalDoorOpenSound</samp><br /><samp>AnimalDoorCloseSound</samp>
| The number of the item required.
+
| ''(Optional)'' The sound which is played once each time the animal door is opened/closed. Disabled by default.
 
|}
 
|}
|-
+
 
| <samp>BuildDays</samp>
+
====Exterior appearance====
| ''(Optional)'' The number of days needed to complete construction (e.g. <samp>1</samp> for a building completed the next day). If set to 0, construction finishes instantly. Defaults to 0.
  −
|-
  −
| <samp>BuildCondition</samp>
  −
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the building should be available in the construction menu. Defaults to always available.
  −
|-
  −
| <samp>BuildMenuDrawOffset</samp>
  −
| ''(Optional)'' A pixel offset to apply to the building sprite when drawn in the construction menu. Default none.
  −
|-
  −
| <samp>AdditionalPlacementTiles</samp>
  −
| ''(Optional)'' The extra tiles to treat as part of the building when placing it through the construction menu. For example, the farmhouse uses this to make sure the stairs are clear. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,142: Line 3,962:  
! effect
 
! effect
 
|-
 
|-
| <samp>TileArea</samp>
+
| <samp>SourceRect</samp>
| The tile area relative to the top-left corner of the building, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
+
| ''(Optional)'' The building's pixel area within the <samp>Texture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to the entire texture.
 
|-
 
|-
| <samp>OnlyNeedsToBePassable</samp>
+
| <samp>Skins</samp>
| ''(Optional)'' Whether this area allows tiles that would normally not be buildable, so long as they are passable. For example, this is used to ensure that an entrance is accessible. Default false.
+
| ''(Optional)'' The appearances which can be selected from Robin's menu (like stone/plank/log [[cabin]]s), in addition to the default appearance based on <samp>Texture</samp>. This consists of a list of models with these fields:
|}
  −
|-
  −
| <samp>IndoorItems</samp>
  −
| ''(Optional)'' The items to place in the building interior when it's constructed or upgraded. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,157: Line 3,973:  
|-
 
|-
 
| <samp>Id</samp>
 
| <samp>Id</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the skin.
 
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>Name</samp><br /><samp>Description</samp>
| The [[#Custom items|qualified item ID]] for the item to place.
+
| [[Modding:Tokenizable strings|Tokenizable strings]] for the skin's display name and description.
 +
|-
 +
| <samp>Texture</samp>
 +
| The asset name for the texture under the game's Content folder.
 +
|-
 +
| <samp>Condition</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this skin should be available to apply. This doesn't change buildings which already have it applied. Defaults to always true.
 +
|-
 +
| <samp>BuildDays</samp><br /><samp>BuildCost</samp><br /><samp>BuildMaterials</samp>
 +
| ''(Optional)'' If set, overrides the equivalent field in the building data.
 
|-
 
|-
| <samp>Tile</samp>
+
| <samp>ShowAsSeparateConstructionEntry</samp>
| The tile position at which to place the item, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
+
| ''(Optional)'' Whether this skin should be shown as a separate building option in the construction menu (like cabins). Default false.
 
|-
 
|-
| <samp>Indestructible</samp>
+
| <samp>Metadata</samp>
| ''(Optional)'' Whether to prevent the player from destroying, picking up, or moving the item. Default false.
+
| ''(Optional)'' Equivalent to the <samp>Metadata</samp> field on the building. Properties defined in this field are added to the building's metadata when this skin is active, overwriting the previous property with the same name if applicable. Default none.
 
|}
 
|}
 
|-
 
|-
| <samp>MagicalConstruction</samp>
+
| <samp>FadeWhenBehind</samp>
| ''(Optional)'' Whether the building is magical. This changes the carpenter menu to a mystic theme while this building's blueprint is selected, and completes the construction instantly when placed.
+
| ''(Optional)'' Whether the building should become semi-transparent when the player is behind it. Default true.
 
|-
 
|-
| <samp>AddMailOnBuild</samp>
+
| <samp>DrawOffset</samp>
| ''(Optional)'' A list of [[Modding:Mail data|letter IDs]] to send to all players when the building is constructed for the first time.
+
| ''(Optional)'' A pixel offset applied to the building sprite's placement in the world. Default 0.
|}
  −
 
  −
====Upgrades====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>SeasonOffset</samp>
! effect
+
| ''(Optional)'' A pixel offset to apply each season. This is applied to the <samp>SourceRect</samp> position by multiplying the offset by 0 (spring), 1 (summer), 2 (fall), or 3 (winter). Default 0, so all seasons use the same source rect.
 
|-
 
|-
| <samp>BuildingToUpgrade</samp>
+
| <samp>SortTileOffset</samp>
| ''(Optional)'' The ID of the building for which this is an upgrade, or omit to allow constructing it as a new building. For example, the [[Coop|Big Coop]] sets this to <samp>"Coop"</samp>. Any numbers of buildings can be an upgrade for the same building, in which case the player can choose one upgrade path.
+
| ''(Optional)'' A Y tile offset applied when figuring out render layering. For example, a value of <samp>2.5</samp> will treat the building as if it was 2.5 tiles further up the screen for the purposes of layering. Default 0.
 
|-
 
|-
| <samp>IndoorItemMoves</samp>
+
| <samp>DrawLayers</samp>
| ''(Optional)'' When applied as an upgrade to an existing building, the placed items in its interior to move when transitioning to the new map. This is a list of models with these fields:
+
| ''(Optional)'' A list of textures to draw over or behind the building, with support for conditions and animations. This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,195: Line 4,016:  
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
|-
 
|-
| <samp>Source</samp>
+
| <samp>SourceRect</samp>
| The tile position on which any item will be moved.
+
| The pixel area within the <samp>texture</samp> to draw, formatted like <samp>"{{t|x}} {{t|y}} {{t|width}} {{t|height}}"</samp>. If the overlay is animated via <samp>FrameCount</samp>, this is the area of the first frame.
 
|-
 
|-
| <samp>Destination</samp>
+
| <samp>DrawPosition</samp>
| The tile position to which to move the item.
+
| The tile position at which to draw the top-left corner of the texture, relative to the building's top-left corner tile.
 
|-
 
|-
| <samp>Size</samp>
+
| <samp>Texture</samp>
| ''(Optional)'' The tile size of the area to move, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to a 1×1 area. If this is multiple tiles, the <samp>Source</samp> and <samp>Destination</samp> specify the top-left coordinate of the area.
+
| ''(Optional)'' The asset name of the texture to draw. Defaults to the building's default <samp>Texture</samp> field.
|}
   
|-
 
|-
| <samp>UpgradeSignTile</samp>
+
| <samp>DrawInBackground</samp>
| ''(Optional)'' The tile position relative to the top-left corner of the building where the upgrade sign will be placed when Robin is building an upgrade, in the form <samp>"{{t|x}}, {{t|y}}"</samp>. Defaults to approximately <samp>"5, 1"</samp> if the building interior type is <samp>Shed</samp>, else <samp>"0, 0"</samp>.
+
| ''(Optional)'' Whether to draw the texture behind the building sprite (i.e. underlay) instead of over it.
 
|-
 
|-
| <samp>UpgradeSignHeight</samp>
+
| <samp>SortTileOffset</samp>
| ''(Optional)'' The pixel height of the upgrade sign when Robin is building an upgrade. Defaults to 0.
+
| ''(Optional)'' A Y tile offset applied when figuring out render layering. For example, a value of <samp>2.5</samp> will treat the texture as if it was 2.5 tiles further up the screen for the purposes of layering. Default 0.
|}
  −
 
  −
====Exterior behavior====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>OnlyDrawIfChestHasContents</samp>
! effect
+
| ''(Optional)'' The ID of a chest defined in the <samp>Chests</samp> field which must contain items. If it's empty, this overlay won't be rendered. Default none.
 
|-
 
|-
| <samp>Size</samp>
+
| <samp>FrameCount</samp><br /><samp>FramesPerRow</samp><br /><samp>FrameDuration</samp>
| ''(Optional)'' The building's width and height when constructed, measured in tiles. Defaults to a 1 x 1 area.
+
| ''(Optional)'' If <samp>FrameCount</samp> is more than one, the building overlay will be animated automatically. For each frame, the <samp>SourceRect</samp> will be offset by its <samp>Width</samp> to the right up to <samp>FramesPerRow - 1</samp> times, and then down by its <samp>Height</samp>. Each frame will be rendered on-screen for <samp>FrameDuration</samp> milliseconds before switching to the next frame.
|-
  −
| <samp>CollisionMap</samp>
  −
| ''(Optional)'' An ASCII text block which indicates which of the building's tiles the players can walk onto, where each character can be <samp>X</samp> (blocked) or <samp>O</samp> (passable). Defaults to all tiles blocked.
     −
For example, a [[stable]] covers a 2x4 tile area with the front two tiles passable:
+
For example, if you set <samp>FrameCount</samp> to 6 and <samp>FramesPerRow</samp> to 3, the building will expect the frames to be laid out like this in the spritesheet (where frame 1 matches <samp>SourceRect</samp>):
<pre>XXXX
+
<pre>
XOOX</pre>
+
┌───┬───┬───┐
 
+
│ 1 │ 2 │ 3 │
When the collision map is parsed, leading/trailing whitespace is trimmed (both for the entire map and for each line). In JSON, you can specify it in two forms:
+
├───┼───┼───┤
<syntaxhighlight lang="js">
+
│ 4 │ 5 │ 6 │
// single line with \n line breaks
+
└───┴───┴───┘
"CollisionMap": "XXXX\nXOOX"
+
</pre>
 
  −
// multi-line with optional indentation
  −
"CollisionMap": "
  −
    XXXX
  −
    XOOX
  −
"
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>HumanDoor</samp>
+
| <samp>AnimalDoorOffset</samp>
| ''(Optional)'' The position of the door that can be clicked to warp into the building interior. This is measured in tiles relative to the top-left corner tile. Defaults to disabled.
+
| ''(Optional)'' A pixel offset applied to the draw layer when the animal door is open. While the door is opening, the percentage open is applied to the offset (e.g. 50% open = 50% offset).
 +
|}
 
|-
 
|-
| <samp>AnimalDoor</samp>
+
| <samp>DrawShadow</samp>
| ''(Optional)'' The position and size of the door that animals use to enter/exit the building, if the building interior is an animal location, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. This is measured in tiles relative to the top-left corner tile. Defaults to disabled.
+
| ''(Optional)'' Whether to draw an automatic shadow along the bottom edge of the building's sprite. Default true.
|-
  −
| <samp>AnimalDoorOpenDuration</samp><br /><samp>AnimalDoorCloseDuration</samp>
  −
| ''(Optional)'' The duration of the open/close animation for the animal door, measured in milliseconds. If omitted, the door switches to the open/closed state instantly.
  −
|-
  −
| <samp>AnimalDoorOpenSound</samp><br /><samp>AnimalDoorCloseSound</samp>
  −
| ''(Optional)'' The sound which is played once each time the animal door is opened/closed. Disabled by default.
   
|}
 
|}
   −
====Exterior appearance====
+
====Interior====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,259: Line 4,060:  
! effect
 
! effect
 
|-
 
|-
| <samp>SourceRect</samp>
+
| <samp>IndoorMap</samp>
| ''(Optional)'' The building's pixel area within the <samp>Texture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to the entire texture.
+
| ''(Optional)'' The name of the map asset under <samp>Maps</samp> to load for the building interior. For example, <samp>"Shed"</samp> will load the [[shed]]'s <samp>Maps/Shed</samp> map.
 
|-
 
|-
| <samp>Skins</samp>
+
| <samp>IndoorMapType</samp>
| ''(Optional)'' The appearances which can be selected from Robin's menu (like stone/plank/log [[cabin]]s), in addition to the default appearance based on <samp>Texture</samp>. This consists of a list of models with these fields:
+
| ''(Optional)'' The full name of the C# location class which will manage the building's interior location. This must be one of the vanilla types to avoid a crash when saving. There are too many to list here, but the most useful types are likely...
{| class="wikitable"
+
* <samp>StardewValley.AnimalHouse</samp>;
 +
* <samp>StardewValley.Locations.Cabin</samp>;
 +
* <samp>StardewValley.Locations.Cellar</samp>;
 +
* <samp>StardewValley.Locations.DecoratableLocation</samp>;
 +
* <samp>StardewValley.Locations.FarmCave</samp>;
 +
* <samp>StardewValley.Locations.FarmHouse</samp>;
 +
* <samp>StardewValley.Shed</samp>;
 +
* and <samp>StardewValley.SlimeHutch</samp>.
 +
Defaults to the generic <samp>StardewValley.GameLocation</samp> class.
 
|-
 
|-
! field
+
| <samp>NonInstancedIndoorLocation</samp>
! effect
+
| ''(Optional)'' The name of the existing global location to treat as the building's interior, like <samp>FarmHouse</samp> and <samp>Greenhouse</samp> for their buildings.
 +
 
 +
Each location can only be used by one building. If the location is already in use (e.g. because the player has two of this building), each subsequent building will use the <samp>IndoorMap</samp> and <samp>IndoorMapType</samp> instead. For example, the first greenhouse will use the global <samp>Greenhouse</samp> location, and any subsequent greenhouse will use a separate instanced location.
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>MaxOccupants</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the skin.
+
| ''(Optional)'' The maximum number of animals who can live in this building.
 
|-
 
|-
| <samp>Name</samp><br /><samp>Description</samp>
+
| <samp>AllowAnimalPregnancy</samp>
| [[Modding:Tokenizable strings|Tokenizable strings]] for the skin's display name and description.
+
| ''(Optional)'' Whether animals can get pregnant and produce offspring in this building. Default false.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>ValidOccupantTypes</samp>
| The asset name for the texture under the game's Content folder.
+
| ''(Optional)'' A list of building IDs whose animals to allow in this building too. For example, <code>[ "Barn", "Coop" ]</code> will allow [[barn]] and [[coop]] animals in this building. Default none.
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this skin should be available to apply. This doesn't change buildings which already have it applied. Defaults to always true.
  −
|-
  −
| <samp>BuildDays</samp><br /><samp>BuildCost</samp><br /><samp>BuildMaterials</samp>
  −
| ''(Optional)'' If set, overrides the equivalent field in the building data.
  −
|-
  −
| <samp>ShowAsSeparateConstructionEntry</samp>
  −
| ''(Optional)'' Whether this skin should be shown as a separate building option in the construction menu (like cabins). Default false.
  −
|-
  −
| <samp>Metadata</samp>
  −
| ''(Optional)'' Equivalent to the <samp>Metadata</samp> field on the building. Properties defined in this field are added to the building's metadata when this skin is active, overwriting the previous property with the same name if applicable. Default none.
   
|}
 
|}
 +
 +
====Item processing====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>FadeWhenBehind</samp>
+
! field
| ''(Optional)'' Whether the building should become semi-transparent when the player is behind it. Default true.
+
! effect
 
|-
 
|-
| <samp>DrawOffset</samp>
+
| <samp>HayCapacity</samp>
| ''(Optional)'' A pixel offset applied to the building sprite's placement in the world. Default 0.
+
| ''(Optional)'' The amount of hay that can be stored in this building. If built on the [[The Farm|farm]], this works just like [[silo]]s and contributes to the farm's available hay.
 
|-
 
|-
| <samp>SeasonOffset</samp>
+
| <samp>ItemConversions</samp>
| ''(Optional)'' A pixel offset to apply each season. This is applied to the <samp>SourceRect</samp> position by multiplying the offset by 0 (spring), 1 (summer), 2 (fall), or 3 (winter). Default 0, so all seasons use the same source rect.
+
| ''(Optional)'' The item processing rules which take input items and convert them into output items using the inventories defined by <samp>Chests</samp>. This consists of a list of models with these fields:
|-
  −
| <samp>SortTileOffset</samp>
  −
| ''(Optional)'' A Y tile offset applied when figuring out render layering. For example, a value of <samp>2.5</samp> will treat the building as if it was 2.5 tiles further up the screen for the purposes of layering. Default 0.
  −
|-
  −
| <samp>DrawLayers</samp>
  −
| ''(Optional)'' A list of textures to draw over or behind the building, with support for conditions and animations. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,311: Line 4,107:  
|-
 
|-
 
| <samp>Id</samp>
 
| <samp>Id</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this rule within the current list.
 
|-
 
|-
| <samp>SourceRect</samp>
+
| <samp>RequiredTags</samp>
| The pixel area within the <samp>texture</samp> to draw, formatted like <samp>"{{t|x}} {{t|y}} {{t|width}} {{t|height}}"</samp>. If the overlay is animated via <samp>FrameCount</samp>, this is the area of the first frame.
+
| A list of [[Modding:Items#Context tags|context tags]] to match against an input item. An item must have ''all'' of these tags to be accepted.
 
|-
 
|-
| <samp>DrawPosition</samp>
+
| <samp>SourceChest</samp>
| The tile position at which to draw the top-left corner of the texture, relative to the building's top-left corner tile.
+
| The ID of the inventory defined in <samp>Chests</samp> from which to take input items.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>DestinationChest</samp>
| ''(Optional)'' The asset name of the texture to draw. Defaults to the building's default <samp>Texture</samp> field.
+
| The ID of the inventory defined in <samp>Chests</samp> in which to store output items.
 
|-
 
|-
| <samp>DrawInBackground</samp>
+
| <samp>ProducedItems</samp>
| ''(Optional)'' Whether to draw the texture behind the building sprite (i.e. underlay) instead of over it.
+
| The output items produced when an input item is converted. This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>SortTileOffset</samp>
+
! field
| ''(Optional)'' A Y tile offset applied when figuring out render layering. For example, a value of <samp>2.5</samp> will treat the texture as if it was 2.5 tiles further up the screen for the purposes of layering. Default 0.
+
! effect
 
|-
 
|-
| <samp>OnlyDrawIfChestHasContents</samp>
+
| ''common fields''
| ''(Optional)'' The ID of a chest defined in the <samp>Chests</samp> field which must contain items. If it's empty, this overlay won't be rendered. Default none.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
|-
  −
| <samp>FrameCount</samp><br /><samp>FramesPerRow</samp><br /><samp>FrameDuration</samp>
  −
| ''(Optional)'' If <samp>FrameCount</samp> is more than one, the building overlay will be animated automatically. For each frame, the <samp>SourceRect</samp> will be offset by its <samp>Width</samp> to the right up to <samp>FramesPerRow - 1</samp> times, and then down by its <samp>Height</samp>. Each frame will be rendered on-screen for <samp>FrameDuration</samp> milliseconds before switching to the next frame.
     −
For example, if you set <samp>FrameCount</samp> to 6 and <samp>FramesPerRow</samp> to 3, the building will expect the frames to be laid out like this in the spritesheet (where frame 1 matches <samp>SourceRect</samp>):
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
<pre>
  −
┌───┬───┬───┐
  −
│ 1 │ 2 │ 3 │
  −
├───┼───┼───┤
  −
│ 4 │ 5 │ 6 │
  −
└───┴───┴───┘
  −
</pre>
   
|-
 
|-
| <samp>AnimalDoorOffset</samp>
+
| <samp>Chance</samp>
| ''(Optional)'' A pixel offset applied to the draw layer when the animal door is open. While the door is opening, the percentage open is applied to the offset (e.g. 50% open = 50% offset).
+
| ''(Optional)'' The probability that the item will be produced, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 
|}
 
|}
 
|-
 
|-
| <samp>DrawShadow</samp>
+
| <samp>RequiredCount</samp>
| ''(Optional)'' Whether to draw an automatic shadow along the bottom edge of the building's sprite. Default true.
+
| ''(Optional)'' The number of the input item to consume. Default 1.
 +
|-
 +
| <samp>MaxDailyConversions</samp>
 +
| ''(Optional)'' The maximum number of the input item which can be processed each day. Each conversion rule has its own separate maximum (e.g. if you have two rules each with a max of 1, then you can convert one of each daily). Set to -1 to allow unlimited conversions. Default 1.
 
|}
 
|}
 
+
|-
====Interior====
+
| <samp>Chests</samp>
 +
| ''(Optional)'' The input/output inventories that can be accessed from a tile on the building exterior. The allowed items are defined by the separate <samp>ItemConversions</samp> field. This is a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,357: Line 4,148:  
! effect
 
! effect
 
|-
 
|-
| <samp>IndoorMap</samp>
+
| <samp>Id</samp>
| ''(Optional)'' The name of the map asset under <samp>Maps</samp> to load for the building interior. For example, <samp>"Shed"</samp> will load the [[shed]]'s <samp>Maps/Shed</samp> map.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this chest within the current list.
 +
 
 +
This is referenced from the <samp>ItemConversions</samp> field.
 
|-
 
|-
| <samp>IndoorMapType</samp>
+
| <samp>Type</samp>
| ''(Optional)'' The full name of the C# location class which will manage the building's interior location. This must be one of the vanilla types to avoid a crash when saving. There are too many to list here, but the most useful types are likely...
+
| The inventory type. This must be one of:
* <samp>StardewValley.AnimalHouse</samp>;
+
* <samp>Chest</samp>: show a normal chest UI on click.
* <samp>StardewValley.Locations.Cabin</samp>;
+
* <samp>Collect</samp>: provides items for the player to collect. Clicking the tile will do nothing (if empty), grab the item directly (if it only contains one item), else show a grab-only inventory UI.
* <samp>StardewValley.Locations.Cellar</samp>;
+
* <samp>Load</samp>: lets the player add items for the building to process.
* <samp>StardewValley.Locations.DecoratableLocation</samp>;
+
|-
* <samp>StardewValley.Locations.FarmCave</samp>;
+
| <samp>Sound</samp>
* <samp>StardewValley.Locations.FarmHouse</samp>;
+
| ''(Optional)'' The sound to play once when the player clicks the chest.
* <samp>StardewValley.Shed</samp>;
  −
* and <samp>StardewValley.SlimeHutch</samp>.
  −
Defaults to the generic <samp>StardewValley.GameLocation</samp> class.
   
|-
 
|-
| <samp>NonInstancedIndoorLocation</samp>
+
| <samp>InvalidItemMessage</samp><br /><samp>InvalidCountMessage</samp><br /><samp>ChestFullMessage</samp>
| ''(Optional)'' The name of the existing global location to treat as the building's interior, like <samp>FarmHouse</samp> and <samp>Greenhouse</samp> for their buildings.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] to show when the player tries to add an item to the chest when...
 
+
* it isn't a supported item;
Each location can only be used by one building. If the location is already in use (e.g. because the player has two of this building), each subsequent building will use the <samp>IndoorMap</samp> and <samp>IndoorMapType</samp> instead. For example, the first greenhouse will use the global <samp>Greenhouse</samp> location, and any subsequent greenhouse will use a separate instanced location.
+
* it's supported but they don't have enough in their inventory;
 +
* the chest has no more room to accept it.
 +
If omitted, the player interaction is ignored with no message shown.
 
|-
 
|-
| <samp>MaxOccupants</samp>
+
| <samp>InvalidItemMessageCondition</samp>
| ''(Optional)'' The maximum number of animals who can live in this building.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether <samp>InvalidItemMessage</samp> should be shown. This can use item-related queries like <samp>ITEM_TYPE</samp>. Defaults to always true.
 
|-
 
|-
| <samp>AllowAnimalPregnancy</samp>
+
| <samp>DisplayTile</samp>
| ''(Optional)'' Whether animals can get pregnant and produce offspring in this building. Default false.
+
| ''(Optional)'' The chest's position on the building exterior, measured in tiles from the top-left corner of the building, specified in the form <samp>"{{t|x}}, {{t|y}}"</samp>. This affects the position of the 'item ready to collect' bubble. If omitted, the bubble is disabled.
 
|-
 
|-
| <samp>ValidOccupantTypes</samp>
+
| <samp>DisplayHeight</samp>
| ''(Optional)'' A list of building IDs whose animals to allow in this building too. For example, <code>[ "Barn", "Coop" ]</code> will allow [[barn]] and [[coop]] animals in this building. Default none.
+
| ''(Optional)'' If <samp>DisplayTile</samp> is set, the chest's tile height like <samp>1.5</samp>.
 +
|}
 
|}
 
|}
   −
====Item processing====
+
====Tile interactions====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,393: Line 4,186:  
! effect
 
! effect
 
|-
 
|-
| <samp>HayCapacity</samp>
+
| <samp>ActionTiles</samp>
| ''(Optional)'' The amount of hay that can be stored in this building. If built on the [[The Farm|farm]], this works just like [[silo]]s and contributes to the farm's available hay.
+
| ''(Optional)'' A list of tiles which the player can click to trigger an <samp>Action</samp> [[Modding:Maps|map tile property]]. This consists of a list of models with these fields:
|-
  −
| <samp>ItemConversions</samp>
  −
| ''(Optional)'' The item processing rules which take input items and convert them into output items using the inventories defined by <samp>Chests</samp>. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,404: Line 4,194:  
|-
 
|-
 
| <samp>Id</samp>
 
| <samp>Id</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this rule within the current list.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
|-
 
|-
| <samp>RequiredTags</samp>
+
| <samp>Tile</samp>
| A list of [[Modding:Items#Context tags|context tags]] to match against an input item. An item must have ''all'' of these tags to be accepted.
+
| The tile position, relative to the building's top-left corner tile.
 
|-
 
|-
| <samp>SourceChest</samp>
+
| <samp>Action</samp>
| The ID of the inventory defined in <samp>Chests</samp> from which to take input items.
+
| The [[Modding:Tokenizable strings|tokenizable string]] for the action to perform, excluding the <samp>Action</samp> prefix. For example, <samp>"Dialogue Hi there @!"</samp> to show a messagebox like "''Hi there <player name>!''". The tokenizable string is expected before the action is raised. See the [[Modding:Maps#Tile properties 2|list of tile properties]] for useful <samp>Action</samp> values.
 +
|}
 
|-
 
|-
| <samp>DestinationChest</samp>
+
| <samp>DefaultAction</samp>
| The ID of the inventory defined in <samp>Chests</samp> in which to store output items.
+
| ''(Optional)'' The default tile action if the clicked tile isn't in <samp>ActionTiles</samp>. Default none.
 
|-
 
|-
| <samp>ProducedItems</samp>
+
| <samp>TileProperties</samp>
| The output items produced when an input item is converted. This consists of a list of models with these fields:
+
| ''(Optional)'' The [[Modding:Maps|map tile properties]] to set. This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,422: Line 4,213:  
! effect
 
! effect
 
|-
 
|-
| ''common fields''
+
| <samp>Id</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
+
|-
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
| <samp>Name</samp>
 +
| The tile property name to set.
 
|-
 
|-
| <samp>Chance</samp>
+
| <samp>Value</samp>
| ''(Optional)'' The probability that the item will be produced, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
| ''(Optional)'' The tile property value to set, or omit to set a null value.
|}
   
|-
 
|-
| <samp>RequiredCount</samp>
+
| <samp>Layer</samp>
| ''(Optional)'' The number of the input item to consume. Default 1.
+
| The name of the map layer whose tiles to change.
 
|-
 
|-
| <samp>MaxDailyConversions</samp>
+
| <samp>TileArea</samp>
| ''(Optional)'' The maximum number of the input item which can be processed each day. Each conversion rule has its own separate maximum (e.g. if you have two rules each with a max of 1, then you can convert one of each daily). Set to -1 to allow unlimited conversions. Default 1.
+
| The tiles to which to add the property, relative to the top-left corner of the building's collision box. This is specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
 
|}
 
|}
 
|-
 
|-
| <samp>Chests</samp>
+
| <samp>AdditionalTilePropertyRadius</samp>
| ''(Optional)'' The input/output inventories that can be accessed from a tile on the building exterior. The allowed items are defined by the separate <samp>ItemConversions</samp> field. This is a list of models with these fields:
+
| ''(Optional)'' When checking whether the player clicked on a <samp>TileProperties</samp> tile, an added distance around the building at which tile locations may be placed. Default 0, so only tile properties within the normal building bounds will work.
 +
|}
 +
 
 +
====Advanced====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,445: Line 4,239:  
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>Metadata</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this chest within the current list.
+
| ''(Optional)'' A list of custom properties applied to the building, which can optionally be overridden per-skin in the <samp>Skins</samp> field. Default none.
   −
This is referenced from the <samp>ItemConversions</samp> field.
+
The base game recognizes these properties:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Type</samp>
+
! property
| The inventory type. This must be one of:
+
! description
* <samp>Chest</samp>: show a normal chest UI on click.
  −
* <samp>Collect</samp>: provides items for the player to collect. Clicking the tile will do nothing (if empty), grab the item directly (if it only contains one item), else show a grab-only inventory UI.
  −
* <samp>Load</samp>: lets the player add items for the building to process.
   
|-
 
|-
| <samp>Sound</samp>
+
| <samp>ChimneyPosition: {{t|x}} {{t|y}}</samp>
| ''(Optional)'' The sound to play once when the player clicks the chest.
+
| ''(Optional)'' The pixel position at which to place a chimney on the building exterior, relative to the top-left corner of the sprite. This will apply the same logic as the farmhouse chimney (e.g. producing smoke if there's a lit fireplace inside the building).
 
|-
 
|-
| <samp>InvalidItemMessage</samp><br /><samp>InvalidCountMessage</samp><br /><samp>ChestFullMessage</samp>
+
| <samp>ChimneyPosition{{o|upgrade level}}: {{t|x}} {{t|y}}</samp>
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] to show when the player tries to add an item to the chest when...
+
| ''(Optional, for farmhouses/cabins only)'' Override <samp>ChimneyPosition</samp> for the given upgrade level, starting from 0 for the initial farmhouse/cabin. If there's no override for the current upgrade level, the highest override for a lower upgrade level is used (if any). For example, <samp>ChimneyPosition3</samp> would be used for the third house upgrade (and the fourth if there's no <samp>ChimneyPosition4</samp>).
* it isn't a supported item;
+
|}
* it's supported but they don't have enough in their inventory;
+
 
* the chest has no more room to accept it.
+
This can also contain arbitrary custom properties, which C# mods can read using <samp>building.GetMetadata(key)</samp>.
If omitted, the player interaction is ignored with no message shown.
   
|-
 
|-
| <samp>InvalidItemMessageCondition</samp>
+
| <samp>BuildingType</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether <samp>InvalidItemMessage</samp> should be shown. This can use item-related queries like <samp>ITEM_TYPE</samp>. Defaults to always true.
+
| ''(Optional)'' The full name of the C# type to instantiate for the building instance. Defaults to a generic <samp>Building</samp> instance.
 +
 
 +
'''⚠ Caution:''' this is meant to support vanilla building types like <samp>StardewValley.Shed</samp>. Setting this to a non-vanilla type will cause a crash when it's written to the save file, and may cause crashes in multiplayer. If you need custom behavior, consider handling it in C# based on the building type instead of creating a custom subclass; otherwise you'll need a framework mod like {{nexus mod|1348|SpaceCore}} to handle serialization and multiplayer sync.
 
|-
 
|-
| <samp>DisplayTile</samp>
+
| <samp>ModData</samp>
| ''(Optional)'' The chest's position on the building exterior, measured in tiles from the top-left corner of the building, specified in the form <samp>"{{t|x}}, {{t|y}}"</samp>. This affects the position of the 'item ready to collect' bubble. If omitted, the bubble is disabled.
+
| ''(Optional)'' A string → string lookup of arbitrary <samp>modData</samp> values to attach to the building when it's constructed.
 
|-
 
|-
| <samp>DisplayHeight</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' If <samp>DisplayTile</samp> is set, the chest's tile height like <samp>1.5</samp>.
+
| The [[#Custom data fields|custom fields]] for this entry.
|}
   
|}
 
|}
   −
====Tile interactions====
+
===Build anywhere===
 +
{{/doc status|[[Modding:Blueprint data]] and [[Modding:Maps]]|done=false}}
 +
 
 +
* You can now allow building construction for any location using the [[#Map/tile property changes|new <samp>CanBuildHere</samp> and related map properties]]. The game will adjust accordingly (e.g. Robin will let you choose where to construct the building).
 +
* Buildings and animals are no longer hardcoded to the [[The Farm|farm]] location (except [[cabin]]s and the [[farmhouse]] which still are).
 +
* Scything hay will now add hay to silos in any location, and animals will be auto-fed from hay in any location.
 +
 
 +
===Other building changes===
 +
{{/doc status|[[Modding:Blueprint data]]|done=false}}
 +
 
 +
: ''See also: [[#Other location/map changes|other location changes]] for location-related building changes.''
 +
 
 +
; General building changes
 +
* Building display names & descriptions are now in <samp>Strings/Buildings</samp> for reuse.
 +
* Removed <samp>Data/Blueprints</samp>. This has been replaced by <samp>Data/Buildings</samp> (building data) and <samp>Strings/Buildings</samp> (display names & descriptions).
 +
<ul>
 +
<li>Added methods to simplify common operations:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! type
 +
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>ActionTiles</samp>
+
|rowspan="7"| <samp>Building</samp>
| ''(Optional)'' A list of tiles which the player can click to trigger an <samp>Action</samp> [[Modding:Maps|map tile property]]. This consists of a list of models with these fields:
+
| <samp>CreateInstanceFromId</samp>
{| class="wikitable"
+
| Create a building instance from its type ID in <samp>Data/Buildings</samp>. For example:
 +
<syntaxhighlight lang="c#">
 +
Building shippingBin = Building.CreateInstanceFromId("Shipping Bin", Vector2.Zero); // creates an instance of StardewValley.Buildings.ShippingBin
 +
</syntaxhighlight>
 
|-
 
|-
! field
+
| <samp>GetData</samp><br /><samp>TryGetData</samp>
! effect
+
| Get the data for the building's type from <samp>Data/Building</samp>.
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>GetMetadata</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
+
| Get a value from [[#Custom buildings|the <samp>Metadata</samp> field in <samp>Data/Buildings</samp>]] for this building.
 
|-
 
|-
| <samp>Tile</samp>
+
| <samp>GetPaintDataKey</samp>
| The tile position, relative to the building's top-left corner tile.
+
| Get the key in <samp>Data/PaintData</samp> for this building, if it has any.
 
|-
 
|-
| <samp>Action</samp>
+
| <samp>ReloadBuildingData</samp>
| The [[Modding:Tokenizable strings|tokenizable string]] for the action to perform, excluding the <samp>Action</samp> prefix. For example, <samp>"Dialogue Hi there @!"</samp> to show a messagebox like "''Hi there <player name>!''". The tokenizable string is expected before the action is raised. See the [[Modding:Maps#Tile properties 2|list of tile properties]] for useful <samp>Action</samp> values.
+
| Apply the latest data in <samp>Data/Buildings</samp> to this building.
|}
   
|-
 
|-
| <samp>DefaultAction</samp>
+
| <samp>FinishConstruction</samp>
| ''(Optional)'' The default tile action if the clicked tile isn't in <samp>ActionTiles</samp>. Default none.
+
| If the building is being constructed or upgrade, instantly finish doing so.
 
|-
 
|-
| <samp>TileProperties</samp>
+
| <samp>UpdateTransparency</samp>
| ''(Optional)'' The [[Modding:Maps|map tile properties]] to set. This consists of a list of models with these fields:
+
| Update the building transparency on tick for the local player's position.
{| class="wikitable"
+
 
 +
This method mainly exists to let mods override/patch the transparency logic.
 
|-
 
|-
! field
+
| <samp>Farm</samp>
! effect
+
| <samp>GetMainFarmHouse</samp>
 +
| Get the main [[farmhouse]] building.
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>GameLocation</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
+
| <samp>OnParentBuildingUpgraded</samp>
|-
+
| Called when the building containing this location is upgraded, if applicable.
| <samp>Name</samp>
  −
| The tile property name to set.
  −
|-
  −
| <samp>Value</samp>
  −
| ''(Optional)'' The tile property value to set, or omit to set a null value.
  −
|-
  −
| <samp>Layer</samp>
  −
| The name of the map layer whose tiles to change.
  −
|-
  −
| <samp>TileArea</samp>
  −
| The tiles to which to add the property, relative to the top-left corner of the building's collision box. This is specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
  −
|}
  −
|-
  −
| <samp>AdditionalTilePropertyRadius</samp>
  −
| ''(Optional)'' When checking whether the player clicked on a <samp>TileProperties</samp> tile, an added distance around the building at which tile locations may be placed. Default 0, so only tile properties within the normal building bounds will work.
   
|}
 
|}
 +
</li>
 +
</ul>
 +
* Added building <samp>id</samp> field, which uniquely identifies each building in the world.
 +
 +
; [[Junimo Hut|Junimo hut]] changes
 +
* The <samp>JunimoHut.cropHarvestRange</samp> field is now per-building and editable.
   −
====Advanced====
+
; [[Fish Pond|Fish pond]] changes
 +
<ul>
 +
<li>In <samp>Data/FishPondData</samp>, added a <samp>Precedence</samp> field which sets the order in which entries are checked for a match (with lower values checked first). This ensures that the fallback entries are checked after specific fish. For consistency, vanilla entries use these values:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! precedence
! effect
+
! used for
 
|-
 
|-
| <samp>Metadata</samp>
+
| 0<br /><small>(default value)</small>
| ''(Optional)'' A list of custom properties applied to the building, which can optionally be overridden per-skin in the <samp>Skins</samp> field. Default none.
+
| specific fish
 
  −
The base game recognizes these properties:
  −
{| class="wikitable"
   
|-
 
|-
! property
+
| 100
! description
+
| custom groups (e.g. desert fish)
 
|-
 
|-
| <samp>ChimneyPosition: {{t|x}} {{t|y}}</samp>
+
| 500
| ''(Optional)'' The pixel position at which to place a chimney on the building exterior, relative to the top-left corner of the sprite. This will apply the same logic as the farmhouse chimney (e.g. producing smoke if there's a lit fireplace inside the building).
+
| broad fish type (e.g. ocean fish)
 
|-
 
|-
| <samp>ChimneyPosition{{o|upgrade level}}: {{t|x}} {{t|y}}</samp>
+
| 1000
| ''(Optional, for farmhouses/cabins only)'' Override <samp>ChimneyPosition</samp> for the given upgrade level, starting from 0 for the initial farmhouse/cabin. If there's no override for the current upgrade level, the highest override for a lower upgrade level is used (if any). For example, <samp>ChimneyPosition3</samp> would be used for the third house upgrade (and the fourth if there's no <samp>ChimneyPosition4</samp>).
+
| fallback (e.g. fish category)
 
|}
 
|}
 +
</li>
 +
<li>In <samp>Data/FishPondData</samp>, the reward <samp>ItemId</samp> can now be an [[Modding:Item queries|item query]].</li>
 +
<li>[[Legendary Fish|Legendary fish]] can now be added to [[Fish Pond|fish ponds]] if they have an entry in <samp>Data/FishPondData</samp>.</li>
 +
</ul>
   −
This can also contain arbitrary custom properties, which C# mods can read using <samp>building.GetMetadata(key)</samp>.
+
==What's new for NPCs==
|-
+
===Custom NPCs===
| <samp>BuildingType</samp>
+
{{/doc status|[[Modding:NPC data]]|done=false}}
| ''(Optional)'' The full name of the C# type to instantiate for the building instance. Defaults to a generic <samp>Building</samp> instance.
     −
'''⚠ Caution:''' this is meant to support vanilla building types like <samp>StardewValley.Shed</samp>. Setting this to a non-vanilla type will cause a crash when it's written to the save file, and may cause crashes in multiplayer. If you need custom behavior, consider handling it in C# based on the building type instead of creating a custom subclass; otherwise you'll need a framework mod like {{nexus mod|1348|SpaceCore}} to handle serialization and multiplayer sync.
+
[[Modding:NPC data|Custom NPC data]] has been overhauled in 1.6. The new <samp>Data/Characters</samp> asset (which replaces <samp>Data/NPCDispositions</samp> + <samp>Data/spousePatios</samp> + <samp>Data/spouseRooms</samp>) uses a data model format that's easier to edit and understand, and has a lot of fields to customize previously-hardcoded data.
|-
  −
| <samp>ModData</samp>
  −
| ''(Optional)'' A string → string lookup of arbitrary <samp>modData</samp> values to attach to the building when it's constructed.
  −
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
  −
|}
     −
===Build anywhere===
+
====Format====
* You can now allow building construction for any location using the [[#Map/tile property changes|new <samp>CanBuildHere</samp> and related map properties]]. The game will adjust accordingly (e.g. Robin will let you choose where to construct the building).
+
This consists of a string → model lookup, where...
* Buildings and animals are no longer hardcoded to the [[The Farm|farm]] location (except [[cabin]]s and the [[farmhouse]] which still are).
+
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the NPC like <samp>Example.ModId_NpcName</samp>, which will be used as the internal <samp>Name</samp> (not <samp>DisplayName</samp>).
* Scything hay will now add hay to silos in any location, and animals will be auto-fed from hay in any location.
+
* The value is a model with the following fields.
   −
===Other building changes===
+
<dl style="margin-left: 2em;">
: ''See also: [[#Other location/map changes|other location changes]] for location-related building changes.''
+
<dt>Basic info:</dt>
 
+
<dd>
; General building changes
  −
* Building display names & descriptions are now in <samp>Strings/Buildings</samp> for reuse.
  −
* Removed <samp>Data/Blueprints</samp>. This has been replaced by <samp>Data/Buildings</samp> (building data) and <samp>Strings/Buildings</samp> (display names & descriptions).
  −
<ul>
  −
<li>Added methods to simplify common operations:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! type
+
! field
! method
   
! effect
 
! effect
 
|-
 
|-
|rowspan="7"| <samp>Building</samp>
+
| <samp>DisplayName</samp>
| <samp>CreateInstanceFromId</samp>
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the NPC's display name.
| Create a building instance from its type ID in <samp>Data/Buildings</samp>. For example:
  −
<syntaxhighlight lang="c#">
  −
Building shippingBin = Building.CreateInstanceFromId("Shipping Bin", Vector2.Zero); // creates an instance of StardewValley.Buildings.ShippingBin
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>GetData</samp><br /><samp>TryGetData</samp>
+
| <samp>Language</samp>
| Get the data for the building's type from <samp>Data/Building</samp>.
+
| ''(Optional)'' The language spoken by the NPC. One of <samp>Default</samp> (the default language understood by the player) or <samp>Dwarvish</samp> (which the player can only understand after finding the [[Dwarvish Translation Guide|Dwarvish translation guide]]). Default <samp>Default</samp>.
 
|-
 
|-
| <samp>GetMetadata</samp>
+
| <samp>Gender</samp>
| Get a value from [[#Custom buildings|the <samp>Metadata</samp> field in <samp>Data/Buildings</samp>]] for this building.
+
| ''(Optional)'' The NPC's gender identity. One of <samp>Female</samp>, <samp>Male</samp>, or <samp>Undefined</samp>. Default <samp>Undefined</samp>.
 
|-
 
|-
| <samp>GetPaintDataKey</samp>
+
| <samp>Age</samp>
| Get the key in <samp>Data/PaintData</samp> for this building, if it has any.
+
| ''(Optional)'' The general age of the NPC. One of <samp>Child</samp>, <samp>Teen</samp>, or <samp>Adult</samp>. Default <samp>Adult</samp>.
 +
 
 +
This affects generated dialogue lines (e.g. a child might say "stupid" and an adult might say "depressing"), generic dialogue (e.g. a child might respond to dumpster diving with "''Eww... What are you doing?''" and a teen would say "''Um... Why are you digging in the trash?''"), and the gift they choose as [[Feast of the Winter Star]] gift-giver. Children are also excluded from item delivery quests.
 +
|-
 +
| <samp>Manner</samp>
 +
| ''(Optional)'' A measure of the character's general politeness, which affects some generic dialogue lines. One of <samp>Neutral</samp>, <samp>Polite</samp>, or <samp>Rude</samp>. Default <samp>Neutral</samp>.
 +
|-
 +
| <samp>SocialAnxiety</samp>
 +
| ''(Optional)'' A measure of the character's comfort with social situations, which affects some generic dialogue lines. One of <samp>Neutral</samp>, <samp>Outgoing</samp>, or <samp>Shy</samp>. Default <samp>Neutral</samp>.
 
|-
 
|-
| <samp>ReloadBuildingData</samp>
+
| <samp>Optimism</samp>
| Apply the latest data in <samp>Data/Buildings</samp> to this building.
+
| ''(Optional)'' A measure of the character's overall optimism. One of <samp>Neutral</samp>, <samp>Negative</samp>, or <samp>Positive</samp>. Default <samp>Neutral</samp>.
 
|-
 
|-
| <samp>FinishConstruction</samp>
+
| <samp>BirthSeason</samp>
| If the building is being constructed or upgrade, instantly finish doing so.
+
| ''(Optional if non-social)'' The season name (case-sensitive) for the NPC's birthday. One of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>. Default none.
 
|-
 
|-
| <samp>UpdateTransparency</samp>
+
| <samp>BirthDay</samp>
| Update the building transparency on tick for the local player's position.
+
| ''(Optional if non-social)'' The day number for the NPC's birthday. Default 0.
 
  −
This method mainly exists to let mods override/patch the transparency logic.
   
|-
 
|-
| <samp>Farm</samp>
+
| <samp>HomeRegion</samp>
| <samp>GetMainFarmHouse</samp>
+
| ''(Optional)'' The region of the world in which the NPC lives (one of <samp>Desert</samp>, <samp>Town</samp>, or <samp>Other</samp>). For example, only <samp>Town</samp> NPCs are counted for the introductions [[Quests#List of Story Quests|quest]], can be selected as a secret santa for the [[Feast of the Winter Star]], or get a friendship boost from the [[Luau]]. Default <samp>Other</samp>.
| Get the main [[farmhouse]] building.
   
|-
 
|-
| <samp>GameLocation</samp>
+
| <samp>IsDarkSkinned</samp>
| <samp>OnParentBuildingUpgraded</samp>
+
| ''(Optional)'' Whether the NPC has dark skin, which affects the chance of children with the player having dark skin too. Default false.
| Called when the building containing this location is upgraded, if applicable.
   
|}
 
|}
</li>
+
</dd>
</ul>
  −
* Added building <samp>id</samp> field, which uniquely identifies each building in the world.
     −
; [[Junimo Hut|Junimo hut]] changes
+
<dt>Social features:</dt>
* The <samp>JunimoHut.cropHarvestRange</samp> field is now per-building and editable.
+
<dd>
 
  −
; [[Fish Pond|Fish pond]] changes
  −
<ul>
  −
<li>In <samp>Data/FishPondData</samp>, added a <samp>Precedence</samp> field which sets the order in which entries are checked for a match (with lower values checked first). This ensures that the fallback entries are checked after specific fish. For consistency, vanilla entries use these values:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! precedence
+
! field
! used for
+
! effect
 
|-
 
|-
| 0<br /><small>(default value)</small>
+
| <samp>CanSocialize</samp>
| specific fish
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether to enable social features (like birthdays, gift giving, [[friendship]], and an entry in the social tab). Default true.
 
|-
 
|-
| 100
+
| <samp>CanBeRomanced</samp>
| custom groups (e.g. desert fish)
+
| ''(Optional)'' Whether the NPC can be dated and romanced. This enables romance features for this NPC (like a 'single' label in the social menu, bouquet gifting, and marriage). Default false.
 
|-
 
|-
| 500
+
| <samp>CanReceiveGifts</samp>
| broad fish type (e.g. ocean fish)
+
| ''(Optional)'' Whether players can give gifts to this NPC. Default true.
 +
 
 +
The NPC must also be social per <samp>CanSocialize</samp> and have an entry in <samp>Data/NPCGiftTastes</samp> to be giftable, regardless of this value.
 
|-
 
|-
| 1000
+
| <samp>CanCommentOnPurchasedShopItems</samp>
| fallback (e.g. fish category)
+
| ''(Optional)'' Whether this NPC can comment on items that a player sold to a shop which then resold it to them. If null (or omitted), this will default to true if their <samp>HomeRegion</samp> is set to <samp>Town</samp>.
|}
  −
</li>
  −
<li>In <samp>Data/FishPondData</samp>, the reward <samp>ItemId</samp> can now be an [[Modding:Item queries|item query]].</li>
  −
<li>[[Legendary Fish|Legendary fish]] can now be added to [[Fish Pond|fish ponds]] if they have an entry in <samp>Data/FishPondData</samp>.</li>
  −
</ul>
     −
==What's new for NPCs==
+
The NPC must also be social per <samp>CanSocialize</samp> to allow it, regardless of this value.
===Custom NPCs===
+
|-
[[Modding:NPC data|Custom NPC data]] has been overhauled in 1.6. The new <samp>Data/Characters</samp> asset (which replaces <samp>Data/NPCDispositions</samp> + <samp>Data/spousePatios</samp> + <samp>Data/spouseRooms</samp>) uses a data model format that's easier to edit and understand, and has a lot of fields to customize previously-hardcoded data.
+
| <samp>CanGreetNearbyCharacters</samp>
 +
| ''(Optional)'' Whether this NPC can show a speech bubble greeting nearby players or NPCs, and or be greeted by other NPCs. Default true.
 +
|-
 +
| <samp>CanVisitIsland</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC can visit the [[Ginger Island]] resort once it's unlocked. Default true.
   −
====Format====
+
The NPC must also be social per <samp>CanSocialize</samp> to visit the island, regardless of this value.
This consists of a string → model lookup, where...
+
|-
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the NPC like <samp>Example.ModId_NpcName</samp>, which will be used as the internal <samp>Name</samp> (not <samp>DisplayName</samp>).
+
| <samp>LoveInterest</samp>
* The value is a model with the following fields.
+
| ''(Optional)'' Unused.
 
+
|-
<dl style="margin-left: 2em;">
+
| <samp>Calendar</samp>
<dt>Basic info:</dt>
+
| ''(Optional)'' Determines when the NPC's birthday is shown in the [[calendar]]. Possible values:
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! value
 
! effect
 
! effect
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>HiddenAlways</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the NPC's display name.
+
| They never appear in the calendar.
 
|-
 
|-
| <samp>Language</samp>
+
| <samp>HiddenUntilMet</samp>
| ''(Optional)'' The language spoken by the NPC. One of <samp>Default</samp> (the default language understood by the player) or <samp>Dwarvish</samp> (which the player can only understand after finding the [[Dwarvish Translation Guide|Dwarvish translation guide]]). Default <samp>Default</samp>.
+
| Until the player meets them, they don't appear in the calendar.
 
|-
 
|-
| <samp>Gender</samp>
+
| <samp>AlwaysShown</samp>
| ''(Optional)'' The NPC's gender identity. One of <samp>Female</samp>, <samp>Male</samp>, or <samp>Undefined</samp>. Default <samp>Undefined</samp>.
+
| They always appear in the calendar.
|-
+
|}
| <samp>Age</samp>
  −
| ''(Optional)'' The general age of the NPC. One of <samp>Child</samp>, <samp>Teen</samp>, or <samp>Adult</samp>. Default <samp>Adult</samp>.
     −
This affects generated dialogue lines (e.g. a child might say "stupid" and an adult might say "depressing"), generic dialogue (e.g. a child might respond to dumpster diving with "''Eww... What are you doing?''" and a teen would say "''Um... Why are you digging in the trash?''"), and the gift they choose as [[Feast of the Winter Star]] gift-giver. Children are also excluded from item delivery quests.
+
Defaults to <samp>AlwaysShown</samp>.
 
|-
 
|-
| <samp>Manner</samp>
+
| <samp>SocialTab</samp>
| ''(Optional)'' A measure of the character's general politeness, which affects some generic dialogue lines. One of <samp>Neutral</samp>, <samp>Polite</samp>, or <samp>Rude</samp>. Default <samp>Neutral</samp>.
+
| ''(Optional)'' Determines how the NPC is shown on the [[friendship|social tab]] when unlocked. Possible values:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>SocialAnxiety</samp>
+
! value
| ''(Optional)'' A measure of the character's comfort with social situations, which affects some generic dialogue lines. One of <samp>Neutral</samp>, <samp>Outgoing</samp>, or <samp>Shy</samp>. Default <samp>Neutral</samp>.
+
! effect
 
|-
 
|-
| <samp>Optimism</samp>
+
| <samp>HiddenAlways</samp>
| ''(Optional)'' A measure of the character's overall optimism. One of <samp>Neutral</samp>, <samp>Negative</samp>, or <samp>Positive</samp>. Default <samp>Neutral</samp>.
+
| They never appear in the social tab.
 
|-
 
|-
| <samp>BirthSeason</samp>
+
| <samp>HiddenUntilMet</samp>
| ''(Optional if non-social)'' The season name (case-sensitive) for the NPC's birthday. One of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>. Default none.
+
| Until the player meets them, they don't appear on the social tab.
 
|-
 
|-
| <samp>BirthDay</samp>
+
| <samp>UnknownUntilMet</samp>
| ''(Optional if non-social)'' The day number for the NPC's birthday. Default 0.
+
| Until the player meets them, their name on the social tab is replaced with "???".
 
|-
 
|-
| <samp>HomeRegion</samp>
+
| <samp>AlwaysShown</samp>
| ''(Optional)'' The region of the world in which the NPC lives (one of <samp>Desert</samp>, <samp>Town</samp>, or <samp>Other</samp>). For example, only <samp>Town</samp> NPCs are counted for the introductions [[Quests#List of Story Quests|quest]], can be selected as a secret santa for the [[Feast of the Winter Star]], or get a friendship boost from the [[Luau]]. Default <samp>Other</samp>.
+
| They always appear in the social tab (including their name).
|-
  −
| <samp>IsDarkSkinned</samp>
  −
| ''(Optional)'' Whether the NPC has dark skin, which affects the chance of children with the player having dark skin too. Default false.
   
|}
 
|}
</dd>
     −
<dt>Social features:</dt>
+
Defaults to <samp>UnknownUntilMet</samp>.
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>SpouseAdopts</samp>
! effect
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the player will need to adopt children with this spouse, instead of either the player or NPC giving birth. If null, defaults to true for same-gender and false for opposite-gender spouses.
 +
 
 +
The <samp>Target</samp> player is the one they're married to.
 
|-
 
|-
| <samp>CanSocialize</samp>
+
| <samp>SpouseWantsChildren</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether to enable social features (like birthdays, gift giving, [[friendship]], and an entry in the social tab). Default true.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the spouse will ask to have children. Defaults to true.
|-
  −
| <samp>CanBeRomanced</samp>
  −
| ''(Optional)'' Whether the NPC can be dated and romanced. This enables romance features for this NPC (like a 'single' label in the social menu, bouquet gifting, and marriage). Default false.
  −
|-
  −
| <samp>CanReceiveGifts</samp>
  −
| ''(Optional)'' Whether players can give gifts to this NPC. Default true.
     −
The NPC must also be social per <samp>CanSocialize</samp> and have an entry in <samp>Data/NPCGiftTastes</samp> to be giftable, regardless of this value.
+
The <samp>Target</samp> player is the one they're married to.
 
|-
 
|-
| <samp>CanCommentOnPurchasedShopItems</samp>
+
| <samp>SpouseGiftJealousy</samp>
| ''(Optional)'' Whether this NPC can comment on items that a player sold to a shop which then resold it to them. If null (or omitted), this will default to true if their <samp>HomeRegion</samp> is set to <samp>Town</samp>.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the [[Marriage#Jealousy|spouse will get jealous of gifts to other NPCs]]. Defaults to true.
   −
The NPC must also be social per <samp>CanSocialize</samp> to allow it, regardless of this value.
+
The <samp>Target</samp> player is the one they're married to, and the <samp>Target</samp> item is the one that was gifted.
 
|-
 
|-
| <samp>CanGreetNearbyCharacters</samp>
+
| <samp>SpouseGiftJealousyFriendshipChange</samp>
| ''(Optional)'' Whether this NPC can show a speech bubble greeting nearby players or NPCs, and or be greeted by other NPCs. Default true.
+
| ''(Optional)'' The [[Friendship|friendship point]] effect when the <samp>SpouseGiftJealously</samp> is triggered. Default -30.
 
|-
 
|-
| <samp>CanVisitIsland</samp>
+
| <samp>SpouseRoom</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC can visit the [[Ginger Island]] resort once it's unlocked. Default true.
+
| ''(Optional)'' The [[Marriage#Spouse Rooms|NPC's spouse room]] in the farmhouse when the player marries them, if applicable. If this is omitted for a marriageable NPC, they'll use Abigail's spouse room by default.
   −
The NPC must also be social per <samp>CanSocialize</samp> to visit the island, regardless of this value.
+
This consists of a model with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>LoveInterest</samp>
+
! field
| ''(Optional)'' Unused.
+
! effect
 
|-
 
|-
| <samp>Calendar</samp>
+
| <samp>MapAsset</samp>
| ''(Optional)'' Determines when the NPC's birthday is shown in the [[calendar]]. Possible values:
+
| ''(Optional)'' The asset name for the spouse room map. The <samp>Map/</samp> prefix is added automatically and shouldn't be included. Defaults to <samp>spouseRooms</samp>.
 +
|-
 +
| <samp>MapSourceRect</samp>
 +
| ''(Optional)'' The tile area within the <samp>MapAsset</samp> containing the spouse's room. This should usually be a 6x9 tile area, though the game will try to adjust to a different size. Specified as a model with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to <samp>(0, 0, 6, 9)</samp>.
 +
|}
 +
|-
 +
| <samp>SpousePatio</samp>
 +
| ''(Optional)'' The [[Marriage#Spouse Outside Area|NPC's patio area]] on the farm when the player marries them, if any. Default none.
 +
 
 +
This consists of a model with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>HiddenAlways</samp>
+
| <samp>MapAsset</samp>
| They never appear in the calendar.
+
| ''(Optional)'' The asset name for the patio area. The <samp>Map/</samp> prefix is added automatically and shouldn't be included. Defaults to <samp>spousePatios</samp>.
 +
|-
 +
| <samp>MapSourceRect</samp>
 +
| ''(Optional)'' The tile area within the <samp>MapAsset</samp> containing the spouse's patio area. This must be a 4x4 tile area. Specified as a model with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to <samp>(0, 0, 4, 4)</samp>.
 
|-
 
|-
| <samp>HiddenUntilMet</samp>
+
| <samp>SpriteAnimationFrames</samp>
| Until the player meets them, they don't appear in the calendar.
+
| ''(Optional)'' The spouse's animation frames when they're in the patio. Each frame is an array containing [0] the sprite index in their spritesheet, and [1] the optional duration in milliseconds (default 100). If omitted or empty, the NPC won't be animated.
 +
 
 +
For example, here is Abigail playing the flute:
 +
<syntaxhighlight lang="js">
 +
"SpriteAnimationFrames": [
 +
    [16, 500], // show index 16 for 500ms
 +
    [17, 500],
 +
    [18, 500],
 +
    [19]      // if duration is omitted, defaults to 100ms
 +
]
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>AlwaysShown</samp>
+
| <samp>SpriteAnimationPixelOffset</samp>
| They always appear in the calendar.
+
| ''(Optional)'' The pixel offset to apply to the NPC's sprite when they're animated in the patio, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. This is ignored if the NPC isn't animated via <samp>SpriteAnimationFrames</samp>. Default none.
 
|}
 
|}
 +
|-
 +
| <samp>SpouseFloors</samp><br /><samp>SpouseWallpapers</samp>
 +
| ''(Optional)'' The floors and wallpapers which the NPC may randomly apply to the farmhouse when married to the player. If omitted or empty, the NPC will randomly choose a base floor (0–39) or wallpaper (0–111).
 +
|-
 +
| <samp>IntroductionsQuest</samp>
 +
| ''(Optional)'' Whether to include this NPC in [[Quests#List of Story Quests|the ''introductions'' quest]]. If <samp>null</samp> (or omitted), this will default to true if the <samp>HomeRegion</samp> field is set to <samp>Town</samp>.
 +
|-
 +
| <samp>ItemDeliveryQuests</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this NPC can give item delivery quests. If <samp>null</samp> (or omitted), this will default to true if the <samp>HomeRegion</samp> field is set to <samp>Town</samp>.
   −
Defaults to <samp>AlwaysShown</samp>.
+
The NPC must also be social per <samp>CanSocialize</samp> to allow it, regardless of this value.
 +
|-
 +
| <samp>PerfectionScore</samp>
 +
| ''(Optional)'' Whether to include this NPC when checking whether the player has max friendships with every NPC for the perfection score. Default true.
 +
 
 +
The NPC must also be social per <samp>CanSocialize</samp> to be counted, regardless of this value.
 
|-
 
|-
| <samp>SocialTab</samp>
+
| <samp>EndSlideShow</samp>
| ''(Optional)'' Determines how the NPC is shown on the [[friendship|social tab]] when unlocked. Possible values:
+
| ''(Optional)'' How the NPC appears in the end-game perfection slide show. Possible values:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,766: Line 4,579:  
! effect
 
! effect
 
|-
 
|-
| <samp>HiddenAlways</samp>
+
| <samp>Hidden</samp>
| They never appear in the social tab.
+
| The NPC doesn't appear in the slide show.
 
|-
 
|-
| <samp>HiddenUntilMet</samp>
+
| <samp>MainGroup</samp>
| Until the player meets them, they don't appear on the social tab.
+
| The NPC is added to the main group of NPCs which walk across the screen.
 
|-
 
|-
| <samp>UnknownUntilMet</samp>
+
| <samp>TrailingGroup</samp>
| Until the player meets them, their name on the social tab is replaced with "???".
+
| The NPC is added to the trailing group of NPCs which follow the main group.
|-
  −
| <samp>AlwaysShown</samp>
  −
| They always appear in the social tab (including their name).
   
|}
 
|}
   −
Defaults to <samp>UnknownUntilMet</samp>.
+
Defaults to <samp>MainGroup</samp>.
 
|-
 
|-
| <samp>SpouseAdopts</samp>
+
| <samp>FriendsAndFamily</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the player will need to adopt children with this spouse, instead of either the player or NPC giving birth. If null, defaults to true for same-gender and false for opposite-gender spouses.
+
| ''(Optional)'' The NPC's closest friends and family, as a dictionary where the key is the other NPC's internal name and the value is an optional tokenizable string for the name to use in dialogue text (like 'mom'). Default none.
   −
The <samp>Target</samp> player is the one they're married to.
+
This affects generic dialogue for revealing likes and dislikes to family members, and may affect <samp>inlaw_&lt;NPC&gt;</samp> dialogues. This isn't necessarily comprehensive.
|-
+
|}
| <samp>SpouseWantsChildren</samp>
+
</dd>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the spouse will ask to have children. Defaults to true.
     −
The <samp>Target</samp> player is the one they're married to.
+
<dt>Dumpster diving:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>SpouseGiftJealousy</samp>
+
! field
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the [[Marriage#Jealousy|spouse will get jealous of gifts to other NPCs]]. Defaults to true.
+
! effect
 
  −
The <samp>Target</samp> player is the one they're married to, and the <samp>Target</samp> item is the one that was gifted.
   
|-
 
|-
| <samp>SpouseGiftJealousyFriendshipChange</samp>
+
| <samp>DumpsterDiveEmote</samp>
| ''(Optional)'' The [[Friendship|friendship point]] effect when the <samp>SpouseGiftJealously</samp> is triggered. Default -30.
+
| ''(Optional)'' The emote ID to show above the NPC's head when they see a player rummaging through trash. See [[Modding:event data#Emotes|emote IDs]]. If omitted or <samp>null</samp>, the default depends on the NPC's age: a child will show sad (28), a teen will show a question mark (8), and an adult will show angry (12).
 
|-
 
|-
| <samp>SpouseRoom</samp>
+
| <samp>DumpsterDiveFriendshipEffect</samp>
| ''(Optional)'' The [[Marriage#Spouse Rooms|NPC's spouse room]] in the farmhouse when the player marries them, if applicable. If this is omitted for a marriageable NPC, they'll use Abigail's spouse room by default.
+
| ''(Optional)'' The friendship point change if this NPC sees a player rummaging through trash. Default -25.
 +
|}</dd>
   −
This consists of a model with these fields:
+
<dt>Festivals:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,808: Line 4,619:  
! effect
 
! effect
 
|-
 
|-
| <samp>MapAsset</samp>
+
| <samp>FlowerDanceCanDance</samp>
| ''(Optional)'' The asset name for the spouse room map. The <samp>Map/</samp> prefix is added automatically and shouldn't be included. Defaults to <samp>spouseRooms</samp>.
+
| ''(Optional)'' Whether players can ask the NPC to dance at the Flower Dance festival. The possible values are <samp>true</samp> (can always ask), <samp>false</samp> (can never ask), or <samp>null</samp> (can ask if they're romanceable). Default <samp>null</samp>.
 +
 
 +
If the NPC can dance, you should also add the [[Modding:NPC data#Overworld_sprites|dance sprite frames]] and <samp>FlowerDance_Decline</samp> [[Modding:Dialogue|dialogue text]]. You can optionally set the <samp>FlowerDance_Accept</samp> dialogue too (though NPCs have a default accept dialogue if not).
 
|-
 
|-
| <samp>MapSourceRect</samp>
+
| <samp>WinterStarParticipant</samp>
| ''(Optional)'' The tile area within the <samp>MapAsset</samp> containing the spouse's room. This should usually be a 6x9 tile area, though the game will try to adjust to a different size. Specified as a model with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to <samp>(0, 0, 6, 9)</samp>.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this NPC can give and receive gifts at the [[Feast of the Winter Star]]. If <samp>null</samp> (or omitted), this will default to true if the <samp>HomeRegion</samp> field is set to <samp>Town</samp>.
|}
   
|-
 
|-
| <samp>SpousePatio</samp>
+
| <samp>WinterStarGifts</samp>
| ''(Optional)'' The [[Marriage#Spouse Outside Area|NPC's patio area]] on the farm when the player marries them, if any. Default none.
+
| At the [[Feast of the Winter Star]], the possible gifts this NPC can give to players. A matching entry is selected at random.
   −
This consists of a model with these fields:
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,824: Line 4,636:  
! effect
 
! effect
 
|-
 
|-
| <samp>MapAsset</samp>
+
| ''common fields''
| ''(Optional)'' The asset name for the patio area. The <samp>Map/</samp> prefix is added automatically and shouldn't be included. Defaults to <samp>spousePatios</samp>.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields.
|-
  −
| <samp>MapSourceRect</samp>
  −
| ''(Optional)'' The tile area within the <samp>MapAsset</samp> containing the spouse's patio area. This must be a 4x4 tile area. Specified as a model with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to <samp>(0, 0, 4, 4)</samp>.
  −
|-
  −
| <samp>SpriteAnimationFrames</samp>
  −
| ''(Optional)'' The spouse's animation frames when they're in the patio. Each frame is an array containing [0] the sprite index in their spritesheet, and [1] the optional duration in milliseconds (default 100). If omitted or empty, the NPC won't be animated.
     −
For example, here is Abigail playing the flute:
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
<syntaxhighlight lang="js">
+
|}
"SpriteAnimationFrames": [
  −
    [16, 500], // show index 16 for 500ms
  −
    [17, 500],
  −
    [18, 500],
  −
    [19]      // if duration is omitted, defaults to 100ms
  −
]
  −
</syntaxhighlight>
  −
|-
  −
| <samp>SpriteAnimationPixelOffset</samp>
  −
| ''(Optional)'' The pixel offset to apply to the NPC's sprite when they're animated in the patio, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. This is ignored if the NPC isn't animated via <samp>SpriteAnimationFrames</samp>. Default none.
   
|}
 
|}
 +
 +
<dt>Spawn rules:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>SpouseFloors</samp><br /><samp>SpouseWallpapers</samp>
+
! field
| ''(Optional)'' The floors and wallpapers which the NPC may randomly apply to the farmhouse when married to the player. If omitted or empty, the NPC will randomly choose a base floor (0–39) or wallpaper (0–111).
+
! effect
 
|-
 
|-
| <samp>IntroductionsQuest</samp>
+
| <samp>UnlockConditions</samp>
| ''(Optional)'' Whether to include this NPC in [[Quests#List of Story Quests|the ''introductions'' quest]]. If <samp>null</samp> (or omitted), this will default to true if the <samp>HomeRegion</samp> field is set to <samp>Town</samp>.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC should be added to the world, checked when loading a save and when ending each day. This only affects whether the NPC is added when missing; returning false won't remove an NPC that's already been added. Defaults to true.
 
|-
 
|-
| <samp>ItemDeliveryQuests</samp>
+
| <samp>SpawnIfMissing</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this NPC can give item delivery quests. If <samp>null</samp> (or omitted), this will default to true if the <samp>HomeRegion</samp> field is set to <samp>Town</samp>.
+
| ''(Optional)'' Whether to add this NPC to the world if they're missing (if the <samp>UnlockConditions</samp> match and <samp>HomeLocation</samp> is valid). Default true.
 
  −
The NPC must also be social per <samp>CanSocialize</samp> to allow it, regardless of this value.
   
|-
 
|-
| <samp>PerfectionScore</samp>
+
| <samp>Home</samp>
| ''(Optional)'' Whether to include this NPC when checking whether the player has max friendships with every NPC for the perfection score. Default true.
+
| ''(Optional)'' The default place where this NPC spawns and returns each day. If there are multiple entries, the first matching one is used.
   −
The NPC must also be social per <samp>CanSocialize</samp> to be counted, regardless of this value.
+
This consists of a list of models with these fields:  
|-
  −
| <samp>EndSlideShow</samp>
  −
| ''(Optional)'' How the NPC appears in the end-game perfection slide show. Possible values:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>Hidden</samp>
+
| <samp>ID</samp>
| The NPC doesn't appear in the slide show.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
|-
 
|-
| <samp>MainGroup</samp>
+
| <samp>Location</samp>
| The NPC is added to the main group of NPCs which walk across the screen.
+
| ''(Optional)'' The internal name for the home location where this NPC spawns and returns each day. Default none.
 
|-
 
|-
| <samp>TrailingGroup</samp>
+
| <samp>Tile</samp>
| The NPC is added to the trailing group of NPCs which follow the main group.
+
| ''(Optional)'' The tile position within the home location where this NPC spawns and returns each day. Specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to <samp>(0, 0)</samp>.
 +
|-
 +
| <samp>Direction</samp>
 +
| ''(Optional)'' The default direction the NPC faces when they start each day. The possible values are <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, and <samp>up</samp>. Defaults to <samp>up</samp>.
 +
|-
 +
| <samp>Condition</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry can be selected. Default true.
 
|}
 
|}
  −
Defaults to <samp>MainGroup</samp>.
  −
|-
  −
| <samp>FriendsAndFamily</samp>
  −
| ''(Optional)'' The NPC's closest friends and family, as a dictionary where the key is the other NPC's internal name and the value is an optional tokenizable string for the name to use in dialogue text (like 'mom'). Default none.
  −
  −
This affects generic dialogue for revealing likes and dislikes to family members, and may affect <samp>inlaw_&lt;NPC&gt;</samp> dialogues. This isn't necessarily comprehensive.
   
|}
 
|}
 
</dd>
 
</dd>
   −
<dt>Dumpster diving:</dt>
+
<dt>Appearance & sprite:</dt>
 
<dd>
 
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,896: Line 4,690:  
! effect
 
! effect
 
|-
 
|-
| <samp>DumpsterDiveEmote</samp>
+
| <samp>TextureName</samp>
| ''(Optional)'' The emote ID to show above the NPC's head when they see a player rummaging through trash. See [[Modding:event data#Emotes|emote IDs]]. If omitted or <samp>null</samp>, the default depends on the NPC's age: a child will show sad (28), a teen will show a question mark (8), and an adult will show angry (12).
+
| ''(Optional)'' The '''last segment''' of the NPC's portrait and sprite asset names. For example, set to <samp>Abigail</samp> to use <samp>Portraits/Abigail</samp> and <samp>Characters/Abigail</samp> respectively. Defaults to the internal NPC name.
 
|-
 
|-
| <samp>DumpsterDiveFriendshipEffect</samp>
+
| <samp>Appearance</samp>
| ''(Optional)'' The friendship point change if this NPC sees a player rummaging through trash. Default -25.
+
| ''(Optional)'' The portrait/sprite textures to use.
|}</dd>
+
 
 +
This can list any number of appearance options. They'll be sorted by <samp>Precedence</samp> value (with lower values taking priority), then filtered to those whose fields match. If multiple matching appearances have precedence, one entry is randomly chosen based on their relative weight. This randomization is stable per day, so the NPC always makes the same choice until the next day. If a portrait/sprite can't be loaded (or no appearances match), the NPC will use the default asset based on <samp>TextureName</samp>.
 +
 
 +
The NPC rechecks this field each time they change location.
   −
<dt>Festivals:</dt>
+
This consists of a list of models with these fields:  
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,910: Line 4,706:  
! effect
 
! effect
 
|-
 
|-
| <samp>FlowerDanceCanDance</samp>
+
| <samp>Id</samp>
| ''(Optional)'' Whether players can ask the NPC to dance at the Flower Dance festival. The possible values are <samp>true</samp> (can always ask), <samp>false</samp> (can never ask), or <samp>null</samp> (can ask if they're romanceable). Default <samp>null</samp>.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
+
|-
If the NPC can dance, you should also add the [[Modding:NPC data#Overworld_sprites|dance sprite frames]] and <samp>FlowerDance_Decline</samp> [[Modding:Dialogue|dialogue text]]. You can optionally set the <samp>FlowerDance_Accept</samp> dialogue too (though NPCs have a default accept dialogue if not).
+
| <samp>Season</samp>
 +
| ''(Optional)'' The season in which this appearance should be used (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>), or omit for any season. Defaults to any season.
 
|-
 
|-
| <samp>WinterStarParticipant</samp>
+
| <samp>Indoors</samp><br /><samp>Outdoors</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this NPC can give and receive gifts at the [[Feast of the Winter Star]]. If <samp>null</samp> (or omitted), this will default to true if the <samp>HomeRegion</samp> field is set to <samp>Town</samp>.
+
| ''(Optional)'' Whether this appearance should be used when indoors and/or outdoors. Both default to true.
 
|-
 
|-
| <samp>WinterStarGifts</samp>
+
| <samp>Condition</samp>
| At the [[Feast of the Winter Star]], the possible gifts this NPC can give to players. A matching entry is selected at random.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry can be selected. Default true.
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Portrait</samp><br /><samp>Sprite</samp>
! effect
+
| ''(Optional)'' The asset name for the portraits and/or sprites texture to load. If omitted or it can't be loaded, it will default to the default asset per the <samp>Texture</samp> field.
 
|-
 
|-
| ''common fields''
+
| <samp>IsIslandAttire</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields.
+
| ''(Optional)'' Whether this is island beach attire worn at the resort. Default false.
   −
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
This is mutually exclusive: NPCs will never wear it in other contexts if it's true, and will never wear it as island attire if it's false.
|}
+
|-
 +
| <samp>Precedence</samp>
 +
| ''(Optional)'' The order in which this entry should be checked, where lower values are checked first. This can be a negative value. Default 0.
 +
|-
 +
| <samp>Weight</samp>
 +
| ''(Optional)'' If multiple entries with the same <samp>Precedence</samp> match, the relative weight to use when randomly choosing one. Default 1.
 +
 
 +
For example, let's say two appearance entries match: one has a weight of 2, and the other has a weight of 1. Their probability of being chosen is 2/3 and 1/3 respectively.
 
|}
 
|}
   −
<dt>Spawn rules:</dt>
+
'''Note:''' the default textures based on <samp>TextureName</samp> must still exist, even if you use this field to override them.
<dd>
+
|-
{| class="wikitable"
+
| <samp>MugShotSourceRect</samp>
 +
| ''(Optional)'' The 16x24-pixel area in the character's sprite texture to show as their mug shot icon in the calendar, social menu, and other contexts. Defaults to part of their first sprite.
 +
|-
 +
| <samp>Size</samp>
 +
| ''(Optional)'' The pixel size of the individual sprites in their overworld sprite spritesheet. Specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to <samp>(16, 32)</samp>.
 +
 
 +
'''Note:''' sizes bigger than 16×32 will cause issues like broken spawning, pathfinding, misalignment in the [[perfection]] end-game slide show, etc.
 
|-
 
|-
! field
+
| <samp>Breather</samp>
! effect
+
| ''(Optional)'' Whether the chest on the NPC's overworld sprite puffs in and out as they breathe. Default true</samp>.
 
|-
 
|-
| <samp>UnlockConditions</samp>
+
| <samp>BreathChestRect</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC should be added to the world, checked when loading a save and when ending each day. This only affects whether the NPC is added when missing; returning false won't remove an NPC that's already been added. Defaults to true.
+
| ''(Optional)'' A [[Modding:Common data field types#Rectangle|rectangle]] pixel area within the spritesheet which expands and contracts to simulate breathing, relative to the top-left corner of the source rectangle for their current sprite. Omit to calculate it automatically. This should be omitted for most NPCs, unless they have a non-standard size.
 
|-
 
|-
| <samp>SpawnIfMissing</samp>
+
| <samp>BreathChestPosition</samp>
| ''(Optional)'' Whether to add this NPC to the world if they're missing (if the <samp>UnlockConditions</samp> match and <samp>HomeLocation</samp> is valid). Default true.
+
| ''(Optional)'' A [[Modding:Common data field types#Point|point]] pixel offset to apply to the NPC's <samp>BreathChestPosition</samp> when drawn over the NPC. Omit to calculate it automatically. This should be omitted for most NPCs, unless they have a non-standard size.
 
|-
 
|-
| <samp>Home</samp>
+
| <samp>Shadow</samp>
| ''(Optional)'' The default place where this NPC spawns and returns each day. If there are multiple entries, the first matching one is used.
+
| ''(Optional)'' The options for the shadow to draw under the NPC, or omit to apply the default shadow behavior.
 +
 
 +
This consists of a model with these fields:
   −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,956: Line 4,764:  
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>Visible</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
+
| ''(Optional)'' Whether the shadow should be drawn. Default true.
 +
|-
 +
| <samp>Offset</samp>
 +
| ''(Optional)'' A [[Modding:Common data field types#Point|point]] pixel offset applied to the shadow position. Default zero.
 +
|-
 +
| <samp>Scale</samp>
 +
| ''(Optional)'' The scale at which to draw the shadow. Default 1.
 +
 
 +
This is a multiplier applied to the default shadow scale, which can change based on factors like whether the NPC is jumping. For example, <samp>0.5</samp> means half the size it'd be drawn if you didn't specify a scale.
 +
|}
 
|-
 
|-
| <samp>Location</samp>
+
| <samp>EmoteOffset</samp>
| ''(Optional)'' The internal name for the home location where this NPC spawns and returns each day. Default none.
+
| ''(Optional)'' A [[Modding:Common data field types#Point|point]] pixel offset applied to emote drawn over the NPC. Default zero.
 
|-
 
|-
| <samp>Tile</samp>
+
| <samp>ShakePortraits</samp>
| ''(Optional)'' The tile position within the home location where this NPC spawns and returns each day. Specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to <samp>(0, 0)</samp>.
+
| ''(Optional)'' The portrait indexes which should shake when displayed. Default none.
 
|-
 
|-
| <samp>Direction</samp>
+
| <samp>KissSpriteIndex</samp>
| ''(Optional)'' The default direction the NPC faces when they start each day. The possible values are <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, and <samp>up</samp>. Defaults to <samp>up</samp>.
+
| ''(Optional)'' If the NPC can be married, the sprite index within their <samp>Texture</samp> to use when kissing a player. Default 28.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>KissSpriteFacingDirection</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry can be selected. Default true.
+
| ''(Optional)'' Whether the character is facing right (true) or left (false) in their <samp>KissSpriteIndex</samp>. The sprite will be flipped as needed to face the player. Default true.
|}
   
|}
 
|}
 
</dd>
 
</dd>
   −
<dt>Appearance & sprite:</dt>
+
<dt>[[Secrets#Gift Log|Hidden gift log emote]]:</dt>
 
<dd>
 
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,981: Line 4,797:  
! effect
 
! effect
 
|-
 
|-
| <samp>TextureName</samp>
+
| <samp>HiddenProfileEmoteSound</samp>
| ''(Optional)'' The '''last segment''' of the NPC's portrait and sprite asset names. For example, set to <samp>Abigail</samp> to use <samp>Portraits/Abigail</samp> and <samp>Characters/Abigail</samp> respectively. Defaults to the internal NPC name.
+
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the [[#Custom audio|cue ID]] for the sound played when clicking the sprite. Defaults to <samp>drumkit6</samp>.
 +
|-
 +
| <samp>HiddenProfileEmoteDuration</samp>
 +
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], how long the animation plays measured in milliseconds. Defaults to 4000 (4 seconds).
 +
|-
 +
| <samp>HiddenProfileEmoteStartFrame</samp>
 +
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the index within the NPC's overworld sprite spritesheet at which the animation starts. If omitted for a vanilla NPC, the game plays a default animation specific to that NPC; if omitted for a custom NPC, the game just shows them walking while facing down.
 
|-
 
|-
| <samp>Appearance</samp>
+
| <samp>HiddenProfileEmoteFrameCount</samp>
| ''(Optional)'' The portrait/sprite textures to use.
+
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the number of frames in the animation. The first frame corresponds to <samp>HiddenProfileEmoteStartFrame</samp>, and each subsequent frame will use the next sprite in the spritesheet. Default 1.
   −
This can list any number of appearance options. They'll be sorted by <samp>Precedence</samp> value (with lower values taking priority), then filtered to those whose fields match. If multiple matching appearances have precedence, one entry is randomly chosen based on their relative weight. This randomization is stable per day, so the NPC always makes the same choice until the next day. If a portrait/sprite can't be loaded (or no appearances match), the NPC will use the default asset based on <samp>TextureName</samp>.
+
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
 +
|-
 +
| <samp>HiddenProfileEmoteFrameDuration</samp>
 +
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], how long each animation frame is shown on-screen before switching to the next one, measured in milliseconds. Default 200.
   −
The NPC rechecks this field each time they change location.
+
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
 +
|}
 +
</dd>
   −
This consists of a list of models with these fields:  
+
<dt>Advanced:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,997: Line 4,825:  
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>CustomFields</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
+
| The [[#Custom data fields|custom fields]] for this entry.
 
|-
 
|-
| <samp>Season</samp>
+
| <samp>FormerCharacterNames</samp>
| ''(Optional)'' The season in which this appearance should be used (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>), or omit for any season. Defaults to any season.
+
| ''(Optional)'' The former NPC names which may appear in save data. If matched, the game will rename the NPC and update related data (e.g. friendship).
|-
  −
| <samp>Indoors</samp><br /><samp>Outdoors</samp>
  −
| ''(Optional)'' Whether this appearance should be used when indoors and/or outdoors. Both default to true.
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry can be selected. Default true.
  −
|-
  −
| <samp>Portrait</samp><br /><samp>Sprite</samp>
  −
| ''(Optional)'' The asset name for the portraits and/or sprites texture to load. If omitted or it can't be loaded, it will default to the default asset per the <samp>Texture</samp> field.
  −
|-
  −
| <samp>IsIslandAttire</samp>
  −
| ''(Optional)'' Whether this is island beach attire worn at the resort. Default false.
     −
This is mutually exclusive: NPCs will never wear it in other contexts if it's true, and will never wear it as island attire if it's false.
+
A former name is only applied if:
|-
+
# it doesn't match a current ID in <samp>Data/Characters</samp>;
| <samp>Precedence</samp>
+
# the save has an NPC with the former name;
| ''(Optional)'' The order in which this entry should be checked, where lower values are checked first. This can be a negative value. Default 0.
+
# the save doesn't already have an NPC with the new name.
|-
  −
| <samp>Weight</samp>
  −
| ''(Optional)'' If multiple entries with the same <samp>Precedence</samp> match, the relative weight to use when randomly choosing one. Default 1.
     −
For example, let's say two appearance entries match: one has a weight of 2, and the other has a weight of 1. Their probability of being chosen is 2/3 and 1/3 respectively.
+
For example:
|}
+
<syntaxhighlight lang="js">
 +
"FormerCharacterNames": [ "SomeOldName" ]
 +
</syntaxhighlight>
   −
'''Note:''' the default textures based on <samp>TextureName</samp> must still exist, even if you use this field to override them.
+
Former names can have any format, but they must be '''globally''' unique. They can't match the ID or <samp>FormerCharacterNames</samp> of any other NPC in <samp>Data/Characters</samp> (whether vanilla or custom).
 
|-
 
|-
| <samp>MugShotSourceRect</samp>
+
| <samp>FestivalVanillaActorIndex</samp>
| ''(Optional)'' The 16x24-pixel area in the character's sprite texture to show as their mug shot icon in the calendar, social menu, and other contexts. Defaults to part of their first sprite.
+
| ''(Optional, Specialized)'' The NPC's index in the <samp>Maps/characterSheet</samp> tilesheet, if applicable. This is used for placing vanilla NPCs in festivals from the map; custom NPCs should use the <samp>&lt;layer&gt;_additionalCharacters</samp> field in the festival data instead.
|-
  −
| <samp>Size</samp>
  −
| ''(Optional)'' The pixel size of the individual sprites in their overworld sprite spritesheet. Specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to <samp>(16, 32)</samp>.
  −
 
  −
'''Note:''' sizes bigger than 16×32 will cause issues like broken spawning, pathfinding, misalignment in the [[perfection]] end-game slide show, etc.
  −
|-
  −
| <samp>Breather</samp>
  −
| ''(Optional)'' Whether the chest on the NPC's overworld sprite puffs in and out as they breathe. Default true</samp>.
  −
|-
  −
| <samp>ShakePortraits</samp>
  −
| ''(Optional)'' The portrait indexes which should shake when displayed. Default none.
  −
|-
  −
| <samp>KissSpriteIndex</samp>
  −
| ''(Optional)'' If the NPC can be married, the sprite index within their <samp>Texture</samp> to use when kissing a player. Default 28.
  −
|-
  −
| <samp>KissSpriteFacingDirection</samp>
  −
| ''(Optional)'' Whether the character is facing right (true) or left (false) in their <samp>KissSpriteIndex</samp>. The sprite will be flipped as needed to face the player. Default true.
   
|}
 
|}
 
</dd>
 
</dd>
 +
</dl>
   −
<dt>[[Secrets#Gift Log|Hidden gift log emote]]:</dt>
+
====Examples====
<dd>
+
For example, this content pack adds a new ''Amabel'' NPC with full social features:
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>HiddenProfileEmoteSound</samp>
  −
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the [[#Custom audio|cue ID]] for the sound played when clicking the sprite. Defaults to <samp>drumkit6</samp>.
  −
|-
  −
| <samp>HiddenProfileEmoteDuration</samp>
  −
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], how long the animation plays measured in milliseconds. Defaults to 4000 (4 seconds).
  −
|-
  −
| <samp>HiddenProfileEmoteStartFrame</samp>
  −
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the index within the NPC's overworld sprite spritesheet at which the animation starts. If omitted for a vanilla NPC, the game plays a default animation specific to that NPC; if omitted for a custom NPC, the game just shows them walking while facing down.
  −
|-
  −
| <samp>HiddenProfileEmoteFrameCount</samp>
  −
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the number of frames in the animation. The first frame corresponds to <samp>HiddenProfileEmoteStartFrame</samp>, and each subsequent frame will use the next sprite in the spritesheet. Default 1.
     −
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
+
{{#tag:syntaxhighlight|<nowiki>
|-
+
{
| <samp>HiddenProfileEmoteFrameDuration</samp>
+
     "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], how long each animation frame is shown on-screen before switching to the next one, measured in milliseconds. Default 200.
+
     "Changes": [
 
+
         {
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
+
             "Action": "EditData",
|}
+
             "Target": "Data/Characters",
</dd>
+
             "Entries": {
 
+
                 "{{ModId}}_Amabel": {
<dt>Advanced:</dt>
+
                     "DisplayName": "Amabel", // this would normally use {{i18n:}} to support translations
<dd>
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
  −
|-
  −
| <samp>FormerCharacterNames</samp>
  −
| ''(Optional)'' The former NPC names which may appear in save data. If matched, the game will rename the NPC and update related data (e.g. friendship).
  −
 
  −
A former name is only applied if:
  −
# it doesn't match a current ID in <samp>Data/Characters</samp>;
  −
# the save has an NPC with the former name;
  −
# the save doesn't already have an NPC with the new name.
  −
 
  −
For example:
  −
<syntaxhighlight lang="js">
  −
"FormerCharacterNames": [ "SomeOldName" ]
  −
</syntaxhighlight>
  −
 
  −
Former names can have any format, but they must be '''globally''' unique. They can't match the ID or <samp>FormerCharacterNames</samp> of any other NPC in <samp>Data/Characters</samp> (whether vanilla or custom).
  −
|-
  −
| <samp>FestivalVanillaActorIndex</samp>
  −
| ''(Optional, Specialized)'' The NPC's index in the <samp>Maps/characterSheet</samp> tilesheet, if applicable. This is used for placing vanilla NPCs in festivals from the map; custom NPCs should use the <samp>&lt;layer&gt;_additionalCharacters</samp> field in the festival data instead.
  −
|}
  −
</dd>
  −
</dl>
  −
 
  −
====Examples====
  −
For example, this content pack adds a new ''Amabel'' NPC with full social features:
  −
 
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
     "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
     "Changes": [
  −
         {
  −
             "Action": "EditData",
  −
             "Target": "Data/Characters",
  −
             "Entries": {
  −
                 "{{ModId}}_Amabel": {
  −
                     "DisplayName": "Amabel", // this would normally use {{i18n:}} to support translations
   
                     "BirthSeason": "Fall",
 
                     "BirthSeason": "Fall",
 
                     "BirthDay": 14,
 
                     "BirthDay": 14,
Line 5,172: Line 4,912:     
===Custom NPC appearance===
 
===Custom NPC appearance===
 +
{{/doc status|[[Modding:NPC data]]|done=false}}
 +
 
Each NPC can now have any number of custom portraits/sprites in <samp>Data/Characters</samp> with arbitrary conditions. This lets mods add features like indoor/outdoor outfits without the performance impact of reloading textures. If multiple outfits apply, the game will choose between them with a day-stable randomization.
 
Each NPC can now have any number of custom portraits/sprites in <samp>Data/Characters</samp> with arbitrary conditions. This lets mods add features like indoor/outdoor outfits without the performance impact of reloading textures. If multiple outfits apply, the game will choose between them with a day-stable randomization.
   Line 5,221: Line 4,963:     
===Custom farm animals===
 
===Custom farm animals===
You can now create and customize [[Animals|farm animals]] by editing the revamped <samp>Data/FarmAnimals</samp> asset.
+
{{/doc status|[[Modding:Animal data]]|done=true}}
 +
 
 +
You can now create and edit [[Animals|farm animals]] by editing the revamped <samp>Data/FarmAnimals</samp> asset. This changes to a data model, adds built-in support for custom animals, and allows far more customizability per animal (like its size, growth, produce, appearance and sounds, etc).
 +
 
 +
===Custom pets===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
====Format====
 +
You can now create and customize [[Animals#Cat or Dog|pet]]s & pet breeds by editing the new <samp>Data/Pets</samp> asset.
    
This consists of a string → model lookup, where...
 
This consists of a string → model lookup, where...
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the farm animal type.
+
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the pet (not the pet breed). The vanilla IDs are <samp>Cat</samp> and <samp>Dog</samp>.
 
* The value is a model with the fields listed below.
 
* The value is a model with the fields listed below.
   −
====Main info====
+
=====Basic info=====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,234: Line 4,984:  
|-
 
|-
 
| <samp>DisplayName</samp>
 
| <samp>DisplayName</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the animal type's display name.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the pet type's display name (e.g. "cat" or "dog"). For example, the vanilla adoption events show this when Marnie asks if you want to adopt the cat/dog.
|-
+
|}
| <samp>House</samp>
  −
| The [[#Custom buildings|building ID]] for the main building type that houses this animal. The animal will also be placeable in buildings whose <samp>ValidOccupantTypes</samp> field contains this value.
  −
|-
  −
| <samp>Gender</samp>
  −
| ''(Optional)'' The possible genders for the animal type. Currently this only affects the text shown after purchasing the animal, like "''Great! I'll send little &lt;name&gt; to [his/her] new home right away''". Default <samp>Female</samp>.
     −
The possible values are:
+
=====Audio & sprites=====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>Male</samp><br /><samp>Female</samp>
+
| <samp>BarkSound</samp>
| Farm animals of this type are always male or always female.
+
| The [[#Custom audio|cue ID]] for the pet's occasional 'bark' sound.
 
|-
 
|-
| <samp>MaleOrFemale</samp>
+
| <samp>ContentSound</samp>
| The gender of each animal is randomized based on its internal unique ID.
+
| The [[#Custom audio|cue ID]] for the sound which the pet makes when you pet it.
|}
+
|-
 +
| <samp>RepeatContentSoundAfter</samp>
 +
| ''(Optional)'' The number of milliseconds until the <samp>ContentSound</samp> is repeated once. This is used by the dog, who pants twice when pet. Defaults to -1 (disabled).
 +
|-
 +
| <samp>EmoteOffset</samp>
 +
| ''(Optional)'' A pixel offset for the emote drawn above the pet sprite, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. For example, this affects the heart emote shown after petting it. Default none.
 
|}
 
|}
   −
====Animal shop====
+
=====Events=====
These fields affect how this farm animal type is shown in [[Marnie's Ranch|Marnie's animal shop]]. Animals are automatically listed if they have a valid <samp>PurchasePrice</samp> value.
  −
 
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,264: Line 5,012:  
! effect
 
! effect
 
|-
 
|-
| <samp>PurchasePrice</samp>
+
| <samp>EventOffset</samp>
| ''(Optional if not purchaseable)'' Half the cost to purchase the animal (the actual price is double this value), or a negative value to disable purchasing this animal type. Default -1.
+
| ''(Optional)'' The pixel offset for the pet when shown in events like Marnie's adoption event, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. Default none.
 
|-
 
|-
| <samp>ShopTexture</samp>
+
| <samp>AdoptionEventLocation</samp><br /><samp>AdoptionEventId</samp>
| ''(Optional if not purchaseable)'' The asset name for the icon texture to show in shops. Defaults to <samp>LooseSprites/Cursors</samp> or <samp>LooseSprites/Cursors2</samp> based on the animal's position within the loaded data (but using the default isn't recommended if it's purchaseable).
+
| ''(Optional)'' If both fields are set, the location and [[Modding:Event data|event ID]] which lets the player adopt this pet. This forces the event to play after 20 days if its preconditions haven't been met yet. Default <samp>Farm</samp> and none respectively.
 
|-
 
|-
| <samp>ShopSourceRect</samp>
+
| <samp>SummitPerfectionEvent</samp>
| ''(Optional if not purchaseable)'' The pixel area within the <samp>ShopTexture</samp> to draw, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. This should be 32 pixels wide and 16 high. Ignored if <samp>ShopTexture</samp> isn't set.
+
| ''(Optional)'' How to render the pet during the summit [[perfection]] slideshow. If this isn't set, the pet won't be shown in the slideshow.
 +
 
 +
This consists of a model with these fields:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>RequiredBuilding</samp>
+
! field
| ''(Optional)'' The building that needs to be built on the farm for this animal to be available to purchase. Buildings that are upgraded from this building are valid too. Default none.
+
! effect
 
|-
 
|-
| <samp>UnlockCondition</samp>
+
| <samp>SourceRect</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the farm animal is available in the shop menu. Default always unlocked.
+
| The source rectangle within the pet's texture to draw.
 
|-
 
|-
| <samp>ShopDisplayName</samp>
+
| <samp>AnimationLength</samp>
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the display name shown in the shop menu. Defaults to the <samp>DisplayName</samp> field.
+
| The number of frames to show starting from the <samp>SourceRect</samp>.
 
|-
 
|-
| <samp>ShopDescription</samp>
+
| <samp>Motion</samp>
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the tooltip description shown in the shop menu. Defaults to none.
+
| The motion to apply to the pet sprite.
 
|-
 
|-
| <samp>ShopMissingBuildingDescription</samp>
+
| <samp>Flipped</samp>
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] which overrides <samp>ShopDescription</samp> if the <samp>RequiredBuilding</samp> isn't built. Defaults to none.
+
| ''(Optional)'' Whether to flip the pet sprite left-to-right. Default false.
 
|-
 
|-
| <samp>AlternatePurchaseTypes</samp>
+
| <samp>PingPong</samp>
| ''(Optional)'' The possible variants for this farm animal (e.g. chickens can be Brown Chicken, Blue Chicken, or White Chicken). This consists of a list of models with these fields:
+
| ''(Optional)'' Whether to apply the 'ping pong' effect to the pet sprite animation. Default false.
 +
|}
 +
|}
 +
 
 +
=====Gifts=====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,295: Line 5,051:  
! effect
 
! effect
 
|-
 
|-
| <samp>AnimalIDs</samp>
+
| <samp>GiftChance</samp>
| A list of animal IDs to spawn instead of the main <samp>ID</samp> field. If multiple are listed, one is chosen at random on purchase.
+
| ''(Optional)'' The random probability each day that the pet will give the player a gift from the <samp>Gifts</samp> list when they interact with the pet. Specified as a value between 0 (never) and 1 (always). Default .2 (20% chance).
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>Gifts</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this variant entry is available. Default always enabled.
+
| ''(Optional)'' The list of gifts that this pet can give if the <samp>GiftChance</samp> is successful. Default none.
|}
     −
If multiple are listed, the first available variant is returned. Default none.
+
This consists of a list of models with these fields:
|}
     −
====Hatching====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,311: Line 5,064:  
! effect
 
! effect
 
|-
 
|-
| <samp>EggItemIds</samp>
+
| <samp>Id</samp>
| ''(Optional)'' A list of the [[#Custom items|object IDs]] that can be placed in the [[incubator]] or [[Ostrich Incubator|ostrich incubator]] to hatch this animal. If the animal's <samp>House</samp> field doesn't match the current building, the entry will be ignored. Default none.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 
|-
 
|-
| <samp>IncubationTime</samp>
+
| <samp>QualifiedItemID</samp>
| ''(Optional)'' How long eggs incubate before they hatch. Default 9000 minutes.
+
| The [[Modding:Common data field types#Item ID|qualified item ID]] for the gift item to create.
 
|-
 
|-
| <samp>IncubatorParentSheetOffset</samp>
+
| <samp>Stack</samp>
| ''(Optional)'' An offset applied to the incubator's sprite index when it's holding an egg. Default 1.
+
| ''(Optional)'' The stack size of the gift item to produce. Default 1.
 
  −
The vanilla values are:
  −
{| class="wikitable"
   
|-
 
|-
! offset
+
| <samp>MinimumFriendshipThreshold</samp>
! [[incubator]]
+
| ''(Optional)'' The friendship level that this pet must be at before it can give this gift. Defaults to 1000 (max friendship).
! [[Ostrich Incubator|ostrich incubator]]
   
|-
 
|-
| 0
+
| <samp>Weight</samp>
| empty incubator
+
| ''(Optional)'' The option's weight when randomly choosing a gift, relative to other gifts in the list (e.g. <samp>2</samp> is twice as likely as <samp>1</samp>). Default 1.
| empty incubator
  −
|-
  −
| 1
  −
| small white egg
  −
| large brown egg
  −
|-
  −
| 2
  −
| small brown egg
  −
| ''invalid'' (will show [[Junimo Chest|Junimo chest]] sprite)
   
|}
 
|}
|-
  −
| <samp>BirthText</samp>
  −
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when entering the building after the egg hatched. Defaults to the text "<samp>???</samp>".
   
|}
 
|}
   −
====Growth====
+
=====Behavior=====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,350: Line 5,087:  
! effect
 
! effect
 
|-
 
|-
| <samp>DaysToMature</samp>
+
| <samp>Id</samp>
| ''(Optional)'' The number of days until a freshly purchased/born animal becomes an adult and begins producing items. Default 1.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 
|-
 
|-
| <samp>CanGetPregnant</samp>
+
| <samp>MoveSpeed</samp>
| ''(Optional)'' Whether an animal can [[Animals#Animal Births|produce a child]] (regardless of gender). Default false.
+
| ''(Optional)'' How quickly the pet can move. Default 2.
|}
  −
 
  −
====Produce====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>SleepOnBedChance</samp><br /><samp>SleepNearBedChance</samp><br /><samp>SleepOnRugChance</samp>
! effect
+
| ''(Optional)'' The percentage chances for the locations where the pet will sleep each night, as a decimal value between 0 (never) and 1 (always). Each value is checked in the order listed at left until a match is found. If none of them match, the pet will choose a random empty spot in the farmhouse; if none was found, it'll sleep next to its pet bowl outside.
 
|-
 
|-
| <samp>ProduceItemIds</samp><br /><samp>DeluxeProduceItemIds</samp>
+
| <samp>Behaviors</samp>
| ''(Optional)'' The items produced by the animal when it's an adult. The <samp>DeluxeProduceItemIds</samp> field only applies if the <samp>Deluxe*</samp> fields match. Both default to none.
+
| The pet's possible actions and behaviors, defined as the states in a state machine. Essentially the pet will be in one state at any given time, which also determines which state they can transition to next. For example, a cat can transition from <samp>Walk</samp> to <samp>BeginSitDown</samp>, but it can't skip instantly from <samp>Walk</samp> to <samp>SitDownLick</samp>.
    
This consists of a list of models with these fields:
 
This consists of a list of models with these fields:
 +
 +
<dl>
 +
<dt>Required fields:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,372: Line 5,109:  
! effect
 
! effect
 
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>Id</samp>
| The [[#Custom items|''unqualified'' object ID]] of the item to produce.
+
| A unique ID for the state. This only needs to be unique within the pet type (e.g. <samp>Cat</samp> and <samp>Dog</samp> can have different behaviors with the same ID).
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this item can be produced now. Defaults to always true.
  −
|-
  −
| <samp>MinimumFriendship</samp>
  −
| ''(Optional)'' The minimum friendship points with the animal needed to produce this item. Default 0.
   
|}
 
|}
 +
</dd>
   −
If multiple items can be produced, one is chosen at random (with deluxe items taking priority if applicable).
+
<dt>Direction:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>DaysToProduce</samp>
+
! field
| ''(Optional)'' The number of days between item productions. For example, setting <samp>1</samp> will produce an item every other day. Default 1.
+
! effect
 
|-
 
|-
| <samp>ProduceOnMature</samp>
+
| <samp>Direction</samp>
| ''(Optional)'' Whether an item is produced on the day the animal becomes an adult. Default false.
+
| ''(Optional)'' The specific direction to face at the start of this state (one of <samp>left</samp>, <samp>right</samp>, <samp>up</samp>, or <samp>down</samp>), unless overridden by <samp>RandomizeDirection</samp>.  
 
|-
 
|-
| <samp>FriendshipForFasterProduce</samp>
+
| <samp>RandomizeDirection</samp>
| ''(Optional)'' The minimum friendship points needed to reduce the <samp>DaysToProduce</samp> by one. Defaults to no reduction based on friendship.
+
| ''(Optional)'' Whether to point the pet in a random direction at the start of this state (overriding the <samp>Direction</samp> if specified). Default false.
 
|-
 
|-
| <samp>DeluxeProduceMinimumFriendship</samp>
+
| <samp>IsSideBehavior</samp>
| ''(Optional)'' The minimum friendship points needed to produce the <samp>DeluxeProduceItemId</samp>. Default 200.
+
| ''(Optional)'' Whether to constrain the pet's facing direction to left and right while the state is active. Default false.
|-
+
|}
| <samp>DeluxeProduceCareDivisor</samp><br /><samp>DeluxeProduceLuckMultiplier</samp>
+
</dd>
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] which change the probability of producing the <samp>DeluxeProduceItemId</samp>, based on this formula:
  −
<pre>
  −
if happiness > 200:
  −
  happiness_modifier = happiness * 1.5
  −
else if happiness > 100:
  −
  happiness_modifier = 0
  −
else
  −
  happiness_modifier = happiness - 100
     −
((friendship + happiness_modifier) / DeluxeProduceCareDivisor) + (daily_luck * DeluxeProduceLuckMultiplier)
+
<dt>Movement:</dt>
</pre>
+
<dd>
 
  −
Specifically:
  −
* <samp>DeluxeProduceCareDivisor</samp> reduces the bonus from friendship and happiness, so a lower value ''increases'' the probability of producing the deluxe item. Default 1200.
  −
* <samp>DeluxeProduceLuckMultiplier</samp> increases the effect of [[Luck|daily luck]]. Default 0.
  −
 
  −
For example, given a friendship of 102 and happiness of 150, the probability with the default field values will be <code>((102 + 0) / 1200) + (daily_luck * 0) = (102 / 1200) = 0.085</code> or 8.5%.
  −
 
  −
See [[Animals#Produce]] for more info on the calculation.
  −
|-
  −
| <samp>HarvestType</samp>
  −
| ''(Optional)'' How produced items are collected from the animal. The valid values are:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>DropOvernight</samp>
+
| <samp>WalkInDirection</samp>
| The item is placed on the ground in the animal's home building overnight.
+
| ''(Optional)'' Whether to walk in the pet's facing direction. Default false.
 
|-
 
|-
| <samp>HarvestWithTool</samp>
+
| <samp>MoveSpeed</samp>
| The item is collected from the animal directly based on the <samp>HarvestTool</samp> field.
+
| ''(Optional)'' Overrides the pet's <samp>MoveSpeed</samp> field while this state is active. Default -1 (which uses the pet's <samp>MoveSpeed</samp> value).
|-
  −
| <samp>DigUp</samp>
  −
| The farm animal will dig it up randomly throughout the day. This applies the same logic as [[Pig#Produce|pigs finding truffles]], but for the current item to produce via <samp>ProduceItemIds</samp> and <samp>DeluxeProduceItemIds</samp>.
   
|}
 
|}
 +
</dd>
   −
Default <samp>DropOvernight</samp>.
+
<dt>Audio:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>HarvestTool</samp>
+
! field
| ''(Optional)'' The [[#Custom items|tool ID]] with which produced items can be collected from the animal, if the <samp>HarvestType</samp> is set to <samp>HarvestWithTool</samp>. The values recognized by the vanilla tools are <samp>MilkPail</samp> and <samp>Shears</samp>. Default none.
+
! effect
 
+
|-
 +
| <samp>SoundOnStart</samp>
 +
| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound to play when the state starts. If set to <samp>BARK</samp>, the pet's <samp>BarkSound</samp> (or breed's <samp>BarkOverride</samp>) field is used. Defaults to none.
 +
|-
 +
| <samp>SoundRange</samp><br /><samp>SoundRangeFromBorder</samp>
 +
| ''(Optional)'' When set, the <samp>SoundOnStart</samp> is only audible if the pet is within this many tiles away from the player (<samp>SoundRange</samp>) or past the border of the screen (<samp>SoundRangeFromBorder</samp>). Default -1 (no distance check).
 +
|-
 +
| <samp>SoundIsVoice</samp>
 +
| ''(Optional)'' Whether to mute the <samp>SoundOnStart</samp> when the 'mute animal sounds' option is set. Default false.
 
|}
 
|}
 +
</dd>
   −
====Audio & sprite====
+
<dt>Behavior transitions:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,447: Line 5,172:  
! effect
 
! effect
 
|-
 
|-
| <samp>Sound</samp>
+
| <samp>AnimationEndBehaviorChanges</samp><br /><samp>TimeoutBehaviorChanges</samp><br /><samp>PlayerNearbyBehaviorChanges</samp><br /><samp>RandomBehaviorChanges</samp><br /><samp>JumpLandBehaviorChanges</samp>
| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound produced by the animal (e.g. when pet). Default none.
+
| ''(Optional)'' A list of possible behavior transitions to start when the criteria are achieved. If multiple transitions are listed, a random one will be selected. If omitted, it won't affect behavior transitions.
|-
+
 
| <samp>BabySound</samp>
+
These are triggered when this behavior's animation finishes (<samp>AnimationEndBehaviorChanges</samp>), when the set duration ends (<samp>TimeoutBehaviorChanges</samp>), when the player is within 2 tiles of the pet (<samp>PlayerNearbyBehaviorChanges</samp>), randomly at the start of each frame based on the <samp>RandomBehaviorChangeChance</samp> field (<samp>RandomBehaviorChanges</samp>), and when the pet finishes a jump (<samp>JumpLandBehaviorChanges</samp>).
| ''(Optional)'' Overrides <samp>Sound</samp> field when the animal is a baby. Has no effect if <samp>Sound</samp> isn't specified. Default none.
  −
|-
  −
| <samp>Texture</samp>
  −
| ''(Optional)'' The asset name for the animal's spritesheet. Defaults to <samp>Animals/{{t|ID}}</samp> (like <samp>Animals/Goat</samp> for a [[goat]]). This asset must exist even if you use <samp>Skins</samp> below, since the default appearance is automatically an available skin.
  −
|-
  −
| <samp>HarvestedTexture</samp>
  −
| ''(Optional)'' Overrides <samp>Texture</samp> if the animal doesn't currently have an item ready to collect (like the [[sheep]]'s sheared sprite). Default none.
  −
|-
  −
| <samp>BabyTexture</samp>
  −
| ''(Optional)'' Overrides <samp>Texture</samp> and <samp>HarvestedTexture</samp> when the animal is a baby. Default none.
  −
|-
  −
| <samp>UseFlippedRightForLeft</samp>
  −
| ''(Optional)'' When the animal is facing left, whether to use a flipped version of their right-facing sprite. Default false.
  −
|-
  −
| <samp>SpriteWidth</samp><br /><samp>SpriteHeight</samp>
  −
| ''(Optional)'' The pixel height & width of the animal's sprite (before the in-game pixel zoom). Both default to 16.
  −
|-
  −
| <samp>EmoteOffset</samp>
  −
| ''(Optional)'' A pixel offset to apply to emotes from the farm animal, specified as an object with <samp>X</samp> and <samp>Y</samp>. Default zero.
  −
|-
  −
| <samp>SwimOffset</samp>
  −
| ''(Optional)'' A pixel offset to apply to the farm animal's sprite while it's swimming, specified as an object with <samp>X</samp> and <samp>Y</samp>. Default <samp>"X": 0, "Y": 112</samp>.
  −
|-
  −
| <samp>Skins</samp>
  −
| ''(Optional)'' A list of alternate appearances. If specified, a skin is chosen at random when the animal is purchased or hatched based on the <samp>Weight</samp> field. The default appearance (e.g. using <samp>Texture</samp>) is automatically an available skin with a weight of 1.
     −
This consists of a list of models with these fields:
+
These consist of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,483: Line 5,183:  
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>Behavior</samp><br /><samp>LeftBehavior</samp><br /><samp>RightBehavior</samp><br /><samp>UpBehavior</samp><br /><samp>DownBehavior</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the skin within the current list.
+
| The ID of the behavior to start. The pet will check for a behavior field matching its current facing direction first, then try the <samp>Behavior</samp>. If none are specified, the current behavior will continue unchanged.
 +
|-
 +
| <samp>OutsideOnly</samp>
 +
| ''(Optional)'' Whether the transition can only happen if the pet is outside. Default false.
 
|-
 
|-
 
| <samp>Weight</samp>
 
| <samp>Weight</samp>
| ''(Optional)'' A multiplier for the probability to choose this skin when an animal is purchased. For example, <samp>2.0</samp> will double the chance this skin is selected relative to the other skins. Default <samp>1.0</samp>.
+
| ''(Optional)'' The option's weight when randomly choosing a behavior, relative to other behaviors in the list (e.g. <samp>2</samp> is twice as likely as <samp>1</samp>). Default 1.
|-
  −
| <samp>Texture</samp><br /><samp>HarvestedTexture</samp><br /><samp>BabyTexture</samp>
  −
| ''(Optional)'' Overrides the equivalent main field when this skin is selected. Defaults to the main field's value.
   
|}
 
|}
 
|-
 
|-
| <samp>ShadowWhenBaby</samp><br /><samp>ShadowWhenBabySwims</samp><br /><samp>ShadowWhenAdult</samp><br /><samp>ShadowWhenAdultSwims</samp>
+
| <samp>Duration</samp><br /><samp>MinimumDuration</samp><br /><samp>MaximumDuration</samp>
| ''(Optional)'' The shadow to draw under the farm animal. The <samp>Baby</samp> fields only apply when the farm animal is a baby, and <samp>Adult</samp> fields only applies when it's an adult (e.g. a baby animal won't default to the adult fields). When the farm animal swims, it'll use the <samp>Swims</samp> variant if it's set, else default to the non-swim variant.
+
| ''(Optional)'' The millisecond duration until the pet transitions to a behavior in the <samp>TimeoutBehaviorChanges</samp> field, if set. You must specify either a specific duration, or an inclusive minimum-to-maximum range in which the game will choose a random duration. If omitted, the behavior won't have a duration limit.
 
  −
These consist of a model with these fields:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>RandomBehaviorChangeChance</samp>
! effect
+
| ''(Optional)'' The random probability at the start of each frame that the pet will transition to a behavior in the <samp>RandomBehaviorChanges</samp> field, if set. Specified as a value between 0 (never) and 1 (always). Default 0.
|-
  −
| <samp>Visible</samp>
  −
| ''(Optional)'' Whether the shadow should be drawn. Default true.
  −
|-
  −
| <samp>Offset</samp>
  −
| ''(Optional)'' A pixel offset applied to the shadow position, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. Default zero.
  −
|-
  −
| <samp>Scale</samp>
  −
| ''(Optional)'' The scale at which to draw the shadow. Default 2.5 (swimming baby), 3 (baby), 3.5 (swimming adult), or 4 (adult).
  −
|}
   
|}
 
|}
 +
</dd>
   −
====Player profession effects====
+
<dt>Animation and per-frame sounds:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,520: Line 5,208:  
! effect
 
! effect
 
|-
 
|-
| <samp>ProfessionForFasterProduce</samp>
+
| <samp>Animation</samp>
| ''(Optional)'' The internal ID of a [[Skills|profession]] which reduces the <samp>DaysToProduce</samp> by one. Default none.
+
| ''(Optional)'' The animation frames to play while this state is active. This consists of a list of models with these fields:
|-
  −
| <samp>ProfessionForHappinessBoost</samp>
  −
| ''(Optional)'' The internal ID of a [[Skills|profession]] which makes it easier to befriend this animal. Default none.
  −
|-
  −
| <samp>ProfessionForQualityBoost</samp>
  −
| ''(Optional)'' The internal ID of a [[Skills|profession]] which increases the chance of higher-quality produce. Default none.
  −
|}
  −
 
  −
====Behavior====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,536: Line 5,215:  
! effect
 
! effect
 
|-
 
|-
| <samp>CanSwim</samp>
+
| <samp>Frame</samp>
| ''(Optional)'' Whether animals on the farm can swim in water once they've been pet. Default false.
+
| The frame index in the animation. This should be an incremental number starting at 0.
 
|-
 
|-
| <samp>BabiesFollowAdults</samp>
+
| <samp>Duration</samp>
| ''(Optional)'' Whether baby animals can follow nearby adults. Default false.
+
| The millisecond duration for which the frame should be kept on-screen before continuing to the next frame.
 
|-
 
|-
| <samp>GrassEatAmount</samp>
+
| <samp>HitGround</samp>
| ''(Optional)'' The amount of grass eaten by this animal each day. Setting it to <samp>0</samp> will disable the farm animal's hunger. Default 2.
+
| ''(Optional)'' Whether to play the footstep sound for the tile under the pet when the frame starts. Default false.
 
|-
 
|-
| <samp>HappinessDrain</samp>
+
| <samp>Jump</samp>
| ''(Optional)'' An amount which affects the daily reduction in happiness if the animal wasn't pet, or didn't have a heater in winter. Default none.
+
| ''(Optional)'' Whether the pet should perform a small hop when the frame starts, including a 'dwop' sound. Default false.
 
|-
 
|-
| <samp>SellPrice</samp>
+
| <samp>Sound</samp>
| ''(Optional)'' The price when [[Animals#Selling Animals|the player sells the animal]], before it's adjusted for the animal's friendship towards the player. Default 0.
+
| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound to play when the animation starts or loops. If set to <samp>BARK</samp>, the pet's <samp>BarkSound</samp> (or breed's <samp>BarkOverride</samp>) field is used. Defaults to none.
 
+
|-
The actual sell price will be this value multiplied by a number between 0.3 (zero friendship) and 1.3 (max friendship).
+
| <samp>SoundRange</samp><br /><samp>SoundRangeFromBorder</samp><br /><samp>SoundIsVoice</samp>
 +
| See description for the equivalent behavior fields, but applies to the frame's <samp>Sound</samp> field instead.
 +
|}
 +
|-
 +
| <samp>Shake</samp>
 +
| ''(Optional)'' The millisecond duration for which to shake the pet when the state starts. Default 0.
 +
|-
 +
| <samp>LoopMode</samp>
 +
| ''(Optional)'' What to do when the last animation frame is reached while the behavior is still active. The possible values are <samp>Hold</samp> (keep the last frame visible until the animation ends), <samp>Loop</samp> (restart from the first frame), or <samp>None</samp> (equivalent to <samp>Loop</samp>). Default <samp>None</samp>.
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>AnimationMinimumLoops</samp><br /><samp>AnimationMaximumLoops</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' The minimum and maximum number of times to play the animation. Both must be specified to have any effect. The game will choose an inclusive random value between them. Both default to -1 (don't repeat animation).
 +
|}
 +
</dd>
 +
</dl>
 
|}
 
|}
   −
====Other====
+
=====Breeds=====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,563: Line 5,253:  
! effect
 
! effect
 
|-
 
|-
| <samp>ShowInSummitCredits</samp>
+
| <samp>Breeds</samp>
| ''(Optional)'' Whether to show the farm animal in the credit scene on [[The Summit|the summit]] after the player achieves [[perfection]]. Default false.
+
| The cosmetic breeds which can be selected in the character customization menu when creating a save. This consists of a list of models with these fields:
|-
  −
| <samp>StatToIncrementOnProduce</samp>
  −
| ''(Optional)'' The game stat counters to increment when the animal produces an item. Default none. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,573: Line 5,260:  
! effect
 
! effect
 
|-
 
|-
| <samp>StatName</samp>
+
| <samp>ID</samp>
| The name of the stat counter field on <samp>Game1.stats</samp>.
+
| The unique ID for the breed within the pet type.
 +
|-
 +
| <samp>Texture</samp>
 +
| The asset name for the breed spritesheet for the pet's in-game sprite. This should be 128 pixels wide, and 256 (cat) or 288 (dog) pixels high.
 +
|-
 +
| <samp>IconTexture</samp>
 +
| The asset name for the breed icon texture, shown on the character customization screen and in-game menu. This should be a 16x16 pixel icon.
 
|-
 
|-
| <samp>RequiredTags</samp>
+
| <samp>IconSourceRect</samp>
| ''(Optional)'' A comma-delimited list of [[Modding:Items#Context tags|context tags]] required on the main input item. The stat is only incremented if the item has ''all'' of these. You can negate a tag with <samp>!</samp> (like <code>bone_item,!fossil_item</code> for bone items that aren't fossils). Defaults to always enabled.
+
| The icon's pixel area within the <samp>IconTexture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
|}
   
|-
 
|-
| <samp>UpDownPetHitboxTileSize</samp><br /><samp>LeftRightPetHitboxTileSize</samp>
+
| <samp>BarkOverride</samp>
| ''(Optional)'' The animal sprite's [[Modding:Modder Guide/Game Fundamentals#Tiles|tile]] size in the world when the player is clicking to pet them, specified in the form <samp>{{t|width}}, {{t|height}}</samp>. The <samp>UpDownPetHitboxTileSize</samp> applies when the animal is facing up or down, and <samp>LeftRightPetHitboxTileSize</samp> applies when facing left or right. The values can be fractional (''e.g.'' cows have a width of 1.75). Both default to a 1×1 tile.
+
| ''(Optional)'' Override the pet's <samp>BarkSound</samp> field for this breed, if set.
 
|-
 
|-
| <samp>BabyUpDownPetHitboxTileSize</samp><br /><samp>BabyLeftRightPetHitboxTileSize</samp>
+
| <samp>VoicePitch</samp>
| ''(Optional)'' Overrides <samp>UpDownPetHitboxTileSize</samp> and <samp>LeftRightPetHitboxTileSize</samp> respectively before the animal is an adult. Both default to 1×1 tile.
+
| ''(Optional)'' The [[wikipedia:Pitch (music)|pitch]] applied to the pet's bark sound, measured as a decimal value relative to 1. Defaults to 1.
 +
|}
 
|}
 
|}
   −
===Custom pets===
+
=====Advanced=====
====Format====
  −
You can now create and customize [[Animals#Cat or Dog|pet]]s & pet breeds by editing the new <samp>Data/Pets</samp> asset.
  −
 
  −
This consists of a string → model lookup, where...
  −
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the pet (not the pet breed). The vanilla IDs are <samp>Cat</samp> and <samp>Dog</samp>.
  −
* The value is a model with the fields listed below.
  −
 
  −
=====Basic info=====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,601: Line 5,286:  
! effect
 
! effect
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>CustomFields</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the pet type's display name (e.g. "cat" or "dog"). For example, the vanilla adoption events show this when Marnie asks if you want to adopt the cat/dog.
+
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
   −
=====Audio & sprites=====
+
====Other changes====
{| class="wikitable"
+
* The pet bowl is now a building which can be constructed or moved. Each pet is assigned to an available pet bowl. For C# mods, each pet now has a <samp>guid</samp> field populated with a unique ID, and each pet bowl has a <samp>petGuid</samp> field which tracks its owner (see the <samp>PetBowl::HasPet()</samp> and <samp>PetBowl::FindPet()</samp> methods).
|-
+
* In the [[Modding:Event data#Basic format|event character setup]], you can now use <samp>pet</samp> to add a pet of the player's selected type. Its actor name will be <samp>PetActor</samp> in other event commands. This supersedes <samp>cat</samp> (with name <samp>Cat</samp>) and <samp>dog</samp> (with name <samp>Dog</samp>), though those still work too.
! field
+
* For C# mods:
! effect
+
** All pets now use a generic <samp>Pet</samp> class, instead of <samp>Cat</samp> or <samp>Dog</samp>. The pet type is tracked by the pet's <samp>petType</samp> field.
|-
+
** The player's preferred pet type is tracked by <samp>Game1.player.whichPetType</samp>. The former <samp>catPerson</samp> field is now readonly and checks that field.
| <samp>BarkSound</samp>
+
** Added <samp>Pet.type_cat</samp> and <samp>Pet.type_dog</samp> constants for the default pet types.
| The [[#Custom audio|cue ID]] for the pet's occasional 'bark' sound.
+
 
|-
+
===Custom monster eradication goals===
| <samp>ContentSound</samp>
+
{{/doc status|a new doc page|done=false}}
| The [[#Custom audio|cue ID]] for the sound which the pet makes when you pet it.
+
 
|-
+
: ''See also: [[#Monster eradication goal flag changes|Monster eradication goal flag changes]].''
| <samp>RepeatContentSoundAfter</samp>
  −
| ''(Optional)'' The number of milliseconds until the <samp>ContentSound</samp> is repeated once. This is used by the dog, who pants twice when pet. Defaults to -1 (disabled).
  −
|-
  −
| <samp>EmoteOffset</samp>
  −
| ''(Optional)'' A pixel offset for the emote drawn above the pet sprite, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. For example, this affects the heart emote shown after petting it. Default none.
  −
|}
     −
=====Events=====
+
You can now add/edit [[Adventurer's Guild]] monster eradication goals by editing the new <samp>Data/MonsterSlayerQuests</samp> data asset.
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>EventOffset</samp>
  −
| ''(Optional)'' The pixel offset for the pet when shown in events like Marnie's adoption event, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. Default none.
  −
|-
  −
| <samp>AdoptionEventLocation</samp><br /><samp>AdoptionEventId</samp>
  −
| ''(Optional)'' If both fields are set, the location and [[Modding:Event data|event ID]] which lets the player adopt this pet. This forces the event to play after 20 days if its preconditions haven't been met yet. Default <samp>Farm</samp> and none respectively.
  −
|-
  −
| <samp>SummitPerfectionEvent</samp>
  −
| ''(Optional)'' How to render the pet during the summit [[perfection]] slideshow. If this isn't set, the pet won't be shown in the slideshow.
     −
This consists of a model with these fields:
+
This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the monster eradication goal.
 +
* The value is a model with the fields listed below.
    
{| class="wikitable"
 
{| class="wikitable"
Line 5,646: Line 5,314:  
! effect
 
! effect
 
|-
 
|-
| <samp>SourceRect</samp>
+
| <samp>DisplayName</samp>
| The source rectangle within the pet's texture to draw.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the goal's display name, shown on the board in the Adventurer's Guild.
 +
|-
 +
| <samp>Targets</samp>
 +
| A list of [[Modding:Monster data#Monster IDs|monster IDs]] that are counted towards the <samp>Count</samp>.
 
|-
 
|-
| <samp>AnimationLength</samp>
+
| <samp>Count</samp>
| The number of frames to show starting from the <samp>SourceRect</samp>.
+
| The total number of monsters (matching the <samp>Targets</samp>) which must be defeated to complete this goal.
 
|-
 
|-
| <samp>Motion</samp>
+
| <samp>RewardItemId</samp>
| The motion to apply to the pet sprite.
+
| ''(Optional)'' The [[#Custom items|qualified ID]] for the item that can be collected from [[Gil]] when this goal is completed. Default none.
 
|-
 
|-
| <samp>Flipped</samp>
+
| <samp>RewardItemPrice</samp>
| ''(Optional)'' Whether to flip the pet sprite left-to-right. Default false.
+
| ''(Optional)'' The price of the <samp>RewardItemId</samp> in [[Marlon]]'s shop after the goal is completed, or -1 to disable buying it from Marlon. Default -1.
 
|-
 
|-
| <samp>PingPong</samp>
+
| <samp>RewardDialogue</samp><br /><samp>RewardDialogueFlag</samp>
| ''(Optional)'' Whether to apply the 'ping pong' effect to the pet sprite animation. Default false.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for custom [[Gil]] dialogue shown when talking to him after completing the goal, and an optional [[Modding:Mail data|mail flag]] to set when the player has seen the dialogue. Both default to none.
|}
+
 
|}
+
If there are reward items, they're shown after this dialogue.
 +
 
 +
If <samp>RewardDialogue</samp> is used without <samp>RewardDialogueFlag</samp>, then this dialogue will be shown each time the reward menu is opened after completing the goal, until the player collects the reward items. If the <samp>RewardItems</samp> isn't set, this can safely be omitted since the goal will be marked collected immediately.
   −
=====Behavior=====
+
This doesn't send a letter; see <samp>RewardMail</samp> or <samp>RewardMailAll</samp> for that.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>RewardFlag</samp><br /><samp>RewardFlagAll</samp>
! effect
+
| ''(Optional)'' The [[Modding:Mail data|mail flag ID]] to set for the current player (<samp>RewardFlag</samp>) or all players (<samp>RewardFlagAll</samp>) when talking to [[Gil]] after completing the goal. Default none.
|-
  −
| <samp>MoveSpeed</samp>
  −
| ''(Optional)'' How quickly the pet can move. Default 2.
  −
|-
  −
| <samp>SleepOnBedChance</samp><br /><samp>SleepNearBedChance</samp><br /><samp>SleepOnRugChance</samp>
  −
| ''(Optional)'' The percentage chances for the locations where the pet will sleep each night, as a decimal value between 0 (never) and 1 (always). Each value is checked in the order listed at left until a match is found. If none of them match, the pet will choose a random empty spot in the farmhouse; if none was found, it'll sleep next to its pet bowl outside.
  −
|-
  −
| <samp>Behaviors</samp>
  −
| The pet's possible actions and behaviors, defined as the states in a state machine. Essentially the pet will be in one state at any given time, which also determines which state they can transition to next. For example, a cat can transition from <samp>Walk</samp> to <samp>BeginSitDown</samp>, but it can't skip instantly from <samp>Walk</samp> to <samp>SitDownLick</samp>.
     −
This consists of a list of models with these fields:
+
Note that <samp>RewardFlag</samp> is usually not needed, since the game will also set a <samp>Gil_{{t|goal ID}}</samp> flag regardless.
   −
<dl>
+
This doesn't send a letter; see <samp>RewardMail</samp> or <samp>RewardMailAll</samp> for that.
<dt>Required fields:</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>RewardMail</samp><br /><samp>RewardMailAll</samp>
! effect
+
| ''(Optional)'' The mail letter ID to add to the mailbox tomorrow for the current player (<samp>RewardMail</samp>) or all players (<samp>RewardMailAll</samp>). Default none.
 
|-
 
|-
| <samp>Name</samp>
+
| <samp>CustomFields</samp>
| A unique name for the state. This only needs to be unique within the pet type (e.g. <samp>Cat</samp> and <samp>Dog</samp> can have different behaviors with the same name).
+
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
</dd>
     −
<dt>Direction:</dt>
+
===Custom phone calls===
<dd>
+
{{/doc status|a new doc page|done=false}}
 +
 
 +
Mods can now extend the [[telephone]] with custom calls (both incoming calls, and phone numbers which the player can call).
 +
 
 +
====Incoming calls====
 +
You can add or customize incoming calls by editing the <samp>Data/IncomingPhoneCalls</samp> asset.
 +
 
 +
This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the incoming call data.
 +
* The value is a model with the fields listed below.
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,700: Line 5,369:  
! effect
 
! effect
 
|-
 
|-
| <samp>Direction</samp>
+
| <samp>Dialogue</samp>
| ''(Optional)'' The specific direction to face at the start of this state (one of <samp>left</samp>, <samp>right</samp>, <samp>up</samp>, or <samp>down</samp>), unless overridden by <samp>RandomizeDirection</samp>.  
+
| The dialogue text to show when the player answers the phone. This can use the full [[Modding:Dialogue|dialogue format]] (including questions and different dialogue based on the selected answer).
 +
|-
 +
| <samp>FromNpc</samp>
 +
| ''(Optional)'' The internal name of the NPC making the call. If specified, that NPC's name and portrait will be shown.
 
|-
 
|-
| <samp>RandomizeDirection</samp>
+
| <samp>FromPortrait</samp>
| ''(Optional)'' Whether to point the pet in a random direction at the start of this state (overriding the <samp>Direction</samp> if specified). Default false.
+
| ''(Optional)'' The asset name for the portrait spritesheet to display (like <samp>Portraits/Abigail</samp>). If <samp>FromNpc</samp> is specified too, this overrides the portrait from that NPC. If both <samp>FromNpc</samp> and <samp>FromDisplayName</samp> are null, this portrait will be shown with the display name "???".
 
|-
 
|-
| <samp>IsSideBehavior</samp>
+
| <samp>FromDisplayName</samp>
| ''(Optional)'' Whether to constrain the pet's facing direction to left and right while the state is active. Default false.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the calling NPC's display name. If <samp>FromNpc</samp> is specified too, this overrides the display name from that NPC.
|}
  −
</dd>
  −
 
  −
<dt>Movement:</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>MaxCalls</samp>
! effect
+
| ''(Optional)'' The maximum number of times a player can receive this phone call, or <samp>-1</samp> for no limit. Default 1.
 
|-
 
|-
| <samp>WalkInDirection</samp>
+
| <samp>TriggerCondition</samp><br /><samp>RingCondition</samp>
| ''(Optional)'' Whether to walk in the pet's facing direction. Default false.
+
| ''(Optional)'' If set, a game state query which indicates whether to trigger this phone call (<samp>TriggerCondition</samp>) or whether the phone rings when this call is received (<samp>RingCondition</samp>).
|-
  −
| <samp>MoveSpeed</samp>
  −
| ''(Optional)'' Overrides the pet's <samp>MoveSpeed</samp> field while this state is active. Default -1 (which uses the pet's <samp>MoveSpeed</samp> value).
  −
|}
  −
</dd>
     −
<dt>Audio:</dt>
+
Whether a player receives this call depends on both fields: <samp>TriggerCondition</samp> is checked on the main player before sending the call to all players, then <samp>RingCondition</samp> is checked on each player to determine whether the phone rings for them.
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>IgnoreBaseChance</samp>
! effect
+
| ''(Optional)'' Whether to ignore the 1% base chance when checking whether to trigger an incoming call. If true, the game will check if this call can be received regardless of the base chance. Default false.
 
|-
 
|-
| <samp>SoundOnStart</samp>
+
| <samp>SimpleDialogueSplitBy</samp>
| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound to play when the state starts. If set to <samp>BARK</samp>, the pet's <samp>BarkSound</samp> (or breed's <samp>BarkOverride</samp>) field is used. Defaults to none.
+
| ''(Optional, specialized)'' If set, marks the call as having a simple dialogue string without an NPC name and portrait, with lines split into multiple boxes by this substring. For example, <code>"SimpleDialogueSplitBy": "#"</code> will split <code>Box A#Box B#Box C</code> into three consecutive dialogue boxes.
 +
 
 +
You should omit this in most cases, and use the regular dialogue format in <samp>Dialogue</samp> to split lines if needed. This is mainly intended to support some older vanilla phone calls.
 
|-
 
|-
| <samp>SoundRange</samp><br /><samp>SoundRangeFromBorder</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' When set, the <samp>SoundOnStart</samp> is only audible if the pet is within this many tiles away from the player (<samp>SoundRange</samp>) or past the border of the screen (<samp>SoundRangeFromBorder</samp>). Default -1 (no distance check).
+
| The [[#Custom data fields|custom fields]] for this entry.
|-
  −
| <samp>SoundIsVoice</samp>
  −
| ''(Optional)'' Whether to mute the <samp>SoundOnStart</samp> when the 'mute animal sounds' option is set. Default false.
   
|}
 
|}
</dd>
     −
<dt>Behavior transitions:</dt>
+
====Custom handlers in C#====
<dd>
+
C# mods can implement <samp>StardewValley.PhoneCalls.IPhoneHandler</samp> and add it to <samp>Phone.PhoneHandlers</samp> for full control over both incoming and outgoing calls:
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>AnimationEndBehaviorChanges</samp><br /><samp>TimeoutBehaviorChanges</samp><br /><samp>PlayerNearbyBehaviorChanges</samp><br /><samp>RandomBehaviorChanges</samp><br /><samp>JumpLandBehaviorChanges</samp>
  −
| ''(Optional)'' A list of possible behavior transitions to start when the criteria are achieved. If multiple transitions are listed, a random one will be selected. If omitted, it won't affect behavior transitions.
     −
These are triggered when this behavior's animation finishes (<samp>AnimationEndBehaviorChanges</samp>), when the set duration ends (<samp>TimeoutBehaviorChanges</samp>), when the player is within 2 tiles of the pet (<samp>PlayerNearbyBehaviorChanges</samp>), randomly at the start of each frame based on the <samp>RandomBehaviorChangeChance</samp> field (<samp>RandomBehaviorChanges</samp>), and when the pet finishes a jump (<samp>JumpLandBehaviorChanges</samp>).
+
<syntaxhighlight lang="c#">
 +
/// <summary>The mod entry point.</summary>
 +
internal sealed class ModEntry : Mod
 +
{
 +
    /// <inheritdoc />
 +
    public override void Entry(IModHelper helper)
 +
    {
 +
        Phone.PhoneHandlers.Add(new CustomPhoneHandler());
 +
    }
 +
}
   −
These consist of a list of models with these fields:
+
/// <summary>A custom phone handler.</summary>
 +
internal sealed class CustomPhoneHandler : IPhoneHandler
 +
{
 +
    ...
 +
}
 +
</syntaxhighlight>
 +
 
 +
See <samp>StardewValley.PhoneCalls.DefaultPhoneHandler</samp> in the [[Modding:Modder Guide/Get Started#decompile|decompiled game code]] for an example implementation.
 +
 
 +
===Custom shops===
 +
{{/doc status|[[Modding:Shops]]|done=true}}
 +
 
 +
You can now create and edit shops via the new <samp>Data/Shops</samp> asset. See [[Modding:Shops]] for documentation and examples.
 +
 
 +
===Dialogue changes===
 +
{{/doc status|[[Modding:Dialogue]]|done=false}}
 +
 
 +
<ul>
 +
<li>Added new [[Modding:Dialogue|dialogue]] keys:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! asset
! effect
+
! key format
 +
! description
 
|-
 
|-
| <samp>Behavior</samp><br /><samp>LeftBehavior</samp><br /><samp>RightBehavior</samp><br /><samp>UpBehavior</samp><br /><samp>DownBehavior</samp>
+
|rowspan="22"| <samp>Characters/Dialogue/&lt;name&gt;</samp>
| The name of the behavior to start. The pet will check for a behavior field matching its current facing direction first, then try the <samp>Behavior</samp>. If none are specified, the current behavior will continue unchanged.
   
|-
 
|-
| <samp>OutsideOnly</samp>
+
| <samp>AcceptBirthdayGift_{{t|id}}</samp><br /><samp>AcceptBirthdayGift_{{t|tag}}</samp><br /><samp>AcceptBirthdayGift_{{t|taste}}</samp><br /><samp>AcceptBirthdayGift_Negative</samp><br /><samp>AcceptBirthdayGift_Positive</samp><br /><samp>AcceptBirthdayGift</samp>
| ''(Optional)'' Whether the transition can only happen if the pet is outside. Default false.
+
| Shown when receiving a birthday gift from the player. If omitted, defaults to the generic translations for all NPCs.
 +
 
 +
The first matching dialogue is used in this order:
 +
# by item ID (like <samp>AcceptBirthdayGift_(O)128</samp>);
 +
# by context tag (like <samp>AcceptBirthdayGift_category_fish</samp>);
 +
# by gift taste (one of <samp>AcceptBirthdayGift_Loved</samp>, <samp>AcceptBirthdayGift_Liked</samp>, <samp>AcceptBirthdayGift_Neutral</samp>, <samp>AcceptBirthdayGift_Disliked</samp>, or <samp>AcceptBirthdayGift_Hated</samp>);
 +
# <samp>AcceptBirthdayGift_Negative</samp> (hated or disliked gift) or <samp>AcceptBirthdayGift_Positive</samp> (neutral, liked, or loved gift);
 +
# for all items (via <samp>AcceptBirthdayGift</samp>).
 +
 
 
|-
 
|-
| <samp>Weight</samp>
+
| <samp>AcceptBouquet</samp>
| ''(Optional)'' The option's weight when randomly choosing a behavior, relative to other behaviors in the list (e.g. <samp>2</samp> is twice as likely as <samp>1</samp>). Default 1.
+
| Shown when the NPC accepts a [[bouquet]] from the player. Defaults to a generic dialogue.
|}
   
|-
 
|-
| <samp>Duration</samp><br /><samp>MinimumDuration</samp><br /><samp>MaximumDuration</samp>
+
| <samp>AcceptGift_{{t|id}}</samp><br /><samp>AcceptGift_{{t|tag}}</samp>
| ''(Optional)'' The millisecond duration until the pet transitions to a behavior in the <samp>TimeoutBehaviorChanges</samp> field, if set. You must specify either a specific duration, or an inclusive minimum-to-maximum range in which the game will choose a random duration. If omitted, the behavior won't have a duration limit.
+
| Shown when receiving a non-birthday gift from the player. This can be by item ID (like <samp>AcceptGift_(O)128</samp>) or context tag (like <samp>AcceptGift_category_fish</samp>). If omitted, defaults to the dialogue in <samp>Data/NPCGiftTastes</samp>.
 
|-
 
|-
| <samp>RandomBehaviorChangeChance</samp>
+
| <samp>DumpsterDiveComment</samp>
| ''(Optional)'' The random probability at the start of each frame that the pet will transition to a behavior in the <samp>RandomBehaviorChanges</samp> field, if set. Specified as a value between 0 (never) and 1 (always). Default 0.
+
| Shown when the NPC catches the player digging through a trash can. Defaults to a generic dialogue based on the NPC's age.
|}
  −
</dd>
  −
 
  −
<dt>Animation and per-frame sounds:</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>HitBySlingshot</samp>
! effect
+
| Shown when the player shoots them with a [[slingshot]]. Defaults to a generic dialogue.
 
|-
 
|-
| <samp>Animation</samp>
+
| <samp>RejectBouquet_Divorced</samp><br /><samp>RejectBouquet_NotDatable</samp><br /><samp>RejectBouquet_NpcAlreadyMarried</samp><br /><samp>RejectBouquet_VeryLowHearts</samp><br /><samp>RejectBouquet_LowHearts</samp><br /><samp>RejectBouquet</samp>
| ''(Optional)'' The animation frames to play while this state is active. This consists of a list of models with these fields:
+
| Shown when the NPC rejects a [[bouquet]].
{| class="wikitable"
+
 
 +
A specific dialogue is shown if possible:
 +
* <samp>RejectBouquet_Divorced</samp>: the NPC won't accept this bouquet because you divorced them.
 +
* <samp>RejectBouquet_NotDatable</samp>: the NPC isn't romanceable.
 +
* <samp>RejectBouquet_NpcAlreadyMarried</samp>: the NPC is already married to another player. You can use <samp>{0}</samp> in the dialogue for the other player's name.
 +
* <samp>RejectBouquet_VeryLowHearts</samp>: you have less than 4 hearts with the NPC.
 +
* <samp>RejectBouquet_LowHearts</samp>: you have less than 8 hearts with the NPC.
 +
 
 +
If the specific dialogue isn't set, the game will use the <samp>RejectBouquet</samp> dialogue (if set), else it'll default to generic dialogue for each case.
 
|-
 
|-
! field
+
| <samp>RejectGift_Divorced</samp>
! effect
+
| Shown when the NPC rejects a gift because you divorced them.
 
|-
 
|-
| <samp>Frame</samp>
+
| <samp>RejectItem_{{t|id}}</samp><br /><samp>RejectItem_{{t|tag}}</samp>
| The frame index in the animation. This should be an incremental number starting at 0.
+
| If set, the NPC will refuse to accept any matching item and show this dialogue instead. This can be by item ID (like <samp>RejectItem_(O)128</samp>) or context tag (like <samp>RejectItem_category_fish</samp>). This can prevent gifting, movie tickets, bouquets, mermaid pendants, etc. However it won't prevent accepting an item for an active quest or special order.
 
|-
 
|-
| <samp>Duration</samp>
+
| <samp>RejectMermaidPendant_Divorced</samp><br /><samp>RejectMermaidPendant_NeedHouseUpgrade</samp><br /><samp>RejectMermaidPendant_NotDatable</samp><br /><samp>RejectMermaidPendant_NpcWithSomeoneElse</samp><br /><samp>RejectMermaidPendant_PlayerWithSomeoneElse</samp><br /><samp>RejectMermaidPendant_Under8Hearts</samp><br /><samp>RejectMermaidPendant_Under10Hearts</samp><br /><samp>RejectMermaidPendant_Under10Hearts_AskedAgain</samp><br /><samp>RejectMermaidPendant</samp>
| The millisecond duration for which the frame should be kept on-screen before continuing to the next frame.
+
| Shown when the NPC rejects a [[Mermaid's Pendant|mermaid's pendant]].
 +
 
 +
A specific dialogue is shown if possible. The cases are checked in this order:
 +
# <samp>RejectMermaidPendant_PlayerWithSomeoneElse</samp>: the player is already engaged or married to someone else. You can use <samp>{0}</samp> in the dialogue for the player's spouse name.
 +
# <samp>RejectMermaidPendant_NotDatable</samp>: the NPC isn't romanceable.
 +
# <samp>RejectMermaidPendant_Divorced</samp>: you divorced them, so they won't accept gifts or proposals from you.
 +
# <samp>RejectMermaidPendant_NpcWithSomeoneElse</samp>: the NPC is already engaged or married to someone else. You can use <samp>{0}</samp> in the dialogue for the other player's name.
 +
# <samp>RejectMermaidPendant_Under8Hearts</samp>: you have under 8 hearts with the NPC.
 +
# <samp>RejectMermaidPendant_Under10Hearts</samp>: you have under 10 hearts with the NPC.
 +
# <samp>RejectMermaidPendant_Under10Hearts_AskedAgain</samp>: you have under 10 hearts with the NPC, and asked again after they already said no. (Defaults to the previous dialogue if not set.)
 +
# <samp>RejectMermaidPendant_NeedHouseUpgrade</samp>: you need to upgrade your house before they can accept.
 +
 
 +
If the specific dialogue isn't set, the game will use the <samp>RejectMermaidPendant</samp> dialogue (if set), else it'll default to generic dialogue for each case.
 
|-
 
|-
| <samp>HitGround</samp>
+
| <samp>RejectMovieTicket_AlreadyInvitedBySomeoneElse</samp><br /><samp>RejectMovieTicket_AlreadyWatchedThisWeek</samp><br /><samp>RejectMovieTicket_Divorced</samp><br /><samp>RejectMovieTicket_DontWantToSeeThatMovie</samp><br /><samp>RejectMovieTicket</samp>
| ''(Optional)'' Whether to play the footstep sound for the tile under the pet when the frame starts. Default false.
+
| Show when the NPC rejects a [[Movie Ticket|movie ticket]].
 +
 
 +
A specific dialogue is shown if possible:
 +
* <samp>RejectMovieTicket_AlreadyInvitedBySomeoneElse</samp>: someone else already invited the NPC to a movie. You can use <samp>{0}</samp> in the dialogue for the other player's name.
 +
* <samp>RejectMovieTicket_AlreadyWatchedThisWeek</samp>: the NPC already watched a movie this week.
 +
* <samp>RejectMovieTicket_Divorced</samp>: you divorced the NPC, so they won't accept gifts from you.
 +
* <samp>RejectMovieTicket_DontWantToSeeThatMovie</samp>: the movie data marks that NPC as unwilling to watch it (e.g. kids for horror movies).
 +
 
 +
If the specific dialogue isn't set, the game will use the <samp>RejectMovieTicket</samp> dialogue (if set), else it'll default to generic dialogue for each case.
 
|-
 
|-
| <samp>Jump</samp>
+
| <samp>SpouseFarmhouseClutter</samp>
| ''(Optional)'' Whether the pet should perform a small hop when the frame starts, including a 'dwop' sound. Default false.
+
| Shown by an NPC spouse when they couldn't pathfind to their kitchen standing spot in the farmhouse.
 
|-
 
|-
| <samp>Sound</samp>
+
| <samp>SpouseGiftJealous</samp>
| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound to play when the animation starts or loops. If set to <samp>BARK</samp>, the pet's <samp>BarkSound</samp> (or breed's <samp>BarkOverride</samp>) field is used. Defaults to none.
+
| Shown by an NPC spouse when you gave a gift to another eligible NPC of the same gender as your spouse (unless it's their birthday). You can use <samp>{0}</samp> in the dialogue for the other NPC's name, and <samp>{1}</samp> for the gifted item name.
 
|-
 
|-
| <samp>SoundRange</samp><br /><samp>SoundRangeFromBorder</samp><br /><samp>SoundIsVoice</samp>
+
| <samp>Spouse_MonstersInHouse</samp>
| See description for the equivalent behavior fields, but applies to the frame's <samp>Sound</samp> field instead.
+
| Shown by an NPC spouse when they're in the farmhouse and there's a monster close to them.
|}
   
|-
 
|-
| <samp>Shake</samp>
+
| <samp>SpouseStardrop</samp>
| ''(Optional)'' The millisecond duration for which to shake the pet when the state starts. Default 0.
+
| Shown when receiving the [[stardrop]] from your spouse.
 
|-
 
|-
| <samp>LoopMode</samp>
+
| <samp>Fair_Judging</samp>
| ''(Optional)'' What to do when the last animation frame is reached while the behavior is still active. The possible values are <samp>Hold</samp> (keep the last frame visible until the animation ends), <samp>Loop</samp> (restart from the first frame), or <samp>None</samp> (equivalent to <samp>Loop</samp>). Default <samp>None</samp>.
+
| Shown at the [[Stardew Valley Fair]] while Lewis is judging the grange displays. If omitted, the NPC will keep their normal festival dialogue.
 +
 
 +
If this is set without <samp>Fair_Judged*</samp>, the NPC will keep this dialogue after judging is done.
 +
 
 +
''This replaces the previously hardcoded translations in <samp>Strings/StringsFromCSFiles</samp>: <samp>Event.cs.1602</samp> (Marnie), <samp>Event.cs.1604</samp> (Pierre), and <samp>Event.cs.1606</samp> (Willy).''
 
|-
 
|-
| <samp>AnimationMinimumLoops</samp><br /><samp>AnimationMaximumLoops</samp>
+
| <samp>Fair_Judged_PlayerLost_PurpleShorts</samp><br /><samp>Fair_Judged_PlayerLost_Skipped</samp><br /><samp>Fair_Judged_PlayerLost</samp><br /><samp>Fair_Judged_PlayerWon</samp><br /><samp>Fair_Judged</samp>
| ''(Optional)'' The minimum and maximum number of times to play the animation. Both must be specified to have any effect. The game will choose an inclusive random value between them. Both default to -1 (don't repeat animation).
+
| Shown at the [[Stardew Valley Fair]] after Lewis finishes judging the grange displays.
|}
+
 
</dd>
+
The first matching dialogue is used in this order:
</dl>
+
# <samp>Fair_Judged_PlayerLost_PurpleShorts</samp>: the player put the [[Secrets#Lucky Purple Shorts|lucky purple shorts]] in their display (which is an automatic loss).  Defaults to <samp>Fair_Judged_PlayerLost</samp> if omitted.
|}
+
# <samp>Fair_Judged_PlayerLost_Skipped</samp>: the player didn't put anything in their display. Defaults to <samp>Fair_Judged_PlayerLost</samp> if omitted.
 +
# <samp>Fair_Judged_PlayerLost</samp> or <samp>Fair_Judged_PlayerWon</samp>: the player didn't/did win first place. Defaults to <samp>Fair_Judged</samp> if omitted.
 +
# <samp>Fair_Judged</samp>: shown if a more specific dialogue didn't match. If omitted, the NPC will keep their current dialogue.
   −
=====Breeds=====
+
''These replace the previously hardcoded translations in <samp>Strings/StringsFromCSFiles</samp>: <samp>Event.cs.1591</samp> (Pierre when he won), <samp>Event.cs.1593</samp> (Pierre when the player won), <samp>Event.cs.1595</samp> (Marnie), <samp>Event.cs.1597</samp> (Willy), and <samp>Event.cs.1600</samp> (Marnie for the purple shorts).''
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>FlowerDance_Accept_Roommate</samp><br /><samp>FlowerDance_Accept_Spouse</samp><br /><samp>FlowerDance_Accept</samp>
! effect
+
| Shown at the [[Flower Dance]] when the NPC agrees to dance. The game will prefer the <samp>_Roommate</samp> (if roommates) or <samp>_Spouse</samp> (if married) variant if applicable, else it'll check for the normal key. If omitted, defaults to a generic accept dialogue.
 +
 
 +
''This replaces the previously hardcoded translations in <samp>Strings/StringsFromCSFiles</samp> (<samp>Event.cs.1613</samp>, <samp>Event.cs.1615</samp>, <samp>Event.cs.1617</samp>, <samp>Event.cs.1619</samp>, <samp>Event.cs.1621</samp>, <samp>Event.cs.1623</samp>, <samp>Event.cs.1625</samp>, <samp>Event.cs.1627</samp>, <samp>Event.cs.1629</samp>, and <samp>Event.cs.1631</samp>).''
 
|-
 
|-
| <samp>Breeds</samp>
+
| <samp>FlowerDance_Decline</samp>
| The cosmetic breeds which can be selected in the character customization menu when creating a save. This consists of a list of models with these fields:
+
| Shown at the [[Flower Dance]] when the NPC declines to dance. This replaces the former <samp>danceRejection</samp> key (which still works as a fallback).
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>WinterStar_GiveGift_Before_Roommate</samp><br /><samp>WinterStar_GiveGift_Before_Spouse</samp><br /><samp>WinterStar_GiveGift_Before</samp><br /><samp>WinterStar_GiveGift_After_Roommate</samp><br /><samp>WinterStar_GiveGift_After_Spouse</samp><br /><samp>WinterStar_GiveGift_After</samp>
! effect
+
| Shown at the [[Feast of the Winter Star]] when the NPC gives the player their gift (before and after the player opens it). The game will prefer the <samp>_Roommate</samp> (if roommates) or <samp>_Spouse</samp> (if married) variant if applicable, else it'll check for the normal key. If omitted, the before/after dialogues each separately default to a generic translation for all NPCs.
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>WinterStar_ReceiveGift_{{t|id}}</samp><br /><samp>WinterStar_ReceiveGift_{{t|tag}}</samp><br /><samp>WinterStar_ReceiveGift</samp>
| The unique ID for the breed within the pet type.
+
| Shown at the [[Feast of the Winter Star]] when receiving their gift from the player. This can be by item ID (like <samp>WinterStar_ReceiveGift_(O)128</samp>), context tag (like <samp>WinterStar_ReceiveGift_category_fish</samp>), or for any item (like <samp>WinterStar_ReceiveGift</samp>). If omitted, defaults to the generic translation for all NPCs.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>WipedMemory</samp>
| The asset name for the breed spritesheet for the pet's in-game sprite. This should be 128 pixels wide, and 256 (cat) or 288 (dog) pixels high.
+
| Shown the first time you talk to the NPC after erasing their memory using the [[Dark Shrine of Memory]].
 +
|}
 +
</li>
 +
<li>Added new [[Modding:Dialogue|dialogue]] commands:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>IconTexture</samp>
+
! command
| The asset name for the breed icon texture, shown on the character customization screen and in-game menu. This should be a 16x16 pixel icon.
+
! description
|-
+
|- id="gender-switch"
| <samp>IconSourceRect</samp>
+
| <samp>${male^female}$</samp><br /><samp>${male^female^non-binary}$</samp>
| The icon's pixel area within the <samp>IconTexture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
+
| Change text depending on the player's gender. This largely supersedes the <samp>^</samp> dialogue token (which still works), and is supported in many more places than that token. This is applied before most other commands or parsing, so it can safely be used in cases where <samp>^</samp> might have a different meaning (e.g. mail text). For example: <code>Ahoy there ${lad^lass}$!</code> or <code>Ahoy there ${lad^lass^matey}$!</code>.
|-
+
 
| <samp>BarkOverride</samp>
+
You can optionally use <samp>¦</samp> instead of <samp>^</samp>, in which case any <samp>^</samp> characters are left as-is.
| ''(Optional)'' Override the pet's <samp>BarkSound</samp> field for this breed, if set.
+
 
 +
Note that the non-binary value is only used if a mod overrides the player's gender, since the in-game UI only allows male or female.
 +
|-
 +
| <samp>$action {{t|action}}</samp>
 +
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>$action AddMoney 500</samp> to add {{price|500}} to the current player.
 
|-
 
|-
| <samp>VoicePitch</samp>
+
| <samp>$query {{t|query}}#{{t|if true}}&#124;{{t|if false}}</samp>
| ''(Optional)'' The [[wikipedia:Pitch (music)|pitch]] applied to the pet's bark sound, measured as a decimal value relative to 1. Defaults to 1.
+
| Show different dialogue text depending on the [[Modding:Game state queries|game state query]] in {{t|query}}. For example:
|}
+
<syntaxhighlight lang="js">
|}
+
"Mon": "$query !PLAYER_VISITED_LOCATION Current Mine#Did you know there's an old abandoned mine up in the mountain? Apparently it's crawling with monsters!|I heard you went into the old mines up in the mountain!#Did you find anything tasty?$h"
 
+
</syntaxhighlight>
=====Advanced=====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>$t {{t|topic ID}} {{o|day length}}</samp>
! effect
+
| Add a [[Modding:Dialogue#Conversation topics|conversation topic]] for the next {{o|day length}} days (default 4 days).
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>$v {{t|event id}} {{o|check preconditions}} {{o|skip if seen}}</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| Immediately start an [[Modding:Event data|event]] and end the current dialogue, subject to the conditions:
|}
+
* {{o|check preconditions}}: whether to ignore the command if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
 
+
* {{o|skip if seen}}: whether to ignore the command if the player has already seen the given event. Default true.
====Other changes====
  −
* The pet bowl is now a building which can be constructed or moved. Each pet is assigned to an available pet bowl. For C# mods, each pet now has a <samp>guid</samp> field populated with a unique ID, and each pet bowl has a <samp>petGuid</samp> field which tracks its owner (see the <samp>PetBowl::HasPet()</samp> and <samp>PetBowl::FindPet()</samp> methods).
  −
* In the [[Modding:Event data#Basic format|event character setup]], you can now use <samp>pet</samp> to add a pet of the player's selected type. Its actor name will be <samp>PetActor</samp> in other event commands. This supersedes <samp>cat</samp> (with name <samp>Cat</samp>) and <samp>dog</samp> (with name <samp>Dog</samp>), though those still work too.
  −
* For C# mods:
  −
** All pets now use a generic <samp>Pet</samp> class, instead of <samp>Cat</samp> or <samp>Dog</samp>. The pet type is tracked by the pet's <samp>petType</samp> field.
  −
** The player's preferred pet type is tracked by <samp>Game1.player.whichPetType</samp>. The former <samp>catPerson</samp> field is now readonly and checks that field.
  −
** Added <samp>Pet.type_cat</samp> and <samp>Pet.type_dog</samp> constants for the default pet types.
     −
===Custom monster eradication goals===
+
If the event is not played, the dialogue continues to the next line instead.
: ''See also: [[#Monster eradication goal flag changes|Monster eradication goal flag changes]].''
     −
You can now add/edit [[Adventurer's Guild]] monster eradication goals by editing the new <samp>Data/MonsterSlayerQuests</samp> data asset.
+
For example, <code>$v 60367 false false</code> will replay the bus arrival event from the start of the game. <code>$v SomeMod.Test true false#$b#Wow! Good timing!$1</code> will play the event "SomeMod.Test" if the player meets the precondition requirements. If they do not, the dialogue "Wow! Good timing!$1" will play instead.
 
  −
This consists of a string → model lookup, where...
  −
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the monster eradication goal.
  −
* The value is a model with the fields listed below.
      +
Note: The command will only work if it is at the very start of the dialogue. Adding any dialogue or other commands before it will cause it not to trigger the event and display the event commands as dialogue instead.
 +
|}
 +
</li>
 +
<li>Improved dialogue commands:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! command
! effect
+
! changes
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>$p</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the goal's display name, shown on the board in the Adventurer's Guild.
+
| You can now check multiple answer IDs. For example, this will show the first dialogue if the player chose dialogue answer 17, 18, or 19:
|-
+
<pre>$p 17|18|19#I guess you think nothing would happen, right?$u|Maybe a wicked ghost would appear!</pre>
| <samp>Targets</samp>
+
|}</li>
| A list of [[Modding:Monster data#Monster IDs|monster IDs]] that are counted towards the <samp>Count</samp>.
+
<li>[[Modding:Dialogue#Response IDs|Dialogue response IDs]] are now [[Modding:Common data field types#Unique string ID|unique string IDs]].</li>
|-
+
<li>[[Secrets#Item Spawn Cheat|Item spawn codes]] now use string item IDs. That means you can spawn any item using its [[#Custom items|qualified item ID]] (like <code>[(F)1664]</code> for a [[Mystic Rug]]), but can no longer prepend zeros (e.g. <code>[128]</code> is a pufferfish but <code>[0128]</code> is an error item).</li>
| <samp>Count</samp>
+
<li>For C# mods, <samp>Dialogue</samp> now tracks the translation key used to build it (when applicable). For example, you can detect when the player is rejected at the [[Flower Dance]] (derived from {{github|spacechase0/StardewValleyMods|Three-Heart Dance Partner}}):
| The total number of monsters (matching the <samp>Targets</samp>) which must be defeated to complete this goal.
+
<syntaxhighlight lang="c#">
|-
+
private void OnMenuChanged(object sender, MenuChangedEventArgs e)
| <samp>RewardItemId</samp>
+
{
| ''(Optional)'' The [[#Custom items|qualified ID]] for the item that can be collected from [[Gil]] when this goal is completed. Default none.
+
    bool isDanceRejection =
|-
+
        Game1.currentLocation?.currentEvent?.FestivalName == "Flower Dance"
| <samp>RewardItemPrice</samp>
+
        && e.NewMenu is DialogueBox dialogueBox
| ''(Optional)'' The price of the <samp>RewardItemId</samp> in [[Marlon]]'s shop after the goal is completed, or -1 to disable buying it from Marlon. Default -1.
+
        && dialogueBox.characterDialogue is {} dialogue
|-
+
        && dialogue.TranslationKey == $"Characters\\Dialogue\\{dialogue.speaker?.Name}:danceRejection";
| <samp>RewardDialogue</samp><br /><samp>RewardDialogueFlag</samp>
+
}
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for custom [[Gil]] dialogue shown when talking to him after completing the goal, and an optional [[Modding:Mail data|mail flag]] to set when the player has seen the dialogue. Both default to none.
+
</syntaxhighlight>
 +
 
 +
For C# mods that create <samp>Dialogue</samp> instances directly, there's a few ways to do it now:
 +
<syntaxhighlight lang="c#">
 +
// from a translation key
 +
var dialogue = new Dialogue(npc, "Strings\\StringsFromCSFiles:Utility.cs.5360");
   −
If there are reward items, they're shown after this dialogue.
+
// from custom text (with or without a translation key)
 +
var dialogue = new Dialogue(npc, null, "Some arbitrary text to show as-is");
   −
If <samp>RewardDialogue</samp> is used without <samp>RewardDialogueFlag</samp>, then this dialogue will be shown each time the reward menu is opened after completing the goal, until the player collects the reward items. If the <samp>RewardItems</samp> isn't set, this can safely be omitted since the goal will be marked collected immediately.
+
// from a translation with tokens
 +
var dialogue = Dialogue.FromTranslation(npc, "Data\\ExtraDialogue:PurchasedItem_2_QualityLow_Willy", whatToCallPlayer, particle, i.DisplayName);
 +
</syntaxhighlight>
   −
This doesn't send a letter; see <samp>RewardMail</samp> or <samp>RewardMailAll</samp> for that.
+
You can also easily add fallback logic using <samp>Dialogue.TryGetDialogue</samp> or <samp>npc.TryGetDialogue</samp>. For example:
|-
+
<syntaxhighlight lang="c#">
| <samp>RewardFlag</samp><br /><samp>RewardFlagAll</samp>
+
Dialogue dialogue =
| ''(Optional)'' The [[Modding:Mail data|mail flag ID]] to set for the current player (<samp>RewardFlag</samp>) or all players (<samp>RewardFlagAll</samp>) when talking to [[Gil]] after completing the goal. Default none.
+
    npc.TryGetDialogue($"rejection_{itemId}_{locationName}_{x}_{y}")
 +
    ?? npc.TryGetDialogue($"rejection_{itemId}_{locationName}")
 +
    ?? npc.TryGetDialogue($"rejection_{itemId}")
 +
    ?? new Dialogue(npc, "Strings\\StringsFromCSFiles:NPC.cs.3971");
 +
</syntaxhighlight>
 +
</li>
 +
<li>For C# mods, added a <samp>dialogue.sideEffects</samp> field to run code when the dialogue is displayed.</li>
 +
<li>The 'reveal taste' dialogue command now uses the format <samp>%revealtaste:{{t|npc name}}:{{t|item ID}}</samp> to support item IDs. (The previous <samp>%revealtaste{{t|npc name}}{{t|item index}}</samp> format still works to support old content packs, but the item index can only be a number.)</li>
 +
<li>NPCs no longer override the portrait for a gift taste dialogue that uses a portrait command explicitly.</li>
 +
<li>Fixed unknown [[Modding:Dialogue|dialogue]] commands starting with <samp>$</samp> being parsed as a portrait number when not numeric.</li>
 +
<li>Fixed NPCs only using a <code>{day name}{hearts}_{year}</code> dialogue if they also have a <code>{day name}{hearts}</code> one.</li>
 +
<li>Fixed NPCs only using the <code>MovieInvitation</code> dialogue key in English.</li>
 +
</ul>
   −
Note that <samp>RewardFlag</samp> is usually not needed, since the game will also set a <samp>Gil_{{t|goal ID}}</samp> flag regardless.
+
===Schedule changes===
 +
{{/doc status|[[Modding:Schedule data]]|done=false}}
   −
This doesn't send a letter; see <samp>RewardMail</samp> or <samp>RewardMailAll</samp> for that.
+
<ul>
|-
+
<li>Schedule keys are now case-insensitive.</li>
| <samp>RewardMail</samp><br /><samp>RewardMailAll</samp>
+
<li>Added a new <samp>{{t|day of week}}_{{t|min hearts}}</samp> schedule key.</li>
| ''(Optional)'' The mail letter ID to add to the mailbox tomorrow for the current player (<samp>RewardMail</samp>) or all players (<samp>RewardMailAll</samp>). Default none.
+
<li>Added an <samp>NPC.ScheduleKey</samp> field which always matches their loaded schedule.</li>
|-
+
<li>Schedule commands now trim surrounding whitespace, so they can be multilined for readability. For example:
| <samp>CustomFields</samp>
+
<syntaxhighlight lang="js">"Wed": "
| The [[#Custom data fields|custom fields]] for this entry.
+
    1000 ArchaeologyHouse 11 9 0/
|}
+
    1800 Town 47 87 0/
 +
    2200 SeedShop 1 9 3 abigail_sleep
 +
"</syntaxHighlight></li>
 +
<li>Removed an unintended schedule fallback to a <samp>{season}_spring_{hearts}</samp> key. It'll skip to the <samp>spring</samp> default instead.</li>
 +
<li>Schedules are now fault-tolerant:
 +
* Fixed crash if a selected schedule can't be parsed. The NPC now logs an error and continues with the next fallback instead.
 +
* Fixed crash if certain hardcoded schedules aren't present (like Penny's <samp>marriageJob</samp> or Pam's <samp>bus</samp>).
 +
* Fixed error if a schedule command is empty.</li>
 +
</ul>
   −
===Custom phone calls===
+
===Other NPC changes===
Mods can now extend the [[telephone]] with custom calls (both incoming calls, and phone numbers which the player can call).
+
{{/doc status|[[Modding:NPC data]] as needed|done=false}}
   −
====Incoming calls====
+
<ul>
You can add or customize incoming calls by editing the <samp>Data/IncomingPhoneCalls</samp> asset.
+
<li>Added <samp>Game1.characterData</samp> and <samp>Game1.farmAnimalData</samp> to read NPC/animal info without constantly reloading the <samp>Data/Characters</samp> or <samp>Data/FarmAnimals</samp> asset.</li>
 
+
<li>All translated NPC names are now in <samp>Strings/NPCNames</samp>.
This consists of a string → model lookup, where...
+
<li>Added new fields & methods for C# mods:
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the incoming call data.
  −
* The value is a model with the fields listed below.
      
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! type
 +
! field/method
 
! effect
 
! effect
 
|-
 
|-
| <samp>Dialogue</samp>
+
|rowspan="2"| <samp>AdventureGuild</samp>
| The dialogue text to show when the player answers the phone. This can use the full [[Modding:Dialogue|dialogue format]] (including questions and different dialogue based on the selected answer).
+
| <samp>IsComplete(data)</samp>
 +
| Get whether an [[Adventurer's Guild]] monster eradication goal has been completed, regardless of whether the player collected its rewards yet.
 +
|-
 +
| <samp>HasCollectedReward(player, id)</samp>
 +
| Get whether a given player has completed an [[Adventurer's Guild]] monster eradication goal and collected its rewards. For example:
 +
<syntaxhighlight lang="c#">
 +
bool isPhoneUnlocked = AdventureGuild.HasCollectedReward(Game1.player, "Gil_FlameSpirits");
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>FromNpc</samp>
+
| <samp>AnimalHouse</samp>
| ''(Optional)'' The internal name of the NPC making the call. If specified, that NPC's name and portrait will be shown.
+
| <samp>adoptAnimal</samp>
 +
| Add an animal to this location and set the location as the animal's home.
 
|-
 
|-
| <samp>FromPortrait</samp>
+
| <samp>AnimatedSprite</samp>
| ''(Optional)'' The asset name for the portrait spritesheet to display (like <samp>Portraits/Abigail</samp>). If <samp>FromNpc</samp> is specified too, this overrides the portrait from that NPC. If both <samp>FromNpc</samp> and <samp>FromDisplayName</samp> are null, this portrait will be shown with the display name "???".
+
| <samp>Owner</samp>
 +
| The NPC which owns the sprite.
 
|-
 
|-
| <samp>FromDisplayName</samp>
+
|rowspan="3"| <samp>Character</samp>
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the calling NPC's display name. If <samp>FromNpc</samp> is specified too, this overrides the display name from that NPC.
+
| <samp>IsVillager</samp>
 +
| Whether this is an NPC-type villager (i.e. not a monster, horse, pet, player's child, etc). In other words, this checks whether the NPC would use data from <samp>Data/Characters</samp> (regardless of whether they currently have an entry in the asset).
 
|-
 
|-
| <samp>MaxCalls</samp>
+
| <samp>StandingPixel</samp>
| ''(Optional)'' The maximum number of times a player can receive this phone call, or <c>-1</samp> for no limit. Default 1.
+
| The character's cached pixel position within the current location, based on the center pixel of their bounding box.
 
|-
 
|-
| <samp>TriggerCondition</samp><br /><samp>RingCondition</samp>
+
| <samp>Tile</samp><br /><samp>TilePoint</samp>
| ''(Optional)'' If set, a game state query which indicates whether to trigger this phone call (<samp>TriggerCondition</samp>) or whether the phone rings when this call is received (<samp>RingCondition</samp>).
+
| The character's cached tile position within their current location. <samp>Tile</samp> is their exact non-integer position, and <samp>TilePoint</samp> is their integer tile position.
 
+
|-
Whether a player receives this call depends on both fields: <samp>TriggerCondition</samp> is checked on the main player before sending the call to all players, then <samp>RingCondition</samp> is checked on each player to determine whether the phone rings for them.
+
|rowspan="7"| <samp>FarmAnimal</samp>
 +
| <samp>isAdult</samp>
 +
| Get whether the farm animal is fully grown (opposite of <samp>isBaby()</samp>).
 +
|-
 +
| <samp>CanGetProduceWithTool</samp>
 +
| Get whether the farm animal's produce can be collected with a given tool (e.g. milk pail for a cow).
 +
|-
 +
| <samp>CanLiveIn</samp>
 +
| Get whether the animal can be added to a building.
 +
|-
 +
| <samp>GetDisplayName</samp><br /><samp>GetShopDescription</samp>
 +
| Get the translated display name or shop description for this animal.
 +
|-
 +
| <samp>GetHarvestType</samp>
 +
| Get whether the animal's produce is dropped or collected with a tool.
 
|-
 
|-
| <samp>IgnoreBaseChance</samp>
+
| <samp>growFully</samp>
| ''(Optional)'' Whether to ignore the 1% base chance when checking whether to trigger an incoming call. If true, the game will check if this call can be received regardless of the base chance. Default false.
+
| Instantly age the animal to adulthood if it's still a baby.
 
|-
 
|-
| <samp>SimpleDialogueSplitBy</samp>
+
| <samp>ReloadTextureIfNeeded</samp>
| ''(Optional, specialized)'' If set, marks the call as having a simple dialogue string without an NPC name and portrait, with lines split into multiple boxes by this substring. For example, <code>"SimpleDialogueSplitBy": "#"</code> will split <code>Box A#Box B#Box C</code> into three consecutive dialogue boxes.
+
| Update the animal sprite based on the current state + data.
 
  −
You should omit this in most cases, and use the regular dialogue format in <samp>Dialogue</samp> to split lines if needed. This is mainly intended to support some older vanilla phone calls.
   
|-
 
|-
| <samp>CustomFields</samp>
+
| rowspan="2"| <samp>Farmer</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| <samp>GetDisplayPants</samp><br /><samp>GetDisplayShirt</samp>
|}
+
| Get the texture and sprite index to draw for the player's pants or shirt. This accounts for override clothing, worn clothing, and the default clothing drawn when the farmer isn't wearing anything.
 
  −
====Custom handlers in C#====
  −
C# mods can implement <samp>StardewValley.PhoneCalls.IPhoneHandler</samp> and add it to <samp>Phone.PhoneHandlers</samp> for full control over both incoming and outgoing calls:
      +
For example:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
/// <summary>The mod entry point.</summary>
+
Game1.player.GetDisplayShirt(out Texture2D texture, out int spriteIndex);
internal sealed class ModEntry : Mod
  −
{
  −
    /// <inheritdoc />
  −
    public override void Entry(IModHelper helper)
  −
    {
  −
        Phone.PhoneHandlers.Add(new CustomPhoneHandler());
  −
    }
  −
}
  −
 
  −
/// <summary>A custom phone handler.</summary>
  −
internal sealed class CustomPhoneHandler : IPhoneHandler
  −
{
  −
    ...
  −
}
   
</syntaxhighlight>
 
</syntaxhighlight>
  −
See <samp>StardewValley.PhoneCalls.DefaultPhoneHandler</samp> in the [[Modding:Modder Guide/Get Started#decompile|decompiled game code]] for an example implementation.
  −
  −
===Custom shops===
  −
You can now create and edit shops via the new <samp>Data/Shops</samp> asset. See [[Modding:Shops]] for documentation and examples.
  −
  −
===Dialogue changes===
  −
<ul>
  −
<li>Added new [[Modding:Dialogue|dialogue]] keys:
  −
{| class="wikitable"
   
|-
 
|-
! asset
+
| <samp>CanDyePants</samp><br /><samp>CanDyeShirt</samp>
! key format
+
| Get whether the currently equipped pants or shirt can be [[Dyeing|dyed]].
! description
+
|-
 +
| <samp>Monster</samp>
 +
| <samp>GetDisplayName(name)</samp>
 +
| Get the translated display name for a monster type.
 
|-
 
|-
|rowspan="22"| <samp>Characters/Dialogue/&lt;name&gt;</samp>
+
|rowspan="4"| <samp>NPC</samp>
 +
| <samp>CanReceiveGifts</samp>
 +
| Get whether this NPC can receive gifts from the player (regardless of whether they've already received one today).
 
|-
 
|-
| <samp>AcceptBirthdayGift_{{t|id}}</samp><br /><samp>AcceptBirthdayGift_{{t|tag}}</samp><br /><samp>AcceptBirthdayGift_{{t|taste}}</samp><br /><samp>AcceptBirthdayGift_Negative</samp><br /><samp>AcceptBirthdayGift_Positive</samp><br /><samp>AcceptBirthdayGift</samp>
+
| <samp>GetData</samp><br /><samp>NPC.TryGetData</samp>
| Shown when receiving a birthday gift from the player. If omitted, defaults to the generic translations for all NPCs.
+
| Get the underlying data from <samp>Data/Characters</samp> for this NPC, if any.
 
  −
The first matching dialogue is used in this order:
  −
# by item ID (like <samp>AcceptBirthdayGift_(O)128</samp>);
  −
# by context tag (like <samp>AcceptBirthdayGift_category_fish</samp>);
  −
# by gift taste (one of <samp>AcceptBirthdayGift_Loved</samp>, <samp>AcceptBirthdayGift_Liked</samp>, <samp>AcceptBirthdayGift_Neutral</samp>, <samp>AcceptBirthdayGift_Disliked</samp>, or <samp>AcceptBirthdayGift_Hated</samp>);
  −
# <samp>AcceptBirthdayGift_Negative</samp> (hated or disliked gift) or <samp>AcceptBirthdayGift_Positive</samp> (neutral, liked, or loved gift);
  −
# for all items (via <samp>AcceptBirthdayGift</samp>).
  −
 
   
|-
 
|-
| <samp>AcceptBouquet</samp>
+
| <samp>NPC.GetDisplayName(name)</samp>
| Shown when the NPC accepts a [[bouquet]] from the player. Defaults to a generic dialogue.
+
| Get the translated display name in the current language for an NPC by their internal name.
 
|-
 
|-
| <samp>AcceptGift_{{t|id}}</samp><br /><samp>AcceptGift_{{t|tag}}</samp>
+
| <samp>hasDarkSkin</samp>
| Shown when receiving a non-birthday gift from the player. This can be by item ID (like <samp>AcceptGift_(O)128</samp>) or context tag (like <samp>AcceptGift_category_fish</samp>). If omitted, defaults to the dialogue in <samp>Data/NPCGiftTastes</samp>.
+
| Whether this character has dark skin for the purposes of child genetics.
 
|-
 
|-
| <samp>DumpsterDiveComment</samp>
+
| <samp>Pet</samp>
| Shown when the NPC catches the player digging through a trash can. Defaults to a generic dialogue based on the NPC's age.
+
| <samp>GetPetData</samp><br /><samp>TryGetData</samp>
 +
| Get the underlying data from <samp>Data/Pets</samp> for this pet, if any.
 
|-
 
|-
| <samp>HitBySlingshot</samp>
+
| <samp>ShopMenu</samp>
| Shown when the player shoots them with a [[slingshot]]. Defaults to a generic dialogue.
+
| <samp>ShopId</samp>
|-
+
| A key which identifies the current shop. This may be the unique shop ID in <samp>Data/Shops</samp> for a standard shop, <samp>Dresser</samp> or <samp>FishTank</samp> for furniture, etc. This is guaranteed to be set to a relevant shop ID.
| <samp>RejectBouquet_Divorced</samp><br /><samp>RejectBouquet_NotDatable</samp><br /><samp>RejectBouquet_NpcAlreadyMarried</samp><br /><samp>RejectBouquet_VeryLowHearts</samp><br /><samp>RejectBouquet_LowHearts</samp><br /><samp>RejectBouquet</samp>
  −
| Shown when the NPC rejects a [[bouquet]].
     −
A specific dialogue is shown if possible:
+
This replaces the former <samp>shopContext</samp> field, and will usually have the same value in cases where that was set to a unique shop ID.
* <samp>RejectBouquet_Divorced</samp>: the NPC won't accept this bouquet because you divorced them.
  −
* <samp>RejectBouquet_NotDatable</samp>: the NPC isn't romanceable.
  −
* <samp>RejectBouquet_NpcAlreadyMarried</samp>: the NPC is already married to another player. You can use <samp>{0}</samp> in the dialogue for the other player's name.
  −
* <samp>RejectBouquet_VeryLowHearts</samp>: you have less than 4 hearts with the NPC.
  −
* <samp>RejectBouquet_LowHearts</samp>: you have less than 8 hearts with the NPC.
  −
 
  −
If the specific dialogue isn't set, the game will use the <samp>RejectBouquet</samp> dialogue (if set), else it'll default to generic dialogue for each case.
   
|-
 
|-
| <samp>RejectGift_Divorced</samp>
+
| <samp>Utility</samp>
| Shown when the NPC rejects a gift because you divorced them.
+
| <samp>getAllVillagers</samp>
|-
+
| Get all villager NPCs (excluding horses, pets, monsters, player children, etc). This works just like <samp>getAllCharacters</samp> with an added filter.
| <samp>RejectItem_{{t|id}}</samp><br /><samp>RejectItem_{{t|tag}}</samp>
+
|}
| If set, the NPC will refuse to accept any matching item and show this dialogue instead. This can be by item ID (like <samp>RejectItem_(O)128</samp>) or context tag (like <samp>RejectItem_category_fish</samp>). This can prevent gifting, movie tickets, bouquets, mermaid pendants, etc. However it won't prevent accepting an item for an active quest or special order.
+
</li>
|-
+
<li>NPCs now update on save loaded when their home data changes.</li>
| <samp>RejectMermaidPendant_Divorced</samp><br /><samp>RejectMermaidPendant_NeedHouseUpgrade</samp><br /><samp>RejectMermaidPendant_NotDatable</samp><br /><samp>RejectMermaidPendant_NpcWithSomeoneElse</samp><br /><samp>RejectMermaidPendant_PlayerWithSomeoneElse</samp><br /><samp>RejectMermaidPendant_Under8Hearts</samp><br /><samp>RejectMermaidPendant_Under10Hearts</samp><br /><samp>RejectMermaidPendant_Under10Hearts_AskedAgain</samp><br /><samp>RejectMermaidPendant</samp>
+
<li><samp>NPC.reloadSprite()</samp> now has an argument to only reload the appearance, without changing other data.</li>
| Shown when the NPC rejects a [[Mermaid's Pendant|mermaid's pendant]].
+
<li><samp>Utility.getAllCharacters()</samp> now returns a plain <samp>List&lt;NPC&gt;</samp> value instead of a custom <samp>DisposableList&lt;NPC&gt;</samp>, so you can use normal LINQ querying on it.</li>
 +
<li><samp>Utility.GetHorseWarpRestrictionsForFarmer(player)</samp> now returns an enum (which is more efficient and easier for mods to patch), and added a new <samp>Utility.GetHorseWarpErrorMessage(restrictions)</samp> method to get the error message to show for it.</li>
 +
<li><samp>Farmer.hasAFriendWithHeartLevel</samp> now has an optional max-hearts argument.</li>
 +
<li>Removed most <samp>FarmAnimal</samp> fields/properties which just mirror the underlying data.</li>
 +
<li>Removed invalid item IDs in <samp>Data/NPCGiftTastes</samp>.</li>
 +
<li>Fixed NPCs sometimes duplicated on save load (particularly if their home location changed).</li>
 +
<li>Fixed child NPCs like [[Jas]] or [[Vincent]] ignoring relative titles like "mom" in <samp>Data/NPCDispositions</samp> (now <samp>Data/Characters</samp>) for reveal-gift-taste dialogues.</li>
 +
<li>Fixed custom NPCs ignoring dialogue when they use a subclass of <samp>NPC</samp>.</li>
 +
<li>Fixed monsters not loading their display name from <samp>Data/Monsters</samp> for English players.</li>
 +
<li>Fixed player children not applying the <samp>IsInvisible</samp> flag.</li>
 +
</ul>
   −
A specific dialogue is shown if possible. The cases are checked in this order:
+
==What's new for everything else==
# <samp>RejectMermaidPendant_PlayerWithSomeoneElse</samp>: the player is already engaged or married to someone else. You can use <samp>{0}</samp> in the dialogue for the player's spouse name.
+
===Buff overhaul===
# <samp>RejectMermaidPendant_NotDatable</samp>: the NPC isn't romanceable.
+
{{/doc status|a new doc page|done=false}}
# <samp>RejectMermaidPendant_Divorced</samp>: you divorced them, so they won't accept gifts or proposals from you.
  −
# <samp>RejectMermaidPendant_NpcWithSomeoneElse</samp>: the NPC is already engaged or married to someone else. You can use <samp>{0}</samp> in the dialogue for the other player's name.
  −
# <samp>RejectMermaidPendant_Under8Hearts</samp>: you have under 8 hearts with the NPC.
  −
# <samp>RejectMermaidPendant_Under10Hearts</samp>: you have under 10 hearts with the NPC.
  −
# <samp>RejectMermaidPendant_Under10Hearts_AskedAgain</samp>: you have under 10 hearts with the NPC, and asked again after they already said no. (Defaults to the previous dialogue if not set.)
  −
# <samp>RejectMermaidPendant_NeedHouseUpgrade</samp>: you need to upgrade your house before they can accept.
     −
If the specific dialogue isn't set, the game will use the <samp>RejectMermaidPendant</samp> dialogue (if set), else it'll default to generic dialogue for each case.
+
: ''See also: [[#Custom buffs|custom buffs]].''
|-
  −
| <samp>RejectMovieTicket_AlreadyInvitedBySomeoneElse</samp><br /><samp>RejectMovieTicket_AlreadyWatchedThisWeek</samp><br /><samp>RejectMovieTicket_Divorced</samp><br /><samp>RejectMovieTicket_DontWantToSeeThatMovie</samp><br /><samp>RejectMovieTicket</samp>
  −
| Show when the NPC rejects a [[Movie Ticket|movie ticket]].
     −
A specific dialogue is shown if possible:
+
1.6 rewrites buffs to work more consistently and be more extensible:
* <samp>RejectMovieTicket_AlreadyInvitedBySomeoneElse</samp>: someone else already invited the NPC to a movie. You can use <samp>{0}</samp> in the dialogue for the other player's name.
  −
* <samp>RejectMovieTicket_AlreadyWatchedThisWeek</samp>: the NPC already watched a movie this week.
  −
* <samp>RejectMovieTicket_Divorced</samp>: you divorced the NPC, so they won't accept gifts from you.
  −
* <samp>RejectMovieTicket_DontWantToSeeThatMovie</samp>: the movie data marks that NPC as unwilling to watch it (e.g. kids for horror movies).
     −
If the specific dialogue isn't set, the game will use the <samp>RejectMovieTicket</samp> dialogue (if set), else it'll default to generic dialogue for each case.
+
* Buff logic is unified into <samp>Game1.player.buffs</samp>, which is the single source of truth for buff data. This replaces the previous <samp>player.added*</samp> and <samp>player.appliedBuffs</samp> fields, <samp>BuffsDisplay</samp> logic, enchantment stat bonuses, and boots/ring attribute changes on (un)equip.
|-
+
* This also removes limitations on buff types (e.g. buffs can add weapon bonuses and weapons can add attribute buffs) and buffable equipment (e.g. equipped tools can have buffs too).
| <samp>SpouseFarmhouseClutter</samp>
+
* Buff effects are now fully recalculated when they change, to fix a range of longstanding bugs like attribute drift and double-debuffs. Just like before, the buffs are managed locally; only the buff IDs and aggregate attribute effects are synced.
| Shown by an NPC spouse when they couldn't pathfind to their kitchen standing spot in the farmhouse.
  −
|-
  −
| <samp>SpouseGiftJealous</samp>
  −
| Shown by an NPC spouse when you gave a gift to another eligible NPC of the same gender as your spouse (unless it's their birthday). You can use <samp>{0}</samp> in the dialogue for the other NPC's name, and <samp>{1}</samp> for the gifted item name.
  −
|-
  −
| <samp>Spouse_MonstersInHouse</samp>
  −
| Shown by an NPC spouse when they're in the farmhouse and there's a monster close to them.
  −
|-
  −
| <samp>SpouseStardrop</samp>
  −
| Shown when receiving the [[stardrop]] from your spouse.
  −
|-
  −
| <samp>Fair_Judging</samp>
  −
| Shown at the [[Stardew Valley Fair]] while Lewis is judging the grange displays. If omitted, the NPC will keep their normal festival dialogue.
     −
If this is set without <samp>Fair_Judged*</samp>, the NPC will keep this dialogue after judging is done.
+
'''For C# mods:'''
 +
* Each buff now has a unique string ID. You can apply a new buff with the same ID to replace it (so you no longer need to manually find and remove previous instances of the buff).
 +
* The buff duration can now be set to <samp>Buff.ENDLESS</samp> to remove the duration. It'll last all day until the player sleeps.
 +
* You can add standard buff effects to any equipment by overriding <samp>Item.AddEquipmentEffects</samp>, or add custom behaviour/buffs by overriding <samp>Item.onEquip</samp> and <samp>Item.onUnequip</samp>.
 +
* You can add custom food or drink buffs by overriding <samp>Item.GetFoodOrDrinkBuffs()</samp>.
 +
* The <samp>Buff</samp> constructor now supports a custom icon texture, sprite index, display name, description, and millisecond duration to fully support custom buffs.
 +
* You can change how buff attributes are displayed (or add new attributes) by extending the <samp>BuffsDisplay.displayAttributes</samp> list.
 +
* You can have invisible buffs by setting <samp>buff.visible = false</samp>.
 +
 
 +
For example, here's how to add a custom buff which adds +3 speed:
 +
 
 +
<syntaxhighlight lang="c#">
 +
Buff buff = new Buff(
 +
    id: "Example.ModId_ZoomZoom",
 +
    displayName: "Zoom Zoom", // can optionally specify description text too
 +
    iconTexture: this.Helper.ModContent.Load<Texture2D>("assets/zoom.png"),
 +
    iconSheetIndex: 0,
 +
    duration: 30_000, // 30 seconds
 +
    effects: new BuffEffects()
 +
    {
 +
        Speed = { 10 } // shortcut for buff.Speed.Value = 10
 +
    }
 +
);
 +
Game1.player.applyBuff(buff);
 +
</syntaxhighlight>
 +
 
 +
You can also implement your own custom effects in code by checking if the buff is active, like <code>Game1.player.hasBuff("Example.ModId_ZoomZoom")</code>.
 +
 
 +
===Custom audio===
 +
{{/doc status|[[Modding:Audio]]|done=true}}
 +
 
 +
You can now add or edit music tracks or sound effects by editing the new <samp>Data/AudioChanges</samp> asset. New cues are added to the game's soundbank, so they can be used anywhere normal audio can be used (e.g. the <samp>Music</samp> [[Modding:Maps|map property]]). This supports <samp>.ogg</samp> and <samp>.wav</samp> files, and the vanilla audio features (e.g. randomizing audio from one ID).
 +
 
 +
Audio is also more fault-tolerant in 1.6: the game no longer crashes when playing audio which doesn't exist, it now logs an error and returns a default quiet click sound instead. (If you use <code>try..catch</code> to check if an audio cue exists, you should check <code>Game1.soundbank.Exists(name)</code> instead.)
 +
 
 +
===Custom buffs===
 +
{{/doc status|a new doc page|done=false}}
   −
''This replaces the previously hardcoded translations in <samp>Strings/StringsFromCSFiles</samp>: <samp>Event.cs.1602</samp> (Marnie), <samp>Event.cs.1604</samp> (Pierre), and <samp>Event.cs.1606</samp> (Willy).''
+
: ''See also: [[#Buff overhaul|buff overhaul]].''
|-
  −
| <samp>Fair_Judged_PlayerLost_PurpleShorts</samp><br /><samp>Fair_Judged_PlayerLost_Skipped</samp><br /><samp>Fair_Judged_PlayerLost</samp><br /><samp>Fair_Judged_PlayerWon</samp><br /><samp>Fair_Judged</samp>
  −
| Shown at the [[Stardew Valley Fair]] after Lewis finishes judging the grange displays.
     −
The first matching dialogue is used in this order:
+
You can now define custom buffs by editing the new <samp>Data/Buffs</samp> asset. You can then use the buff from other places like <samp>Data/Object</samp>'s <samp>Buff</samp> field or the C# <samp>Buff</samp> constructor.
# <samp>Fair_Judged_PlayerLost_PurpleShorts</samp>: the player put the [[Secrets#Lucky Purple Shorts|lucky purple shorts]] in their display (which is an automatic loss).  Defaults to <samp>Fair_Judged_PlayerLost</samp> if omitted.
  −
# <samp>Fair_Judged_PlayerLost_Skipped</samp>: the player didn't put anything in their display. Defaults to <samp>Fair_Judged_PlayerLost</samp> if omitted.
  −
# <samp>Fair_Judged_PlayerLost</samp> or <samp>Fair_Judged_PlayerWon</samp>: the player didn't/did win first place. Defaults to <samp>Fair_Judged</samp> if omitted.
  −
# <samp>Fair_Judged</samp>: shown if a more specific dialogue didn't match. If omitted, the NPC will keep their current dialogue.
     −
''These replace the previously hardcoded translations in <samp>Strings/StringsFromCSFiles</samp>: <samp>Event.cs.1591</samp> (Pierre when he won), <samp>Event.cs.1593</samp> (Pierre when the player won), <samp>Event.cs.1595</samp> (Marnie), <samp>Event.cs.1597</samp> (Willy), and <samp>Event.cs.1600</samp> (Marnie for the purple shorts).''
+
This consists of a string → model lookup, where...
|-
+
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the buff.
| <samp>FlowerDance_Accept_Roommate</samp><br /><samp>FlowerDance_Accept_Spouse</samp><br /><samp>FlowerDance_Accept</samp>
+
* The value is a model with the fields listed below.
| Shown at the [[Flower Dance]] when the NPC agrees to dance. The game will prefer the <samp>_Roommate</samp> (if roommates) or <samp>_Spouse</samp> (if married) variant if applicable, else it'll check for the normal key. If omitted, defaults to a generic accept dialogue.
     −
''This replaces the previously hardcoded translations in <samp>Strings/StringsFromCSFiles</samp> (<samp>Event.cs.1613</samp>, <samp>Event.cs.1615</samp>, <samp>Event.cs.1617</samp>, <samp>Event.cs.1619</samp>, <samp>Event.cs.1621</samp>, <samp>Event.cs.1623</samp>, <samp>Event.cs.1625</samp>, <samp>Event.cs.1627</samp>, <samp>Event.cs.1629</samp>, and <samp>Event.cs.1631</samp>).''
+
{| class="wikitable"
 
|-
 
|-
| <samp>FlowerDance_Decline</samp>
+
! field
| Shown at the [[Flower Dance]] when the NPC declines to dance. This replaces the former <samp>danceRejection</samp> key (which still works as a fallback).
+
! purpose
 
|-
 
|-
| <samp>WinterStar_GiveGift_Before_Roommate</samp><br /><samp>WinterStar_GiveGift_Before_Spouse</samp><br /><samp>WinterStar_GiveGift_Before</samp><br /><samp>WinterStar_GiveGift_After_Roommate</samp><br /><samp>WinterStar_GiveGift_After_Spouse</samp><br /><samp>WinterStar_GiveGift_After</samp>
+
| <samp>DisplayName</samp>
| Shown at the [[Feast of the Winter Star]] when the NPC gives the player their gift (before and after the player opens it). The game will prefer the <samp>_Roommate</samp> (if roommates) or <samp>_Spouse</samp> (if married) variant if applicable, else it'll check for the normal key. If omitted, the before/after dialogues each separately default to a generic translation for all NPCs.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the buff name.
 
|-
 
|-
| <samp>WinterStar_ReceiveGift_{{t|id}}</samp><br /><samp>WinterStar_ReceiveGift_{{t|tag}}</samp><br /><samp>WinterStar_ReceiveGift</samp>
+
| <samp>Description</samp>
| Shown at the [[Feast of the Winter Star]] when receiving their gift from the player. This can be by item ID (like <samp>WinterStar_ReceiveGift_(O)128</samp>), context tag (like <samp>WinterStar_ReceiveGift_category_fish</samp>), or for any item (like <samp>WinterStar_ReceiveGift</samp>). If omitted, defaults to the generic translation for all NPCs.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the buff name. Default none.
 +
|-
 +
| <samp>IsDebuff</samp>
 +
| ''(Optional)'' >Whether this buff counts as a debuff, so its duration should be halved when wearing a [[Sturdy Ring|sturdy ring]]. Default false.
 
|-
 
|-
| <samp>WipedMemory</samp>
+
| <samp>GlowColor</samp>
| Shown the first time you talk to the NPC after erasing their memory using the [[Dark Shrine of Memory]].
+
| ''(Optional)'' The glow color to apply to the player. See [[#Color fields|color format]]. Default none.
|}
  −
</li>
  −
<li>Added new [[Modding:Dialogue|dialogue]] commands:
  −
{| class="wikitable"
   
|-
 
|-
! command
+
| <samp>Duration</samp>
! description
+
| The duration in milliseconds for which the buff should be active. This can be set to value <samp>-2</samp> for a buff that should last for the rest of the day.
|- id="gender-switch"
  −
| <samp>${male^female}$</samp><br /><samp>${male^female^non-binary}$</samp>
  −
| Change text depending on the player's gender. This largely supersedes the <samp>^</samp> dialogue token (which still works), and is supported in many more places than that token. This is applied before most other commands or parsing, so it can safely be used in cases where <samp>^</samp> might have a different meaning (e.g. mail text). For example: <code>Ahoy there ${lad^lass}$!</code> or <code>Ahoy there ${lad^lass^matey}$!</code>.
  −
 
  −
You can optionally use <samp>¦</samp> instead of <samp>^</samp>, in which case any <samp>^</samp> characters are left as-is.
  −
 
  −
Note that the non-binary value is only used if a mod overrides the player's gender, since the in-game UI only allows male or female.
   
|-
 
|-
| <samp>$action {{t|action}}</samp>
+
| <samp>MaxDuration</samp>
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>$action AddMoney 500</samp> to add {{price|500}} to the current player.
+
| ''(Optional)'' The maximum buff duration in milliseconds. If specified and larger than <samp>Duration</samp>, a random value between <samp>Duration</samp> and <samp>MaxDuration</samp> will be selected for each buff. Default none.
 
|-
 
|-
| <samp>$query {{t|query}}#{{t|if true}}&#124;{{t|if false}}</samp>
+
| <samp>IconTexture</samp>
| Show different dialogue text depending on the [[Modding:Game state queries|game state query]] in {{t|query}}. For example:
+
| The asset name for the texture containing the buff's sprite.
<syntaxhighlight lang="js">
  −
"Mon": "$query !PLAYER_VISITED_LOCATION Current Mine#Did you know there's an old abandoned mine up in the mountain? Apparently it's crawling with monsters!|I heard you went into the old mines up in the mountain!#Did you find anything tasty?$h"
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>$t {{t|topic ID}} {{o|day length}}</samp>
+
| <samp>IconSpriteIndex</samp>
| Add a [[Modding:Dialogue#Conversation topics|conversation topic]] for the next {{o|day length}} days (default 4 days).
+
| ''(Optional)'' The sprite index for the buff icon within the <samp>IconTexture</samp>. Default 0.
 
|-
 
|-
| <samp>$v {{t|event id}} {{o|check preconditions}} {{o|skip if seen}}</samp>
+
| <samp>Effects</samp>
| Immediately start an [[Modding:Event data|event]] and end the current dialogue, subject to the conditions:
+
| ''(Optional)'' The buff attributes to apply. Default none.
* {{o|check preconditions}}: whether to ignore the command if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
  −
* {{o|skip if seen}}: whether to ignore the command if the player has already seen the given event. Default true.
     −
If the event is skipped, the dialogue continues to the next line instead.
+
This consists of a model with any combination of these fields:
 
  −
For example, <code>$v 60367 false false</code> will replay the bus arrival event from the start of the game.
  −
|}
  −
</li>
  −
<li>Improved dialogue commands:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! command
+
! field
! changes
+
! purpose
 +
|-
 +
| <samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MiningLevel</samp>
 +
| ''(Optional)'' An amount applied to the matching [[Skills|skill level]] while the buff is active. This can be negative for a debuff. Default 0.
 
|-
 
|-
| <samp>$p</samp>
+
| <samp>Attack</samp><br /><samp>Defense</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>Speed</samp>
| You can now check multiple answer IDs. For example, this will show the first dialogue if the player chose dialogue answer 17, 18, or 19:
+
| ''(Optional)'' An amount applied to the player's [[attack]], [[defense]], [[Magnetism|magnetic radius]], maximum [[Energy|stamina]], or [[speed]] while the buff is active. This can be negative for a debuff. Default 0.
<pre>$p 17|18|19#I guess you think nothing would happen, right?$u|Maybe a wicked ghost would appear!</pre>
+
|}
|}</li>
+
|-
<li>[[Modding:Dialogue#Response IDs|Dialogue response IDs]] are now [[Modding:Common data field types#Unique string ID|unique string IDs]].</li>
+
| <samp>ActionsOnApply</samp>
<li>[[Secrets#Item Spawn Cheat|Item spawn codes]] now use string item IDs. That means you can spawn any item using its [[#Custom items|qualified item ID]] (like <code>[(F)1664]</code> for a [[Mystic Rug]]), but can no longer prepend zeros (e.g. <code>[128]</code> is a pufferfish but <code>[0128]</code> is an error item).</li>
+
| ''(Optional)'' Run any number of [[Modding:Trigger actions|trigger action strings]] when the buff is applied to the current player. For example, this increments a player stat:
<li>For C# mods, <samp>Dialogue</samp> now tracks the translation key used to build it (when applicable). For example, you can detect when the player is rejected at the [[Flower Dance]] (derived from {{github|spacechase0/StardewValleyMods|Three-Heart Dance Partner}}):
+
<syntaxhighlight lang="js">
<syntaxhighlight lang="c#">
+
"ActionsOnApply": [
private void OnMenuChanged(object sender, MenuChangedEventArgs e)
+
     "IncrementStat {{ModId}}_NumberEaten 1"
{
+
]
     bool isDanceRejection =
  −
        Game1.currentLocation?.currentEvent?.FestivalName == "Flower Dance"
  −
        && e.NewMenu is DialogueBox dialogueBox
  −
        && dialogueBox.characterDialogue is {} dialogue
  −
        && dialogue.TranslationKey == $"Characters\\Dialogue\\{dialogue.speaker?.Name}:danceRejection";
  −
}
   
</syntaxhighlight>
 
</syntaxhighlight>
 +
|-
 +
| <samp>CustomFields</samp>
 +
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
 +
|}
 +
 +
===Custom data fields===
 +
{{/doc status|[[Modding:Common data field types#Custom fields]]|done=true}}
   −
For C# mods that create <samp>Dialogue</samp> instances directly, there's a few ways to do it now:
+
Many data assets now have a <samp>CustomFields</samp> field. This is ignored by the game, but lets mods add their own data (e.g. to enable mod framework features).
<syntaxhighlight lang="c#">
  −
// from a translation key
  −
var dialogue = new Dialogue(npc, "Strings\\StringsFromCSFiles:Utility.cs.5360");
     −
// from custom text (with or without a translation key)
+
For example, a content pack can [[#Custom crops|add a crop]] with custom fields:
var dialogue = new Dialogue(npc, null, "Some arbitrary text to show as-is");
+
{{#tag:syntaxhighlight|<nowiki>
 +
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/Crops",
 +
            "Entries": {
 +
                "Example.Id_CucumberSeeds": {
 +
                    "Seasons": [ "summer" ],
 +
                    "DaysInPhase": [ 1, 2, 2, 2 ],
 +
                    "HarvestItemId": "Example.Id_Cucumber",
 +
                    "Texture": "{{InternalAssetKey: assets/crops.png}}",
 +
                    "SpriteIndex": 0,
   −
// from a translation with tokens
+
                    "CustomFields": {
var dialogue = Dialogue.FromTranslation(npc, "Data\\ExtraDialogue:PurchasedItem_2_QualityLow_Willy", whatToCallPlayer, particle, i.DisplayName);
+
                        "Example.FrameworkMod/WetTexture": "{{InternalAssetKey: assets/crops-wet.png}}"
</syntaxhighlight>
+
                    }
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
   −
You can also easily add fallback logic using <samp>Dialogue.TryGetDialogue</samp> or <samp>npc.TryGetDialogue</samp>. For example:
+
And then a C# mod could handle the custom field if it's set:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
Dialogue dialogue =
+
if (Game1.currentLocation.IsRainingHere())
     npc.TryGetDialogue($"rejection_{itemId}_{locationName}_{x}_{y}")
+
{
     ?? npc.TryGetDialogue($"rejection_{itemId}_{locationName}")
+
     CropData data = crop.GetData();
     ?? npc.TryGetDialogue($"rejection_{itemId}")
+
     if (data != null && data.CustomFields.TryGetValue("Example.FrameworkMod/WetTexture", out string textureName))
    ?? new Dialogue(npc, "Strings\\StringsFromCSFiles:NPC.cs.3971");
+
     {
 +
        // do magic
 +
    }
 +
}
 
</syntaxhighlight>
 
</syntaxhighlight>
</li>
  −
<li>For C# mods, added a <samp>dialogue.sideEffects</samp> field to run code when the dialogue is displayed.</li>
  −
<li>The 'reveal taste' dialogue command now uses the format <samp>%revealtaste:{{t|npc name}}:{{t|item ID}}</samp> to support item IDs. (The previous <samp>%revealtaste{{t|npc name}}{{t|item index}}</samp> format still works to support old content packs, but the item index can only be a number.)</li>
  −
<li>NPCs no longer override the portrait for a gift taste dialogue that uses a portrait command explicitly.</li>
  −
<li>Fixed unknown [[Modding:Dialogue|dialogue]] commands starting with <samp>$</samp> being parsed as a portrait number when not numeric.</li>
  −
<li>Fixed NPCs only using a <code>{day name}{hearts}_{year}</code> dialogue if they also have a <code>{day name}{hearts}</code> one.</li>
  −
<li>Fixed NPCs only using the <code>MovieInvitation</code> dialogue key in English.</li>
  −
</ul>
     −
===Schedule changes===
+
See <samp>CustomFields</samp> in the docs for each asset type to see if it's supported. Besides the sections listed on this page, custom fields were also added to <samp>Data/AdditionalFarms</samp>, <samp>Data/AdditionalLanguages</samp>, <samp>Data/FishPondData</samp>, <samp>Data/HomeRenovations</samp>, <samp>Data/Movies</samp>, and <samp>Data/SpecialOrders</samp>.
<ul>
+
 
<li>Schedule keys are now case-insensitive.</li>
+
See [[Modding:Common data field types#Custom fields]] for the main docs.
<li>Added a new <samp>{{t|day of week}}_{{t|min hearts}}</samp> schedule key.</li>
+
 
<li>Added an <samp>NPC.ScheduleKey</samp> field which always matches their loaded schedule.</li>
+
===Custom giant crops===
<li>Schedule commands now trim surrounding whitespace, so they can be multilined for readability. For example:
+
{{/doc status|a new doc page|done=false}}
<syntaxhighlight lang="js">"Wed": "
+
 
    1000 ArchaeologyHouse 11 9 0/
+
You can now add/edit [[Crops#Giant Crops|giant crops]] by editing the <samp>Data/GiantCrops</samp> data asset.
    1800 Town 47 87 0/
  −
    2200 SeedShop 1 9 3 abigail_sleep
  −
"</syntaxHighlight></li>
  −
<li>Removed an unintended schedule fallback to a <samp>{season}_spring_{hearts}</samp> key. It'll skip to the <samp>spring</samp> default instead.</li>
  −
<li>Schedules are now fault-tolerant:
  −
* Fixed crash if a selected schedule can't be parsed. The NPC now logs an error and continues with the next fallback instead.
  −
* Fixed crash if certain hardcoded schedules aren't present (like Penny's <samp>marriageJob</samp> or Pam's <samp>bus</samp>).
  −
* Fixed error if a schedule command is empty.</li>
  −
</ul>
     −
===Other NPC changes===
+
This consists of a string → model lookup, where...
<ul>
+
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the giant crop.
<li>Added <samp>Game1.characterData</samp> and <samp>Game1.farmAnimalData</samp> to read NPC/animal info without constantly reloading the <samp>Data/Characters</samp> or <samp>Data/FarmAnimals</samp> asset.</li>
+
* The value is a model with the fields listed below.
<li>All translated NPC names are now in <samp>Strings/NPCNames</samp>.
  −
<li>Added new fields & methods for C# mods:
      
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! type
+
! field
! field/method
   
! effect
 
! effect
 
|-
 
|-
|rowspan="2"| <samp>AdventureGuild</samp>
+
| <samp>FromItemId</samp>
| <samp>IsComplete(data)</samp>
+
| The [[#Custom items|item ID]] (qualified or unqualified) for the harvest ID of the regular crop which can turn into this giant crop. For example, <samp>(O)254</samp> is [[melon]].
| Get whether an [[Adventurer's Guild]] monster eradication goal has been completed, regardless of whether the player collected its rewards yet.
+
 
 +
Any number of giant crops can use the same <samp>FromItemId</samp> value. The first giant crop whose other fields match (if any) will spawn.
 
|-
 
|-
| <samp>HasCollectedReward(player, id)</samp>
+
| <samp>HarvestItems</samp>
| Get whether a given player has completed an [[Adventurer's Guild]] monster eradication goal and collected its rewards. For example:
+
| The items which can be dropped when you break the giant crop. If multiple items match, they'll all be dropped.
<syntaxhighlight lang="c#">
+
 
bool isPhoneUnlocked = AdventureGuild.HasCollectedReward(Game1.player, "Gil_FlameSpirits");
+
This consists of a list of models with these fields:
</syntaxhighlight>
+
{| class="wikitable"
 
|-
 
|-
| <samp>AnimalHouse</samp>
+
! field
| <samp>adoptAnimal</samp>
+
! effect
| Add an animal to this location and set the location as the animal's home.
   
|-
 
|-
| <samp>AnimatedSprite</samp>
+
| ''common fields''
| <samp>Owner</samp>
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for harvest items.
| The NPC which owns the sprite.
+
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
| <samp>Character</samp>
+
| <samp>Chance</samp>
| <samp>GetGender</samp>
+
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
| Get the character's gender as one of the numeric constants (<samp>NPC.female</samp>, <samp>NPC.male</samp>, or <samp>NPC.undefined</samp>). This returns the specific gender for players, villager NPCs, and children; other NPCs (like monsters) return <samp>NPC.undefined</samp>.
   
|-
 
|-
|rowspan="7"| <samp>FarmAnimal</samp>
+
| <samp>ForShavingEnchantment</samp>
| <samp>isAdult</samp>
+
| ''(Optional)'' Whether this item is only dropped for [[Enchantments#Tool enchantments|Shaving enchantment]] drops (<samp>true</samp>), only when the giant crop is broken (<samp>false</samp>), or both (<samp>null</samp>). Default both.
| Get whether the farm animal is fully grown (opposite of <samp>isBaby()</samp>).
   
|-
 
|-
| <samp>CanGetProduceWithTool</samp>
+
| <samp>ScaledMinStackWhenShaving</samp><br /><samp>ScaledMaxStackWhenShaving</samp>
| Get whether the farm animal's produce can be collected with a given tool (e.g. milk pail for a cow).
+
| ''(Optional)'' If set, the min/max stack size when this item is dropped due to the [[Forge#Enchantments|shaving enchantment]], scaled to the tool's power level.
 +
 
 +
This value is multiplied by the health deducted by the tool hit which triggered the enchantment. For example, an iridium axe which reduced the giant crop's health by 3 points will produce three times this value per hit.
 +
 
 +
If both fields are set, the stack size is randomized between them. If only one is set, it's applied as a limit after the generic fields. If neither is set, the generic <samp>MinStack</samp>/<samp>MaxStack</samp> fields are applied as usual without scaling.
 +
|}
 
|-
 
|-
| <samp>CanLiveIn</samp>
+
| <samp>Texture</samp>
| Get whether the animal can be added to a building.
+
| The asset name for the texture containing the giant crop's sprite.
 
|-
 
|-
| <samp>GetDisplayName</samp><br /><samp>GetShopDescription</samp>
+
| <samp>TexturePosition</samp>
| Get the translated display name or shop description for this animal.
+
| ''(Optional)'' The top-left pixel position of the sprite within the <samp>Texture</samp>, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to (0, 0).
 
|-
 
|-
| <samp>GetHarvestType</samp>
+
| <samp>TileSize</samp>
| Get whether the animal's produce is dropped or collected with a tool.
+
| ''(Optional)'' The area in tiles occupied by the giant crop, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. This affects both its sprite size (which should be 16 pixels per tile) and the grid of crops needed for it to grow. Note that giant crops are drawn with an extra tile's height. Defaults to (3, 3).
 
|-
 
|-
| <samp>growFully</samp>
+
| <samp>Health</samp>
| Instantly age the animal to adulthood if it's still a baby.
+
| ''(Optional)'' The health points that must be depleted to break the giant crop. The number of points depleted per [[axe]] chop depends on the axe power level. Default 3.
 
|-
 
|-
| <samp>ReloadTextureIfNeeded</samp>
+
| <samp>Chance</samp>
| Update the animal sprite based on the current state + data.
+
| ''(Optional)'' The percentage chance that a given grid of crops will grow into the giant crop each night, as a value between 0 (never) and 1 (always). Default 0.01 (1%).
 +
 
 +
Note that the chance is checked for each giant crop that applies. If three giant crops each have a 1% chance of spawning for the same crop, then there's a 3% chance that one of them will spawn.
 
|-
 
|-
| rowspan="2"| <samp>Farmer</samp>
+
| <samp>Condition</samp>
| <samp>GetDisplayPants</samp><br /><samp>GetDisplayShirt</samp>
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this giant crop is available to spawn. Defaults to always true.
| Get the texture and sprite index to draw for the player's pants or shirt. This accounts for override clothing, worn clothing, and the default clothing drawn when the farmer isn't wearing anything.
  −
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
Game1.player.GetDisplayShirt(out Texture2D texture, out int spriteIndex);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>CanDyePants</samp><br /><samp>CanDyeShirt</samp>
+
| <samp>CustomFields</samp>
| Get whether the currently equipped pants or shirt can be [[Dyeing|dyed]].
+
| The [[#Custom data fields|custom fields]] for this entry.
 +
|}
 +
 
 +
===Custom jukebox tracks===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
You can now change [[jukebox]] audio tracks by editing the new <samp>Data/JukeboxTracks</samp> data asset.
 +
 
 +
This consists of a string → model lookup, where...
 +
* The key is the [[#Custom audio|audio cue ID]] to play (case-sensitive).
 +
* The value is a model with the fields listed below.
 +
 
 +
If the player has heard a music track not listed in <samp>Data/JukeboxTracks</samp>, it's automatically available with the title set to the cue name. To disable a track, add an entry with <samp>"Available": false</samp>.
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Monster</samp>
+
! field
| <samp>GetDisplayName(name)</samp>
+
! effect
| Get the translated display name for a monster type.
   
|-
 
|-
|rowspan="4"| <samp>NPC</samp>
+
| <samp>Name</samp>
| <samp>CanReceiveGifts</samp>
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the music track's in-game title. Defaults to the ID.
| Get whether this NPC can receive gifts from the player (regardless of whether they've already received one today).
   
|-
 
|-
| <samp>GetData</samp><br /><samp>NPC.TryGetData</samp>
+
| <samp>Available</samp>
| Get the underlying data from <samp>Data/Characters</samp> for this NPC, if any.
+
| ''(Optional)'' Whether the track should be shown in the jukebox menu. This can be <samp>true</samp> (always shown), <samp>false</samp> (never shown), or <samp>null</samp> (show if the player has heard it before). Default <samp>null</samp>.
 +
 
 +
Tracks with <samp>"Available": true</samp> are listed first in the jukebox menu.
 
|-
 
|-
| <samp>NPC.GetDisplayName(name)</samp>
+
| <samp>AlternativeTrackIds</samp>
| Get the translated display name in the current language for an NPC by their internal name.
+
| ''(Optional)'' A list of other cue names for this audio track (not case-sensitive). If the player has heard any of these track IDs, this entry is available in the menu. Default none.
|-
  −
| <samp>hasDarkSkin</samp>
  −
| Whether this character has dark skin for the purposes of child genetics.
  −
|-
  −
| <samp>Pet</samp>
  −
| <samp>GetPetData</samp><br /><samp>TryGetData</samp>
  −
| Get the underlying data from <samp>Data/Pets</samp> for this pet, if any.
  −
|-
  −
| <samp>ShopMenu</samp>
  −
| <samp>ShopId</samp>
  −
| A key which identifies the current shop. This may be the unique shop ID in <samp>Data/Shops</samp> for a standard shop, <samp>Dresser</samp> or <samp>FishTank</samp> for furniture, etc. This is guaranteed to be set to a relevant shop ID.
     −
This replaces the former <samp>shopContext</samp> field, and will usually have the same value in cases where that was set to a unique shop ID.
+
For example, this can be used when renaming a track to keep it unlocked for existing players:
|-
+
<syntaxhighlight lang="js">
| <samp>Utility</samp>
+
"{{ModId}}_TrackName": {
| <samp>getAllVillagers</samp>
+
    "Name": "{{i18n: track-name}}",
| Get all villager NPCs (excluding horses, pets, monsters, player children, etc). This works just like <samp>getAllCharacters</samp> with an added filter.
+
    "AlternativeTrackIds": [ "OldTrackName" ]
|}
+
}
</li>
+
</syntaxhighlight>
<li>NPCs now update on save loaded when their home data changes.</li>
+
|}
<li><samp>NPC.reloadSprite()</samp> now has an argument to only reload the appearance, without changing other data.</li>
  −
<li><samp>Utility.getAllCharacters()</samp> now returns a plain <samp>List&lt;NPC&gt;</samp> value instead of a custom <samp>DisposableList&lt;NPC&gt;</samp>, so you can use normal LINQ querying on it.</li>
  −
<li><samp>Utility.GetHorseWarpRestrictionsForFarmer(player)</samp> now returns an enum (which is more efficient and easier for mods to patch), and added a new <samp>Utility.GetHorseWarpErrorMessage(restrictions)</samp> method to get the error message to show for it.</li>
  −
<li><samp>Farmer.hasAFriendWithHeartLevel</samp> now has an optional max-hearts argument.</li>
  −
<li>Removed most <samp>FarmAnimal</samp> fields/properties which just mirror the underlying data.</li>
  −
<li>Removed invalid item IDs in <samp>Data/NPCGiftTastes</samp>.</li>
  −
<li>Fixed NPCs sometimes duplicated on save load (particularly if their home location changed).</li>
  −
<li>Fixed child NPCs like [[Jas]] or [[Vincent]] ignoring relative titles like "mom" in <samp>Data/NPCDispositions</samp> (now <samp>Data/Characters</samp>) for reveal-gift-taste dialogues.</li>
  −
<li>Fixed custom NPCs ignoring dialogue when they use a subclass of <samp>NPC</samp>.</li>
  −
<li>Fixed monsters not loading their display name from <samp>Data/Monsters</samp> for English players.</li>
  −
<li>Fixed player children not applying the <samp>IsInvisible</samp> flag.</li>
  −
</ul>
     −
==What's new for everything else==
+
===Custom movies===
===Buff overhaul===
+
{{/doc status|[[Modding:Movie theater data]]|done=false}}
: ''See also: [[#Custom buffs|custom buffs]].''
     −
1.6 rewrites buffs to work more consistently and be more extensible:
+
: ''See also: [[#Custom movie concessions|custom movie concessions]].''
   −
* Buff logic is unified into <samp>Game1.player.buffs</samp>, which is the single source of truth for buff data. This replaces the previous <samp>player.added*</samp> and <samp>player.appliedBuffs</samp> fields, <samp>BuffsDisplay</samp> logic, enchantment stat bonuses, and boots/ring attribute changes on (un)equip.
+
[[Modding:Movie theater data#Movie data|Movie data]] was previously very limited and prone to mod conflicts, since (a) we needed incrementing movie IDs like <samp>spring_movie_3</samp>, (b) we were limited to one movie per season, and (c) all sprites for each movie had to be in the vanilla <samp>LooseSprites/Movies</samp> spritesheet.
* This also removes limitations on buff types (e.g. buffs can add weapon bonuses and weapons can add attribute buffs) and buffable equipment (e.g. equipped tools can have buffs too).
  −
* Buff effects are now fully recalculated when they change, to fix a range of longstanding bugs like attribute drift and double-debuffs. Just like before, the buffs are managed locally; only the buff IDs and aggregate attribute effects are synced.
     −
'''For C# mods:'''
+
Stardew Valley 1.6 revamps how movies work to address those limitations.
* Each buff now has a unique string ID. You can apply a new buff with the same ID to replace it (so you no longer need to manually find and remove previous instances of the buff).
  −
* The buff duration can now be set to <samp>Buff.ENDLESS</samp> to remove the duration. It'll last all day until the player sleeps.
  −
* You can add standard buff effects to any equipment by overriding <samp>Item.AddEquipmentEffects</samp>, or add custom behaviour/buffs by overriding <samp>Item.onEquip</samp> and <samp>Item.onUnequip</samp>.
  −
* You can add custom food or drink buffs by overriding <samp>Item.GetFoodOrDrinkBuffs()</samp>.
  −
* The <samp>Buff</samp> constructor now supports a custom icon texture, sprite index, display name, description, and millisecond duration to fully support custom buffs.
  −
* You can change how buff attributes are displayed (or add new attributes) by extending the <samp>BuffsDisplay.displayAttributes</samp> list.
  −
* You can have invisible buffs by setting <samp>buff.visible = false</samp>.
     −
For example, here's how to add a custom buff which adds +3 speed:
+
<dl>
 +
<dt>Movie selection</dt>
 +
<dd><p>Movies were previously selected based on a specific ID pattern: <samp>spring_movie_0</samp> would play in spring the year you built the movie theater, <samp>spring_movie_1</samp> would play in spring the next year, etc. That meant it'd take two in-game years to see the first custom movie, and ID conflicts had to be managed manually.</p>
   −
<syntaxhighlight lang="c#">
+
In 1.6, we can now have multiple movies per month based on the new fields listed below. If multiple movies can play in the same season, each movie will be shown for an equal block of days within the month (e.g. four movies will each play for seven consecutive days). If there are more movies than days, 28 movies will be chosen at random to play that month.</dd>
Buff buff = new Buff(
  −
    id: "Example.ModId_ZoomZoom",
  −
    displayName: "Zoom Zoom", // can optionally specify description text too
  −
    iconTexture: this.Helper.ModContent.Load<Texture2D>("assets/zoom.png"),
  −
    iconSheetIndex: 0,
  −
    duration: 30_000, // 30 seconds
  −
    effects: new BuffEffects()
  −
    {
  −
        Speed = { 10 } // shortcut for buff.Speed.Value = 10
  −
    }
  −
);
  −
Game1.player.applyBuff(buff);
  −
</syntaxhighlight>
     −
You can also implement your own custom effects in code by checking if the buff is active, like <code>Game1.player.hasBuff("Example.ModId_ZoomZoom")</code>.
+
<dt>New data fields</dd>
 
+
<dd>
===Custom audio===
+
{| class="wikitable"
You can now add or edit [[Modding:Audio|music tracks or sound effects]] (called ''cues'') by editing the <samp>Data/AudioChanges</samp> asset. New cues are added to the game's soundbank, so they can be used anywhere normal audio can be used (e.g. the <samp>Music</samp> [[Modding:Maps|map property]]).
+
|-
 
  −
====Format====
  −
The <samp>Data/AudioChanges</samp> asset consists of a string → model lookup, where the key matches the <samp>ID</samp>, and the value is a model with the fields below.
  −
 
  −
Entries in this asset describe an '''override''' applied to the soundbank. The override is applied permanently for the current game session, even if the asset is edited to remove it. Overriding a cue will reset all values to the ones specified.
  −
 
  −
{| class="wikitable"
  −
|-
   
! field
 
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>Seasons</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the audio cue, used when playing the sound in-game.
+
| ''(Optional)'' The seasons when the movie should play, or omit for any season. For example:
 +
<syntaxhighlight lang="js">"Seasons": [ "Spring", "Summer" ]</syntaxhighlight>
 
|-
 
|-
| <samp>FilePaths</samp>
+
| <samp>YearModulus</samp><br /><samp>YearRemainder</samp>
| A list of absolute file paths (not asset names) from which to load the audio. Each file can be <samp>.ogg</samp> or <samp>.wav</samp>. If you list multiple paths, a random one will be chosen each time it's played.
+
| ''(Optional)'' If set, plays the movie on alternating years based on the formula <samp>theater_age % modulus == remainder</samp>, where <samp>theater_age</samp> is the number of years since the movie theater was built. If omitted, the movie plays in any year.
 +
 
 +
For example:
 +
 
 +
<syntaxhighlight lang="js">
 +
// play in the first year, and every second year thereafter
 +
"YearModulus": 2,
 +
"YearRemainder": 0
 +
</syntaxhighlight>
 +
<syntaxhighlight lang="js">
 +
// play in the second year, and every second year thereafter
 +
"YearModulus": 2,
 +
"YearRemainder": 1
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Category</samp>
+
| <samp>Texture</samp>
| The [[Modding:Audio#Category list|audio category]], which determines which volume slider in the game options applies. This should be one of <samp>Default</samp>, <samp>Music</samp>, <samp>Sound</samp>, <samp>Ambient</samp>, or <samp>Footsteps</samp> (see [[Modding:Audio#Category list|a description of each category]]). Defaults to <samp>Default</samp>.
+
| ''(Optional)'' The asset name for the movie poster and screen images, or omit to use <samp>LooseSprites\Movies</samp>.
 +
 
 +
This must be a spritesheet with one 490×128 pixel row per movie. A 13×19 area in the top-left corner of the row should contain the movie poster. With a 16-pixel offset from the left edge, there should be two rows of five 90×61 pixel movie screen images, with a six-pixel gap between each image. (The movie doesn't need to use all of the image slots.)
 
|-
 
|-
| <samp>StreamedVorbis</samp>
+
| <samp>CranePrizes</samp>
| Whether the audio should be streamed from disk when it's played, instead of being loaded into memory ahead of time. This is only possible for [[wikipedia:Vorbis|Ogg Vorbis]] (<samp>.ogg</samp>) files, which otherwise will be decompressed in-memory on load. Default false.
+
| ''(Optional)'' The items to add to the [[Movie Theater#Crane Game|crane game]] prize pool on days when this movie is playing, if any.
   −
This is a tradeoff between memory usage and performance, so you should consider which value is best for each audio cue:
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>true</samp>
+
| ''common fields''
| Reduces memory usage when the audio cue isn't active, but increases performance impact when it's played. Playing the audio multiple times will multiply the memory and performance impact while they're active, since each play will stream a new instance. Recommended for longer audio cues (like music or ambient noise), or cues that are rarely used in a specific scenario (e.g. a sound that only plays once in an event).
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
| <samp>false</samp>
+
| <samp>Rarity</samp>
| Increases memory usage (since it's fully loaded into memory), but reduces performance impact when it's played. It can be played any number of times without affecting memory or performance (it'll just play the cached audio). Recommended for sound effects, or short audio cues that are played occasionally.
+
| ''(Optional)'' The prize pool to add the item to. The possible values are <samp>1</samp> (common), <samp>2</samp> (rare), and <samp>3</samp> (deluxe). Default <samp>1</samp>.
 
|}
 
|}
 
|-
 
|-
| <samp>Looped</samp>
+
| <samp>ClearDefaultCranePrizeGroups</samp>
| Whether the audio cue loops continuously until stopped. Default false.
+
| ''(Optional)'' The prize pools whose default items to discard, so only those specified by <samp>CranePrizes</samp> are available. Default none.
|-
+
 
| <samp>UseReverb</samp>
+
For example:
| Whether to apply a [[wikipedia:Reverberation|reverb]] effect to the audio. Default false.
+
<syntaxhighlight lang="js">"ClearDefaultCranePrizeGroups": [ 2, 3 ]</syntaxhighlight>
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
   
|}
 
|}
 +
</dd>
   −
====Example====
+
<dt>Other changes</dt>
This content pack adds a new music cue to the game, and plays it when the player enters the bus stop:
+
<dd>
 +
* <samp>Data/Movies</samp>, <samp>Data/Concessions</samp>, and <samp>Data/MoviesReactions</samp> no longer have language variants. Instead translations were moved into <samp>Strings/*</samp> assets, and the data assets use [[Modding:Tokenizable strings|tokenizable strings]] to get text.
 +
* <samp>Data/Movies</samp> is now a list instead of a dictionary. The order determines the order movies are shown within a season. Content packs can edit them the same way as before.
 +
* Added a <samp>debug movieSchedule {{o|year}}</samp> command to help troubleshoot movie selection.
 +
* Added methods for C# mods: <samp>MovieTheater.GetMovieToday()</samp>, <samp>GetUpcomingMovie()</samp>, and <samp>GetUpcomingMovie(afterDate)</samp>.
 +
</dd>
 +
</dl>
    +
For example, this content pack adds a new 'Pufferchick II' movie which plays in winter every third year:
 
{{#tag:syntaxhighlight|<nowiki>
 
{{#tag:syntaxhighlight|<nowiki>
 
{
 
{
 
     "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 
     "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 
     "Changes": [
 
     "Changes": [
        // add music cue
   
         {
 
         {
 
             "Action": "EditData",
 
             "Action": "EditData",
             "Target": "Data/AudioChanges",
+
             "Target": "Data/Movies",
 
             "Entries": {
 
             "Entries": {
                 "{{ModId}}_Music": {
+
                 "{{ModId}}_PufferchickII": {
                     "ID": "{{ModId}}_Music",
+
                     "Id": "{{ModId}}_PufferchickII", // must specify ID again when creating a new entry
                     "Category": "Music",
+
 
                     "FilePaths": [ "{{AbsoluteFilePath: assets/music.ogg}}" ],
+
                    "Seasons": [ "winter" ],
                     "StreamedVorbis": true,
+
                     "YearModulus": 3,
                     "Looped": true
+
                    "YearRemainder": 0,
                }
+
 
            }
+
                     "Title": "Pufferchick II", // display text should usually use {{i18n}} for translations in actual usage
        },
+
                    "Description": "A sequel to the breakthrough adventure anime Pufferchick. The world is saved; what happens next?",
 +
                     "Tags": [ "family", "adventure" ],
 +
 
 +
                     "Texture": "{{InternalAssetKey: assets/movie.png}}", // an image in your content pack
 +
                    "SheetIndex": 0,
   −
        // add to bus stop
+
                    "Scenes": [ ... ]
        {
+
                 }
            "Action": "EditMap",
  −
            "Target": "Maps/BusStop",
  −
            "MapProperties": {
  −
                 "Music": "{{ModId}}_Music"
   
             }
 
             }
 
         }
 
         }
Line 6,467: Line 6,169:  
}</nowiki>|lang=javascript}}
 
}</nowiki>|lang=javascript}}
   −
====Other changes====
+
===Custom wedding event===
* The game no longer crashes when playing audio which doesn't exist. It now logs an error and returns a default quiet click sound instead. (If you use <code>try..catch</code> to check if an audio cue exists, you should check <code>Game1.soundbank.Exists(name)</code> instead.)
+
{{/doc status|a new doc page|done=false}}
   −
===Custom buffs===
+
The [[Marriage#The Wedding|wedding]] event can now be changed by editing the <samp>Data\Weddings</samp> data asset, which consists of a data model with two relevant fields (listed below).
: ''See also: [[#Buff overhaul|buff overhaul]].''
  −
 
  −
You can now define custom buffs by editing the new <samp>Data/Buffs</samp> asset. You can then use the buff from other places like <samp>Data/Object</samp>'s <samp>Buff</samp> field or the C# <samp>Buff</samp> constructor.
  −
 
  −
This consists of a string → model lookup, where...
  −
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the buff.
  −
* The value is a model with the fields listed below.
      
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>EventScript</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the buff name.
+
| The [[Modding:Event data|event scripts]] which play the wedding. The game will use the script for the spouse NPC/player if it exists, otherwise it'll use the default script.
 +
 
 +
This consists of a string → string dictionary, where...
 +
* The key is an NPC internal name (like <samp>Abigail</samp>), unique player ID, or <samp>default</samp> for the default script (which handles marrying either an NPC or player);
 +
* The value is a [[Modding:Tokenizable strings|tokenizable strings]] for the event script to play.
 +
 
 +
The event scripts also have access to three extra tokens:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Description</samp>
+
! token
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the buff name. Default none.
+
! effect
 
|-
 
|-
| <samp>IsDebuff</samp>
+
| <samp>[SetupContextualWeddingAttendees]</samp>
| ''(Optional)'' >Whether this buff counts as a debuff, so its duration should be halved when wearing a [[Sturdy Ring|sturdy ring]]. Default false.
+
| The concatenated <samp>Setup</samp> values for each of the <samp>Attendees</samp> present in the wedding.
 
|-
 
|-
| <samp>GlowColor</samp>
+
| <samp>[ContextualWeddingCelebrations]</samp>
| ''(Optional)'' The glow color to apply to the player. See [[#Color fields|color format]]. Default none.
+
| The concatenated <samp>Celebration</samp> values for each of the <samp>Attendees</samp> present in the wedding.
 
|-
 
|-
| <samp>Duration</samp>
+
| <samp>[SpouseActor]</samp>
| The duration in milliseconds for which the buff should be active. This can be set to value <samp>-2</samp> for a buff that should last for the rest of the day.
+
| The actor ID for the NPC or other player being married (like <samp>Abigail</samp> for an NPC or <samp>farmer2</samp> for a player). This can be used in event commands like <code>faceDirection [SpouseActor] 1</code>.
 +
 
 +
(You can also use <samp>spouse</samp> as an actor ID, but that will only work when marrying an NPC.)
 +
|}
 
|-
 
|-
| <samp>MaxDuration</samp>
+
| <samp>Attendees</samp>
| ''(Optional)'' The maximum buff duration in milliseconds. If specified and larger than <samp>Duration</samp>, a random value between <samp>Duration</samp> and <samp>MaxDuration</samp> will be selected for each buff. Default none.
+
| The other NPCs which should attend the wedding (unless they're the spouse). This consists of a string → model lookup, where the key is the internal NPC name, and the value is a model with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>IconTexture</samp>
+
! field
| The asset name for the texture containing the buff's sprite.
+
! effect
 
|-
 
|-
| <samp>IconSpriteIndex</samp>
+
| <samp>ID</samp>
| ''(Optional)'' The sprite index for the buff icon within the <samp>IconTexture</samp>. Default 0.
+
| The internal NPC name.
 
|-
 
|-
| <samp>Effects</samp>
+
| <samp>Setup</samp>
| ''(Optional)'' The buff attributes to apply. Default none.
+
| The NPC's tile position and facing direction when they attend. This is equivalent to field index 2 in the [[Modding:Event data#Basic format|event basic data]].
 
  −
This consists of a model with any combination of these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Celebration</samp>
! purpose
+
| ''(Optional)'' The [[Modding:Event data|event script]] to run during the celebration, like <samp>faceDirection Pierre 3 true</samp> which makes Pierre turn to face left. This can contain any number of script commands.
 
|-
 
|-
| <samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MiningLevel</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' An amount applied to the matching [[Skills|skill level]] while the buff is active. This can be negative for a debuff. Default 0.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC should attend. Defaults to true.
 
|-
 
|-
| <samp>Attack</samp><br /><samp>Defense</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>Speed</samp>
+
| <samp>IgnoreUnlockConditions</samp>
| ''(Optional)'' An amount applied to the player's [[attack]], [[defense]], [[Magnetism|magnetic radius]], maximum [[Energy|stamina]], or [[speed]] while the buff is active. This can be negative for a debuff. Default 0.
+
| ''(Optional)'' Whether to add the NPC even if their entry in <samp>Data/Characters</samp> has an <samp>UnlockConditions</samp> field which doesn't match. Default false.
 
|}
 
|}
|-
  −
| <samp>ActionsOnApply</samp>
  −
| ''(Optional)'' Run any number of [[Modding:Trigger actions|trigger action strings]] when the buff is applied to the current player. For example, this increments a player stat:
  −
<syntaxhighlight lang="js">
  −
"ActionsOnApply": [
  −
    "IncrementStat {{ModId}}_NumberEaten 1"
  −
]
  −
</syntaxhighlight>
  −
|-
  −
| <samp>CustomFields</samp>
  −
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
   
|}
 
|}
   −
===Custom data fields===
+
===Game state queries===
Many data assets now have a <samp>CustomFields</samp> field. This is ignored by the game, but lets mods add their own data (e.g. to enable mod framework features).
+
{{/doc status|[[Modding:Game state queries]]|done=true}}
 +
 
 +
A ''game state query'' is a new vanilla way to specify conditions for some content like [[#Custom shops|shop data]], inspired by [[Modding:Content Patcher|Content Patcher]]'s conditions.
   −
For example, a content pack can [[#Custom crops|add a crop]] with custom fields:
+
===Gender changes===
{{#tag:syntaxhighlight|<nowiki>
+
{{/doc status|[[Modding:Dialogue]]|done=false}}
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/Crops",
  −
            "Entries": {
  −
                "Example.Id_CucumberSeeds": {
  −
                    "Seasons": [ "summer" ],
  −
                    "DaysInPhase": [ 1, 2, 2, 2 ],
  −
                    "HarvestItemId": "Example.Id_Cucumber",
  −
                    "Texture": "{{InternalAssetKey: assets/crops.png}}",
  −
                    "SpriteIndex": 0,
     −
                    "CustomFields": {
+
* Added an [[#gender-switch|''inline gender-switch token'']] to change text depending on the player's gender. This reduces duplicate text, works in more places than the <samp>^</samp> dialogue token, works in mail and other places where <samp>^</samp> has a different meaning, and supports non-binary gender.
                        "Example.FrameworkMod/WetTexture": "{{InternalAssetKey: assets/crops-wet.png}}"
+
* For C# mod authors, added a unified <samp>Gender</samp> field for players and NPCs with the possible values <samp>Male</samp>, <samp>Female</samp>, and <samp>Unspecified</samp>. This replaces <samp>Farmer.isMale</samp> and the numeric NPC gender constants. Note that vanilla still only sets players to male or female, though mods can override it.
                    }
+
* Gender-specific clothing variants can now be worn by any gender.
                }
+
* Removed French-only support for using <samp>^</samp> dialogue token in non-dialogue text. This is superseded by the new inline gender-switch command.
            }
+
 
        }
+
===Item queries===
    ]
+
{{/doc status|[[Modding:Item queries]]|done=true}}
}</nowiki>|lang=javascript}}
+
 
 +
''Item queries'' are a new built-in way to choose one or more items dynamically, instead of specifying a single item ID. These are used in various places like [[#Custom machines|machine data]] and [[#Custom shops|shop data]].
   −
And then a C# mod could handle the custom field if it's set:
+
For example, a shop can sell a random [[House Plant|house plant]] using the <samp>RANDOM_ITEMS</samp> query:
<syntaxhighlight lang="c#">
+
<syntaxhighlight lang="js">
if (Game1.currentLocation.IsRainingHere())
   
{
 
{
     CropData data = crop.GetData();
+
     "ItemId": "RANDOM_ITEMS (F) 1376 1390",
     if (data != null && data.CustomFields.TryGetValue("Example.FrameworkMod/WetTexture", out string textureName))
+
     "MaxItems": 1
    {
  −
        // do magic
  −
    }
   
}
 
}
 
</syntaxhighlight>
 
</syntaxhighlight>
   −
See <samp>CustomFields</samp> in the docs for each asset type to see if it's supported. Besides the sections listed on this page, custom fields were also added to <samp>Data/AdditionalFarms</samp>, <samp>Data/AdditionalLanguages</samp>, <samp>Data/FishPondData</samp>, <samp>Data/HomeRenovations</samp>, <samp>Data/Movies</samp>, and <samp>Data/SpecialOrders</samp>.
+
===Item spawn fields===
 +
{{/doc status|[[Modding:Item queries#Item spawn fields]]|done=true}}
 +
 
 +
Several data assets (like [[#Custom machines|machines]] and [[#Custom shops|shops]]) let you configure items to create using item queries. For consistency, these all share a set of common fields.
 +
 
 +
===Color fields===
 +
{{/doc status|[[Modding:Common data field types#Color]]|done=true}}
 +
 
 +
1.6 adds a standardized color format used in various data fields. This can be a color name, hexadecimal color code, or 8-bit RGB color code.
 +
 
 +
For example, you can set debris color in [[#Custom wild trees|<samp>Data/WildTrees</samp>]]:
 +
<syntaxhighlight lang="js">
 +
"DebrisColor": "White"
 +
</syntaxhighlight>
 +
 
 +
===<samp>modData</samp> field changes===
 +
The <samp>modData</samp> fields are dictionaries of arbitrary string values which are synchronized in multiplayer and persisted in the save file, so mods can store custom data about the instances. The game already has the field for buildings, characters (including NPCs and players), items, locations, and terrain features.
   −
See [[Modding:Common data field types#Custom fields]] for the main docs.
+
Stardew Valley 1.6...
 +
* Adds <samp>modData</samp> fields to the <samp>Crop</samp>, <samp>Projectile</samp>, and <samp>Quest</samp> types too.
 +
* Moves <samp>ModDataDictionary</samp> into the <samp>StardewValley.Mods</samp> namespace.
 +
* Fixes <samp>Item.modData</samp> not copied when performing special equipment replacement (e.g. for the [[Pans|copper pan]] work as a hat).
   −
===Custom giant crops===
+
===Quantity modifiers===
You can now add/edit [[Crops#Giant Crops|giant crops]] by editing the <samp>Data/GiantCrops</samp> data asset.
+
{{/doc status|[[Modding:Common data field types]]|done=false}}
   −
This consists of a string → model lookup, where...
+
''Quantity modifiers'' apply dynamic changes to a numeric field in a data asset like [[#Custom shops|<samp>Data/Shops</samp>]] or [[#Custom machines|<samp>Data/Machines</samp>]]. For example, you can multiply a shop item's price or increase a machine output's quality. You can specify any number of modifiers for the same field.
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the giant crop.
  −
* The value is a model with the fields listed below.
      +
====Modifier format====
 +
These consist of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 6,592: Line 6,289:  
! effect
 
! effect
 
|-
 
|-
| <samp>FromItemId</samp>
+
| <samp>Id</samp>
| The [[#Custom items|item ID]] (qualified or unqualified) for the harvest ID of the regular crop which can turn into this giant crop. For example, <samp>(O)254</samp> is [[melon]].
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this modifier within the current list.
 
  −
Any number of giant crops can use the same <samp>FromItemId</samp> value. The first giant crop whose other fields match (if any) will spawn.
   
|-
 
|-
| <samp>HarvestItems</samp>
+
| <samp>Modification</samp>
| The items which can be dropped when you break the giant crop. If multiple items match, they'll all be dropped.
+
| The type of change to apply. The possible values are <samp>Add</samp>, <samp>Subtract</samp>, <samp>Multiply</samp>, <samp>Divide</samp>, and <samp>Set</samp>.
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Amount</samp>
! effect
+
| ''(Optional if <samp>RandomAmount</samp> specified)'' The operand applied to the target value (e.g. the multiplier if used with <samp>Multiply</samp>).
 
|-
 
|-
| ''common fields''
+
| <samp>RandomAmount</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for harvest items.
+
| ''(Optional)'' A list of possible amounts to randomly choose from. If set, <samp>Amount</samp> is optional and ignored. Each entry in the list has an equal probability of being chosen, and the choice is persisted for the current day. For example:
 
+
<syntaxhighlight lang="js">
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
"RandomAmount": [ 1, 2, 3.5, 4 ]
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Chance</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this change should be applied. Defaults to always true.
|-
+
|}
| <samp>ForShavingEnchantment</samp>
  −
| ''(Optional)'' Whether this item is only dropped for [[Enchantments#Tool enchantments|Shaving enchantment]] drops (<samp>true</samp>), only when the giant crop is broken (<samp>false</samp>), or both (<samp>null</samp>). Default both.
  −
|-
  −
| <samp>ScaledMinStackWhenShaving</samp><br /><samp>ScaledMaxStackWhenShaving</samp>
  −
| ''(Optional)'' If set, the min/max stack size when this item is dropped due to the [[Forge#Enchantments|shaving enchantment]], scaled to the tool's power level.
     −
This value is multiplied by the health deducted by the tool hit which triggered the enchantment. For example, an iridium axe which reduced the giant crop's health by 3 points will produce three times this value per hit.
+
====Modifier mode====
 +
Quality modifier fields are often accompanied by a ''mode'' field (like <samp>PriceModifiers</samp> and <samp>PriceModifierMode</samp>), which indicate what to do when multiple modifiers apply to the same value. Available modes:
   −
If both fields are set, the stack size is randomized between them. If only one is set, it's applied as a limit after the generic fields. If neither is set, the generic <samp>MinStack</samp>/<samp>MaxStack</samp> fields are applied as usual without scaling.
+
{| class="wikitable"
|}
   
|-
 
|-
| <samp>Texture</samp>
+
! value
| The asset name for the texture containing the giant crop's sprite.
+
! effect
 
|-
 
|-
| <samp>TexturePosition</samp>
+
| <samp>Stack</samp>
| ''(Optional)'' The top-left pixel position of the sprite within the <samp>Texture</samp>, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to (0, 0).
+
| Apply each modifier to the result of the previous one. For example, two modifiers which double a value will quadruple it.
 
|-
 
|-
| <samp>TileSize</samp>
+
| <samp>Minimum</samp>
| ''(Optional)'' The area in tiles occupied by the giant crop, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. This affects both its sprite size (which should be 16 pixels per tile) and the grid of crops needed for it to grow. Note that giant crops are drawn with an extra tile's height. Defaults to (3, 3).
+
| Apply the modifier which results in the lowest value.
 
|-
 
|-
| <samp>Health</samp>
+
| <samp>Maximum</samp>
| ''(Optional)'' The health points that must be depleted to break the giant crop. The number of points depleted per [[axe]] chop depends on the axe power level. Default 3.
+
| Apply the modifier which results in the highest value.
|-
  −
| <samp>Chance</samp>
  −
| ''(Optional)'' The percentage chance that a given grid of crops will grow into the giant crop each night, as a value between 0 (never) and 1 (always). Default 0.01 (1%).
  −
 
  −
Note that the chance is checked for each giant crop that applies. If three giant crops each have a 1% chance of spawning for the same crop, then there's a 3% chance that one of them will spawn.
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this giant crop is available to spawn. Defaults to always true.
  −
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
   
|}
 
|}
   −
===Custom jukebox tracks===
+
====Examples====
You can now change [[jukebox]] audio tracks by editing the new <samp>Data/JukeboxTracks</samp> data asset.
+
For example, this will double the price of a shop item in <samp>Data/Shops</samp>:
 +
<syntaxhighlight lang="js">
 +
"PriceModifiers": [
 +
    {
 +
        "Modification": "Multiply",
 +
        "Amount": 2.0
 +
    }
 +
]
 +
</syntaxhighlight>
   −
This consists of a string → model lookup, where...
+
This will set the price to a random value between 100–1000, ''or'' 3–5 times the item's normal sell price, whichever is higher (like the [[Traveling Cart]]):
* The key is the [[#Custom audio|audio cue ID]] to play (case-sensitive).
+
<syntaxhighlight lang="js">
* The value is a model with the fields listed below.
+
"PriceModifierMode": "Maximum",
 +
"PriceModifiers": [
 +
    {
 +
        "Modification": "Set",
 +
        "RandomAmount": [ 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000 ]
 +
    },
 +
    {
 +
        "Modification": "Multiply",
 +
        "RandomAmount": [ 3, 4, 5 ]
 +
    }
 +
]
 +
</syntaxhighlight>
   −
If the player has heard a music track not listed in <samp>Data/JukeboxTracks</samp>, it's automatically available with the title set to the cue name. To disable a track, add an entry with <samp>"Available": false</samp>.
+
===Tokenizable string format===
 +
{{/doc status|[[Modding:Tokenizable strings]]|done=true}}
   −
{| class="wikitable"
+
Stardew Valley 1.6 adds ''tokenizable strings'', which support any combination of literal text and token values. That includes a set of built-in tokens like <samp>FarmName</samp>, <samp>LocalizedText</samp>, etc.
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>Name</samp>
  −
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the music track's in-game title. Defaults to the ID.
  −
|-
  −
| <samp>Available</samp>
  −
| ''(Optional)'' Whether the track should be shown in the jukebox menu. This can be <samp>true</samp> (always shown), <samp>false</samp> (never shown), or <samp>null</samp> (show if the player has heard it before). Default <samp>null</samp>.
     −
Tracks with <samp>"Available": true</samp> are listed first in the jukebox menu.
+
For example, previously you often needed to load text from a [[Modding:Common data field types#Translation key|translation key]]. With this new format, you can use the literal text directly in the asset instead (including [[Modding:Content Patcher|Content Patcher]] tokens):
|-
  −
| <samp>AlternativeTrackIds</samp>
  −
| ''(Optional)'' A list of other cue names for this audio track (not case-sensitive). If the player has heard any of these track IDs, this entry is available in the menu. Default none.
     −
For example, this can be used when renaming a track to keep it unlocked for existing players:
   
<syntaxhighlight lang="js">
 
<syntaxhighlight lang="js">
"{{ModId}}_TrackName": {
+
// before
    "Name": "{{i18n: track-name}}",
+
"Dialogue": "Strings\\StringsFromCSFiles:ShopMenu.cs.11488",
    "AlternativeTrackIds": [ "OldTrackName" ]
+
 
}
+
// after: any combination of literal text and tokens
 +
"Dialogue": "Welcome to Pierre's, {{PlayerName}}! How is [FarmName] doing?",
 
</syntaxhighlight>
 
</syntaxhighlight>
|}
     −
===Custom movies===
+
Tokenizable strings are only usable in specific fields (as indicated in their wiki or code docs).
: ''See also: [[#Custom movie concessions|custom movie concessions]].''
     −
[[Modding:Movie theater data#Movie data|Movie data]] was previously very limited and prone to mod conflicts, since (a) we needed incrementing movie IDs like <samp>spring_movie_3</samp>, (b) we were limited to one movie per season, and (c) all sprites for each movie had to be in the vanilla <samp>LooseSprites/Movies</samp> spritesheet.
+
See [[Modding:Tokenizable strings]] for usage.
   −
Stardew Valley 1.6 revamps how movies work to address those limitations.
+
===[[Modding:Event data|Event]] changes===
 +
{{/doc status|[[Modding:Event data]]|done=false}}
   −
<dl>
+
====High-level changes====
<dt>Movie selection</dt>
+
* Event IDs are now [[Modding:Common data field types#Unique string ID|unique string IDs]], so mods can use a unique key instead of hoping no other mod uses the same number. Unconditional events must have an empty precondition in their key (like <samp>"Example.ModId_EventName/"</samp>) to distinguish them from forks.
<dd><p>Movies were previously selected based on a specific ID pattern: <samp>spring_movie_0</samp> would play in spring the year you built the movie theater, <samp>spring_movie_1</samp> would play in spring the next year, etc. That meant it'd take two in-game years to see the first custom movie, and ID conflicts had to be managed manually.</p>
+
* Event/festival commands with a direction argument now allow both case-insensitive names (like <samp>up</samp>) and numeric values.
 +
* Event script errors are now logged (in addition to being shown in the chatbox like before).
 +
* For C# mods:
 +
** You can now add custom event preconditions & commands using new <samp>Event</samp> methods (<samp>RegisterPrecondition</samp>, <samp>RegisterPreconditionAlias</samp>, <samp>RegisterCommand</samp>, and <samp>RegisterCommandAlias</samp>).
 +
** Added <samp>Event.fromAssetName</samp>, which indicates which data asset (if any) the event was loaded from.
 +
** Added <samp>Game1.eventsSeenSinceLastLocationChange</samp> to track the events that played since the player arrived in their current location.
   −
In 1.6, we can now have multiple movies per month based on the new fields listed below. If multiple movies can play in the same season, each movie will be shown for an equal block of days within the month (e.g. four movies will each play for seven consecutive days). If there are more movies than days, 28 movies will be chosen at random to play that month.</dd>
+
====Precondition changes====
 
+
<ul>
<dt>New data fields</dd>
+
<li>Added validation for preconditions. If a format or assumption is invalid, the game now logs a detailed error.</li>
<dd>
+
<li>Added case-insensitive readable names for all preconditions. For example, <code>j 4/t 800 1300/a 0 54/H</code> can now optionally be written <code>daysPlayed 4/time 800 1300/tile 0 54/isHost</code>.
{| class="wikitable"
+
{{collapse|list of new names|content=
|-
+
List of new event precondition names:
! field
+
<pre>
! effect
+
alias | readable name
|-
+
----- | ------------------------------
| <samp>Seasons</samp>
+
*    | WorldState
| ''(Optional)'' The seasons when the movie should play, or omit for any season. For example:
+
*n    | HostOrLocalMail
<syntaxhighlight lang="js">"Seasons": [ "Spring", "Summer" ]</syntaxhighlight>
+
a    | Tile
|-
+
b    | ReachedMineBottom
| <samp>YearModulus</samp><br /><samp>YearRemainder</samp>
+
B    | SpouseBed
| ''(Optional)'' If set, plays the movie on alternating years based on the formula <samp>theater_age % modulus == remainder</samp>, where <samp>theater_age</samp> is the number of years since the movie theater was built. If omitted, the movie plays in any year.
+
C    | CommunityCenterOrWarehouseDone
 
+
c    | FreeInventorySlots
For example:
+
D    | Dating
 
+
e    | SawEvent
<syntaxhighlight lang="js">
+
f    | Friendship
// play in the first year, and every second year thereafter
+
g    | Gender
"YearModulus": 2,
+
H    | IsHost
"YearRemainder": 0
+
h    | MissingPet
</syntaxhighlight>
+
Hn    | HostMail
<syntaxhighlight lang="js">
+
i    | HasItem
// play in the second year, and every second year thereafter
+
j    | DaysPlayed
"YearModulus": 2,
+
J    | JojaBundlesDone
"YearRemainder": 1
+
L    | InUpgradedHouse
</syntaxhighlight>
+
m    | EarnedMoney
 +
M    | HasMoney
 +
N    | GoldenWalnuts
 +
n    | LocalMail
 +
O    | Spouse
 +
p    | NpcVisibleHere
 +
q    | ChoseDialogueAnswers
 +
r    | Random
 +
R    | Roommate
 +
S    | SawSecretNote
 +
s    | Shipped
 +
t    | Time
 +
u    | DayOfMonth
 +
v    | NpcVisible
 +
w    | Weather
 +
x    | SendMail
 +
y    | Year
 +
</pre>
 +
And for deprecated preconditions (e.g. <code>NotSeason</code> is superseded by <code>!Season</code>):
 +
<pre>
 +
alias | readable name
 +
----- | ---------------------------------
 +
*l    | NotHostOrLocalMail
 +
A    | NotActiveDialogueEvent
 +
d    | NotDayOfWeek
 +
F    | NotFestivalDay
 +
Hl    | NotHostMail
 +
k    | NotSawEvent
 +
l    | NotLocalMail
 +
o    | NotSpouse
 +
Rf    | NotRoommate
 +
U    | NotUpcomingFestival
 +
X    | NotCommunityCenterOrWarehouseDone
 +
z    | NotSeason
 +
</pre>
 +
}}
 +
</li>
 +
<li>Event & preconditions are now quote-aware, so you can escape spaces and slashes in arguments like <code>/G "SEASON Spring"/</code>.</li>
 +
<li>Added new preconditions:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Texture</samp>
+
! precondition
| ''(Optional)'' The asset name for the movie poster and screen images, or omit to use <samp>LooseSprites\Movies</samp>.
+
! description
 
  −
This must be a spritesheet with one 490×128 pixel row per movie. A 13×19 area in the top-left corner of the row should contain the movie poster. With a 16-pixel offset from the left edge, there should be two rows of five 90×61 pixel movie screen images, with a six-pixel gap between each image. (The movie doesn't need to use all of the image slots.)
   
|-
 
|-
| <samp>CranePrizes</samp>
+
| <samp>!</samp>
| ''(Optional)'' The items to add to the [[Movie Theater#Crane Game|crane game]] prize pool on days when this movie is playing, if any.
+
| Prefixing <samp>!</samp> to any other precondition will now invert it. For example, <code>!spouse Abigail</code> will match if the player is ''not'' married to Abigail.
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>ActiveDialogueEvent {{t|id}}</samp>
! effect
+
| The special dialogue event with the given ID (including [[Modding:Dialogue#Conversation_topics|Conversation Topics]]) is in progress.
 
|-
 
|-
| ''common fields''
+
| <samp>DayOfWeek {{t|day}}+</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
+
| Today is one of the specified days (may specify multiple days). This can be a case-insensitive three-letter abbreviation (like <samp>Mon</samp>) or full name (like <samp>Monday</samp>).
 
  −
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>Rarity</samp>
+
| <samp>FestivalDay</samp>
| ''(Optional)'' The prize pool to add the item to. The possible values are <samp>1</samp> (common), <samp>2</samp> (rare), and <samp>3</samp> (deluxe). Default <samp>1</samp>.
+
| Today is a [[Festivals|festival]] day.
|}
   
|-
 
|-
| <samp>ClearDefaultCranePrizeGroups</samp>
+
| <samp>GameStateQuery {{t|query}}</samp>
| ''(Optional)'' The prize pools whose default items to discard, so only those specified by <samp>CranePrizes</samp> are available. Default none.
+
| A [[Modding:Game state queries|game state query]] matches, like <code>G !WEATHER Here Sun</code> for 'not sunny in this location'.
 
  −
For example:
  −
<syntaxhighlight lang="js">"ClearDefaultCranePrizeGroups": [ 2, 3 ]</syntaxhighlight>
  −
|}
  −
</dd>
  −
 
  −
<dt>Other changes</dt>
  −
<dd>
  −
* <samp>Data/Movies</samp>, <samp>Data/Concessions</samp>, and <samp>Data/MoviesReactions</samp> no longer have language variants. Instead translations were moved into <samp>Strings/*</samp> assets, and the data assets use [[Modding:Tokenizable strings|tokenizable strings]] to get text.
  −
* <samp>Data/Movies</samp> is now a list instead of a dictionary. The order determines the order movies are shown within a season. Content packs can edit them the same way as before.
  −
* Added a <samp>debug movieSchedule {{o|year}}</samp> command to help troubleshoot movie selection.
  −
* Added methods for C# mods: <samp>MovieTheater.GetMovieToday()</samp>, <samp>GetUpcomingMovie()</samp>, and <samp>GetUpcomingMovie(afterDate)</samp>.
  −
</dd>
  −
</dl>
  −
 
  −
For example, this content pack adds a new 'Pufferchick II' movie which plays in winter every third year:
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/Movies",
  −
            "Entries": {
  −
                "{{ModId}}_PufferchickII": {
  −
                    "Id": "{{ModId}}_PufferchickII", // must specify ID again when creating a new entry
  −
 
  −
                    "Seasons": [ "winter" ],
  −
                    "YearModulus": 3,
  −
                    "YearRemainder": 0,
  −
 
  −
                    "Title": "Pufferchick II", // display text should usually use {{i18n}} for translations in actual usage
  −
                    "Description": "A sequel to the breakthrough adventure anime Pufferchick. The world is saved; what happens next?",
  −
                    "Tags": [ "family", "adventure" ],
  −
 
  −
                    "Texture": "{{InternalAssetKey: assets/movie.png}}", // an image in your content pack
  −
                    "SheetIndex": 0,
  −
 
  −
                    "Scenes": [ ... ]
  −
                }
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
===Custom wedding event===
  −
The [[Marriage#The Wedding|wedding]] event can now be changed by editing the <samp>Data\Weddings</samp> data asset, which consists of a data model with two relevant fields (listed below).
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Season {{t|season}}+</samp>
! effect
+
| The current season is one of the given values (may specify multiple seasons).
 +
|-
 +
| <samp>Skill {{t|skill name}} {{t|min level}}</samp>
 +
| The current farmer has reached at least {{t|min level}} for the given {{t|skill name}} (one of <samp>Combat</samp>, <samp>Farming</samp>, <samp>Fishing</samp>, <samp>Foraging</samp>, <samp>Luck</samp>, or <samp>Mining</samp>).
 
|-
 
|-
| <samp>EventScript</samp>
+
| <samp>UpcomingFestival {{t|day offset}}</samp>
| The [[Modding:Event data|event scripts]] which play the wedding. The game will use the script for the spouse NPC/player if it exists, otherwise it'll use the default script.
+
| A [[Festivals|festival]] day will occur within the given number of days.
 
+
|}</li>
This consists of a string → string dictionary, where...
+
<li>Changed specific preconditions:
* The key is an NPC internal name (like <samp>Abigail</samp>), unique player ID, or <samp>default</samp> for the default script (which handles marrying either an NPC or player);
  −
* The value is a [[Modding:Tokenizable strings|tokenizable strings]] for the event script to play.
  −
 
  −
The event scripts also have access to three extra tokens:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! token
+
! name
! effect
+
! changes
 
|-
 
|-
| <samp>[SetupContextualWeddingAttendees]</samp>
+
| <samp>ChoseDialogueAnswers</samp> (<samp>q</samp>)
| The concatenated <samp>Setup</samp> values for each of the <samp>Attendees</samp> present in the wedding.
+
| &#32;
 +
* Fixed precondition ignoring every second answer ID.
 
|-
 
|-
| <samp>[ContextualWeddingCelebrations]</samp>
+
| <samp>InUpgradedHouse</samp> (<samp>L</samp>)
| The concatenated <samp>Celebration</samp> values for each of the <samp>Attendees</samp> present in the wedding.
+
| &#32;
 +
* Added optional argument for the min upgrade level.
 
|-
 
|-
| <samp>[SpouseActor]</samp>
+
| <samp>MissingPet</samp> (<samp>h</samp>)
| The actor ID for the NPC or other player being married (like <samp>Abigail</samp> for an NPC or <samp>farmer2</samp> for a player). This can be used in event commands like <code>faceDirection [SpouseActor] 1</code>.
+
| &#32;
 
+
* You can now specify any pet type ID.
(You can also use <samp>spouse</samp> as an actor ID, but that will only work when marrying an NPC.)
+
* You can now omit the argument to check for a pet of any type.
|}
   
|-
 
|-
| <samp>Attendees</samp>
+
| <samp>NotDayOfWeek</samp> (<samp>d</samp>)
| The other NPCs which should attend the wedding (unless they're the spouse). This consists of a string → model lookup, where the key is the internal NPC name, and the value is a model with these fields:
+
| &#32;
{| class="wikitable"
+
* You can now specify a full name like <samp>Monday</samp>.
 +
* The day of week is now case-insensitive.
 
|-
 
|-
! field
+
| <samp>NotSeason</samp> (<samp>z</samp>)
! effect
+
| &#32;
 +
* You can now list values (like <code>notSeason spring summer fall</code> instead of <code>notSeason fall/notSeason winter/notSeason fall</code>).
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>ReachedMineBottom</samp> (<samp>b</samp>)
| The internal NPC name.
+
| &#32;
 +
* Argument is now optional (default 1).
 
|-
 
|-
| <samp>Setup</samp>
+
| <samp>SendMail</samp> (<samp>x</samp>)
| The NPC's tile position and facing direction when they attend. This is equivalent to field index 2 in the [[Modding:Event data#Basic format|event basic data]].
+
| &#32;
 +
* Deprecated; see [[#Send-mail (x) precondition deprecated|''Send-mail (x) precondition deprecated'']] for more info.
 
|-
 
|-
| <samp>Celebration</samp>
+
| <samp>Tile</samp> (<samp>a</samp>)
| ''(Optional)'' The [[Modding:Event data|event script]] to run during the celebration, like <samp>faceDirection Pierre 3 true</samp> which makes Pierre turn to face left. This can contain any number of script commands.
+
| &#32;
 +
* Now also works when the player isn't currently warping, in which case it checks their current tile instead of their warp arrival tile.
 +
|}</li>
 +
</ul>
 +
 
 +
====Command changes====
 +
<ul>
 +
<li>Added validation for event commands. If a format or assumption is invalid, the game now logs a detailed error and (if applicable) skips the command, instead of crashing or silently ignoring it. This also means event arguments are stricter (e.g. you can no longer set a true/false field to an invalid value, inner quotes in quoted arguments now need to be escaped, etc).</li>
 +
<li>Event commands are now quote-aware, so you can escape spaces and slashes in arguments like <code>/speak "I'm running A/B tests"/</code>.</li>
 +
<li>Event commands now trim surrounding whitespace, so they can be multilined for readability. Line breaks must be before or after the <samp>/</samp> delimiter. For example:
 +
<syntaxhighlight lang="js">
 +
"SomeEventId/": "
 +
    none/
 +
    -1000 -1000/
 +
    farmer 5 7 0/
 +
    ...
 +
"
 +
</syntaxHighlight>
 +
This can be also combined with the [[Modding:Event data#Comments|comment syntax]] to add notes. For example:
 +
<syntaxhighlight lang="js">
 +
"SomeEventId/": "
 +
    none/            -- music/
 +
    -1000 -1000/    -- initial viewport position/
 +
    farmer 5 7 0/    -- actor positions/
 +
    ...
 +
"
 +
</syntaxHighlight>
 +
</li>
 +
<li>You can now mark NPCs optional in event commands by suffixing their name with <code>?</code>. For example, <code>jump Kent?</code> won't log an error if Kent is missing. When used in the initial event positions, the NPC is only added in they exist in <samp>Data/Characters</samp> and their <samp>UnlockConditions</samp> match.</li>
 +
<li>Added new event commands:
 +
{| class="wikitable"
 +
|-
 +
! command
 +
! description
 +
|-
 +
| <samp>action {{t|action}}</samp>
 +
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>action AddMoney 500</samp> to add {{price|500}} to the current player.
 +
|-
 +
| <samp>addItem {{t|item ID}} {{o|count}} {{o|quality}}</samp>
 +
| Add an item to the player inventory (or open a grab menu if their inventory is full). The {{t|item ID}} is the [[#Custom items|qualified or unqualified item ID]], and {{o|quality}} is a [[Modding:Items#Quality|numeric quality value]].
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>addSpecialOrder {{t|order ID}}</samp><br /><samp>removeSpecialOrder {{t|order ID}}</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC should attend. Defaults to true.
+
| Add or remove a special order to the player team. This affects all players, since special orders are shared.
 
|-
 
|-
| <samp>IgnoreUnlockConditions</samp>
+
| <samp>eventSeen {{t|event ID}} {{o|seen}}</samp>
| ''(Optional)'' Whether to add the NPC even if their entry in <samp>Data/Characters</samp> has an <samp>UnlockConditions</samp> field which doesn't match. Default false.
+
| Add or remove an event ID from the player's list of seen events, based on {{o|seen}} (default <samp>true</samp> to add).
|}
  −
|}
     −
===Game state queries===
+
An event can mark ''itself'' unseen using <samp>eventSeen {{t|event ID}} false</samp>. This takes effect immediately (i.e. the event won't be added to the list when it completes), but the game will prevent the event from playing again until the player changes location to avoid event loops. The event will still replay when re-entering the location.
: ''Main article: [[Modding:Game state queries]].''
+
|-
 
+
| <samp>mailToday {{t|mail key}}</samp>
A ''game state query'' is a new vanilla way to specify conditions for some content like [[#Custom shops|shop data]], inspired by [[Modding:Content Patcher|Content Patcher]]'s conditions.
+
| Adds a letter to the mailbox immediately, given the {{t|mail key}} in <samp>Data/Mail</samp>.
 
+
|-
===Gender changes===
+
| <samp>questionAnswered {{t|answer ID}} {{o|answered}}</samp>
* Added an [[#gender-switch|''inline gender-switch token'']] to change text depending on the player's gender. This reduces duplicate text, works in more places than the <samp>^</samp> dialogue token, works in mail and other places where <samp>^</samp> has a different meaning, and supports non-binary gender.
+
| Add or remove an answer ID from the player's list of chosen dialogue answers, based on {{o|answered}} (default <samp>true</samp> to add).
* For C# mod authors, added a unified <samp>Gender</samp> field for players and NPCs with the possible values <samp>Male</samp>, <samp>Female</samp>, and <samp>Unspecified</samp>. This replaces <samp>Farmer.isMale</samp> and the numeric NPC gender constants. Note that vanilla still only sets players to male or female, though mods can override it.
+
|-
* Gender-specific clothing variants can now be worn by any gender.
+
| <samp>replaceWithClone {{t|NPC name}}</samp>
* Removed French-only support for using <samp>^</samp> dialogue token in non-dialogue text. This is superseded by the new inline gender-switch command.
+
| Replace an NPC already in the event with a temporary copy. This allows changing the NPC for the event without affecting the real NPC.
   −
===Item queries===
+
For example, this event changes Marnie's name/portrait only within the event:
: ''Main article: [[Modding:Item queries]].''
  −
 
  −
''Item queries'' are a new built-in way to choose one or more items dynamically, instead of specifying a single item ID. These are used in various places like [[#Custom machines|machine data]] and [[#Custom shops|shop data]].
  −
 
  −
For example, a shop can sell a random [[House Plant|house plant]] using the <samp>RANDOM_ITEMS</samp> query:
   
<syntaxhighlight lang="js">
 
<syntaxhighlight lang="js">
{
+
"Some.ModId_ExampleEvent/": "continue/64 15/farmer 64 15 2 Marnie 64 17 0/replaceWithClone Marnie/changeName Marnie Pufferchick/changePortrait Marnie Pufferchick/[...]/end"
    "ItemId": "RANDOM_ITEMS (F) 1376 1390",
  −
    "MaxItems": 1
  −
}
   
</syntaxhighlight>
 
</syntaxhighlight>
 +
|-
 +
| <samp>setSkipActions {{o|actions}}</samp>
 +
| Set [[Modding:Trigger actions|trigger actions]] that should run if the player skips the event. You can list multiple actions delimited with <samp>#</samp>, or omit {{o|actions}} so no actions are run. When the player skips, the last <samp>setSkipActions</samp> before that point is applied.
   −
===Item spawn fields===
+
For example, this adds the [[Garden Pot|garden pot]] recipe and item to the player if the event is skipped, but avoids adding the item if the event already did it:
: ''Main article: [[Modding:Game state queries#Item spawn fields]].''
+
<pre>
 +
/setSkipActions AddCraftingRecipe Current "Garden Pot"#AddItem (BC)62
 +
/skippable
 +
/...
 +
/addItem (BC)62
 +
/setSkipActions AddCraftingRecipe Current "Garden Pot"
 +
</pre>
   −
Several data assets (like [[#Custom machines|machines]] and [[#Custom shops|shops]]) let you configure items to create using item queries. For consistency, these all share a set of common fields.
+
Skip actions aren't applied if the event completes normally without being skipped.
 +
|-
 +
| <samp>stopSound {{t|sound ID}} {{o|immediate}}</samp>
 +
| Stop a sound started with the <samp>startSound</samp> command. This has no effect if the sound has already stopped playing on its own (or hasn't been started). If you started multiple sounds with the same ID, this will stop all of them (e.g. <code>startSound fuse/startSound fuse/stopSound fuse</code>).
   −
===Color fields===
+
By default the sound will stop immediately. For looping sounds, you can pass <samp>false</samp> to the {{o|immediate}} argument to stop the sound when it finishes playing the current iteration instead (e.g. <code>stopSound fuse false</code>).
: ''Main article: [[Modding:Common data field types#Color]].''
+
|-
 
+
| <samp>temporaryAnimatedSprite ...</samp>
1.6 adds a standardized color format used in various data fields. This can be a color name, hexadecimal color code, or 8-bit RGB color code.
+
| Add a temporary animated sprite to the event, using these space-delimited fields:
 
  −
For example, you can set debris color in [[#Custom wild trees|<samp>Data/WildTrees</samp>]]:
  −
<syntaxhighlight lang="js">
  −
"DebrisColor": "White"
  −
</syntaxhighlight>
  −
 
  −
===<samp>modData</samp> field changes===
  −
The <samp>modData</samp> fields are dictionaries of arbitrary string values which are synchronized in multiplayer and persisted in the save file, so mods can store custom data about the instances. The game already has the field for buildings, characters (including NPCs and players), items, locations, and terrain features.
  −
 
  −
Stardew Valley 1.6...
  −
* Adds <samp>modData</samp> fields to the <samp>Crop</samp>, <samp>Projectile</samp>, and <samp>Quest</samp> types too.
  −
* Moves <samp>ModDataDictionary</samp> into the <samp>StardewValley.Mods</samp> namespace.
  −
* Fixes <samp>Item.modData</samp> not copied when performing special equipment replacement (e.g. for the [[Copper Pan|copper pan]] work as a hat).
  −
 
  −
===Quantity modifiers===
  −
''Quantity modifiers'' apply dynamic changes to a numeric field in a data asset like [[#Custom shops|<samp>Data/Shops</samp>]] or [[#Custom machines|<samp>Data/Machines</samp>]]. For example, you can multiply a shop item's price or increase a machine output's quality. You can specify any number of modifiers for the same field.
  −
 
  −
====Modifier format====
  −
These consist of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 +
! index
 
! field
 
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| 0
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this modifier within the current list.
+
| <samp>texture</samp>
 +
| The asset name for texture to draw.
 +
|-
 +
| 1&ndash;4
 +
| <samp>rectangle</samp>
 +
| The pixel area within the <samp>texture</samp> to draw, in the form <samp>{{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp>.
 
|-
 
|-
| <samp>Modification</samp>
+
| 5
| The type of change to apply. The possible values are <samp>Add</samp>, <samp>Subtract</samp>, <samp>Multiply</samp>, <samp>Divide</samp>, and <samp>Set</samp>.
+
| <samp>interval</samp>
 +
| The millisecond duration for each frame in the animation.
 
|-
 
|-
| <samp>Amount</samp>
+
| 6
| ''(Optional if <samp>RandomAmount</samp> specified)'' The operand applied to the target value (e.g. the multiplier if used with <samp>Multiply</samp>).
+
| <samp>frames</samp>
 +
| The number of frames in the animation.
 
|-
 
|-
| <samp>RandomAmount</samp>
+
| 7
| ''(Optional)'' A list of possible amounts to randomly choose from. If set, <samp>Amount</samp> is optional and ignored. Each entry in the list has an equal probability of being chosen, and the choice is persisted for the current day. For example:
+
| <samp>loops</samp>
<syntaxhighlight lang="js">
+
| The number of times to repeat the animation.
"RandomAmount": [ 1, 2, 3.5, 4 ]
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Condition</samp>
+
| 8&ndash;9
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this change should be applied. Defaults to always true.
+
| <samp>tile</samp>
|}
+
| The tile position at which to draw the sprite, in the form <samp>{{t|x}} {{t|y}}</samp>.
 
  −
====Modifier mode====
  −
Quality modifier fields are often accompanied by a ''mode'' field (like <samp>PriceModifiers</samp> and <samp>PriceModifierMode</samp>), which indicate what to do when multiple modifiers apply to the same value. Available modes:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! value
+
| 10
! effect
+
| <samp>flicker</samp>
 +
| Causes the sprite to flicker in and out of view repeatedly. (one of <samp>true</samp> or <samp>false</samp>).
 
|-
 
|-
| <samp>Stack</samp>
+
| 11
| Apply each modifier to the result of the previous one. For example, two modifiers which double a value will quadruple it.
+
| <samp>flip</samp>
 +
| Whether to flip the sprite horizontally when it's drawn (one of <samp>true</samp> or <samp>false</samp>).
 
|-
 
|-
| <samp>Minimum</samp>
+
| 12
| Apply the modifier which results in the lowest value.
+
| <samp>sort tile Y</samp>
 +
| The tile Y position to use in the layer depth calculation, which affects which sprite is drawn on top if two sprites overlap. The larger the number, the higher layer the sprite is on.
 
|-
 
|-
| <samp>Maximum</samp>
+
| 13
| Apply the modifier which results in the highest value.
+
| <samp>alpha fade</samp>
|}
+
| Fades out the sprite based on alpha set. The larger the number, the faster the fade out. 1 is instant.  
 
+
|-
====Examples====
+
| 14
For example, this will double the price of a shop item in <samp>Data/Shops</samp>:
+
| <samp>scale</samp>
<syntaxhighlight lang="js">
+
| A multiplier applied to the sprite size (in addition to the normal 4× pixel zoom).
"PriceModifiers": [
+
|-
    {
+
| 15
        "Modification": "Multiply",
+
| <samp>scale change</samp>
        "Amount": 2.0
+
| Changes the scale based on the multiplier applied on top of the normal zoom. Continues endlessly.
    }
+
|-
]
+
| 16
</syntaxhighlight>
+
| <samp>rotation</samp>
 
+
| The rotation to apply to the sprite, measured in [[wikipedia:radians|radians]].
This will set the price to a random value between 100–1000, ''or'' 3–5 times the item's normal sell price, whichever is higher (like the [[Traveling Cart]]):
+
|-
<syntaxhighlight lang="js">
+
| 17
"PriceModifierMode": "Maximum",
+
| <samp>rotation change</samp>
"PriceModifiers": [
+
| Continuously rotates the sprite, causing it to spin. The speed is determined by input value.
    {
+
|-
        "Modification": "Set",
+
| 18+
        "RandomAmount": [ 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000 ]
+
| ''flags''
    },
+
| Any combination of these space-delimited flags:
    {
+
* <samp>color {{t|color}}</samp>: apply a [[#Color fields|standard color]] to the sprite.
        "Modification": "Multiply",
+
* <samp>hold_last_frame</samp>: after playing the animation once, freeze the last frame as long as the sprite is shown.
        "RandomAmount": [ 3, 4, 5 ]
+
* <samp>ping_pong</samp>: Causes the animation frames to play forwards and backwards alternatingly. Example: An animation with the frames 0, 1, 2 will play "0 1 2 0 1 2" without the ping_pong flag and play "0 1 2 1 0" with the ping_pong flag.
    }
+
* <samp>motion {{t|x}} {{t|y}}</samp>: Sprite moves based on the values set. Numbers can be decimals or negative.
]
+
* <samp>acceleration {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
</syntaxhighlight>
+
* <samp>acceleration_change {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
 
+
|}
===Tokenizable string format===
+
|-
Stardew Valley 1.6 adds ''tokenizable strings'', which support any combination of literal text and token values. That includes a set of built-in tokens like <samp>FarmName</samp>, <samp>LocalizedText</samp>, etc.
+
| <samp>translateName {{t|actor}} {{t|translation key}}</samp>
 
+
| Set the display name for an NPC in the event to match the given translation key.
For example, previously you often needed to load text from a [[Modding:Common data field types#Translation key|translation key]]. With this new format, you can use the literal text directly in the asset instead (including [[Modding:Content Patcher|Content Patcher]] tokens):
+
|-
 
+
| <samp>warpFarmers [{{t|x}} {{t|y}} {{t|direction}}]+ {{t|default offset}} {{t|default x}} {{t|default}} {{t|direction}}</samp>
<syntaxhighlight lang="js">
+
| Warps connected players to the given [[Modding:Modder Guide/Game Fundamentals#Tiles|tile coordinates]] and [[Modding:Event data#Directions|numeric directions]]. The {{t|x}} {{t|y}} {{t|direction}} triplet is repeated for each connected player (e.g. the first triplet is for the main player, second triplet is for the first farmhand, etc). The triplets are followed by an offset direction (one of <samp>up</samp>, <samp>down</samp>, <samp>left</samp>, or <samp>right</samp>), and a final triplet which defines the default values used by any other player.
// before
+
|}
"Dialogue": "Strings\\StringsFromCSFiles:ShopMenu.cs.11488",
+
</li>
 
+
<li>Fixed some commands assuming a boolean argument is true if present, regardless of its value. This affects the <samp>changeToTemporaryMap</samp>, <samp>emote</samp>, <samp>extendSourceRect</samp>, <samp>faceDirection</samp>, <samp>globalFade</samp>, <samp>globalFadeToClear</samp>, <samp>positionOffset</samp>, and <samp>warp</samp> commands.</li>
// after: any combination of literal text and tokens
+
<li>Fixed some commands assuming any value except the exact case-sensitive string <samp>true</samp> is false. This affects the <samp>animate</samp>, <samp>glow</samp>, <samp>hideShadow</samp>, <samp>ignoreMovementAnimation</samp>, <samp>temporaryAnimatedSprite</samp>, <samp>temporarySprite</samp>, and <samp>viewport</samp> commands.</li>
"Dialogue": "Welcome to Pierre's, {{PlayerName}}! How is [FarmName] doing?",
+
<li>Fixed some commands silently ignoring values they can't parse as the expected type. This affects the <samp>addItem</samp>, <samp>makeInvisible</samp>, and <samp>removeItem</samp> commands.</li>
</syntaxhighlight>
+
<li>Fixed crash when some commands are passed <samp>farmer[number]</samp> for a player who's not available, or <samp>farmer[number]</samp> when they expect <samp>farmer</samp>.</li>
 
+
<li>Fixed some commands not taking into account custom farmer actors when checking <samp>farmer*</samp> actor IDs.</li>
Tokenizable strings are only usable in specific fields (as indicated in their wiki or code docs).
+
<li>Fixed warp-out event commands able to use NPC-only or gendered warps. They now use a valid warp for the player if possible.</li>
 
+
<li>Changed specific commands:
See [[Modding:Tokenizable strings]] for usage.
+
{| class="wikitable"
 
+
|-
===[[Modding:Event data|Event]] changes===
+
! command
====High-level changes====
+
! changes
* Event IDs are now [[Modding:Common data field types#Unique string ID|unique string IDs]], so mods can use a unique key instead of hoping no other mod uses the same number. Unconditional events must have an empty precondition in their key (like <samp>"Example.ModId_EventName/"</samp>) to distinguish them from forks.
+
|-
* Event/festival commands with a direction argument now allow both case-insensitive names (like <samp>up</samp>) and numeric values.
+
| <samp>addCookingRecipe</samp>
* Event script errors are now logged (in addition to being shown in the chatbox like before).
+
| Fixed error if player already knows the recipe.
* For C# mods:
+
|-
** You can now add custom event preconditions & commands using new <samp>Event</samp> methods (<samp>RegisterPrecondition</samp>, <samp>RegisterPreconditionAlias</samp>, <samp>RegisterCommand</samp>, and <samp>RegisterCommandAlias</samp>).
+
| <samp>addMailReceived</samp>
** Added <samp>Event.fromAssetName</samp>, which indicates which data asset (if any) the event was loaded from.
+
| &#32;
** Added <samp>Game1.eventsSeenSinceLastLocationChange</samp> to track the events that played since the player arrived in their current location.
+
* Renamed to <samp>mailReceived</samp>. (The old name is now an alias, so it'll still work.)
 
+
* You can now remove a mail received by setting the optional third argument to false, like <samp>mailReceived {{t|id}} false</samp>.
====Precondition changes====
+
|-
<ul>
+
| <samp>addTemporaryActor</samp>
<li>Added validation for preconditions. If a format or assumption is invalid, the game now logs a detailed error.</li>
+
| &#32;
<li>Added case-insensitive readable names for all preconditions. For example, <code>j 4/t 800 1300/a 0 54/H</code> can now optionally be written <code>daysPlayed 4/time 800 1300/tile 0 54/isHost</code>.
+
* Underscores in the asset name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>addTemporaryActor "White Chicken" …</code>.
{{collapse|list of new names|content=
+
* Underscores in the display name are no longer replaced with spaces. You should quote arguments containing spaces instead.
List of new event precondition names:
+
* Argument 9 ({{o|animal name}}) is now {{o|override name}}, and can be used to set the name for non-animals too.
<pre>
+
|-
alias | readable name
+
| <samp>animate</samp>
----- | ------------------------------
+
| Underscores in the NPC name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>animate "Mr Qi" </code>.
*    | WorldState
+
|-
*n    | HostOrLocalMail
+
| <samp>ambientLight</samp>
a     | Tile
+
| Removed four-argument form (which was unused and had confusing behavior). The other versions of <samp>ambientLight</samp> still work like before.
b    | ReachedMineBottom
  −
B    | SpouseBed
  −
C    | CommunityCenterOrWarehouseDone
  −
c    | FreeInventorySlots
  −
D    | Dating
  −
e    | SawEvent
  −
f    | Friendship
  −
g    | Gender
  −
H    | IsHost
  −
h    | MissingPet
  −
Hn    | HostMail
  −
i    | HasItem
  −
j    | DaysPlayed
  −
J    | JojaBundlesDone
  −
L    | InUpgradedHouse
  −
m    | EarnedMoney
  −
M    | HasMoney
  −
N    | GoldenWalnuts
  −
n    | LocalMail
  −
O    | Spouse
  −
p    | NpcVisibleHere
  −
q    | ChoseDialogueAnswers
  −
r    | Random
  −
R    | Roommate
  −
S    | SawSecretNote
  −
s    | Shipped
  −
t     | Time
  −
u    | DayOfMonth
  −
v    | NpcVisible
  −
w    | Weather
  −
x    | SendMail
  −
y    | Year
  −
</pre>
  −
And for deprecated preconditions (e.g. <code>NotSeason</code> is superseded by <code>!Season</code>):
  −
<pre>
  −
alias | readable name
  −
----- | ---------------------------------
  −
*l    | NotHostOrLocalMail
  −
A    | NotActiveDialogueEvent
  −
d    | NotDayOfWeek
  −
F    | NotFestivalDay
  −
Hl    | NotHostMail
  −
k    | NotSawEvent
  −
l    | NotLocalMail
  −
o     | NotSpouse
  −
Rf    | NotRoommate
  −
U    | NotUpcomingFestival
  −
X    | NotCommunityCenterOrWarehouseDone
  −
z    | NotSeason
  −
</pre>
  −
}}
  −
</li>
  −
<li>Event & preconditions are now quote-aware, so you can escape spaces and slashes in arguments like <code>/G "SEASON Spring"/</code>.</li>
  −
<li>Added new preconditions:
  −
{| class="wikitable"
   
|-
 
|-
! precondition
+
| <samp>awardFestivalPrize</samp>
! description
+
| Added support for arbitrary item IDs, like <code>awardFestivalPrize (O)128</code> for a pufferfish.
 
|-
 
|-
| <samp>!</samp>
+
| <samp>changeLocation</samp>
| Prefixing <samp>!</samp> to any other precondition will now invert it. For example, <code>!spouse Abigail</code> will match if the player is ''not'' married to Abigail.
+
| It now updates the event position offset if needed.
 +
|-
 +
| <samp>changeName</samp>
 +
| Underscores in the NPC name are no longer replaced with spaces. You should quote arguments containing spaces instead, like <code>changeName Leo "Neo Leo"</code>.
 +
|-
 +
| <samp>changePortrait</samp><br /><samp>changeSprite</samp>
 +
| You can now omit the suffix argument to reset the NPC back to their normal portrait/sprite.
 
|-
 
|-
| <samp>ActiveDialogueEvent {{t|id}}</samp>
+
| <samp>faceDirection</samp>
| The special dialogue event with the given ID (including [[Modding:Dialogue#Conversation_topics|Conversation Topics]]) is in progress.
+
| You can now specify the direction in words, like <samp>faceDirection up</samp>
 
|-
 
|-
| <samp>DayOfWeek {{t|day}}+</samp>
+
| <samp>ignoreMovementAnimation</samp>
| Today is one of the specified days (may specify multiple days). This can be a case-insensitive three-letter abbreviation (like <samp>Mon</samp>) or full name (like <samp>Monday</samp>).
+
| &#32;
 +
* Fixed its ''ignore'' argument being ignored.
 +
* Underscores in the NPC name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>ignoreMovementAnimation "Mr Qi" …</code>.
 
|-
 
|-
| <samp>FestivalDay</samp>
+
| <samp>itemAboveHead</samp>
| Today is a [[Festivals|festival]] day.
+
| Added support for arbitrary item IDs, like <code>itemAboveHead (O)128</code> for a pufferfish.
 
|-
 
|-
| <samp>GameStateQuery {{t|query}}</samp>
+
| <samp>makeInvisible</samp>
| A [[Modding:Game state queries|game state query]] matches, like <code>G !WEATHER Here Sun</code> for 'not sunny in this location'.
+
| Fixed terrain features not hidden when using the default area size.
 
|-
 
|-
| <samp>Season {{t|season}}+</samp>
+
| <samp>playSound</samp>
| The current season is one of the given values (may specify multiple seasons).
+
| Sounds started via <samp>playSound</samp> now stop automatically when the event ends.
 
|-
 
|-
| <samp>Skill {{t|skill name}} {{t|min level}}</samp>
+
| <samp>removeItem</samp>
| The current farmer has reached at least {{t|min level}} for the given {{t|skill name}} (one of <samp>Combat</samp>, <samp>Farming</samp>, <samp>Fishing</samp>, <samp>Foraging</samp>, <samp>Luck</samp>, or <samp>Mining</samp>).
+
| Added argument for an optional count, like <code>removeItem (O)128 10</code> to remove 10 pufferfish.
 
|-
 
|-
| <samp>UpcomingFestival {{t|day offset}}</samp>
+
| <samp>speak</samp>
| A [[Festivals|festival]] day will occur within the given number of days.
+
| Fixed friendship & socialize quest not updated when calling it with a translation key.
 
|}</li>
 
|}</li>
<li>Changed specific preconditions:
+
<li>Removed some commands:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! name
+
! command
 
! changes
 
! changes
 
|-
 
|-
| <samp>ChoseDialogueAnswers</samp> (<samp>q</samp>)
+
| <samp>addToTable</samp>
| &#32;
+
| Removed (it was unused and worked in counterintuitive ways).
* Fixed precondition ignoring every second answer ID.
   
|-
 
|-
| <samp>InUpgradedHouse</samp> (<samp>L</samp>)
+
| <samp>addTool</samp>
| &#32;
+
| Removed (it was unused and only supported the [[Return Scepter|return scepter]]). Use <samp>addItem</samp> instead, which supports adding tools.
* Added optional argument for the min upgrade level.
   
|-
 
|-
| <samp>MissingPet</samp> (<samp>h</samp>)
+
| <samp>grabObject</samp>
| &#32;
+
| Removed (it was unused and broken).
* You can now specify any pet type ID.
  −
* You can now omit the argument to check for a pet of any type.
   
|-
 
|-
| <samp>NotDayOfWeek</samp> (<samp>d</samp>)
+
| <samp>showRivalFrame</samp><br /><samp>taxVote</samp>
| &#32;
+
| Removed (they were part of unimplemented features).
* You can now specify a full name like <samp>Monday</samp>.
  −
* The day of week is now case-insensitive.
   
|-
 
|-
| <samp>NotSeason</samp> (<samp>z</samp>)
+
| <samp>weddingSprite</samp>
| &#32;
+
| Removed (it was broken and unused).
* You can now list values (like <code>notSeason spring summer fall</code> instead of <code>notSeason fall/notSeason winter/notSeason fall</code>).
+
|}
|-
  −
| <samp>ReachedMineBottom</samp> (<samp>b</samp>)
  −
| &#32;
  −
* Argument is now optional (default 1).
  −
|-
  −
| <samp>SendMail</samp> (<samp>x</samp>)
  −
| &#32;
  −
* Deprecated; see [[#Send-mail (x) precondition deprecated|''Send-mail (x) precondition deprecated'']] for more info.
  −
|-
  −
| <samp>Tile</samp> (<samp>a</samp>)
  −
| &#32;
  −
* Now also works when the player isn't currently warping, in which case it checks their current tile instead of their warp arrival tile.
  −
|}</li>
   
</ul>
 
</ul>
   −
====Command changes====
+
====Festival changes====
<ul>
+
* Festivals can now have a custom festival-started notification message by setting the <samp>startedMessage</samp> field in <samp>Data/Festivals/*</samp> to a [[Modding:Tokenizable strings|tokenizable string]].
<li>Added validation for event commands. If a format or assumption is invalid, the game now logs a detailed error and (if applicable) skips the command, instead of crashing or silently ignoring it. This also means event arguments are stricter (e.g. you can no longer set a true/false field to an invalid value, inner quotes in quoted arguments now need to be escaped, etc).</li>
+
* Festivals now set the event ID to a value like <samp>festival_fall16</samp>, instead of <samp>-1</samp>.
<li>Event commands are now quote-aware, so you can escape spaces and slashes in arguments like <code>/speak "I'm running A/B tests"/</code>.</li>
+
* All in-festival data fields now support [[Modding:Festival data#Year variants|year variants]].
<li>Event commands now trim surrounding whitespace, so they can be multilined for readability. Line breaks must be before or after the <samp>/</samp> delimiter. For example:
+
* Fixed NPCs getting duplicated in festivals if they're added to the <samp>set-up</samp> fields multiple times. Subsequent entries now move them instead.
<syntaxhighlight lang="js">
+
* Fixed [[Modding:Festival data#Year variants|year variants]] for festival <samp>set-up</samp> field being appended to the main script instead of replacing it.
"SomeEventId/": "
+
 
    none/
+
====Send-mail (<samp>x</samp>) precondition deprecated====
    -1000 -1000/
+
Using the <samp>x</samp> event precondition as a way to send mail is now deprecated (but still works). You should use [[#Trigger actions|trigger actions]] instead to perform actions like that.
    farmer 5 7 0/
+
 
    ...
+
All vanilla events which used it have been replaced by equivalent trigger actions. This event IDs below no longer exist; if you check them (e.g. via <samp>HasSeenEvent</samp>), you'll need to check the new action or the mail flag they set instead.
"
  −
</syntaxHighlight>
  −
This can be also combined with the [[Modding:Event data#Comments|comment syntax]] to add notes. For example:
  −
<syntaxhighlight lang="js">
  −
"SomeEventId/": "
  −
    none/            -- music/
  −
    -1000 -1000/    -- initial viewport position/
  −
    farmer 5 7 0/    -- actor positions/
  −
    ...
  −
"
  −
</syntaxHighlight>
  −
</li>
  −
<li>You can now mark NPCs optional in event commands by suffixing their name with <code>?</code>. For example, <code>jump Kent?</code> won't log an error if Kent is missing. When used in the initial event positions, the NPC is only added in they exist in <samp>Data/Characters</samp> and their <samp>UnlockConditions</samp> match.</li>
  −
<li>Added new event commands:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! command
+
! old event ID
! description
+
! new action ID
 +
! mail flag
 
|-
 
|-
| <samp>action {{t|action}}</samp>
+
| <samp>68</samp>
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>action AddMoney 500</samp> to add {{price|500}} to the current player.
+
| <samp>Mail_Mom_5K</samp>
 +
| <samp>mom1</samp>
 
|-
 
|-
| <samp>addItem {{t|item ID}} {{o|count}} {{o|quality}}</samp>
+
| <samp>69</samp>
| Add an item to the player inventory (or open a grab menu if their inventory is full). The {{t|item ID}} is the [[#Custom items|qualified or unqualified item ID]], and {{o|quality}} is a [[Modding:Items#Quality|numeric quality value]].
+
| <samp>Mail_Mom_15K</samp>
 +
| <samp>mom2</samp>
 
|-
 
|-
| <samp>addSpecialOrder {{t|order ID}}</samp><br /><samp>removeSpecialOrder {{t|order ID}}</samp>
+
| <samp>70</samp>
| Add or remove a special order to the player team. This affects all players, since special orders are shared.
+
| <samp>Mail_Mom_32K</samp>
 +
| <samp>mom3</samp>
 
|-
 
|-
| <samp>eventSeen {{t|event ID}} {{o|seen}}</samp>
+
| <samp>71</samp>
| Add or remove an event ID from the player's list of seen events, based on {{o|seen}} (default <samp>true</samp> to add).
+
| <samp>Mail_Mom_120K</samp>
 
+
| <samp>mom4</samp>
An event can mark ''itself'' unseen using <samp>eventSeen {{t|event ID}} false</samp>. This takes effect immediately (i.e. the event won't be added to the list when it completes), but the game will prevent the event from playing again until the player changes location to avoid event loops. The event will still replay when re-entering the location.
   
|-
 
|-
| <samp>mailToday {{t|mail key}}</samp>
+
| <samp>72</samp>
| Adds a letter to the mailbox immediately, given the {{t|mail key}} in <samp>Data/Mail</samp>.
+
| <samp>Mail_Dad_5K</samp>
 +
| <samp>dad1</samp>
 
|-
 
|-
| <samp>questionAnswered {{t|answer ID}} {{o|answered}}</samp>
+
| <samp>73</samp>
| Add or remove an answer ID from the player's list of chosen dialogue answers, based on {{o|answered}} (default <samp>true</samp> to add).
+
| <samp>Mail_Dad_15K</samp>
 +
| <samp>dad2</samp>
 
|-
 
|-
| <samp>replaceWithClone {{t|NPC name}}</samp>
+
| <samp>74</samp>
| Replace an NPC already in the event with a temporary copy. This allows changing the NPC for the event without affecting the real NPC.
+
| <samp>Mail_Dad_32K</samp>
 
+
| <samp>dad3</samp>
For example, this event changes Marnie's name/portrait only within the event:
  −
<syntaxhighlight lang="js">
  −
"Some.ModId_ExampleEvent/": "continue/64 15/farmer 64 15 2 Marnie 64 17 0/replaceWithClone Marnie/changeName Marnie Pufferchick/changePortrait Marnie Pufferchick/[...]/end"
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>setSkipActions {{o|actions}}</samp>
+
| <samp>75</samp>
| Set [[Modding:Trigger actions|trigger actions]] that should run if the player skips the event. You can list multiple actions delimited with <samp>#</samp>, or omit {{o|actions}} so no actions are run. When the player skips, the last <samp>setSkipActions</samp> before that point is applied.
+
| <samp>Mail_Dad_120K</samp>
 
+
| <samp>dad4</samp>
For example, this adds the [[Garden Pot|garden pot]] recipe and item to the player if the event is skipped, but avoids adding the item if the event already did it:
  −
<pre>
  −
/setSkipActions AddCraftingRecipe Current "Garden Pot"#AddItem (BC)62
  −
/skippable
  −
/...
  −
/addItem (BC)62
  −
/setSkipActions AddCraftingRecipe Current "Garden Pot"
  −
</pre>
  −
 
  −
Skip actions aren't applied if the event completes normally without being skipped.
   
|-
 
|-
| <samp>stopSound {{t|sound ID}} {{o|immediate}}</samp>
+
| <samp>76</samp>
| Stop a sound started with the <samp>startSound</samp> command. This has no effect if the sound has already stopped playing on its own (or hasn't been started). If you started multiple sounds with the same ID, this will stop all of them (e.g. <code>startSound fuse/startSound fuse/stopSound fuse</code>).
+
| <samp>Mail_Tribune_UpAndComing</samp>
 
+
| <samp>newsstory</samp>
By default the sound will stop immediately. For looping sounds, you can pass <samp>false</samp> to the {{o|immediate}} argument to stop the sound when it finishes playing the current iteration instead (e.g. <code>stopSound fuse false</code>).
   
|-
 
|-
| <samp>temporaryAnimatedSprite ...</samp>
+
| <samp>706</samp>
| Add a temporary animated sprite to the event, using these space-delimited fields:
+
| <samp>Mail_Pierre_Fertilizers</samp>
{| class="wikitable"
+
| <samp>fertilizers</samp>
 
|-
 
|-
! index
+
| <samp>707</samp>
! field
+
| <samp>Mail_Pierre_FertilizersHighQuality</samp>
! effect
+
| <samp>fertilizers2</samp>
 
|-
 
|-
| 0
+
| <samp>909</samp>
| <samp>texture</samp>
+
| <samp>Mail_Robin_Woodchipper</samp>
| The asset name for texture to draw.
+
| <samp>WoodChipper</samp>
 
|-
 
|-
| 1&ndash;4
+
| <samp>2111194</samp>
| <samp>rectangle</samp>
+
| <samp>Mail_Emily_8heart</samp>
| The pixel area within the <samp>texture</samp> to draw, in the form <samp>{{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp>.
+
| <samp>EmilyClothingTherapy</samp>
 
|-
 
|-
| 5
+
| <samp>2111294</samp>
| <samp>interval</samp>
+
| <samp>Mail_Emily_10heart</samp>
| The millisecond duration for each frame in the animation.
+
| <samp>EmilyCamping</samp>
 
|-
 
|-
| 6
+
| <samp>2346091</samp>
| <samp>frames</samp>
+
| <samp>Mail_Alex_10heart</samp>
| The number of frames in the animation.
+
| <samp>joshMessage</samp>
 
|-
 
|-
| 7
+
| <samp>2346092</samp>
| <samp>loops</samp>
+
| <samp>Mail_Sam_10heart</samp>
| The number of times to repeat the animation.
+
| <samp>samMessage</samp>
 
|-
 
|-
| 8&ndash;9
+
| <samp>2346093</samp>
| <samp>tile</samp>
+
| <samp>Mail_Harvey_10heart</samp>
| The tile position at which to draw the sprite, in the form <samp>{{t|x}} {{t|y}}</samp>.
+
| <samp>harveyBalloon</samp>
 
|-
 
|-
| 10
+
| <samp>2346094</samp>
| <samp>flicker</samp>
+
| <samp>Mail_Elliott_10heart</samp>
| Causes the sprite to flicker in and out of view repeatedly. (one of <samp>true</samp> or <samp>false</samp>).
+
| <samp>elliottBoat</samp>
 
|-
 
|-
| 11
+
| <samp>2346095</samp>
| <samp>flip</samp>
+
| <samp>Mail_Elliott_8heart</samp>
| Whether to flip the sprite horizontally when it's drawn (one of <samp>true</samp> or <samp>false</samp>).
+
| <samp>elliottReading</samp>
 
|-
 
|-
| 12
+
| <samp>2346096</samp>
| <samp>sort tile Y</samp>
+
| <samp>Mail_Penny_10heart</samp>
| The tile Y position to use in the layer depth calculation, which affects which sprite is drawn on top if two sprites overlap. The larger the number, the higher layer the sprite is on.
+
| <samp>pennySpa</samp>
 
|-
 
|-
| 13
+
| <samp>2346097</samp>
| <samp>alpha fade</samp>
+
| <samp>Mail_Abigail_8heart</samp>
| Fades out the sprite based on alpha set. The larger the number, the faster the fade out. 1 is instant.
+
| <samp>abbySpiritBoard</samp>
 
|-
 
|-
| 14
+
| <samp>3333094</samp>
| <samp>scale</samp>
+
| <samp>Mail_Pierre_ExtendedHours</samp>
| A multiplier applied to the sprite size (in addition to the normal 4× pixel zoom).
+
| <samp>pierreHours</samp>
 
|-
 
|-
| 15
+
| <samp>3872126</samp>
| <samp>scale change</samp>
+
| <samp>Mail_Willy_BackRoomUnlocked</samp>
| Changes the scale based on the multiplier applied on top of the normal zoom. Continues endlessly.
+
| <samp>willyBackRoomInvitation</samp>
|-
  −
| 16
  −
| <samp>rotation</samp>
  −
| The rotation to apply to the sprite, measured in [[wikipedia:radians|radians]].
  −
|-
  −
| 17
  −
| <samp>rotation change</samp>
  −
| Continuously rotates the sprite, causing it to spin. The speed is determined by input value.
  −
|-
  −
| 18+
  −
| ''flags''
  −
| Any combination of these space-delimited flags:
  −
* <samp>color {{t|color}}</samp>: apply a [[#Color fields|standard color]] to the sprite.
  −
* <samp>hold_last_frame</samp>: after playing the animation once, freeze the last frame as long as the sprite is shown.
  −
* <samp>ping_pong</samp>: '''[TODO: document what this does]'''
  −
* <samp>motion {{t|x}} {{t|y}}</samp>: Sprite moves based on the values set. Numbers can be decimals or negative.
  −
* <samp>acceleration {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
  −
* <samp>acceleration_change {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
   
|}
 
|}
 +
 +
===[[Modding:Mail data|Mail]] changes===
 +
{{/doc status|[[Modding:Mail data]]|done=false}}
 +
 +
<ul>
 +
<li>Mail can now have multiple items attached (using multiple <samp>%item</samp> commands). When the player grabs the top item, the next one will appear in the slot to grab next.</li>
 +
<li>Added mail commands:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>translateName {{t|actor}} {{t|translation key}}</samp>
+
! command
| Set the display name for an NPC in the event to match the given translation key.
+
! effect
 
|-
 
|-
| <samp>warpFarmers [{{t|x}} {{t|y}} {{t|direction}}]+ {{t|default offset}} {{t|default x}} {{t|default}} {{t|direction}}</samp>
+
| <samp>%action {{t|action}}%%</samp>
| Warps connected players to the given [[Modding:Modder Guide/Game Fundamentals#Tiles|tile coordinates]] and [[Modding:Event data#Directions|numeric directions]]. The {{t|x}} {{t|y}} {{t|direction}} triplet is repeated for each connected player (e.g. the first triplet is for the main player, second triplet is for the first farmhand, etc). The triplets are followed by an offset direction (one of <samp>up</samp>, <samp>down</samp>, <samp>left</samp>, or <samp>right</samp>), and a final triplet which defines the default values used by any other player.
+
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>%action AddMoney 500%%</samp> to add {{price|500}} to the current player.
|}
+
|}</li>
</li>
+
<li>Improved mail commands:
<li>Fixed some commands assuming a boolean argument is true if present, regardless of its value. This affects the <samp>changeToTemporaryMap</samp>, <samp>emote</samp>, <samp>extendSourceRect</samp>, <samp>faceDirection</samp>, <samp>globalFade</samp>, <samp>globalFadeToClear</samp>, <samp>positionOffset</samp>, and <samp>warp</samp> commands.</li>
  −
<li>Fixed some commands assuming any value except the exact case-sensitive string <samp>true</samp> is false. This affects the <samp>animate</samp>, <samp>glow</samp>, <samp>hideShadow</samp>, <samp>ignoreMovementAnimation</samp>, <samp>temporaryAnimatedSprite</samp>, <samp>temporarySprite</samp>, and <samp>viewport</samp> commands.</li>
  −
<li>Fixed some commands silently ignoring values they can't parse as the expected type. This affects the <samp>addItem</samp>, <samp>makeInvisible</samp>, and <samp>removeItem</samp> commands.</li>
  −
<li>Fixed crash when some commands are passed <samp>farmer[number]</samp> for a player who's not available, or <samp>farmer[number]</samp> when they expect <samp>farmer</samp>.</li>
  −
<li>Fixed some commands not taking into account custom farmer actors when checking <samp>farmer*</samp> actor IDs.</li>
  −
<li>Fixed warp-out event commands able to use NPC-only or gendered warps. They now use a valid warp for the player if possible.</li>
  −
<li>Changed specific commands:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 7,305: Line 6,899:  
! changes
 
! changes
 
|-
 
|-
| <samp>addCookingRecipe</samp>
+
| <samp>%item</samp>
| Fixed error if player already knows the recipe.
  −
|-
  −
| <samp>addMailReceived</samp>
   
| &#32;
 
| &#32;
* Renamed to <samp>mailReceived</samp>. (The old name is now an alias, so it'll still work.)
+
* Added <samp>%item id {{t|item id}} {{o|count}}</samp> form which accepts a [[#Custom items|qualified or unqualified item ID]]. If multiple items are listed (''e.g.,'' <samp>%item id (BC)12 3 (O)34 5 %%</samp>) one set will be picked randomly. This deprecates the <samp>bigobject</samp>, <samp>furniture</samp>, <samp>object</samp>, and <samp>tools</samp> options.
* You can now remove a mail received by setting the optional third argument to false, like <samp>mailReceived {{t|id}} false</samp>.
+
* Added <samp>%item specialOrder {{t|order id}} {{o|immediately}}</samp> form to attach a special order to the letter.
 +
* Added optional {{t|key}} argument to <samp>%item cookingRecipe {{t|key}}</samp>, to learn a specific [[Modding:Recipe data|cooking recipe]]. The previous <samp>%item cookingRecipe</samp> form (without a key) works the same way as before.
 +
* The type argument is now case-insensitive.
 +
* Fixed <samp>%item craftingRecipe</samp> not supporting recipe IDs containing underscores. It now checks for an exact match first, then tries replacing underscores with spaces like before, then logs a warning if neither was found instead of adding an invalid recipe.
 +
|}</li>
 +
<li>All wallet items are now tracked via mail flags. That adds these mail flags: <samp>HasClubCard</samp>, <samp>HasDarkTalisman</samp>, <samp>HasDwarvishTranslationGuide</samp>, <samp>HasMagicInk</samp>, <samp>HasMagnifyingGlass</samp>, <samp>HasRustyKey</samp>, <samp>HasSkullKey</samp>, <samp>HasSpecialCharm</samp>, <samp>HasTownKey</samp>, and <samp>HasUnlockedSkullDoor</samp>.</li>
 +
<li>Fixed letter viewer error when opening an invalid letter.</li>
 +
</ul>
 +
 
 +
===Stat changes for C# mods===
 +
The tracked stats API (e.g. <code>Game1.stats</code> and <code>Game1.player.stats</code>) has been overhauled.
 +
 
 +
In particular, all stats are now in the underlying stat dictionary. If you use a stat field directly (like <code>stats.dirtHoed</code>), you'll need to use the property (like <code>stats.DirtHoed</code>) or method (like <code>stats.Get(StatsKey.DirtHoed)</code>). This lets the game or mods access all stats in a standard way without reflection. 1.6 also adds <samp>StatsKey</samp> constants for all stats tracked by the game.
 +
 
 +
The <samp>stats</samp> API has also been redesigned:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>addTemporaryActor</samp>
+
! member
| &#32;
+
! comments
* Underscores in the asset name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>addTemporaryActor "White Chicken" …</code>.
  −
* Underscores in the display name are no longer replaced with spaces. You should quote arguments containing spaces instead.
   
|-
 
|-
| <samp>animate</samp>
+
| <samp>Values</samp>
| Underscores in the NPC name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>animate "Mr Qi" …</code>.
+
| The numeric metrics tracked by the game. This replaces <samp>stats_dictionary</samp>.
 
|-
 
|-
| <samp>ambientLight</samp>
+
| <samp>Get(key)</samp>
| Removed four-argument form (which was unused and had confusing behavior). The other versions of <samp>ambientLight</samp> still work like before.
+
| Get the value of a tracked stat. This replaces <samp>getStat</samp>.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
uint daysPlayed = Game1.stats.Get(StatKeys.DaysPlayed);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>awardFestivalPrize</samp>
+
| <samp>Set(key, value)</samp>
| Added support for arbitrary item IDs, like <code>awardFestivalPrize (O)128</code> for a pufferfish.
+
| Set the new value of a tracked stat. This method is new.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
Game1.stats.Set(StatKeys.ChildrenTurnedToDoves, 5);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>changeLocation</samp>
+
| <samp>Increment(key)</samp><br /><samp>Increment(key, amount)</samp>
| It now updates the event position offset if needed.
+
| Add the given amount to the stat (default 1), and return the new stat value. This improves on the original <samp>incrementStat</samp>.
|-
+
 
| <samp>changeName</samp>
+
For example:
| Underscores in the NPC name are no longer replaced with spaces. You should quote arguments containing spaces instead, like <code>changeName Leo "Neo Leo"</code>.
+
<syntaxhighlight lang="c#">
|-
+
uint stepsTaken = Game1.stats.Increment(StatKeys.StepsTaken);
| <samp>changePortrait</samp><br /><samp>changeSprite</samp>
+
</syntaxhighlight>
| You can now omit the suffix argument to reset the NPC back to their normal portrait/sprite.
+
|}
 +
 
 +
This can also be used to track custom mod stats, they doesn't need to be stats normally tracked by the game. Custom stats should be prefixed with your mod's unique ID to avoid conflicts:
 +
<syntaxhighlight lang="c#">
 +
Game1.stats.Set("Your.ModId_CustomStat", 5);
 +
</syntaxhighlight>
 +
 
 +
And finally, setting a stat to 0 now removes it from the stats dictionary (since that's the default for missing stats).
 +
 
 +
===New C# utility methods===
 +
Stardew Valley 1.6 adds several new methods to simplify common logic.
 +
 
 +
====Argument handling====
 +
The new <samp>ArgUtility</samp> class handles splitting, reading, and validating <samp>string[]</samp> argument lists. The main methods are:
 +
 
 +
; Splitting arrays&#58;
 +
: {| class="wikitable"
 
|-
 
|-
| <samp>faceDirection</samp>
+
! <samp>ArgUtility</samp> method
| You can now specify the direction in words, like <samp>faceDirection up</samp>
+
! effect
 
|-
 
|-
| <samp>ignoreMovementAnimation</samp>
+
| <samp>SplitBySpace</samp>
| &#32;
+
| Split space-separated arguments in a string. This automatically ignores extra spaces, so <samp>" x &nbsp;y "</samp> and <samp>"x y"</samp> are equivalent. For example:
* Fixed its ''ignore'' argument being ignored.
+
<syntaxhighlight lang="c#">
* Underscores in the NPC name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>ignoreMovementAnimation "Mr Qi" </code>.
+
string[] fields = ArgUtility.SplitBySpace("a b c");
 +
string secondField = fields[1]; // "b"
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>itemAboveHead</samp>
+
| <samp>SplitBySpaceAndGet</samp>
| Added support for arbitrary item IDs, like <code>itemAboveHead (O)128</code> for a pufferfish.
+
| Get the value at an index in a space-delimited string (if found), else return the default value. For example:
 +
 
 +
<syntaxhighlight lang="c#">
 +
string thirdField = ArgUtility.SplitBySpaceAndGet("a b c", 2); // "c"
 +
string invalidFieldA = ArgUtility.SplitBySpaceAndGet("a b c", 5); // null
 +
string invalidFieldB = ArgUtility.SplitBySpaceAndGet("a b c", 5, defaultValue: "boop"); // "boop"
 +
</syntaxhighlight>
 +
 
 +
This is more efficient than <samp>SplitBySpace</samp> when you only need a single value, but it's slower if you need multiple values.
 
|-
 
|-
| <samp>makeInvisible</samp>
+
| <samp>SplitBySpaceQuoteAware</samp>
| Fixed terrain features not hidden when using the default area size.
+
| Split space-separated arguments in a string, with support for using quotes to protect spaces within an argument. See <samp>SplitQuoteAware</samp> below for info on quote handling.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
string buildingName = ArgUtility.SplitBySpaceQuoteAware("BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"")[1]; // Junimo Hut
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>removeItem</samp>
+
| <samp>SplitQuoteAware</samp>
| Added argument for an optional count, like <code>removeItem (O)128 10</code> to remove 10 pufferfish.
+
| Split delimited arguments in a string, with support for using quotes to protect delimiters within an argument.
|-
+
 
| <samp>speak</samp>
+
A quote in the text causes any delimiter to be ignored until the next quote, unless it's escaped like <code>\"</code>. Unescaped quotes are removed from the string. (Remember that backslashes need to be escaped in C# or JSON strings, like <code>"\\"</code> for a single backslash.)
| Fixed friendship & socialize quest not updated when calling it with a translation key.
+
 
|}</li>
+
For example:
<li>Removed some commands:
+
<syntaxhighlight lang="c#">
{| class="wikitable"
+
ArgUtility.SplitQuoteAware("A,B,C", ',');        // [ "A", "B", "C" ]
 +
ArgUtility.SplitQuoteAware("A,\"B,C\",D", ','); // [ "A", "B,C", "D" ]
 +
ArgUtility.SplitQuoteAware("A,\\\"B,C", ',');    // [ "A", "\"B", "C" ]
 +
</syntaxhighlight>
 +
 
 +
You can also set the optional arguments for more advanced cases. For example, [[Modding:Game state queries|game state queries]] use this to split twice:
 +
<syntaxhighlight lang="c#">
 +
string gameStateQuery = "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\", SEASON Spring";
 +
 
 +
string[] queries = ArgUtility.SplitQuoteAware(gameStateQuery, ',', StringSplitOptions.RemoveEmptyEntries, keepQuotesAndEscapes: true); // [ "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"", "SEASON Spring" ]
 +
string buildingName = ArgUtility.SplitBySpaceQuoteAware(queries[0]); // Junimo Hut
 +
</syntaxhighlight>
 
|-
 
|-
! command
+
| <samp>EscapeQuotes</samp>
! changes
+
| Escape quotes in a string so they're ignored by methods like <samp>SplitQuoteAware</samp>.
|-
+
 
| <samp>addToTable</samp>
+
This isn't idempotent (e.g. calling it twice will result in double-escaped quotes).
| Removed (it was unused and worked in counterintuitive ways).
  −
|-
  −
| <samp>addTool</samp>
  −
| Removed (it was unused and only supported the [[Return Scepter|return scepter]]). Use <samp>addItem</samp> instead, which supports adding tools.
   
|-
 
|-
| <samp>grabObject</samp>
+
| <samp>UnsplitQuoteAware</samp>
| Removed (it was unused and broken).
+
| Combine an array of arguments into a single string with a custom delimiter, using quotes where needed to escape delimiters within an argument. Calling <samp>SplitQuoteAware</samp> on the resulting string with the same delimiter will produce the original values.
|-
  −
| <samp>showRivalFrame</samp><br /><samp>taxVote</samp>
  −
| Removed (they were part of unimplemented features).
  −
|-
  −
| <samp>weddingSprite</samp>
  −
| Removed (it was broken and unused).
  −
|}
  −
</ul>
     −
====Festival changes====
+
For example:
* Festivals can now have a custom festival-started notification message by setting the <samp>startedMessage</samp> field in <samp>Data/Festivals/*</samp> to a [[Modding:Tokenizable strings|tokenizable string]].
+
<syntaxhighlight lang="c#">
* Festivals now set the event ID to a value like <samp>festival_fall16</samp>, instead of <samp>-1</samp>.
+
string args = ArgUtility.UnsplitQuoteAware(new[] { "A", "B C", "D" }, ' '); // A "B C" D
* All in-festival data fields now support [[Modding:Festival data#Year variants|year variants]].
+
</syntaxhighlight>
* Fixed NPCs getting duplicated in festivals if they're added to the <samp>set-up</samp> fields multiple times. Subsequent entries now move them instead.
  −
* Fixed [[Modding:Festival data#Year variants|year variants]] for festival <samp>set-up</samp> field being appended to the main script instead of replacing it.
     −
====Send-mail (<samp>x</samp>) precondition deprecated====
+
This isn't idempotent (e.g. calling it twice will result in double-escaped quotes).
Using the <samp>x</samp> event precondition as a way to send mail is now deprecated (but still works). You should use [[#Trigger actions|trigger actions]] instead to perform actions like that.
+
|}
   −
All vanilla events which used it have been replaced by equivalent trigger actions. This event IDs below no longer exist; if you check them (e.g. via <samp>HasSeenEvent</samp>), you'll need to check the new action or the mail flag they set instead.
+
; Reading arrays&#58;
{| class="wikitable"
+
: {| class="wikitable"
 
|-
 
|-
! old event ID
+
! <samp>ArgUtility</samp> method
! new action ID
+
! effect
! mail flag
   
|-
 
|-
| <samp>68</samp>
+
| <samp>HasIndex</samp>
| <samp>Mail_Mom_5K</samp>
+
| Get whether an index is within the bounds of the array. For example:
| <samp>mom1</samp>
+
<syntaxhighlight lang="c#">
 +
string[] fields = ArgUtility.SplitByString("10 5");
 +
bool inRange = ArgUtility.HasIndex(fields, 1); // true (index 1 has the value '5')
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>69</samp>
+
| <samp>Get</samp><br /><samp>GetBool</samp><br /><samp>GetDirection</samp><br /><samp>GetEnum</samp><br /><samp>GetFloat</samp><br /><samp>GetInt</samp>
| <samp>Mail_Mom_15K</samp>
+
| Get the value at a position in an array, parsed as the relevant type (e.g. a string, boolean, [[Modding:Event data#Directions|direction]], enum, etc). If the index isn't in the array or the value can't be parsed as the expected type, returns a default value.
| <samp>mom2</samp>
+
 
 +
For example, code like this:
 +
<syntaxhighlight lang="c#">
 +
int value = fields.Length > 4 && int.TryParse(fields[4], out int parsed)
 +
    ? parsed
 +
    : -1;
 +
</syntaxhighlight>
 +
 
 +
Can now be rewritten like this:
 +
<syntaxhighlight lang="c#">
 +
int value = ArgUtility.GetInt(fields, 4, -1);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>70</samp>
+
| <samp>TryGet</samp><br /><samp>TryGetBool</samp><br /><samp>TryGetDirection</samp><br /><samp>TryGetEnum</samp><br /><samp>TryGetFloat</samp><br /><samp>TryGetInt</samp><br /><samp>TryGetPoint</samp><br /><samp>TryGetRectangle</samp><br /><samp>TryGetVector2</samp>
| <samp>Mail_Mom_32K</samp>
+
| Try to get a parsed value from an array by its index. If it's not found or can't be converted to the expected value, it sets the <samp>out string error</samp> argument so you can log an error if needed.
| <samp>mom3</samp>
+
 
 +
For example, this parses a numeric value from a space-delimited string:
 +
<syntaxhighlight lang="c#">
 +
string[] fields = ArgUtility.SplitByString("10 35");
 +
if (ArgUtility.TryGetInt(fields, 1, out int value, out string error))
 +
    this.Helper.Monitor.Log($"Parsed value: {value}"); // "Parsed value: 35"
 +
else
 +
    this.Helper.Monitor.Log($"Failed parsing value: {error}", LogLevel.Warn);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>71</samp>
+
| <samp>TryGetOptional</samp><br /><samp>TryGetOptionalBool</samp><br /><samp>TryGetOptionalDirection</samp><br /><samp>TryGetOptionalEnum</samp><br /><samp>TryGetOptionalFloat</samp><br /><samp>TryGetOptionalInt</samp><br /><samp>TryGetOptionalRemainder</samp>
| <samp>Mail_Mom_120K</samp>
+
| Equivalent to <samp>TryGet*</samp>, except that it'll return a default value if the argument is missing. For example:
| <samp>mom4</samp>
+
<syntaxhighlight lang="c#">
 +
string[] fields = ArgUtility.SplitByString("10");
 +
if (ArgUtility.TryGetOptionalInt(fields, 1, out int value, out error, defaultValue: 99))
 +
    this.Helper.Monitor.Log($"Parsed value: {value}"); // "Parsed value: 99"
 +
else
 +
    this.Helper.Monitor.Log($"Failed parsing value: {error}", LogLevel.Warn);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>72</samp>
+
| <samp>GetRemainder</samp><br /><samp>TryGetRemainder</samp><br /><samp>TryGetOptionalRemainder</samp>
| <samp>Mail_Dad_5K</samp>
+
| Similar to the previous methods, but gets arguments starting from an index as a concatenated string. For example:
| <samp>dad1</samp>
+
<syntaxhighlight lang="c#">
|-
+
string[] fields = ArgUtility.SplitByString("A B C D E F");
| <samp>73</samp>
+
if (ArgUtility.TryGetRemainder(fields, 2, out string remainder, out string error))
| <samp>Mail_Dad_15K</samp>
+
    this.Helper.Monitor.Log($"Remainder: {remainder}"); // "Remainder: C D E F"
| <samp>dad2</samp>
+
else
 +
    this.Helper.Monitor.Log($"Failed getting remainder: {error}", LogLevel.Warn);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>74</samp>
+
| <samp>GetSubsetOf</samp>
| <samp>Mail_Dad_32K</samp>
+
| Get a slice of the input array. For example:
| <samp>dad3</samp>
+
<syntaxhighlight lang="c#">
 +
string[] subset1 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 1); // B, C, D
 +
string[] subset2 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 1, length: 2); // B, C
 +
</syntaxhighlight>
 +
 
 +
This is fault-tolerant as long as <samp>startAt</samp> isn't negative. For example:
 +
<syntaxhighlight lang="c#">
 +
string[] subset2 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 100); // <empty array>
 +
string[] subset1 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 1, length: 100); // B, C, D
 +
</syntaxhighlight>
 +
|}
 +
 
 +
====Content assets====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>75</samp>
+
! method
| <samp>Mail_Dad_120K</samp>
+
! effect
| <samp>dad4</samp>
   
|-
 
|-
| <samp>76</samp>
+
| <samp>LocalizedContentManager.DoesAssetExist</samp>
| <samp>Mail_Tribune_UpAndComing</samp>
+
| Get whether an asset exists in the game's <samp>Content</samp> folder or is provided through [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example:
| <samp>newsstory</samp>
+
<syntaxhighlight lang="c#">
 +
bool exists = Game1.content.DoesAssetExist<Map>("Maps/Town");
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>706</samp>
+
| <samp>LocalizedContentManager.IsValidTranslationKey</samp>
| <samp>Mail_Pierre_Fertilizers</samp>
+
| Get whether a string is a translation key in the form <samp>{{t|asset name}}:{{t|key}}</samp>, and the asset and key both exist. For example:
| <samp>fertilizers</samp>
+
<syntaxhighlight lang="c#">
 +
bool exists = Game1.content.IsValidTranslationKey("Strings\\NPCNames:Abigail");
 +
</syntaxhighlight>
 +
|}
 +
 
 +
====Filtering====
 +
The game now has an optimized <samp>RemoveWhere</samp> method for O(n) filtering on <samp>NetCollection</samp>, <samp>NetDictionary</samp>, <samp>NetList</samp>, and (via extension) <samp>IDictionary</samp>. This also deprecates <samp>Filter</samp> methods where they existed.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
int dirtTilesRemoved = Game1.currentLocation.terrainFeatures.RemoveWhere(pair => pair.Value is HoeDirt);
 +
</syntaxhighlight>
 +
 
 +
====Game paths====
 +
The game folder paths were previously hardcoded throughout the code. These are now centralized with a few methods:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>707</samp>
+
! method
| <samp>Mail_Pierre_FertilizersHighQuality</samp>
+
! effect
| <samp>fertilizers2</samp>
   
|-
 
|-
| <samp>909</samp>
+
| <samp>Program.GetLocalAppDataFolder</samp><br /><samp>Program.GetAppDataFolder</samp>
| <samp>Mail_Robin_Woodchipper</samp>
+
| Get the absolute path to the game's app data folder (which contains the [[saves|<Samp>Saves</samp> folder]]) or local app data folder (which contains <samp>ErrorLogs</samp> and <samp>Screenshots</samp>). These methods are equivalent on Windows, but different on Linux/macOS.
| <samp>WoodChipper</samp>
   
|-
 
|-
| <samp>2111194</samp>
+
| <samp>Program.GetSavesFolder</samp>
| <samp>Mail_Emily_8heart</samp>
+
| Get the absolute path to the game's [[saves|<samp>Saves</samp> folder]].
| <samp>EmilyClothingTherapy</samp>
   
|-
 
|-
| <samp>2111294</samp>
+
| <samp>Game1.GetScreenshotFolder</samp>
| <samp>Mail_Emily_10heart</samp>
+
| Get the absolute path to the game's <samp>Screenshots</samp> folder.
| <samp>EmilyCamping</samp>
   
|-
 
|-
| <samp>2346091</samp>
+
| <samp>options.GetFilePathForDefaultOptions</samp>
| <samp>Mail_Alex_10heart</samp>
+
| Get the absolute path to the game's <samp>default_options</samp> file.
| <samp>joshMessage</samp>
  −
|-
  −
| <samp>2346092</samp>
  −
| <samp>Mail_Sam_10heart</samp>
  −
| <samp>samMessage</samp>
  −
|-
  −
| <samp>2346093</samp>
  −
| <samp>Mail_Harvey_10heart</samp>
  −
| <samp>harveyBalloon</samp>
  −
|-
  −
| <samp>2346094</samp>
  −
| <samp>Mail_Elliott_10heart</samp>
  −
| <samp>elliottBoat</samp>
  −
|-
  −
| <samp>2346095</samp>
  −
| <samp>Mail_Elliott_8heart</samp>
  −
| <samp>elliottReading</samp>
  −
|-
  −
| <samp>2346096</samp>
  −
| <samp>Mail_Penny_10heart</samp>
  −
| <samp>pennySpa</samp>
  −
|-
  −
| <samp>2346097</samp>
  −
| <samp>Mail_Abigail_8heart</samp>
  −
| <samp>abbySpiritBoard</samp>
  −
|-
  −
| <samp>3333094</samp>
  −
| <samp>Mail_Pierre_ExtendedHours</samp>
  −
| <samp>pierreHours</samp>
  −
|-
  −
| <samp>3872126</samp>
  −
| <samp>Mail_Willy_BackRoomUnlocked</samp>
  −
| <samp>willyBackRoomInvitation</samp>
   
|}
 
|}
   −
===[[Modding:Mail data|Mail]] changes===
+
====Hash sets====
<ul>
+
Since the [[#Hash set fields|game now uses hash sets]], it has a few extensions for working with them:
<li>Mail can now have multiple items attached (using multiple <samp>%item</samp> commands). When the player grabs the top item, the next one will appear in the slot to grab next.</li>
+
 
<li>Added mail commands:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! command
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>%action {{t|action}}%%</samp>
+
| <samp>AddRange</samp>
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>%action AddMoney 500%%</samp> to add {{price|500}} to the current player.
+
| Add all the values from a list or enumerable to the set.
|}</li>
  −
<li>Improved mail commands:
  −
{| class="wikitable"
   
|-
 
|-
! command
+
| <samp>RemoveWhere</samp>
! changes
+
| Remove all values matching a condition.
 
|-
 
|-
| <samp>%item</samp>
+
| <samp>Toggle</samp>
| &#32;
+
| Add or remove a value in the set based on a boolean. For example:
* Added <samp>%item id {{t|item id}} {{o|count}}</samp> form which accepts a [[#Custom items|qualified or unqualified item ID]]. If multiple items are listed (''e.g.,'' <samp>%item id (BC)12 3 (O)34 5 %%</samp>) one set will be picked randomly. This deprecates the <samp>bigobject</samp>, <samp>furniture</samp>, <samp>object</samp>, and <samp>tools</samp> options.
+
<syntaxhighlight lang="c#">
* Added <samp>%item specialOrder {{t|order id}} {{o|immediately}}</samp> form to attach a special order to the letter.
+
public bool hasClubCard
* Added optional {{t|key}} argument to <samp>%item cookingRecipe {{t|key}}</samp>, to learn a specific [[Modding:Recipe data|cooking recipe]]. The previous <samp>%item cookingRecipe</samp> form (without a key) works the same way as before.
+
{
* The type argument is now case-insensitive.
+
    get { return mailReceived.Contains("HasClubCard"); }
* Fixed <samp>%item craftingRecipe</samp> not supporting recipe IDs containing underscores. It now checks for an exact match first, then tries replacing underscores with spaces like before, then logs a warning if neither was found instead of adding an invalid recipe.
+
    set { mailReceived.Toggle("HasClubCard", value); }
|}</li>
+
}
<li>All wallet items are now tracked via mail flags. That adds these mail flags: <samp>HasClubCard</samp>, <samp>HasDarkTalisman</samp>, <samp>HasDwarvishTranslationGuide</samp>, <samp>HasMagicInk</samp>, <samp>HasMagnifyingGlass</samp>, <samp>HasRustyKey</samp>, <samp>HasSkullKey</samp>, <samp>HasSpecialCharm</samp>, <samp>HasTownKey</samp>, and <samp>HasUnlockedSkullDoor</samp>.</li>
+
</syntaxhighlight>
<li>Fixed letter viewer error when opening an invalid letter.</li>
+
|}
</ul>
     −
===Stat changes for C# mods===
+
====Iteration====
The tracked stats API (e.g. <code>Game1.stats</code> and <code>Game1.player.stats</code>) has been overhauled.
+
The new <samp>Utility.ForEach*</samp> methods let you check every thing of a type in the game world quickly and efficiently (with minimal allocations, boxing, etc). These are significantly faster than equivalent code using LINQ or <samp>yield</samp> methods.
 
  −
In particular, all stats are now in the underlying stat dictionary. If you use a stat field directly (like <code>stats.dirtHoed</code>), you'll need to use the property (like <code>stats.DirtHoed</code>) or method (like <code>stats.Get(StatsKey.DirtHoed)</code>). This lets the game or mods access all stats in a standard way without reflection. 1.6 also adds <samp>StatsKey</samp> constants for all stats tracked by the game.
     −
The <samp>stats</samp> API has also been redesigned:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! member
+
! method
! comments
+
! effect
 +
|-
 +
| <samp>Utility.ForEachBuilding</samp>
 +
| Perform an action for each building in the game world.
 +
|-
 +
| <samp>Utility.ForEachCharacter</samp><br /><samp>Utility.ForEachVillager</samp>
 +
| Perform an action for each NPC in the game world. <samp>ForEachCharacter</samp> matches all NPC types (villagers, horses, pets, monsters, player children, etc), while <samp>ForEachVillager</samp> only matches villager NPCs like [[Abigail]].
 +
|-
 +
| <samp>Utility.ForEachCrop</samp>
 +
| Perform an action for each crop in the game world planted in the ground or in a [[Garden Pot|garden pot]].
 
|-
 
|-
| <samp>Values</samp>
+
| <samp>Utility.ForEachItem</samp>
| The numeric metrics tracked by the game. This replaces <samp>stats_dictionary</samp>.
+
| Perform an action for each item in the game world, including items within items (e.g. in a chest or on a table), hats placed on children, items in player inventories, etc.
 
|-
 
|-
| <samp>Get(key)</samp>
+
| <samp>Utility.ForEachItemIn</samp>
| Get the value of a tracked stat. This replaces <samp>getStat</samp>.
+
| Perform an action for each item within a given location, including items within items (e.g. in a chest or on a table).
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
uint daysPlayed = Game1.stats.Get(StatKeys.DaysPlayed);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Set(key, value)</samp>
+
| <samp>Utility.ForEachLocation</samp>
| Set the new value of a tracked stat. This method is new.
+
| Perform an action for each location in the game world, optionally including building interiors and generated [[The Mines|mine]] or [[Volcano Dungeon|volcano]] levels.
 +
|}
   −
For example:
+
For example, this code counts how many parsnips are planted everywhere in the world:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
Game1.stats.Set(StatKeys.ChildrenTurnedToDoves, 5);
+
int parsnips = 0;
 +
Utility.ForEachCrop(crop =>
 +
{
 +
    if (crop.IndexOfHarvest == "24")
 +
        parsnips++;
 +
    return true; // whether to keep iterating after this crop
 +
});
 
</syntaxhighlight>
 
</syntaxhighlight>
|-
  −
| <samp>Increment(key)</samp><br /><samp>Increment(key, amount)</samp>
  −
| Add the given amount to the stat (default 1), and return the new stat value. This improves on the original <samp>incrementStat</samp>.
     −
For example:
+
Or you could replace all instances of an obsolete item with a new one:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
uint stepsTaken = Game1.stats.Increment(StatKeys.StepsTaken);
+
Utility.ForEachItem((item, remove, replaceWith) =>
</syntaxhighlight>
+
{
|}
+
    if (item.QualifiedItemId == "(O)OldId")
 +
    {
 +
        Item newItem = ItemRegistry.Create("(O)NewId", item.Stack, item.Quality);
 +
        replaceWith(newItem);
 +
    }
   −
This can also be used to track custom mod stats, they doesn't need to be stats normally tracked by the game. Custom stats should be prefixed with your mod's unique ID to avoid conflicts:
+
    return true;
<syntaxhighlight lang="c#">
+
});
Game1.stats.Set("Your.ModId_CustomStat", 5);
   
</syntaxhighlight>
 
</syntaxhighlight>
 +
C# mods which add custom item types can override <samp>Item.ForEachItem</samp> to add support for nested items.
   −
And finally, setting a stat to 0 now removes it from the stats dictionary (since that's the default for missing stats).
+
====Randomization====
 
+
{| class="wikitable"
===New C# utility methods===
  −
Stardew Valley 1.6 adds several new methods to simplify common logic.
  −
 
  −
====Argument handling====
  −
The new <samp>ArgUtility</samp> class handles splitting, reading, and validating <samp>string[]</samp> argument lists. The main methods are:
  −
 
  −
; Splitting arrays&#58;
  −
: {| class="wikitable"
   
|-
 
|-
! <samp>ArgUtility</samp> method
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>SplitBySpace</samp>
+
| <samp>Utility.CreateDaySaveRandom</samp>
| Split space-separated arguments in a string. This automatically ignores extra spaces, so <samp>" x &nbsp;y "</samp> and <samp>"x y"</samp> are equivalent. For example:
+
| Creates a <samp>Random</samp> instance using the most common seed (based on the save ID and total days played).
<syntaxhighlight lang="c#">
+
|-
string[] fields = ArgUtility.SplitBySpace("a b c");
+
| <samp>Utility.CreateRandom</samp><br /><samp>Utility.CreateRandomSeed</samp>
string secondField = fields[1]; // "b"
+
| Creates a <samp>Random</samp> (or seed for a <samp>Random</samp>) by combining the given seed values, which can be any numeric type.
</syntaxhighlight>
   
|-
 
|-
| <samp>SplitBySpaceAndGet</samp>
+
| <samp>Utility.TryCreateIntervalRandom</samp>
| Get the value at an index in a space-delimited string (if found), else return the default value. For example:
+
| Get an RNG which produces identical results for all RNGs created with the same sync key during the given interval (one of <samp>tick</samp>, <samp>day</samp>, <samp>season</samp>, or <samp>year</samp>), including between players in multiplayer mode.
    +
For example, this will return the same number each time it's called until the in-game day changes:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
string thirdField = ArgUtility.SplitBySpaceAndGet("a b c", 2); // "c"
+
public int GetDailyRandomNumber()
string invalidFieldA = ArgUtility.SplitBySpaceAndGet("a b c", 5); // null
+
{
string invalidFieldB = ArgUtility.SplitBySpaceAndGet("a b c", 5, defaultValue: "boop"); // "boop"
+
    Utility.TryCreateIntervalRandom("day", "example sync key", out Random random, out _);
 +
    return random.Next();
 +
}
 +
</syntaxhighlight>
 +
|-
 +
| <samp>Utility.TryGetRandom</samp>
 +
| Get a random entry from a dictionary.
 +
|-
 +
| <samp>random.Choose</samp>
 +
| Choose a random option from the values provided:
 +
<syntaxhighlight lang="c#">
 +
string npcName = Game1.random.Choose("Abigail", "Penny", "Sam");
 
</syntaxhighlight>
 
</syntaxhighlight>
  −
This is more efficient than <samp>SplitBySpace</samp> when you only need a single value, but it's slower if you need multiple values.
   
|-
 
|-
| <samp>SplitBySpaceQuoteAware</samp>
+
| <samp>random.ChooseFrom</samp>
| Split space-separated arguments in a string, with support for using quotes to protect spaces within an argument. See <samp>SplitQuoteAware</samp> below for info on quote handling.
+
| Choose a random option from a list or array:
 
  −
For example:
   
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
string buildingName = ArgUtility.SplitBySpaceQuoteAware("BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"")[1]; // Junimo Hut
+
string[] names = new[] { "Abigail", "Penny", "Sam" };
 +
string npcName = Game1.random.ChooseFrom(names);
 
</syntaxhighlight>
 
</syntaxhighlight>
 
|-
 
|-
| <samp>SplitQuoteAware</samp>
+
| <samp>random.NextBool</samp>
| Split delimited arguments in a string, with support for using quotes to protect delimiters within an argument.
+
| Randomly choose <samp>true</samp> or <samp>false</samp>. For example:
 
  −
A quote in the text causes any delimiter to be ignored until the next quote, unless it's escaped like <code>\"</code>. Unescaped quotes are removed from the string. (Remember that backslashes need to be escaped in C# or JSON strings, like <code>"\\"</code> for a single backslash.)
  −
 
  −
For example:
   
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
ArgUtility.SplitQuoteAware("A,B,C", ',');        // [ "A", "B", "C" ]
+
bool flipSprite = Game1.random.NextBool();
ArgUtility.SplitQuoteAware("A,\"B,C\",D", ','); // [ "A", "B,C", "D" ]
  −
ArgUtility.SplitQuoteAware("A,\\\"B,C", ',');   // [ "A", "\"B", "C" ]
   
</syntaxhighlight>
 
</syntaxhighlight>
   −
You can also set the optional arguments for more advanced cases. For example, [[Modding:Game state queries|game state queries]] use this to split twice:
+
You can optionally set the probability of <samp>true</samp>:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
string gameStateQuery = "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\", SEASON Spring";
+
bool flipSprite = Game1.random.NextBool(0.8);
 
  −
string[] queries = ArgUtility.SplitQuoteAware(gameStateQuery, ',', StringSplitOptions.RemoveEmptyEntries, keepQuotesAndEscapes: true); // [ "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"", "SEASON Spring" ]
  −
string buildingName = ArgUtility.SplitBySpaceQuoteAware(queries[0]); // Junimo Hut
   
</syntaxhighlight>
 
</syntaxhighlight>
|-
+
|}
| <samp>EscapeQuotes</samp>
  −
| Escape quotes in a string so they're ignored by methods like <samp>SplitQuoteAware</samp>.
     −
This isn't idempotent (e.g. calling it twice will result in double-escaped quotes).
+
====Other====
|}
+
Here are some of the other new methods:
   −
; Reading arrays&#58;
+
{| class="wikitable"
: {| class="wikitable"
   
|-
 
|-
! <samp>ArgUtility</samp> method
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>HasIndex</samp>
+
| <samp>Game1.getOfflineFarmhands()</samp>
| Get whether an index is within the bounds of the array. For example:
+
| Get all farmhands who aren't connected to the game.
<syntaxhighlight lang="c#">
+
|-
string[] fields = ArgUtility.SplitByString("10 5");
+
| <samp>Game1.PerformActionWhenPlayerFree</samp>
bool inRange = ArgUtility.HasIndex(fields, 1); // true (index 1 has the value '5')
+
| Calls the provided callback next time the player is free (e.g. no menu or event is up, not using a tool, etc). If the player is already free, it's run immediately.
</syntaxhighlight>
+
 
 +
For example, if you receive your first geode from a fishing chest, this is used to show the geode-received animation & animation when it closes.
 +
|-
 +
| <samp>Game1.createRadialDebris_MoreNatural</samp>
 +
| Scatter item debris around a position with a more randomized distribution than <samp>createRadialDebris</samp>.
 +
|-
 +
| <samp>Object.GetCategoryColor</samp><br /><samp>Object.GetCategoryDisplayName</samp>
 +
| Get the color and display name for the given category number when it's shown in a tooltip.
 +
|-
 +
| <samp>Utility.distanceFromScreen</samp>
 +
| Get the pixel distance between a position in the world and the player's screen viewport, where 0 is within the viewport.
 +
|-
 +
| <samp>Utility.DrawErrorTexture</samp>
 +
| Draw the game's missing-texture image (🚫) to the screen, stretched to fit a given pixel area.
 +
|-
 +
| <samp>Utility.DrawSquare</samp>
 +
| Draw a square to the screen with a background color and/or borders.
 
|-
 
|-
| <samp>Get</samp><br /><samp>GetBool</samp><br /><samp>GetDirection</samp><br /><samp>GetEnum</samp><br /><samp>GetFloat</samp><br /><samp>GetInt</samp>
+
| <samp>Utility.GetEnumOrDefault</samp>
| Get the value at a position in an array, parsed as the relevant type (e.g. a string, boolean, [[Modding:Event data#Directions|direction]], enum, etc). If the index isn't in the array or the value can't be parsed as the expected type, returns a default value.
+
| Get an enum value if it's valid, else get a default value. This is mainly used to validate input from data files.
   −
For example, code like this:
+
For example:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
int value = fields.Length > 4 && int.TryParse(fields[4], out int parsed)
+
NpcGender gender = (NPCGender)999999;
    ? parsed
+
gender = Utility.GetEnumOrDefault(gender, Gender.Male); // returns Gender.Male since there's no enum constant with value 999999
    : -1;
   
</syntaxhighlight>
 
</syntaxhighlight>
 
+
|-
Can now be rewritten like this:
+
| <samp>Utility.getRandomNpcFromHomeRegion</samp>
 +
| Get a random social NPC based on their <samp>HomeRegion</samp> value in [[#Custom NPCs|<samp>Data/Characters</samp>]]. For example, this gets a random NPC for the <samp>Town</samp> home region:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
int value = ArgUtility.GetInt(fields, 4, -1);
+
NPC npc = Utility.getRandomNpcFromHomeRegion(NPC.region_town);
 
</syntaxhighlight>
 
</syntaxhighlight>
 
|-
 
|-
| <samp>TryGet</samp><br /><samp>TryGetBool</samp><br /><samp>TryGetDirection</samp><br /><samp>TryGetEnum</samp><br /><samp>TryGetFloat</samp><br /><samp>TryGetInt</samp><br /><samp>TryGetPoint</samp><br /><samp>TryGetRectangle</samp><br /><samp>TryGetVector2</samp>
+
| <samp>Utility.isFestivalDay</samp>
| Try to get a parsed value from an array by its index. If it's not found or can't be converted to the expected value, it sets the <samp>out string error</samp> argument so you can log an error if needed.
+
| This method existed before 1.6, but you can now omit arguments to check today instead of a specific date:
 +
<syntaxhighlight lang="c#">
 +
bool festivalToday = Utility.isFestivalToday();
 +
</syntaxhighlight>
   −
For example, this parses a numeric value from a space-delimited string:
+
Or check for a festival in specific location context:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
string[] fields = ArgUtility.SplitByString("10 35");
+
bool desertFestivalToday = Utility.isFestivalToday(LocationContexts.DesertId);
if (ArgUtility.TryGetInt(fields, 1, out int value, out string error))
  −
    this.Helper.Monitor.Log($"Parsed value: {value}"); // "Parsed value: 35"
  −
else
  −
    this.Helper.Monitor.Log($"Failed parsing value: {error}", LogLevel.Warn);
   
</syntaxhighlight>
 
</syntaxhighlight>
 
|-
 
|-
| <samp>TryGetOptional</samp><br /><samp>TryGetOptionalBool</samp><br /><samp>TryGetOptionalDirection</samp><br /><samp>TryGetOptionalEnum</samp><br /><samp>TryGetOptionalFloat</samp><br /><samp>TryGetOptionalInt</samp><br /><samp>TryGetOptionalRemainder</samp>
+
| <samp>Utility.IsPassiveFestivalDay</samp>
| Equivalent to <samp>TryGet*</samp>, except that it'll return a default value if the argument is missing. For example:
+
| This method existed before 1.6, but now can now omit arguments to check today instead of a specific date:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
string[] fields = ArgUtility.SplitByString("10");
+
bool passiveFestivalToday = Utility.IsPassiveFestivalDay();
if (ArgUtility.TryGetOptionalInt(fields, 1, out int value, out error, defaultValue: 99))
+
</syntaxhighlight>
    this.Helper.Monitor.Log($"Parsed value: {value}"); // "Parsed value: 99"
+
 
else
+
Or check for a specific passive festival:
    this.Helper.Monitor.Log($"Failed parsing value: {error}", LogLevel.Warn);
+
<syntaxhighlight lang="c#">
 +
bool nightMarketToday = Utility.IsPassiveFestivalDay("NightMarket");
 
</syntaxhighlight>
 
</syntaxhighlight>
 
|-
 
|-
| <samp>GetRemainder</samp><br /><samp>TryGetRemainder</samp><br /><samp>TryGetOptionalRemainder</samp>
+
| <samp>Utility.TryGetPassiveFestivalData</samp><br /><samp>Utility.TryGetPassiveFestivalDataForDay</samp>
| Similar to the previous methods, but gets arguments starting from an index as a concatenated string. For example:
+
| Get the [[#Custom passive festivals|passive festival data]] for the given ID or date.
 +
|-
 +
| <samp>Utility.TryParseDirection</samp>
 +
| Parse a string into a direction value (like <samp>Game1.down</samp>), if it's valid. This supports case-insensitive direction names (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>) or [[Modding:Event data#Directions|numeric values]].
 +
|-
 +
| <samp>Utility.TryParseEnum</samp>
 +
| Parse a string into an enum value if possible, case-insensitively. Unlike [https://learn.microsoft.com/en-us/dotnet/api/system.enum.tryparse <samp>Enum.TryParse</samp>], an invalid numeric value won't be cast:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
string[] fields = ArgUtility.SplitByString("A B C D E F");
+
Enum.TryParse("999999", out DayOfWeek day);       // true, even though there's no matching DayOfWeek value
if (ArgUtility.TryGetRemainder(fields, 2, out string remainder, out string error))
+
Utility.TryParseEnum("999999", out DayOfWeek day); // false
    this.Helper.Monitor.Log($"Remainder: {remainder}"); // "Remainder: C D E F"
  −
else
  −
    this.Helper.Monitor.Log($"Failed getting remainder: {error}", LogLevel.Warn);
   
</syntaxhighlight>
 
</syntaxhighlight>
|}
  −
  −
====Content assets====
  −
{| class="wikitable"
   
|-
 
|-
! method
+
| <samp>Utility.fuzzyCompare</samp>
! effect
+
| Get whether a term is a fuzzy match for a search query. Returns the numeric match priority (where lower values are a better match), or null if the term doesn't match the query.
 
|-
 
|-
| <samp>LocalizedContentManager.DoesAssetExist</samp>
+
| <samp>rectangle.GetPoints</samp><br /><samp>rectangle.GetVectors</samp>
| Get whether an asset exists in the game's <samp>Content</samp> folder or is provided through [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example:
+
| Get all the integer coordinates within a given <samp>Rectangle</samp>. For example:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
bool exists = Game1.content.DoesAssetExist<Map>("Maps/Town");
+
var tileArea = new Rectangle(0, 0, 2, 2);
 +
Point[] tiles = tileArea.GetPoints(); // (0, 0), (1, 0), (0, 1), (1, 1)
 
</syntaxhighlight>
 
</syntaxhighlight>
 
|-
 
|-
| <samp>LocalizedContentManager.IsValidTranslationKey</samp>
+
| <samp>Utility.GetDeterministicHashCode</samp>
| Get whether a string is a translation key in the form <samp>{{t|asset name}}:{{t|key}}</samp>, and the asset and key both exist. For example:
+
| ''(Specialized)'' Get a [https://en.wikipedia.org/wiki/Hash_function hash code] for a string key or numeric values. Unlike [https://learn.microsoft.com/en-us/dotnet/api/system.object.gethashcode <samp>string.GetHashCode</samp>] or [https://learn.microsoft.com/en-us/dotnet/api/system.hashcode.combine <samp>HashCode.Combine</samp>], this produces a consistent hash for the same inputs between sessions and connected players.
 +
|-
 +
| <samp>Utility.WrapIndex</samp>
 +
| Constrain an index to a range by wrapping out-of-bounds values to the other side (e.g. last index + 1 is the first index, and first index - 1 is the last one).
 +
 
 +
For example:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
bool exists = Game1.content.IsValidTranslationKey("Strings\\NPCNames:Abigail");
+
string[] values = new[] { "0", "1", "2" };
 +
int index = Utility.WrapIndex(-1, values.Length); // 2
 
</syntaxhighlight>
 
</syntaxhighlight>
 
|}
 
|}
   −
====Filtering====
+
===Static delegate builder===
The game now has an optimized <samp>RemoveWhere</samp> method for O(n) filtering on <samp>NetCollection</samp>, <samp>NetDictionary</samp>, <samp>NetList</samp>, and (via extension) <samp>IDictionary</samp>. This also deprecates <samp>Filter</samp> methods where they existed.
+
For C# mods, <samp>StaticDelegateBuilder</samp> is a specialized class which converts a method name into an optimized delegate which can be called by code. This is used by vanilla code to optimize methods referenced in assets like [[#Custom machines|<samp>Data/Machines</samp>]].
   −
For example:
+
For example, given a static method like this:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
int dirtTilesRemoved = Game1.currentLocation.terrainFeatures.RemoveWhere(pair => pair.Value is HoeDirt);
+
public static bool OutputDeconstructor(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady) { ... }
 
</syntaxhighlight>
 
</syntaxhighlight>
   −
====Game paths====
+
And a delegate which matches it:
The game folder paths were previously hardcoded throughout the code. These are now centralized with a few methods:
+
<syntaxhighlight lang="c#">
 +
public delegate bool MachineOutputDelegate(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady);
 +
</syntaxhighlight>
 +
 
 +
You can create an optimized delegate and call it like this:
 +
<syntaxhighlight lang="c#">
 +
if (StaticDelegateBuilder.TryCreateDelegate("StardewValley.Object.OutputDeconstructor", out MachineOutputDelegate method, out string error))
 +
    return method(this, inputItem, probe, outputData, out minutesUntilMorning);
 +
else
 +
    Game1.log.Warn($"Machine {ItemId} has invalid output method: {error}");
 +
</syntaxhighlight>
 +
 
 +
The <samp>TryCreateDelegate</samp> method will cache created delegates, so calling it again will just return the same delegate instance.
 +
 
 +
===Game logging changes===
 +
The game now writes debug output through an internal <samp>Game1.log</samp> wrapper, instead of using <samp>Console.WriteLine</samp> directly. For example:
 +
<syntaxhighlight lang="c#">
 +
// old code
 +
Console.WriteLine("Error playing sound: " + ex);
 +
 
 +
// new code
 +
Game1.log.Error("Error playing sound.", ex);
 +
</syntaxhighlight>
 +
 
 +
This has a few benefits:
 +
* For vanilla players, the game no longer uses time & resources writing to a console that's not visible anyway.
 +
* For modded players, SMAPI can now...
 +
** distinguish between the game's debug/warn/error messages (so many warnings/errors that would previously appear as hidden <samp>TRACE</samp> messages will now be shown with the correct level);
 +
** apply its formatting rules to exceptions logged by the game too;
 +
** redirect game output much more efficiently without console interception.
    +
===Other changes===
 +
====Audio====
 +
<ul>
 +
<li>Added <samp>Game1.sounds</samp>, which unifies the high-level sound effect logic (e.g. distance fading and multiplayer sync).</li>
 +
<li>Added <samp>silence</samp> [[Modding:Audio|audio cue]] for music. This is different from <samp>none</samp> in that it suppresses both town music and ambient sounds.</li>
 +
<li>Added <samp>Game1.soundBank.Exists(cueName)</samp> method to check if an audio cue exists.</li>
 +
<li>Added <samp>Game1.playSound</samp> overloads to get the audio cue being played.</li>
 +
<li>Added <samp>character.playNearbySoundAll</samp> and <samp>playNearbySoundAllLocal</samp> methods to play a sound for players near the player/character.</li>
 +
<li>Added position argument to <samp>DelayedAction.playSoundAfterDelay</samp>.</li>
 +
<li>Removed <samp>NetAudioCueManager</samp> and <samp>Game1.locationCues</samp> (unused).</li>
 +
<li>Unified the methods for playing normal/pitched/positional sounds (which also adds support for pitched non-synced & pitched positional sounds):
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! method
+
! old methods
! effect
+
! new method
 +
|-
 +
| <samp>Game1.playSound</samp><br /><samp>Game1.playSoundAt</samp><br /><samp>Game1.playSoundPitched</samp>
 +
| <samp>Game1.playSound</samp>
 
|-
 
|-
| <samp>Program.GetLocalAppDataFolder</samp><br /><samp>Program.GetAppDataFolder</samp>
+
| <samp>GameLocation.playSound</samp><br /><samp>GameLocation.playSoundAt</samp><br /><samp>GameLocation.playSoundPitched</samp>
| Get the absolute path to the game's app data folder (which contains the [[saves|<Samp>Saves</samp> folder]]) or local app data folder (which contains <samp>ErrorLogs</samp> and <samp>Screenshots</samp>). These methods are equivalent on Windows, but different on Linux/macOS.
+
| <samp>GameLocation.playSound</samp>
 
|-
 
|-
| <samp>Program.GetSavesFolder</samp>
+
| <samp>GameLocation.localSound</samp><br /><samp>GameLocation.localSoundAt</samp>
| Get the absolute path to the game's [[saves|<samp>Saves</samp> folder]].
+
| <samp>GameLocation.localSound</samp>
 
|-
 
|-
| <samp>Game1.GetScreenshotFolder</samp>
+
| <samp>NetAudio.Play</samp><br /><samp>NetAudio.PlayAt</samp><br /><samp>NetAudio.PlayPitched</samp>
| Get the absolute path to the game's <samp>Screenshots</samp> folder.
+
| <samp>NetAudio.Play</samp>
 
|-
 
|-
| <samp>options.GetFilePathForDefaultOptions</samp>
+
| <samp>NetAudio.PlayLocal</samp><br /><samp>NetAudio.PlayLocalAt</samp>
| Get the absolute path to the game's <samp>default_options</samp> file.
+
| <samp>NetAudio.PlayLocal</samp>
|}
+
|}</li>
 
+
</ul>
====Hash sets====
+
 
Since the [[#Hash set fields|game now uses hash sets]], it has a few extensions for working with them:
+
====Debug commands====
 +
{{/doc status|[[Modding:Console commands]]|done=false}}
    +
<ul>
 +
<li>All debug commands are now quote-aware, so you can pass spaces in arguments like <code>debug build "Junimo Hut"</code>.</li>
 +
<li>Added new [[Modding:Console commands|debug commands]]:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! method
+
! command
! effect
+
! description
 
|-
 
|-
| <samp>AddRange</samp>
+
| <samp>action {{t|action}}</samp>
| Add all the values from a list or enumerable to the set.
+
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>action AddMoney 500</samp> to add {{price|500}} to the current player.
 
|-
 
|-
| <samp>RemoveWhere</samp>
+
| <samp>artifactSpots</samp>
| Remove all values matching a condition.
+
| Spawn an [[Artifact Spot|artifact spot]] in each empty tile around the player.
 
|-
 
|-
| <samp>Toggle</samp>
+
| <samp>endEvent</samp> / <samp>ee</samp>
| Add or remove a value in the set based on a boolean. For example:
+
| Immediately end the current event or festival, applying the event's skip logic (if any). The event is marked seen, but you can rewatch it using the <samp>eventById</samp> command if needed.
<syntaxhighlight lang="c#">
  −
public bool hasClubCard
  −
{
  −
    get { return mailReceived.Contains("HasClubCard"); }
  −
    set { mailReceived.Toggle("HasClubCard", value); }
  −
}
  −
</syntaxhighlight>
  −
|}
     −
====Iteration====
+
This replaces the pre-1.6 commands (<samp>ee</samp>, <samp>endEvent</samp>/<samp>leaveEvent</samp>, and <samp>eventOver</samp>) which worked in different ways and had side-effects like restarting the event or clearing the player's mail.
The new <samp>Utility.ForEach*</samp> methods let you check every thing of a type in the game world quickly and efficiently (with minimal allocations, boxing, etc). These are significantly faster than equivalent code using LINQ or <samp>yield</samp> methods.
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! method
+
| <samp>exportShops</samp>
! effect
+
| Export a summary of what's in every shop in the game, taking into account their current conditions. This is saved to a file on disk, and the file path shown in the console.
 
|-
 
|-
| <samp>Utility.ForEachBuilding</samp>
+
| <samp>filterLoadMenu</samp> / <samp>flm</samp>
| Perform an action for each building in the game world.
+
| ''Syntax: <samp>filterLoadMenu {{t|search text}}''
 +
 
 +
Filter the current list of saves to those whose player name or farm name contains the given text.
 
|-
 
|-
| <samp>Utility.ForEachCharacter</samp><br /><samp>Utility.ForEachVillager</samp>
+
| <samp>forcebuild</samp>
| Perform an action for each NPC in the game world. <samp>ForEachCharacter</samp> matches all NPC types (villagers, horses, pets, monsters, player children, etc), while <samp>ForEachVillager</samp> only matches villager NPCs like [[Abigail]].
+
| Equivalent to <samp>build</samp>, but disables all safety checks so you can build in a location that wouldn't normally allow buildings, build on top of farm animals or placed objects, etc.
 
|-
 
|-
| <samp>Utility.ForEachCrop</samp>
+
| <samp>gamequery</samp> / <samp>gq</samp>
| Perform an action for each crop in the game world planted in the ground or in a [[Garden Pot|garden pot]].
+
| ''Syntax:'' <samp>gq {{t|query}}</samp>
|-
+
 
| <samp>Utility.ForEachItem</samp>
+
Check whether the given [[Modding:Game state queries|game state query]] matches in the current context. For example:
| Perform an action for each item in the game world, including items within items (e.g. in a chest or on a table), hats placed on children, items in player inventories, etc.
+
<pre>
 +
gq !SEASON Spring, WEATHER Here Sun
 +
> Result: true.
 +
</pre>
 
|-
 
|-
| <samp>Utility.ForEachItemIn</samp>
+
| <samp>itemquery</samp> / <samp>iq</samp>
| Perform an action for each item within a given location, including items within items (e.g. in a chest or on a table).
+
| ''Syntax:'' <samp>iq {{t|query}}</samp>
 +
 
 +
Open a shop menu with all the items matching an [[Modding:Item queries|item query]] (all items free). For example:
 +
* <samp>debug iq ALL_ITEMS</samp> shows all items;
 +
* <samp>debug iq ALL_ITEMS (W)</samp> shows all weapons;
 +
* <samp>debug iq (O)128</samp> shows a pufferfish (object 128);
 +
* <samp>debug iq FLAVORED_ITEM Wine (O)128</samp> shows Pufferfish Wine.
 
|-
 
|-
| <samp>Utility.ForEachLocation</samp>
+
| <samp>logFile</samp>
| Perform an action for each location in the game world, optionally including building interiors and generated [[The Mines|mine]] or [[Volcano Dungeon|volcano]] levels.
+
| Begin writing debug messages to a log file at <samp>%appdata%/StardewValley/ErrorLogs/game-latest.txt</samp> to simplify troubleshooting. You can also enter <samp>/logtext</samp> into the in-game chatbox to enable it.
|}
     −
For example, this code counts how many parsnips are planted everywhere in the world:
+
This does nothing if SMAPI is installed, since the debug messages are already saved to SMAPI's log.
<syntaxhighlight lang="c#">
  −
int parsnips = 0;
  −
Utility.ForEachCrop(crop =>
  −
{
  −
    if (crop.IndexOfHarvest == "24")
  −
        parsnips++;
  −
    return true; // whether to keep iterating after this crop
  −
});
  −
</syntaxhighlight>
  −
 
  −
Or you could replace all instances of an obsolete item with a new one:
  −
<syntaxhighlight lang="c#">
  −
Utility.ForEachItem((item, remove, replaceWith) =>
  −
{
  −
    if (item.QualifiedItemId == "(O)OldId")
  −
    {
  −
        Item newItem = ItemRegistry.Create("(O)NewId", item.Stack, item.Quality);
  −
        replaceWith(newItem);
  −
    }
  −
 
  −
    return true;
  −
});
  −
</syntaxhighlight>
  −
C# mods which add custom item types can override <samp>Item.ForEachItem</samp> to add support for nested items.
  −
 
  −
====Randomization====
  −
{| class="wikitable"
   
|-
 
|-
! method
+
| <samp>logSounds</samp>
! effect
+
| Log info about each sound effect played to the SMAPI console window.
 
|-
 
|-
| <samp>Utility.CreateDaySaveRandom</samp>
+
| <samp>movieSchedule {{o|year}}</samp>
| Creates a <samp>Random</samp> instance using the most common seed (based on the save ID and total days played).
+
| Lists the movies that will play in a given {{o|year}} (default this year), with the dates they'll play.
 
|-
 
|-
| <samp>Utility.CreateRandom</samp><br /><samp>Utility.CreateRandomSeed</samp>
+
| <samp>qualifiedid</samp>
| Creates a <samp>Random</samp> (or seed for a <samp>Random</samp>) by combining the given seed values, which can be any numeric type.
+
| Print the held item's display name and [[#Custom items|qualified item ID]].
 
|-
 
|-
| <samp>Utility.TryCreateIntervalRandom</samp>
+
| <samp>search</samp>
| Get an RNG which produces identical results for all RNGs created with the same sync key during the given interval (one of <samp>tick</samp>, <samp>day</samp>, <samp>season</samp>, or <samp>year</samp>), including between players in multiplayer mode.
+
| ''Syntax:'' <samp>search {{o|term}}</samp>
   −
For example, this will return the same number each time it's called until the in-game day changes:
+
List all debug commands that match the given search term (or all debug commands if the search term is omitted). For example:
<syntaxhighlight lang="c#">
+
<pre>debug search backpack
public int GetDailyRandomNumber()
+
> Found 2 debug commands matching search term 'backpack':
{
+
    - Backpack
     Utility.TryCreateIntervalRandom("day", "example sync key", out Random random, out _);
+
     - FillBackpack (fbp, fill, fillbp)</pre>
    return random.Next();
  −
}
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Utility.TryGetRandom</samp>
+
| <samp>setFarmEvent</samp> / <samp>sfe</samp>
| Get a random entry from a dictionary.
+
| ''Syntax:'' <samp>setFarmEvent {{t|event id}}</samp>
|-
  −
| <samp>random.Choose</samp>
  −
| Choose a random option from the values provided:
  −
<syntaxhighlight lang="c#">
  −
string npcName = Game1.random.Choose("Abigail", "Penny", "Sam");
  −
</syntaxhighlight>
  −
|-
  −
| <samp>random.ChooseFrom</samp>
  −
| Choose a random option from a list or array:
  −
<syntaxhighlight lang="c#">
  −
string[] names = new[] { "Abigail", "Penny", "Sam" };
  −
string npcName = Game1.random.ChooseFrom(names);
  −
</syntaxhighlight>
  −
|-
  −
| <samp>random.NextBool</samp>
  −
| Randomly choose <samp>true</samp> or <samp>false</samp>. For example:
  −
<syntaxhighlight lang="c#">
  −
bool flipSprite = Game1.random.NextBool();
  −
</syntaxhighlight>
     −
You can optionally set the probability of <samp>true</samp>:
+
Queue an [[Random Events#Farm events|overnight farm event]] if one doesn't plan naturally instead. The {{t|event id}} can be one of...
<syntaxhighlight lang="c#">
+
* <samp>dogs</samp>;
bool flipSprite = Game1.random.NextBool(0.8);
+
* [[Random Events#Earthquake|<samp>earthquake</samp>]];
</syntaxhighlight>
+
* [[Random Events#The Crop Fairy|<samp>fairy</samp>]];
|}
+
* [[Random Events#Meteorite|<samp>meteorite</samp>]];
 +
* [[Random Events#Stone Owl|<samp>owl</samp>]];
 +
* [[Random Events#Strange Capsule|<samp>ufo</samp>]];
 +
* [[Random Events#The Witch|<samp>witch</samp>]].
   −
====Other====
+
Note that even if the farm event runs, it may exit without doing anything (e.g. rare events like <samp>ufo</samp> have extra condition checks when the start).
Here are some of the other new methods:
+
|-
 +
| <samp>shop</samp>
 +
| ''Syntax:'' <samp>shop {{t|shop ID}} {{o|owner name}}</samp>
   −
{| class="wikitable"
+
Open a [[#Custom shops|shop defined in <samp>Data/Shops</samp>]], regardless of whether one of the owners is nearby. Specifying {{o|owner name}} will use that NPC, otherwise the command will find the closest valid NPC if possible (else open with no NPC).
 
|-
 
|-
! method
+
| <samp>skinBuilding</samp> / <samp>bsm</samp>
! effect
+
| If the player is standing right under a building, open a menu to change the building appearance.
 
|-
 
|-
| <samp>Game1.getOfflineFarmhands()</samp>
+
| <samp>testwedding</samp>
| Get all farmhands who aren't connected to the game.
+
| Immediately play the [[Marriage#The Wedding|wedding]] event. This requires the player to be married first - to test specific NPCs, <samp>debug marry</samp> the NPC followed by this command.
 +
|-
 +
| <samp>thishouseupgrade</samp> / <samp>thishouse</samp> / <samp>thu</samp>
 +
| Equivalent to <samp>houseupgrade</samp>, but can be used to upgrade another player's house by running it from inside or just south of its exterior.
 +
|-
 +
| <samp>toggleCheats</samp>
 +
| Enable or disable entering debug commands into the in-game chat (prefixed with <samp>/</samp>).
 
|-
 
|-
| <samp>Game1.PerformActionWhenPlayerFree</samp>
+
| <samp>tokens</samp>
| Calls the provided callback next time the player is free (e.g. no menu or event is up, not using a tool, etc). If the player is already free, it's run immediately.
+
| ''Syntax:'' <samp>tokens {{t|tokenized string}}</samp>
   −
For example, if you receive your first geode from a fishing chest, this is used to show the geode-received animation & animation when it closes.
+
Parses a [[Modding:Tokenizable strings|tokenizable string]] and prints its output. For example:
 +
<pre>
 +
tokens [LocalizedText Strings\StringsFromCSFiles:MapPage.cs.11064 [EscapedText [FarmName]]]
 +
> Result: "Lon Lon Farm"
 +
</pre>
 
|-
 
|-
| <samp>Game1.createRadialDebris_MoreNatural</samp>
+
| <samp>worldMapLines</samp>
| Scatter item debris around a position with a more randomized distribution than <samp>createRadialDebris</samp>.
+
| Toggles the [[Modding:World map#Debug view|world map's debug view]].
 +
|}</li>
 +
<li>Improved existing debug commands:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Object.GetCategoryColor</samp><br /><samp>Object.GetCategoryDisplayName</samp>
+
! command
| Get the color and display name for the given category number when it's shown in a tooltip.
+
! changes
 
|-
 
|-
| <samp>Utility.distanceFromScreen</samp>
+
| <samp>build</samp>
| Get the pixel distance between a position in the world and the player's screen viewport, where 0 is within the viewport.
+
| Removed custom space handling; quote arguments with spaces instead of replacing them with 9 (e.g. <code>Junimo9Hut</code> → <code>"Junimo Hut"</code>).
 
|-
 
|-
| <samp>Utility.DrawErrorTexture</samp>
+
| <samp>clearFurniture</samp>
| Draw the game's missing-texture image (🚫) to the screen, stretched to fit a given pixel area.
+
| Now works outside the farmhouse too.
 
|-
 
|-
| <samp>Utility.DrawSquare</samp>
+
| <samp>dialogue</samp>
| Draw a square to the screen with a background color and/or borders.
+
| Removed custom space handling; quote NPC names containing spaces instead, with all text after the first argument treated as part of the dialogue (e.g. <code>debug dialogue "Some NPC" Some dialogue text$h</code>).
 
|-
 
|-
| <samp>Utility.GetEnumOrDefault</samp>
+
| <samp>ebi</samp>
| Get an enum value if it's valid, else get a default value. This is mainly used to validate input from data files.
+
| Fixed event not played correctly if called from the same location as the event.
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
NpcGender gender = (NPCGender)999999;
  −
gender = Utility.GetEnumOrDefault(gender, Gender.Male); // returns Gender.Male since there's no enum constant with value 999999
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Utility.getRandomNpcFromHomeRegion</samp>
+
| <samp>fish</samp>
| Get a random social NPC based on their <samp>HomeRegion</samp> value in [[#Custom NPCs|<samp>Data/Characters</samp>]]. For example, this gets a random NPC for the <samp>Town</samp> home region:
+
| Fixed error if you're not holding a fishing rod. It now opens the fishing minigame with no tackle instead.
<syntaxhighlight lang="c#">
  −
NPC npc = Utility.getRandomNpcFromHomeRegion(NPC.region_town);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Utility.isFestivalDay</samp>
+
| <samp>frameOffset</samp>
| This method existed before 1.6, but you can now omit arguments to check today instead of a specific date:
+
| &#32;
<syntaxhighlight lang="c#">
+
* Simplified usage. You can now pass negative offsets directly (like <samp>debug frameOffset -5 -10</samp>) instead of using the <samp>s</samp> number prefix.
bool festivalToday = Utility.isFestivalToday();
+
* Fixed command only taking the last digit in each number.
</syntaxhighlight>
+
|-
 
+
| <samp>getStat</samp><br /><samp>setStat</samp>
Or check for a festival in specific location context:
+
| Added argument validation.
<syntaxhighlight lang="c#">
  −
bool desertFestivalToday = Utility.isFestivalToday(LocationContexts.DesertId);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Utility.IsPassiveFestivalDay</samp>
+
| <samp>grass</samp>
| This method existed before 1.6, but now can now omit arguments to check today instead of a specific date:
+
| Now applies to the current location, instead of the farm.
<syntaxhighlight lang="c#">
  −
bool passiveFestivalToday = Utility.IsPassiveFestivalDay();
  −
</syntaxhighlight>
  −
 
  −
Or check for a specific passive festival:
  −
<syntaxhighlight lang="c#">
  −
bool nightMarketToday = Utility.IsPassiveFestivalDay("NightMarket");
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Utility.TryGetPassiveFestivalData</samp><br /><samp>Utility.TryGetPassiveFestivalDataForDay</samp>
+
| <samp>growAnimals</samp><br /><samp>growAnimalsFarm</samp>
| Get the [[#Custom passive festivals|passive festival data]] for the given ID or date.
+
| Merged into one <samp>growAnimals</samp> command that supports any location and doesn't reset the age of animals which are already adults.
 
|-
 
|-
| <samp>Utility.TryParseDirection</samp>
+
| <samp>growCrops</samp>
| Parse a string into a direction value (like <samp>Game1.down</samp>), if it's valid. This supports case-insensitive direction names (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>) or [[Modding:Event data#Directions|numeric values]].
+
| Fixed error growing mixed seeds or giant crops.
 
|-
 
|-
| <samp>Utility.TryParseEnum</samp>
+
| <samp>itemNamed</samp>
| Parse a string into an enum value if possible, case-insensitively. Unlike [https://learn.microsoft.com/en-us/dotnet/api/system.enum.tryparse <samp>Enum.TryParse</samp>], an invalid numeric value won't be cast:
+
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>EelRoe</code> <code>"Eel Roe"</code>).
<syntaxhighlight lang="c#">
  −
Enum.TryParse("999999", out DayOfWeek day);        // true, even though there's no matching DayOfWeek value
  −
Utility.TryParseEnum("999999", out DayOfWeek day); // false
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Utility.fuzzyCompare</samp>
+
| <samp>junimoGoodbye</samp><br /><samp><samp>junimoStar</samp>
| Get whether a term is a fuzzy match for a search query. Returns the numeric match priority (where lower values are a better match), or null if the term doesn't match the query.
+
| Added validation to check that you're inside the community center.
 
|-
 
|-
| <samp>rectangle.GetPoints</samp><br /><samp>rectangle.GetVectors</samp>
+
| <samp>killAll</samp><br /><samp>killAllHorses</samp><br /><samp>killNpc</samp>
| Get all the integer coordinates within a given <samp>Rectangle</samp>. For example:
+
| These now remove matching NPCs inside constructed buildings too.
<syntaxhighlight lang="c#">
  −
var tileArea = new Rectangle(0, 0, 2, 2);
  −
Point[] tiles = tileArea.GetPoints(); // (0, 0), (1, 0), (0, 1), (1, 1)
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Utility.GetDeterministicHashCode</samp>
+
| <samp>killMonsterStat</samp>
| ''(Specialized)'' Get a [https://en.wikipedia.org/wiki/Hash_function hash code] for a string key or numeric values. Unlike [https://learn.microsoft.com/en-us/dotnet/api/system.object.gethashcode <samp>string.GetHashCode</samp>] or [https://learn.microsoft.com/en-us/dotnet/api/system.hashcode.combine <samp>HashCode.Combine</samp>], this produces a consistent hash for the same inputs between sessions and connected players.
+
| Removed custom space handling; quote arguments with spaces instead of replacing them with 0 (e.g. <code>Dust0Spirit</code> <code>"Dust Spirit"</code>).
 
|-
 
|-
| <samp>Utility.WrapIndex</samp>
+
| <samp>mailForTomorrow</samp>
| Constrain an index to a range by wrapping out-of-bounds values to the other side (e.g. last index + 1 is the first index, and first index - 1 is the last one).
+
| Fixed zeros in the mail ID getting replaced with underscores.
 
+
|-
For example:
+
| <samp>monster</samp>
<syntaxhighlight lang="c#">
+
| Added validation for the monster name.
string[] values = new[] { "0", "1", "2" };
+
|-
int index = Utility.WrapIndex(-1, values.Length); // 2
+
| <samp>moveBuilding</samp>
</syntaxhighlight>
+
| Now applies to the current location, instead of the farm.
|}
+
|-
 +
| <samp>movie</samp>
 +
| Rewritten; it's now simpler, applies the normal game logic, defaults to today's movie, and avoids depending on NPC indexes in <samp>Data/NPCDispositions</samp> since those can change with custom NPCs.
   −
===Static delegate builder===
+
New usage:
For C# mods, <samp>StaticDelegateBuilder</samp> is a specialized class which converts a method name into an optimized delegate which can be called by code. This is used by vanilla code to optimize methods referenced in assets like [[#Custom machines|<samp>Data/Machines</samp>]].
+
: ''<samp>debug movie {{o|movie ID}} {{o|invite NPC name}}''
 +
: ''<samp>debug movie current {{o|invite NPC name}}''
   −
For example, given a static method like this:
+
The movie ID defaults to today's movie, and the NPC name can be omitted to watch the movie without an invitee. Specifying <samp>current</samp> as the movie uses the default value.
<syntaxhighlight lang="c#">
+
|-
public static bool OutputDeconstructor(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady) { ... }
+
| <samp>panMode</samp>
</syntaxhighlight>
+
| The command no longer overrides debug command handling while it's active. Instead you can now turn it back off by running <samp>debug panMode</samp> again, clear with <samp>debug panMode clear</samp>, or set a time with <samp>debug panMode {time}</samp>.
 
+
|-
And a delegate which matches it:
+
| <samp>paintBuilding</samp>
<syntaxhighlight lang="c#">
+
| &#32;
public delegate bool MachineOutputDelegate(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady);
+
* Now applies to the current location, instead of the farm.
</syntaxhighlight>
+
* Added validation for the target building.
 
+
|-
You can create an optimized delegate and call it like this:
+
| <samp>playSound</samp>
<syntaxhighlight lang="c#">
+
| Added an optional pitch argument, like <samp>debug playSound barrelBreak 1200</samp>. The pitch is a value from 1 (low pitch) to 2400 (high pitch) inclusively.
if (StaticDelegateBuilder.TryCreateDelegate("StardewValley.Object.OutputDeconstructor", out MachineOutputDelegate method, out string error))
+
|-
    return method(this, inputItem, probe, outputData, out minutesUntilMorning);
+
| <samp>question</samp>
else
+
| You can now forget a selected answer (instead of adding it) by setting the second argument to false, like <samp>question {{t|id}} false</samp>.
    Game1.log.Warn($"Machine {ItemId} has invalid output method: {error}");
+
|-
</syntaxhighlight>
+
| <samp>runTestEvent</samp>
 
+
| Fixed support for Unix line endings.
The <samp>TryCreateDelegate</samp> method will cache created delegates, so calling it again will just return the same delegate instance.
+
|-
 
+
| <samp>seenEvent</samp>
===Game logging changes===
+
| You can now forget an event (instead of adding it) by setting the second argument to false, like <samp>seenEvent {{t|id}} false</samp>.
The game now writes debug output through an internal <samp>Game1.log</samp> wrapper, instead of using <samp>Console.WriteLine</samp> directly. For example:
+
|-
<syntaxhighlight lang="c#">
+
| <samp>seenMail</samp>
// old code
+
| You can now remove a mail received (instead of adding it) by setting the second argument to false, like <samp>seenMail {{t|id}} false</samp>.
Console.WriteLine("Error playing sound: " + ex);
  −
 
  −
// new code
  −
Game1.log.Error("Error playing sound.", ex);
  −
</syntaxhighlight>
  −
 
  −
This has a few benefits:
  −
* For vanilla players, the game no longer uses time & resources writing to a console that's not visible anyway.
  −
* For modded players, SMAPI can now...
  −
** distinguish between the game's debug/warn/error messages (so many warnings/errors that would previously appear as hidden <samp>TRACE</samp> messages will now be shown with the correct level);
  −
** apply its formatting rules to exceptions logged by the game too;
  −
** redirect game output much more efficiently without console interception.
  −
 
  −
===Other changes===
  −
====Audio====
  −
<ul>
  −
<li>Added <samp>Game1.sounds</samp>, which unifies the high-level sound effect logic (e.g. distance fading and multiplayer sync).</li>
  −
<li>Added <samp>silence</samp> [[Modding:Audio|audio cue]] for music. This is different from <samp>none</samp> in that it suppresses both town music and ambient sounds.</li>
  −
<li>Added <samp>Game1.soundBank.Exists(cueName)</samp> method to check if an audio cue exists.</li>
  −
<li>Added <samp>Game1.playSound</samp> overloads to get the audio cue being played.</li>
  −
<li>Added <samp>character.playNearbySoundAll</samp> and <samp>playNearbySoundAllLocal</samp> methods to play a sound for players near the player/character.</li>
  −
<li>Added position argument to <samp>DelayedAction.playSoundAfterDelay</samp>.</li>
  −
<li>Removed <samp>NetAudioCueManager</samp> and <samp>Game1.locationCues</samp> (unused).</li>
  −
<li>Unified the methods for playing normal/pitched/positional sounds (which also adds support for pitched non-synced & pitched positional sounds):
  −
{| class="wikitable"
   
|-
 
|-
! old methods
+
| <samp>skinBuilding</samp>
! new method
+
| &#32;
 +
* Now applies to the current location, instead of the farm.
 +
* Added validation for the target building.
 
|-
 
|-
| <samp>Game1.playSound</samp><br /><samp>Game1.playSoundAt</samp><br /><samp>Game1.playSoundPitched</samp>
+
| <samp>skullGear</samp>
| <samp>Game1.playSound</samp>
+
| &#32;
 +
* Fixed command setting 32 slots instead of 36.
 +
* Fixed command not adding empty inventory slots as expected by some game code.
 
|-
 
|-
| <samp>GameLocation.playSound</samp><br /><samp>GameLocation.playSoundAt</samp><br /><samp>GameLocation.playSoundPitched</samp>
+
| <Samp>setupFishPondFarm</samp>
| <samp>GameLocation.playSound</samp>
+
| Fixed error if the farm already has non-fish-pond buildings constructed.
 
|-
 
|-
| <samp>GameLocation.localSound</samp><br /><samp>GameLocation.localSoundAt</samp>
+
| <samp>speech</samp>
| <samp>GameLocation.localSound</samp>
+
| Removed custom space handling; quote NPC names containing spaces instead, with all text after the first argument treated as part of the dialogue (e.g. <code>debug speech "Some NPC" Some dialogue text$h</code>).
 
|-
 
|-
| <samp>NetAudio.Play</samp><br /><samp>NetAudio.PlayAt</samp><br /><samp>NetAudio.PlayPitched</samp>
+
| <samp>spreadDirt</samp>
| <samp>NetAudio.Play</samp>
+
| Now applies to the current location, instead of the farm.
 
|-
 
|-
| <samp>NetAudio.PlayLocal</samp><br /><samp>NetAudio.PlayLocalAt</samp>
+
| <samp>spreadSeeds</samp>
| <samp>NetAudio.PlayLocal</samp>
+
| Now applies to the current location, instead of the farm.
|}</li>
  −
</ul>
  −
 
  −
====Debug commands====
  −
<ul>
  −
<li>All debug commands are now quote-aware, so you can pass spaces in arguments like <code>debug build "Junimo Hut"</code>.</li>
  −
<li>Added new [[Modding:Console commands|debug commands]]:
  −
{| class="wikitable"
   
|-
 
|-
! command
+
| <samp>thisHouseUpgrade</samp>
! description
+
| Now applies to the current location, instead of the farm.
 
|-
 
|-
| <samp>action {{t|action}}</samp>
+
| <samp>warpToPlayer</samp>
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>action AddMoney 500</samp> to add {{price|500}} to the current player.
+
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>JohnSmith</code> → <code>"John Smith"</code>).
 
|-
 
|-
| <samp>artifactSpots</samp>
+
| <samp>whereIs</samp>
| Spawn an [[Artifact Spot|artifact spot]] in each empty tile around the player.
+
| &#32;
|-
+
* Now lists all matching NPCs instead of the first one.
| <samp>endEvent</samp> / <samp>ee</samp>
+
* Now searches the current event or festival, if any.
| Immediately end the current event or festival, applying the event's skip logic (if any). The event is marked seen, but you can rewatch it using the <samp>eventById</samp> command if needed.
+
|}</li>
   −
This replaces the pre-1.6 commands (<samp>ee</samp>, <samp>endEvent</samp>/<samp>leaveEvent</samp>, and <samp>eventOver</samp>) which worked in different ways and had side-effects like restarting the event or clearing the player's mail.
+
<li>Removed some debug commands:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>exportShops</samp>
+
! command
| Export a summary of what's in every shop in the game, taking into account their current conditions. This is saved to a file on disk, and the file path shown in the console.
+
! notes
 
|-
 
|-
| <samp>filterLoadMenu</samp> / <samp>flm</samp>
+
| <samp>ax</samp><br /><samp>bigItem</samp>/<samp>b</samp>/<samp>bi</samp>/<samp>big</samp><br /><samp>boots</samp><br /><samp>clothes</samp><br /><samp>hoe</samp><br /><samp>milkPail</samp>/<samp>mp</samp><br /><samp>pan</samp><br /><samp>pickaxe</samp>/<samp>pick</samp>/<samp>pickax</samp><br /><samp>ring</samp>/<samp>addRing</samp><br /><samp>shears</samp>/<samp>scissors</samp><br /><samp>slingshot</samp><br /><samp>tool</samp><br /><samp>wateringCan</samp>/<samp>can</samp><br /><samp>wand</samp><br /><samp>weapon</samp>
| ''Syntax: <samp>filterLoadMenu {{t|search text}}''
+
| These are replaced by more general commands like <code>item (O)128</code> (spawn item by ID), <code>fuzzyItemNamed pufferfish</code> (spawn by item name), or <code>itemQuery FLAVORED_ITEM Wine (O)128</code> (spawn by [[Modding:Item queries|item query]]).
 
  −
Filter the current list of saves to those whose player name or farm name contains the given text.
   
|-
 
|-
| <samp>forcebuild</samp>
+
| <samp>addQuartz</samp><br /><samp>blueBook</samp><br /><samp>blueprint</samp><br /><samp>end</samp>
| Equivalent to <samp>build</samp>, but disables all safety checks so you can build in a location that wouldn't normally allow buildings, build on top of farm animals or placed objects, etc.
+
| These were part of unused features removed in 1.6.
 
|-
 
|-
| <samp>gamequery</samp> / <samp>gq</samp>
+
| <samp>changeStat</samp>
| ''Syntax:'' <samp>gq {{t|query}}</samp>
+
| Removed; use <samp>setStat</samp> instead.
 
  −
Check whether the given [[Modding:Game state queries|game state query]] matches in the current context. For example:
  −
<pre>
  −
gq !SEASON Spring, WEATHER Here Sun
  −
> Result: true.
  −
</pre>
   
|-
 
|-
| <samp>itemquery</samp> / <samp>iq</samp>
+
| <samp>ee</samp><br /><samp>endEvent</samp>/<samp>leaveEvent</samp><br /><samp>eventOver</samp>
| ''Syntax:'' <samp>iq {{t|query}}</samp>
+
| Replaced by the new <samp>endEvent</samp> command.
 
  −
Open a shop menu with all the items matching an [[Modding:Item queries|item query]] (all items free). For example:
  −
* <samp>debug iq ALL_ITEMS</samp> shows all items;
  −
* <samp>debug iq ALL_ITEMS (W)</samp> shows all weapons;
  −
* <samp>debug iq (O)128</samp> shows a pufferfish (object 128);
  −
* <samp>debug iq FLAVORED_ITEM Wine (O)128</samp> shows Pufferfish Wine.
   
|-
 
|-
| <samp>logFile</samp>
+
| <samp>everythingshop</samp>
| Begin writing debug messages to a log file at <samp>%appdata%/StardewValley/ErrorLogs/game-latest.txt</samp> to simplify troubleshooting. You can also enter <samp>/logtext</samp> into the in-game chatbox to enable it.
+
| Removed. You can get all items like <code>debug iq ALL_ITEMS</code>, or all items of a given type like <code>debug iq ALL_ITEMS (O)</code>.
 
  −
This does nothing if SMAPI is installed, since the debug messages are already saved to SMAPI's log.
   
|-
 
|-
| <samp>logSounds</samp>
+
| <samp>oldMineGame</samp>
| Log info about each sound effect played to the SMAPI console window.
+
| Removed along with the pre-1.4 [[Junimo Kart]] code.
 
|-
 
|-
| <samp>movieSchedule {{o|year}}</samp>
+
| <samp>pathSpouseToMe</samp>/<samp>pstm</samp>
| Lists the movies that will play in a given {{o|year}} (default this year), with the dates they'll play.
+
| Removed along with the unimplemented farm activities code.
|-
+
|}</li>
| <samp>qualifiedid</samp>
  −
| Print the held item's display name and [[#Custom items|qualified item ID]].
  −
|-
  −
| <samp>search</samp>
  −
| ''Syntax:'' <samp>search {{o|term}}</samp>
     −
List all debug commands that match the given search term (or all debug commands if the search term is omitted). For example:
+
<li>Added alternative names for some debug commands (new names in parentheses): <samp>bpm</samp> + <samp>bsm</samp> (<samp>paintBuilding</samp> + <samp>skinBuilding</samp>), <samp>craftingRecipe</samp> (</samp>addCraftingRecipe</samp>), <samp>db</samp> (</samp>speakTo</samp>), <samp>dialogue</samp> (</samp>addDialogue</samp>), <samp>pdb</samp> (</samp>printGemBirds</samp>), <samp>r</samp> (</samp>resetForPlayerEntry</samp>), <samp>removeLargeTf</samp> (</samp>removeLargeTerrainFeature</samp>), <samp>sb</samp> (</samp>showTextAboveHead</samp>), <samp>sl</samp> + <samp>sr</samp> (<samp>shiftToolbarLeft</samp> + </samp>shiftToolbarRight</samp>), <samp>sn</samp> (</samp>secretNote</samp>), and <samp>tls</samp> (</samp>toggleLightingScale</samp>).</li>
<pre>debug search backpack
+
<li>Reworked how debug commands log output. This fixes an issue where they don't always log to the right place (e.g. a command run through the chatbox might log to the console or vice-versa), and lets mods pass a custom logger to capture or redirect output.</li>
> Found 2 debug commands matching search term 'backpack':
+
</ul>
    - Backpack
  −
    - FillBackpack (fbp, fill, fillbp)</pre>
  −
|-
  −
| <samp>setFarmEvent</samp> / <samp>sfe</samp>
  −
| ''Syntax:'' <samp>setFarmEvent {{t|event id}}</samp>
     −
Queue an [[Random Events#Farm events|overnight farm event]] if one doesn't plan naturally instead. The {{t|event id}} can be one of...
+
====Location logic====
* <samp>dogs</samp>;
+
* The [[desert]] no longer assumes the player arrived by bus unless their previous location was the [[Bus Stop|bus stop]].
* [[Random Events#Earthquake|<samp>earthquake</samp>]];
+
* The ticket price for the bus and Willy's boat can now be edited by C# mods via <samp>BusStop.TicketPrice</samp> and <samp>BoatTunnel.TicketPrice</samp> respectively.
* [[Random Events#The Crop Fairy|<samp>fairy</samp>]];
  −
* [[Random Events#Meteorite|<samp>meteorite</samp>]];
  −
* [[Random Events#Stone Owl|<samp>owl</samp>]];
  −
* [[Random Events#Strange Capsule|<samp>ufo</samp>]];
  −
* [[Random Events#The Witch|<samp>witch</samp>]].
     −
Note that even if the farm event runs, it may exit without doing anything (e.g. rare events like <samp>ufo</samp> have extra condition checks when the start).
+
====Menus & UI====
|-
+
* Rewrote calendar menu (<samp>Billboard</samp>) to simplify custom events & event types. C# mods can now edit <samp>billboard.calendarDayData</samp> or patch <samp>billboard.GetEventsForDay</samp> to add new events.
| <samp>shop</samp>
+
* Added <samp>Game1.textShadowDarkerColor</samp> field for the colors previously hardcoded in <samp>Utility.drawTextWithShadow</samp>.
| ''Syntax:'' <samp>shop {{t|shop ID}} {{o|owner name}}</samp>
+
* Added <samp>MoneyDial.ShouldShakeMainMoneyBox</samp> field to simplify custom dials.
 +
* Partly de-hardcoded <samp>ShopMenu</samp> filter tabs. You can now change filter tabs by setting the <samp>shopMenu.tabButtons</samp> field with arbitrary <samp>Func&lt;ISalable, bool&gt; Filter</samp> values, or by using a predefined set of tabs like <samp>shopMenu.UseDresserTabs()</samp>.
 +
* The <samp>SpriteText</samp> methods now accept arbitrary <samp>Color</samp> tints instead of a few predefined color IDs.
 +
* The <samp>DiscreteColorPicker.getColorFromSelection</samp> methods are now static for reuse.
 +
* Fixed <samp>DiscreteColorPicker</samp> constructor ignoring the initial color argument, and added a constructor which takes a <samp>Color</samp> value.
 +
* Fixed an edge case where a custom language's fonts wouldn't be loaded when switching language.
   −
Open a [[#Custom shops|shop defined in <samp>Data/Shops</samp>]], regardless of whether one of the owners is nearby. Specifying {{o|owner name}} will use that NPC, otherwise the command will find the closest valid NPC if possible (else open with no NPC).
+
====[[Modding:Modder Guide/Game Fundamentals#Net fields|Net fields]]====
|-
+
* Removed implicit conversion operators for most types due to their sometimes counter-intuitive behavior. The only ones left are <samp>NetBool</samp>, <samp>NetInt</samp>, and <samp>NetString</samp>; those are now marked obsolete and will raise build warnings on use.
| <samp>skinBuilding</samp> / <samp>bsm</samp>
+
* <samp>NetLocationRef</samp> now has a public <samp>LocationName</samp> and <samp>IsStructure</samp>, and its <samp>Update</samp> method allows forcing an update.
| If the player is standing right under a building, open a menu to change the building appearance.
  −
|-
  −
| <samp>testwedding</samp>
  −
| Immediately play the [[Marriage#The Wedding|wedding]] event.
  −
|-
  −
| <samp>thishouseupgrade</samp> / <samp>thishouse</samp> / <samp>thu</samp>
  −
| Equivalent to <samp>houseupgrade</samp>, but can be used to upgrade another player's house by running it from inside or just south of its exterior.
  −
|-
  −
| <samp>toggleCheats</samp>
  −
| Enable or disable entering debug commands into the in-game chat (prefixed with <samp>/</samp>).
  −
|-
  −
| <samp>tokens</samp>
  −
| ''Syntax:'' <samp>tokens {{t|tokenized string}}</samp>
     −
Parses a [[Modding:Tokenizable strings|tokenizable string]] and prints its output. For example:
+
====Quests====
<pre>
+
{{/doc status|[[Modding:Quest data]]|done=false}}
tokens [LocalizedText Strings\StringsFromCSFiles:MapPage.cs.11064 [EscapedText [FarmName]]]
+
 
> Result: "Lon Lon Farm"
+
* Quests now have string IDs, to simplify custom quest frameworks.
</pre>
+
* Added validation for quest data parsing.
|-
+
* In [[Modding:Special orders|<samp>Data/SpecialOrders</samp>]], the <samp>Duration</samp> and <samp>Repeatable</samp> fields are now strongly-typed and case-insensitive.
| <samp>worldMapLines</samp>
+
* For C# mods, fixed <samp>DescriptionElement</samp> not allowing more than four translation token substitutions.
| Toggles the [[Modding:World map#Debug view|world map's debug view]].
+
 
|}</li>
+
====Dates & seasons====
<li>Improved existing debug commands:
+
* Added a <samp>Season</samp> enum for strongly-typed, case-insensitive season checks (like <code>Game1.season == Season.Spring</code> instead of <code>Game1.currentSeason == "spring"</code>).
{| class="wikitable"
+
* Added <samp>Game1.season</samp>, <samp>Game1.GetSeasonForLocation</samp>, <samp>Game1.WorldDate.Season</samp>, and <samp>location.GetSeason()</samp> to get the season enum.
|-
+
* Added <samp>Utility.getSeasonKey</samp> to get the key form from a season enum.
! command
+
* Improved <samp>WorldDate</samp>:
! changes
+
** added <samp>Now()</samp> to get a new instance matching the current date;
|-
+
** added <samp>WorldDate.Equals</samp> and <samp>GetHashCode</samp> implementations;
| <samp>build</samp>
+
** added code docs;
| Removed custom space handling; quote arguments with spaces instead of replacing them with 9 (e.g. <code>Junimo9Hut</code> → <code>"Junimo Hut"</code>).
+
** <samp>TotalDays</samp> is no longer written to the save file.
|-
+
* Renamed some members for clarity (<samp>Game1.GetSeasonForLocation</samp> → <samp>GetSeasonKeyForLocation</samp>, <samp>location.GetSeasonForLocation</samp> → <samp>GetSeasonKey</samp>, <samp>WorldDate.Season</samp> → <samp>SeasonKey</samp>).
| <samp>clearFurniture</samp>
+
* Fixed <samp>location.GetSeasonKey()</samp> not applying the greenhouse logic.
| Now works outside the farmhouse too.
+
 
|-
+
====Time====
| <samp>dialogue</samp>
+
* For C# mods, the <samp>Game1.realMilliSecondsPerGame</samp> and <samp>Game1.realMilliSecondsPerGameTenMinutes</samp> fields are no longer marked <samp>const</samp>, and the <samp>GameLocation.getExtraMillisecondsPerInGameMinuteForThisLocation()</samp> method has been replaced with a settable <samp>ExtraMillisecondsPerInGameMinute</samp> property. That lets you change the time rate used by the vanilla game code, but you should be careful doing this since it may cause unintended effects.
| Removed custom space handling; quote NPC names containing spaces instead, with all text after the first argument treated as part of the dialogue (e.g. <code>debug dialogue "Some NPC" Some dialogue text$h</code>).
+
 
|-
+
====Other====
| <samp>ebi</samp>
+
* Error stack traces on Linux/macOS now have line numbers.
| Fixed event not played correctly if called from the same location as the event.
+
* All space-delimited fields now ignore extra spaces instead of crashing. This affects map/tile properties, data assets, event commands, game state queries, etc.
|-
+
* All players and NPCs now have <samp>Tile</samp> & <samp>TilePoint</samp> properties (their cached tile position) and a <samp>StandingPixel</samp> property (the cached pixel coordinate at the center of their bounding box). These [[#Other breaking API changes|replace various deleted methods]].
| <samp>fish</samp>
+
* All terrain features now have <samp>Tile</samp> and <samp>Location</samp> properties, and their methods no longer have location/tile parameters in most cases.
| Fixed error if you're not holding a fishing rod. It now opens the fishing minigame with no tackle instead.
+
* All [[Modding:Modder Guide/Game Fundamentals#Net fields|net fields]] now have <samp>Name</samp> and <samp>Owner</samp> fields, which are used to show informative error messages when there's a sync issue and validate common mistakes (e.g. a net field not added to the <samp>NetFields</samp> collection).
|-
+
* The game now tracks the locations a player has visited. Mods can check the list in C# (via <samp>Game1.player.locationsVisited</samp>) or [[Modding:Game state queries|game state queries]] (via <samp>PLAYER_VISITED_LOCATION</samp>). For pre-existing saves, the list is retroactively populated based on accessible locations, events seen, mail flags set, etc.
| <samp>frameOffset</samp>
+
* Added menu queuing (via <samp>Game1.nextClickableMenu</samp> in C#). For example, this applies if you try to take an item from a mail letter when your inventory is full.
| &#32;
+
* Added C# code docs in many places.
* Simplified usage. You can now pass negative offsets directly (like <samp>debug frameOffset -5 -10</samp>) instead of using the <samp>s</samp> number prefix.
+
* Added <samp>Id</samp> fields to simplify content pack edits in fish pond, movie concession, random bundle, and tailoring recipe data.
* Fixed command only taking the last digit in each number.
+
* Added <samp>Game1.Multiplayer</samp> to get the game's low-level handler. (Most code should still use [[Modding:Modder Guide/APIs/Multiplayer|SMAPI's multiplayer API]] though.)
 +
* Added <samp>Game1.versionBuildNumber</samp> with the build number (like <samp>26039</samp>).
 +
* Added field-changed events to <samp>NetPosition</samp>.
 +
* Added <samp>LocalizedContentManager.CurrentLanguageString</samp>, which caches the language code like <samp>pt-BR</samp>).
 +
* The game now uses <samp>[XmlInclude]</samp> on its types more consistently. That means the default save serializer can handle more types (e.g. all monsters), and it's easier to create custom serializers.
 +
* Refactored many parts of the code to make it more moddable for C# mods. This includes marking all classes public, changing <samp>private</samp> members to <samp>protected</samp> or <samp>public</samp>, marking members <samp>virtual</samp>, rewriting or splitting code so it's easier to extend, etc.
 +
* The <samp>startup_preferences</samp> file is now formatted to simplify troubleshooting.
 +
* Fixed many cases where the game used <samp>Game1.player</samp> instead of the provided player.
 +
 
 +
==Breaking changes for C# mods==
 +
'''This section only describes how this update may break existing mods. See the ''what's new'' sections above for more info, including new functionality mods can use.'''
 +
 
 +
See also [[#Breaking changes for content packs|''Breaking changes for content packs'']], which affect C# mods too.
 +
 
 +
===.NET 6===
 +
: ''See also: [[#.NET 6|.NET 6]] under what's new.''
 +
 
 +
Stardew Valley 1.6 updates from .NET 5 to .NET 6. SMAPI can still load .NET 5 mods fine, but you'll get a build error when compiling them. To update a C# mod:
 +
<ol>
 +
<li>Make sure you have [https://visualstudio.microsoft.com/vs Visual Studio Community 2022] or later. (Compiling .NET 6 with earlier versions of Visual Studio isn't officially supported.)</li>
 +
<li>In Visual Studio, click ''Help > Check For Updates'' and install the latest version.</li>
 +
<li>Fully exit Visual Studio.</li>
 +
<li>Open each mod's <samp>.csproj</samp> file in a text editor, then find this line:
 +
<syntaxhighlight lang="xml">
 +
<TargetFramework>net5.0</TargetFramework>
 +
</syntaxhighlight>
 +
 
 +
And change it to this:
 +
<syntaxhighlight lang="xml">
 +
<TargetFramework>net6.0</TargetFramework>
 +
</syntaxhighlight>
 +
</li>
 +
<li>Delete your solution's hidden <samp>.vs</samp> folder, and every project's <samp>bin</samp> and <samp>obj</samp> folders.</li>
 +
<li>Reopen the solution in Visual Studio, click ''Build > Rebuild Solution'', and make sure it still loads into the game fine.</li>
 +
</ol>
 +
 
 +
===Item ID changes===
 +
: ''See also: [[#Custom items|custom items in what's new]].''
 +
 
 +
The [[#Custom items|main <samp>Item</samp> properties have changed]]. To migrate existing code:
 +
<ul>
 +
<li>Don't use <samp>ParentSheetIndex</samp> to compare items. For example, <samp>item.ParentSheetIndex == 0</samp> will match both [[weeds]] and any custom item whose sprite is the first one in its custom spritesheet. You should compare items using [[#Custom items|their new <samp>ItemId</samp> and <samp>QualifiedItemId</samp> properties]] instead. For example, here's how to migrate various common forms:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>getStat</samp><br /><samp>setStat</samp>
+
! old code
| Added argument validation.
+
! new code
 
|-
 
|-
| <samp>grass</samp>
  −
| Now applies to the current location, instead of the farm.
   
|-
 
|-
| <samp>growAnimals</samp><br /><samp>growAnimalsFarm</samp>
+
| <samp>item.ParentSheetIndex == 848</samp>
| Merged into one <samp>growAnimals</samp> command that supports any location and doesn't reset the age of animals which are already adults.
+
| <samp>item.QualifiedItemId == "(O)848"</samp>
 
|-
 
|-
| <samp>growCrops</samp>
+
| <samp>IsNormalObjectAtParentSheetIndex(item, 74)</samp>
| Fixed error growing mixed seeds or giant crops.
+
| <samp>item.QualifiedItemId == "(O)74"</samp>
 
|-
 
|-
| <samp>itemNamed</samp>
+
| <samp>!item.bigCraftable && item.ParentSheetIndex == 128</samp>
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>EelRoe</code> → <code>"Eel Roe"</code>).
+
| <samp>item.QualifiedItemId == "(O)128"</samp>
 
|-
 
|-
| <samp>junimoGoodbye</samp><br /><samp><samp>junimoStar</samp>
+
| <samp>item is Boots && item.ParentSheetIndex == 505</samp>
| Added validation to check that you're inside the community center.
+
| <samp>item.QualifiedItemId == "(B)505"</samp>
 +
|}</li>
 +
<li>Don't assume item sprites are in the vanilla spritesheets. For example, instead of rendering <samp>Game1.objectSpriteSheet</samp> for an object, call <code>ItemRegistry.GetMetadata(item.QualifiedItemId).GetTexture()</code> to get its texture.</li>
 +
<li>Creating items works just like before, except that you now specify the item's <samp>ItemId</samp> (''not'' <samp>QualifiedItemId</samp>) instead of its <samp>ParentSheetIndex</samp>. This is the same value for vanilla items. For example:
 +
 
 +
<syntaxhighlight lang="c#">
 +
new Object("634", 1);                      // vanilla item
 +
new Object("Example.ModId_Watermelon", 1); // custom item
 +
</syntaxhighlight>
 +
 
 +
You can also use the new <samp>ItemRegistry</samp> API to construct items from their <samp>QualifiedItemId</samp>:
 +
 
 +
<syntaxhighlight lang="c#">
 +
Item item = ItemRegistry.Create("(B)505"); // Rubber Boots
 +
</syntaxhighlight></li>
 +
</ul>
 +
 
 +
===Other ID changes===
 +
Many other things in the game now have unique string IDs too (including [[#Buff overhaul|buffs]], [[#String event IDs|events]], and fruit trees). To migrate existing code:
 +
 
 +
* When referencing numeric IDs, you usually just need to convert them into a string (like <code>Game1.player.hasBuff("1590166")</code> or <code>Game1.player.eventsSeen.Contains("1590166")</code>).
 +
* When creating buffs, see [[#Buff overhaul|buff overhaul]] for how to create buffs now.
 +
* For pre-existing content pack data, see migration steps in the ''[[#Unique string IDs|unique string IDs]]'' section.
 +
 
 +
===Building and animal changes===
 +
: ''See also: [[#Build anywhere|build anywhere in what's new]].''
 +
 
 +
* Since all locations now allow buildings and animals, mod code which handles <samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp> won't detect all buildable locations. You can replace them with <samp>location.IsBuildableLocation()</samp> (or just access <samp>location.buildings</samp> directly) and <samp>location.animals.Any()</samp> instead. Mods should no longer have any reference at all to <samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp>.
 +
* Since buildings can be built anywhere, you can no longer assume a building is on the farm. You can check the new <samp>building.buildingLocation</samp> field instead.
 +
* You should review direct references to the farm (like <code>Game1.getFarm()</code> or <code>Game1.getLocationFromName("Farm")</code>) to see if it needs to be rewritten to allow other locations.
 +
* <code>Utility.numSilos()</code> should no longer be used to calculate available hay, since it doesn't account for custom buildings with hay storage. Use <code>Game1.getFarm().GetHayCapacity()</code> instead.
 +
* The <samp>Cat</samp> and <samp>Dog</samp> classes are now unused; all pets are now <samp>Pet</samp> directly.
 +
 
 +
===Player changes===
 +
: ''See also: [[#Buff overhaul|buff overhaul in what's new]].''
 +
 
 +
<ul>
 +
<li>Several <samp>Game1.player</samp> / <samp>Farmer</samp> fields changed as part of the [[#Buff overhaul|buff overhaul]]:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>killAll</samp><br /><samp>killAllHorses</samp><br /><samp>killNpc</samp>
+
! old field
| These now remove matching NPCs inside constructed buildings too.
+
! how to migrate
 
|-
 
|-
| <samp>killMonsterStat</samp>
+
| <samp>appliedBuffs</samp><br /><samp>appliedSpecialBuffs</samp>
| Removed custom space handling; quote arguments with spaces instead of replacing them with 0 (e.g. <code>Dust0Spirit</code> <code>"Dust Spirit"</code>).
+
| Use <code>Game1.player.hasBuff(id)</code> instead.
 
|-
 
|-
| <samp>mailForTomorrow</samp>
+
| <samp>attack</samp><br /><samp>immunity</samp>
| Fixed zeros in the mail ID getting replaced with underscores.
+
| Use <samp>Attack</samp> and <samp>Immunity</samp> instead.
 
|-
 
|-
| <samp>monster</samp>
+
| <samp>addedCombatLevel</samp><br /><samp>addedFarmingLevel</samp><br /><samp>addedFishingLevel</samp><br /><samp>addedForagingLevel</samp><br /><samp>addedLuckLevel</samp><br /><samp>addedMiningLevel</samp><br /><samp>attackIncreaseModifier</samp><br /><samp>critChanceModifier</samp><br /><samp>critPowerModifier</samp><br /><samp>knockbackModifier</samp><br /><samp>weaponPrecisionModifier</samp><br /><samp>weaponSpeedModifier</samp>
| Added validation for the monster name.
+
| Use equivalent properties under <samp>Game1.player.buffs</samp> instead (e.g. <samp>Game1.player.buffs.CombatLevel</code>).
 
|-
 
|-
| <samp>moveBuilding</samp>
+
| <samp>resilience</samp>
| Now applies to the current location, instead of the farm.
+
| Use <samp>buffs.Defense</samp> instead.
 
|-
 
|-
| <samp>movie</samp>
+
| <samp>addedSpeed</samp><br /><samp>CombatLevel</samp><br /><samp>CraftingTime</samp><br /><samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>MiningLevel</samp><br /><samp>Stamina</samp>
| Rewritten; it's now simpler, applies the normal game logic, defaults to today's movie, and avoids depending on NPC indexes in <samp>Data/NPCDispositions</samp> since those can change with custom NPCs.
+
| These are now readonly and can't be set directly. You can change them by [[#Buff overhaul|adding a buff]] (which can be invisible), equipment bonus, etc instead.
 +
|}</li>
 +
<li>Buffs are now recalculated automatically, and you can reset a buff by just reapplying it. See [[#Buff overhaul|buff overhaul]] for more info.</li>
 +
<li>Buff logic has been centralized into <samp>Game1.player.buffs</samp>. This replaces a number of former fields/methods like <samp>Game1.buffsDisplay</samp>.</li>
 +
</ul>
   −
New usage:
+
===Collision changes===
: ''<samp>debug movie {{o|movie ID}} {{o|invite NPC name}}''
+
The game's tile collision logic has been overhauled and merged into a simpler set of methods on <samp>GameLocation</samp> instances:
: ''<samp>debug movie current {{o|invite NPC name}}''
     −
The movie ID defaults to today's movie, and the NPC name can be omitted to watch the movie without an invitee. Specifying <samp>current</samp> as the movie uses the default value.
+
{| class="wikitable"
 
|-
 
|-
| <samp>panMode</samp>
+
! method
| The command no longer overrides debug command handling while it's active. Instead you can now turn it back off by running <samp>debug panMode</samp> again, clear with <samp>debug panMode clear</samp>, or set a time with <samp>debug panMode {time}</samp>.
+
! effect
 
|-
 
|-
| <samp>paintBuilding</samp>
+
| <samp>CanSpawnCharacterHere</samp>
| &#32;
+
| Get whether NPCs can be placed on the given tile (e.g. it's within the map bounds and tile is walkable), there's no placed object there, and the <samp>NoFurniture</samp> [[Modding:Maps|tile property]] isn't set.
* Now applies to the current location, instead of the farm.
  −
* Added validation for the target building.
   
|-
 
|-
| <samp>playSound</samp>
+
| <samp>CanItemBePlacedHere</samp>
| Added an optional pitch argument, like <samp>debug playSound barrelBreak 1200</samp>. The pitch is a value from 1 (low pitch) to 2400 (high pitch) inclusively.
+
| Get whether items can be placed on the given tile in non-floating form (e.g. it's within the map bounds and not blocked by a non-walkable item), and the <samp>NoFurniture</samp> [[Modding:Maps|tile property]] isn't set.
 
|-
 
|-
| <samp>question</samp>
+
| <samp>isBuildable</samp>
| You can now forget a selected answer (instead of adding it) by setting the second argument to false, like <samp>question {{t|id}} false</samp>.
+
| Get whether buildings can be placed on the given tile.
 
|-
 
|-
| <samp>seenEvent</samp>
+
| <samp>IsTilePassable</samp>
| You can now forget an event (instead of adding it) by setting the second argument to false, like <samp>seenEvent {{t|id}} false</samp>.
+
| Get whether the tile can be walked on (ignoring collisions with in-game objects, NPCs, etc).
 
|-
 
|-
| <samp>seenMail</samp>
+
| <samp>IsTileOccupiedBy</samp>
| You can now remove a mail received (instead of adding it) by setting the second argument to false, like <samp>seenMail {{t|id}} false</samp>.
+
| Get whether the tile contains a player, object, NPC/monster/pet/etc, terrain feature, building, etc. You can choose which entities to check, and which ones to ignore if they don't block movement.
 
|-
 
|-
| <samp>skinBuilding</samp>
+
| <samp>IsTileBlockedBy</samp>
| &#32;
+
| Equivalent to calling both <samp>IsTilePassable</samp> and <samp>IsTileOccupiedBy</samp>.
* Now applies to the current location, instead of the farm.
  −
* Added validation for the target building.
   
|-
 
|-
| <samp>skullGear</samp>
+
| <samp>IsLocationSpecificOccupantOnTile</samp><br /><samp>IsLocationSpecificPlacementRestriction</samp>
| &#32;
+
| Generally shouldn't be used directly. Checks for location-specific collisions (e.g. ladders in [[The Mines|the mines]] or parrot platforms on [[Ginger Island]]).
* Fixed command setting 32 slots instead of 36.
+
|}
* Fixed command not adding empty inventory slots as expected by some game code.
+
 
 +
===Other breaking API changes===
 +
''(This section is meant as a quick reference if you have build errors; there's no need to read through it otherwise.)''
 +
 
 +
====Removed unused code====
 +
1.6 removes a lot of unused code. That includes these classes:
 +
{| class="wikitable"
 
|-
 
|-
| <Samp>setupFishPondFarm</samp>
+
! namespace
| Fixed error if the farm already has non-fish-pond buildings constructed.
+
! class name
 +
|-
 +
| <samp>StardewValley</samp>
 +
| &#32;
 +
* <samp>BuildingUpgrade</samp>
 +
* <samp>DisposableList</samp>
 +
* <samp>FurniturePlacer</samp>
 +
* <samp>ListPool</samp>
 +
* <samp>OneTimeRandom</samp>
 
|-
 
|-
| <samp>speech</samp>
+
| <samp>StardewValley.Characters</samp>
| Removed custom space handling; quote NPC names containing spaces instead, with all text after the first argument treated as part of the dialogue (e.g. <code>debug speech "Some NPC" Some dialogue text$h</code>).
+
| &#32;
 +
* <samp>BotchedNetBool</samp>
 +
* <samp>BotchedNetField</samp>
 +
* <samp>BotchedNetInt</samp>
 +
* <samp>BotchedNetLong</samp>
 
|-
 
|-
| <samp>spreadDirt</samp>
+
| <samp>StardewValley.Menus</samp>
| Now applies to the current location, instead of the farm.
+
| &#32;
 +
* <samp>FarmInfoPage</samp>
 +
* <samp>MiniatureTerrainFeature</samp><!-- not a typo, it really was in StardewValley.Menus -->
 
|-
 
|-
| <samp>spreadSeeds</samp>
+
| <samp>StardewValley.Monsters</samp>
| Now applies to the current location, instead of the farm.
+
| &#32;
 +
* <samp>LavaCrab</samp>
 
|-
 
|-
| <samp>thisHouseUpgrade</samp>
+
| <samp>StardewValley.Objects</samp>
| Now applies to the current location, instead of the farm.
+
| &#32;
 +
* <samp>ObjectFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
 
|-
 
|-
| <samp>warpToPlayer</samp>
+
| <samp>StardewValley.TerrainFeatures</samp>
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>JohnSmith</code> → <code>"John Smith"</code>).
+
| &#32;
 +
* <samp>Quartz</samp>
 
|-
 
|-
| <samp>whereIs</samp>
+
| <samp>StardewValley.Tools</samp>
 
| &#32;
 
| &#32;
* Now lists all matching NPCs instead of the first one.
+
* <samp>Blueprints</samp>
* Now searches the current event or festival, if any.
+
* <samp>ToolFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
|}</li>
+
|}
   −
<li>Removed some debug commands:
+
And these class members:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! command
+
! type
! notes
+
! members
 
|-
 
|-
| <samp>ax</samp><br /><samp>bigItem</samp>/<samp>b</samp>/<samp>bi</samp>/<samp>big</samp><br /><samp>boots</samp><br /><samp>clothes</samp><br /><samp>hoe</samp><br /><samp>milkPail</samp>/<samp>mp</samp><br /><samp>pan</samp><br /><samp>pickaxe</samp>/<samp>pick</samp>/<samp>pickax</samp><br /><samp>ring</samp>/<samp>addRing</samp><br /><samp>shears</samp>/<samp>scissors</samp><br /><samp>slingshot</samp><br /><samp>tool</samp><br /><samp>wateringCan</samp>/<samp>can</samp><br /><samp>wand</samp><br /><samp>weapon</samp>
+
| <samp>Axe</samp>
| These are replaced by more general commands like <code>item (O)128</code> (spawn item by ID), <code>fuzzyItemNamed pufferfish</code> (spawn by item name), or <code>itemQuery FLAVORED_ITEM Wine (O)128</code> (spawn by [[Modding:Item queries|item query]]).
+
| &#32;
 +
* <samp>StumpStrength</samp>
 
|-
 
|-
| <samp>addQuartz</samp><br /><samp>blueBook</samp><br /><samp>blueprint</samp><br /><samp>end</samp>
+
| <samp>Bush</samp>
| These were part of unused features removed in 1.6.
+
| &#32;
 +
* <samp>alpha</samp>
 +
* <samp>lastPlayerToHit</samp>
 +
|-
 +
| <samp>Chest</samp>
 +
| &#32;
 +
* <samp>chestType</samp>
 +
* <samp>coins</samp>
 +
|-
 +
| <samp>CosmeticPlant</samp>
 +
| &#32;
 +
* <samp>scale</samp>
 +
|-
 +
| <samp>CraftingRecipe</samp>
 +
| &#32;
 +
* <samp>itemType</samp>
 +
|-
 +
| <samp>Critter</samp>
 +
| &#32;
 +
* <samp>InitShared()</samp>
 +
|-
 +
| <samp>Crop</samp>
 +
| &#32;
 +
* <samp>daysOfUnclutteredGrowth</samp>
 
|-
 
|-
| <samp>changeStat</samp>
+
| <samp>Dialogue</samp>
| Removed; use <samp>setStat</samp> instead.
+
| &#32;
 +
* <samp>dialogueToBeKilled</samp>
 
|-
 
|-
| <samp>ee</samp><br /><samp>endEvent</samp>/<samp>leaveEvent</samp><br /><samp>eventOver</samp>
+
| <samp>Farm</samp>
| Replaced by the new <samp>endEvent</samp> command.
+
| &#32;
 +
* <samp>GetSpouseOutdoorAreaSpritesheetIndex()</samp>
 
|-
 
|-
| <samp>oldMineGame</samp>
+
| <samp>FarmAnimal</samp>
| Removed along with the pre-1.4 [[Junimo Kart]] code.
+
| &#32;
 +
* <samp>homeLocation</samp>
 
|-
 
|-
| <samp>pathSpouseToMe</samp>/<samp>pstm</samp>
+
| <samp>Farmer</samp>
| Removed along with the unimplemented farm activities code.
+
| &#32;
|}</li>
+
* <samp>barnUpgradeLevel</samp> and <samp>BarnUpgradeLevel</samp>
 
+
* <samp>blueprints</samp>
<li>Added alternative names for some debug commands (new names in parentheses): <samp>bpm</samp> + <samp>bsm</samp> (<samp>paintBuilding</samp> + <samp>skinBuilding</samp>), <samp>craftingRecipe</samp> (</samp>addCraftingRecipe</samp>), <samp>db</samp> (</samp>speakTo</samp>), <samp>dialogue</samp> (</samp>addDialogue</samp>), <samp>pdb</samp> (</samp>printGemBirds</samp>), <samp>r</samp> (</samp>resetForPlayerEntry</samp>), <samp>removeLargeTf</samp> (</samp>removeLargeTerrainFeature</samp>), <samp>sb</samp> (</samp>showTextAboveHead</samp>), <samp>sl</samp> + <samp>sr</samp> (<samp>shiftToolbarLeft</samp> + </samp>shiftToolbarRight</samp>), <samp>sn</samp> (</samp>secretNote</samp>), and <samp>tls</samp> (</samp>toggleLightingScale</samp>).</li>
+
* <samp>coalPieces</samp> and <samp>CoalPieces</samp>
<li>Reworked how debug commands log output. This fixes an issue where they don't always log to the right place (e.g. a command run through the chatbox might log to the console or vice-versa), and lets mods pass a custom logger to capture or redirect output.</li>
+
* <samp>coopUpgradeLevel</samp> and <samp>CoopUpgradeLevel</samp>
</ul>
+
* <samp>copperPieces</samp> and <samp>CopperPieces</samp>
 
+
* <samp>eyeColor</samp>
====Location logic====
+
* <samp>feed</samp> and <samp>Feed</samp>
* The [[desert]] no longer assumes the player arrived by bus unless their previous location was the [[Bus Stop|bus stop]].
+
* <samp>furnitureOwned</samp>
* The ticket price for the bus and Willy's boat can now be edited by C# mods via <samp>BusStop.TicketPrice</samp> and <samp>BoatTunnel.TicketPrice</samp> respectively.
+
* <samp>goldPieces</samp> and <samp>GoldPieces</samp>
 
+
* <samp>hasBusTicket</samp>
====Menus & UI====
+
* <samp>hasGreenhouse</samp>
* Rewrote calendar menu (<samp>Billboard</samp>) to simplify custom events & event types. C# mods can now edit <samp>billboard.calendarDayData</samp> or patch <samp>billboard.GetEventsForDay</samp> to add new events.
+
* <samp>iridiumPieces</samp> and <samp>IridiumPieces</samp>
* Added <samp>Game1.textShadowDarkerColor</samp> field for the colors previously hardcoded in <samp>Utility.drawTextWithShadow</samp>.
+
* <samp>ironPieces</samp> and <samp>IronPieces</samp>
* Added <samp>MoneyDial.ShouldShakeMainMoneyBox</samp> field to simplify custom dials.
+
* <samp>newSkillPointsToSpend</samp>
* Partly de-hardcoded <samp>ShopMenu</samp> filter tabs. You can now change filter tabs by setting the <samp>shopMenu.tabButtons</samp> field with arbitrary <samp>Func&lt;ISalable, bool&gt; Filter</samp> values, or by using a predefined set of tabs like <samp>shopMenu.UseDresserTabs()</samp>.
+
* <samp>overallsColor</samp>
* The <samp>SpriteText</samp> methods now accept arbitrary <samp>Color</samp> tints instead of a few predefined color IDs.
+
* <samp>ownsFurniture</samp>
* The <samp>DiscreteColorPicker.getColorFromSelection</samp> methods are now static for reuse.
+
* <samp>quartzPieces</samp> and <samp>QuartzPieces</samp>
* Fixed <samp>DiscreteColorPicker</samp> constructor ignoring the initial color argument, and added a constructor which takes a <samp>Color</samp> value.
+
* <samp>shirtColor</samp>
* Fixed an edge case where a custom language's fonts wouldn't be loaded when switching language.
+
* <samp>skinColor</samp>
 
+
* <samp>stonePieces</samp> and <samp>StonePieces</samp>
====[[Modding:Modder Guide/Game Fundamentals#Net fields|Net fields]]====
+
* <samp>theaterBuildDate</samp>
* Removed implicit conversion operators for most types due to their sometimes counter-intuitive behavior. The only ones left are <samp>NetBool</samp>, <samp>NetInt</samp>, and <samp>NetString</samp>; those are now marked obsolete and will raise build warnings on use.
+
* <samp>woodPieces</samp> and <samp>WoodPieces</samp>
* <samp>NetLocationRef</samp> now has a public <samp>LocationName</samp> and <samp>IsStructure</samp>, and its <samp>Update</samp> method allows forcing an update.
+
|-
 
+
| <samp>Game1</samp>
====Quests====
+
| &#32;
* Quests now have string IDs, to simplify custom quest frameworks.
+
* <samp>boardingBus</samp>
* Added validation for quest data parsing.
+
* <samp>chanceToRainTomorrow</samp>
* In [[Modding:Special orders|<samp>Data/SpecialOrders</samp>]], the <samp>Duration</samp> and <samp>Repeatable</samp> fields are now strongly-typed and case-insensitive.
+
* <samp>checkForNewLevelPerks</samp>
* For C# mods, fixed <samp>DescriptionElement</samp> not allowing more than four translation token substitutions.
+
* <samp>cloud</samp>
 
+
* <samp>coopDwellerBorn<samp>
====Dates & seasons====
+
* <samp>cropsOfTheWeek</samp>
* Added a <samp>Season</samp> enum for strongly-typed, case-insensitive season checks (like <code>Game1.season == Season.Spring</code> instead of <code>Game1.currentSeason == "spring"</code>).
+
* <samp>currentBarnTexture</samp>
* Added <samp>Game1.season</samp>, <samp>Game1.GetSeasonForLocation</samp>, <samp>Game1.WorldDate.Season</samp>, and <samp>location.GetSeason()</samp> to get the season enum.
+
* <samp>currentBillboard</samp>
* Added <samp>Utility.getSeasonKey</samp> to get the key form from a season enum.
+
* <samp>currentCoopTexture</samp>
* Improved <samp>WorldDate</samp>:
+
* <samp>currentFloor</samp>
** added <samp>Now()</samp> to get a new instance matching the current date;
+
* <samp>currentHouseTexture</samp>
** added <samp>WorldDate.Equals</samp> and <samp>GetHashCode</samp> implementations;
+
* <samp>currentWallpaper</samp>
** added code docs;
+
* <samp>dealerCalicoJackTotal</samp>
** <samp>TotalDays</samp> is no longer written to the save file.
+
* <samp>FarmerFloor</samp>
* Renamed some members for clarity (<samp>Game1.GetSeasonForLocation</samp> <samp>GetSeasonKeyForLocation</samp>, <samp>location.GetSeasonForLocation</samp> <samp>GetSeasonKey</samp>, <samp>WorldDate.Season</samp> <samp>SeasonKey</samp>).
+
* <samp>farmerWallpaper</samp>
* Fixed <samp>location.GetSeasonKey()</samp> not applying the greenhouse logic.
+
* <samp>fertilizer</samp>
 
+
* <samp>floorPrice</samp>
====Time====
+
* <samp>greenhouseTexture</samp>
* For C# mods, the <samp>Game1.realMilliSecondsPerGame</samp> and <samp>Game1.realMilliSecondsPerGameTenMinutes</samp> fields are no longer marked <samp>const</samp>, and the <samp>GameLocation.getExtraMillisecondsPerInGameMinuteForThisLocation()</samp> method has been replaced with a settable <samp>ExtraMillisecondsPerInGameMinute</samp> property. That lets you change the time rate used by the vanilla game code, but you should be careful doing this since it may cause unintended effects.
+
* <samp>inMine<samp>
 
+
* <samp>jukeboxPlaying</samp>
====Other====
+
* <samp>keyHelpString</samp>
* Error stack traces on Linux/macOS now have line numbers.
+
* <samp>listeningForKeyControlDefinitions<samp>
* All space-delimited fields now ignore extra spaces instead of crashing. This affects map/tile properties, data assets, event commands, game state queries, etc.
+
* <samp>littleEffect</samp>
* All players and NPCs now have <samp>Tile</samp> & <samp>TilePoint</samp> properties (their cached tile position) and a <samp>StandingPixel</samp> property (the cached pixel coordinate at the center of their bounding box). These [[#Other breaking API changes|replace various deleted methods]].
+
* <samp>logoScreenTexture</samp>
* All terrain features now have <samp>Tile</samp> and <samp>Location</samp> properties, and their methods no longer have location/tile parameters in most cases.
+
* <samp>mailboxTexture</samp>
* All [[Modding:Modder Guide/Game Fundamentals#Net fields|net fields]] now have <samp>Name</samp> and <samp>Owner</samp> fields, which are used to show informative error messages when there's a sync issue and validate common mistakes (e.g. a net field not added to the <samp>NetFields</samp> collection).
+
* <samp>menuChoice</samp>
* The game now tracks the locations a player has visited. Mods can check the list in C# (via <samp>Game1.player.locationsVisited</samp>) or [[Modding:Game state queries|game state queries]] (via <samp>PLAYER_VISITED_LOCATION</samp>). For pre-existing saves, the list is retroactively populated based on accessible locations, events seen, mail flags set, etc.
+
* <samp>menuUp<samp>
* Added menu queuing (via <samp>Game1.nextClickableMenu</samp> in C#). For example, this applies if you try to take an item from a mail letter when your inventory is full.
+
* <samp>nameSelectUp<samp>
* Added C# code docs in many places.
+
* <samp>nameSelectType</samp>
* Added <samp>Id</samp> fields to simplify content pack edits in fish pond, movie concession, random bundle, and tailoring recipe data.
+
* <samp>numberOfSelectedItems</samp>
* Added <samp>Game1.Multiplayer</samp> to get the game's low-level handler. (Most code should still use [[Modding:Modder Guide/APIs/Multiplayer|SMAPI's multiplayer API]] though.)
+
* <samp>particleRaining<samp>
* Added <samp>Game1.versionBuildNumber</samp> with the build number (like <samp>26039</samp>).
+
* <samp>pickingTool</samp>
* Added field-changed events to <samp>NetPosition</samp>.
+
* <samp>pickToolDelay</samp>
* Added <samp>LocalizedContentManager.CurrentLanguageString</samp>, which caches the language code like <samp>pt-BR</samp>).
+
* <samp>pickToolInterval</samp>
* The game now uses <samp>[XmlInclude]</samp> on its types more consistently. That means the default save serializer can handle more types (e.g. all monsters), and it's easier to create custom serializers.
+
* <samp>priceOfSelectedItem</samp>
* Refactored many parts of the code to make it more moddable for C# mods. This includes marking all classes public, changing <samp>private</samp> members to <samp>protected</samp> or <samp>public</samp>, marking members <samp>virtual</samp>, rewriting or splitting code so it's easier to extend, etc.
+
* <samp>progressBar</samp>
* Fixed many cases where the game used <samp>Game1.player</samp> instead of the provided player.
+
* <samp>removeSquareDebrisFromTile(…)</samp>
 
+
* <samp>selectedItemsType</samp>
==Breaking changes for C# mods==
+
* <samp>shiny</samp>
'''This section only describes how this update may break existing mods. See the ''what's new'' sections above for more info, including new functionality mods can use.'''
+
* <samp>shippingTax</samp>
 
+
* <samp>showKeyHelp<samp>
See also [[#Breaking changes for content packs|''Breaking changes for content packs'']], which affect C# mods too.
+
* <samp>slotResult</samp>
 
+
* <samp>startedJukeboxMusic</samp>
===.NET 6===
+
* <samp>tinyFontBorder</samp>
: ''See also: [[#.NET 6|.NET 6]] under what's new.''
+
* <samp>toolHeld</samp>
 
+
* <samp>toolIconBox</samp>
Stardew Valley 1.6 updates from .NET 5 to .NET 6. SMAPI can still load .NET 5 mods fine, but you'll get a build error when compiling them. To update a C# mod:
+
* <samp>tvStation</samp>
<ol>
+
* <samp>tvStationTexture</samp>
<li>Make sure you have [https://visualstudio.microsoft.com/vs Visual Studio Community 2022] or later. (Compiling .NET 6 with earlier versions of Visual Studio isn't officially supported.)</li>
+
* <samp>wallpaperPrice</samp>
<li>In Visual Studio, click ''Help > Check For Updates'' and install the latest version.</li>
+
|-
<li>Fully exit Visual Studio.</li>
+
| <samp>GameLocation</samp>
<li>Open each mod's <samp>.csproj</samp> file in a text editor, then find this line:
+
| &#32;
<syntaxhighlight lang="xml">
+
* <samp>boardBus(…)</samp>
<TargetFramework>net5.0</TargetFramework>
+
* <samp>checkForMapChanges()</samp>
</syntaxhighlight>
+
* <samp>getWallDecorItem(…)</samp>
 
+
* <samp>removeBatch(…)</samp>
And change it to this:
+
* <samp>removeDirt(…)</samp>
<syntaxhighlight lang="xml">
+
* <samp>removeStumpOrBoulder(…)</samp>
<TargetFramework>net6.0</TargetFramework>
+
* <samp>tryToBuyNewBackpack()</samp>
</syntaxhighlight>
  −
</li>
  −
<li>Delete your solution's hidden <samp>.vs</samp> folder, and every project's <samp>bin</samp> and <samp>obj</samp> folders.</li>
  −
<li>Reopen the solution in Visual Studio, click ''Build > Rebuild Solution'', and make sure it still loads into the game fine.</li>
  −
</ol>
  −
 
  −
===Item ID changes===
  −
: ''See also: [[#Custom items|custom items in what's new]].''
  −
 
  −
The [[#Custom items|main <samp>Item</samp> properties have changed]]. To migrate existing code:
  −
<ul>
  −
<li>Don't use <samp>ParentSheetIndex</samp> to compare items. For example, <samp>item.ParentSheetIndex == 0</samp> will match both [[weeds]] and any custom item whose sprite is the first one in its custom spritesheet. You should compare items using [[#Custom items|their new <samp>ItemId</samp> and <samp>QualifiedItemId</samp> properties]] instead. For example, here's how to migrate various common forms:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! old code
+
| <samp>GiantCrop</samp>
! new code
+
| &#32;
 +
* <samp>forSale</samp>
 
|-
 
|-
 +
| <samp>IClickableMenu</samp>
 +
| &#32;
 +
* <samp>currentRegion</samp>
 
|-
 
|-
| <samp>item.ParentSheetIndex == 848</samp>
+
| <samp>MeleeWeapon</samp>
| <samp>item.QualifiedItemId == "(O)848"</samp>
+
| &#32;
 +
* <samp>attackSwordCooldownTime</samp>
 +
* <samp>doStabbingSwordFunction()</samp>
 
|-
 
|-
| <samp>IsNormalObjectAtParentSheetIndex(item, 74)</samp>
+
| <samp>Monster</samp>
| <samp>item.QualifiedItemId == "(O)74"</samp>
+
| &#32;
 +
* <samp>doHorizontalMovement()</samp>
 +
* <samp>durationOfRandomMovements</samp>
 +
* <samp>coinsToDrop</samp>
 
|-
 
|-
| <samp>!item.bigCraftable && item.ParentSheetIndex == 128</samp>
+
| <samp>NPC</samp>
| <samp>item.QualifiedItemId == "(O)128"</samp>
+
| &#32;
 +
* <samp>idForClones</samp>
 
|-
 
|-
| <samp>item is Boots && item.ParentSheetIndex == 505</samp>
+
| <samp>Object</samp>
| <samp>item.QualifiedItemId == "(B)505"</samp>
+
| &#32;
|}</li>
+
* <samp>attachToSprinklerAttachment()</samp>
<li>Don't assume item sprites are in the vanilla spritesheets. For example, instead of rendering <samp>Game1.objectSpriteSheet</samp> for an object, call <code>ItemRegistry.GetMetadata(item.QualifiedItemId).GetTexture()</code> to get its texture.</li>
+
* <samp>canBePlacedInWater()</samp>
<li>Creating items works just like before, except that you now specify the item's <samp>ItemId</samp> (''not'' <samp>QualifiedItemId</samp>) instead of its <samp>ParentSheetIndex</samp>. This is the same value for vanilla items. For example:
+
* <samp>consumeRecipe()</samp>
 
+
* <samp>copperBar</samp>
<syntaxhighlight lang="c#">
+
* <samp>goldBar</samp>
new Object("634", 1);                      // vanilla item
+
* <samp>iridiumBar</samp>
new Object("Example.ModId_Watermelon", 1); // custom item
+
* <samp>ironBar</samp>
</syntaxhighlight>
+
* <samp>isHoeDirt</samp> and <samp>IsHoeDirt</samp>
 
  −
You can also use the new <samp>ItemRegistry</samp> API to construct items from their <samp>QualifiedItemId</samp>:
  −
 
  −
<syntaxhighlight lang="c#">
  −
Item item = ItemRegistry.Create("(B)505"); // Rubber Boots
  −
</syntaxhighlight></li>
  −
</ul>
  −
 
  −
===Other ID changes===
  −
Many other things in the game now have unique string IDs too (including [[#Buff overhaul|buffs]], [[#String event IDs|events]], and fruit trees). To migrate existing code:
  −
 
  −
* When referencing numeric IDs, you usually just need to convert them into a string (like <code>Game1.player.hasBuff("1590166")</code> or <code>Game1.player.eventsSeen.Contains("1590166")</code>).
  −
* When creating buffs, see [[#Buff overhaul|buff overhaul]] for how to create buffs now.
  −
* For pre-existing content pack data, see migration steps in the ''[[#Unique string IDs|unique string IDs]]'' section.
  −
 
  −
===Building and animal changes===
  −
: ''See also: [[#Build anywhere|build anywhere in what's new]].''
  −
 
  −
* Since all locations now allow buildings and animals, mod code which handles <samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp> won't detect all buildable locations. You can replace them with <samp>location.IsBuildableLocation()</samp> (or just access <samp>location.buildings</samp> directly) and <samp>location.animals.Any()</samp> instead. Mods should no longer have any reference at all to <samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp>.
  −
* Since buildings can be built anywhere, you can no longer assume a building is on the farm. You can check the new <samp>building.buildingLocation</samp> field instead.
  −
* You should review direct references to the farm (like <code>Game1.getFarm()</code> or <code>Game1.getLocationFromName("Farm")</code>) to see if it needs to be rewritten to allow other locations.
  −
* <code>Utility.numSilos()</code> should no longer be used to calculate available hay, since it doesn't account for custom buildings with hay storage. Use <code>Game1.getFarm().GetHayCapacity()</code> instead.
  −
* The <samp>Cat</samp> and <samp>Dog</samp> classes are now unused; all pets are now <samp>Pet</samp> directly.
  −
 
  −
===Player changes===
  −
: ''See also: [[#Buff overhaul|buff overhaul in what's new]].''
  −
 
  −
<ul>
  −
<li>Several <samp>Game1.player</samp> / <samp>Farmer</samp> fields changed as part of the [[#Buff overhaul|buff overhaul]]:
  −
{| class="wikitable"
   
|-
 
|-
! old field
+
| <samp>PathFindController</samp>
! how to migrate
+
| &#32;
 +
* <samp>CheckClearance(…)</samp>
 +
* <samp>limit</samp>
 
|-
 
|-
| <samp>appliedBuffs</samp><br /><samp>appliedSpecialBuffs</samp>
+
| <samp>SaveGame</samp>
| Use <code>Game1.player.hasBuff(id)</code> instead.
+
| &#32;
 +
* <samp>cropsOfTheWeek</samp>
 +
* <samp>currentFloor</samp>
 +
* <samp>currentWallpaper</samp>
 +
* <samp>FarmerFloor</samp>
 +
* <samp>farmerWallpaper</samp>
 +
* <samp>shippingTax</samp>
 
|-
 
|-
| <samp>attack</samp><br /><samp>immunity</samp>
+
| <samp>Spiker</samp>
| Use <samp>Attack</samp> and <samp>Immunity</samp> instead.
+
| &#32;
 +
* <samp>GetSpawnPosition</samp>
 
|-
 
|-
| <samp>addedCombatLevel</samp><br /><samp>addedFarmingLevel</samp><br /><samp>addedFishingLevel</samp><br /><samp>addedForagingLevel</samp><br /><samp>addedLuckLevel</samp><br /><samp>addedMiningLevel</samp><br /><samp>attackIncreaseModifier</samp><br /><samp>critChanceModifier</samp><br /><samp>critPowerModifier</samp><br /><samp>knockbackModifier</samp><br /><samp>weaponPrecisionModifier</samp><br /><samp>weaponSpeedModifier</samp>
+
| <samp>Stats</samp>
| Use equivalent properties under <samp>Game1.player.buffs</samp> instead (e.g. <samp>Game1.player.buffs.CombatLevel</code>).
+
| &#32;
 +
* <samp>barsSmelted</samp> and <samp>BarsSmelted</samp>
 +
* <samp>coalFound</samp> and <samp>CoalFound</samp>
 +
* <samp>coinsFound</samp> and <samp>coinsFound</samp>
 +
* <samp>starLevelCropsShipped</samp> and <samp>starLevelCropsShipped</samp>
 
|-
 
|-
| <samp>resilience</samp>
+
| <samp>Tool</samp>
| Use <samp>buffs.Defense</samp> instead.
+
| &#32;
 +
* <samp>batteredSwordSpriteIndex</samp>
 +
* <samp>copperColor</samp>
 +
* <samp>GetSecondaryEnchantmentCount()</samp>
 +
* <samp>goldColor</samp>
 +
* <samp>iridiumColor</samp>
 +
* <samp>nonUpgradeable</samp>
 +
* <samp>parsnipSpriteIndex</samp>
 +
* <samp>Stackable</samp>
 +
* <samp>startOfNegativeWeaponIndex</samp>
 +
* <samp>steelColor</samp>
 
|-
 
|-
| <samp>addedSpeed</samp><br /><samp>CombatLevel</samp><br /><samp>CraftingTime</samp><br /><samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>MiningLevel</samp><br /><samp>Stamina</samp>
+
| <samp>Utility</samp>
| These are now readonly and can't be set directly. You can change them by [[#Buff overhaul|adding a buff]] (which can be invisible), equipment bonus, etc instead.
+
| &#32;
|}</li>
+
* <samp>buyFloor()</samp>
<li>Buffs are now recalculated automatically, and you can reset a buff by just reapplying it. See [[#Buff overhaul|buff overhaul]] for more info.</li>
+
* <samp>buyWallpaper()</samp>
<li>Buff logic has been centralized into <samp>Game1.player.buffs</samp>. This replaces a number of former fields/methods like <samp>Game1.buffsDisplay</samp>.</li>
+
* <samp>cropsOfTheWeek()</samp>
</ul>
+
* <samp>facePlayerEndBehavior(…)</samp>
 
+
* <samp>getRandomSlotCharacter()</samp>
===Collision changes===
+
* <samp>plantCrops(…)</samp>
The game's tile collision logic has been overhauled and merged into a simpler set of methods on <samp>GameLocation</samp> instances:
+
* <samp>showLanternBar()</samp>
 +
|}
    +
====Renamed classes====
 +
These classes were renamed in 1.6:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! method
+
! old name
! effect
+
! new name
 
|-
 
|-
| <samp>CanSpawnCharacterHere</samp>
+
| <samp>Game1.MusicContext</samp>
| Get whether NPCs can be placed on the given tile (e.g. it's within the map bounds and tile is walkable), there's no placed object there, and the <samp>NoFurniture</samp> [[Modding:Maps|tile property]] isn't set.
+
| <samp>MusicContext</samp> (in <samp>StardewValley.GameData</samp>)
 
|-
 
|-
| <samp>CanItemBePlacedHere</samp>
+
| <samp>LocationContext</samp>
| Get whether items can be placed on the given tile in non-floating form (e.g. it's within the map bounds and not blocked by a non-walkable item), and the <samp>NoFurniture</samp> [[Modding:Maps|tile property]] isn't set.
+
| <samp>LocationContexts</samp>
 
|-
 
|-
| <samp>isBuildable</samp>
+
| <samp>SpecialOrder.QuestStatus</samp>
| Get whether buildings can be placed on the given tile.
+
| <samp>SpecialOrderStatus</samp> (in <samp>StardewValley.SpecialOrders</samp>)
|-
  −
| <samp>IsTilePassable</samp>
  −
| Get whether the tile can be walked on (ignoring collisions with in-game objects, NPCs, etc).
  −
|-
  −
| <samp>IsTileOccupiedBy</samp>
  −
| Get whether the tile contains a player, object, NPC/monster/pet/etc, terrain feature, building, etc. You can choose which entities to check, and which ones to ignore if they don't block movement.
  −
|-
  −
| <samp>IsTileBlockedBy</samp>
  −
| Equivalent to calling both <samp>IsTilePassable</samp> and <samp>IsTileOccupiedBy</samp>.
  −
|-
  −
| <samp>IsLocationSpecificOccupantOnTile</samp><br /><samp>IsLocationSpecificPlacementRestriction</samp>
  −
| Generally shouldn't be used directly. Checks for location-specific collisions (e.g. ladders in [[The Mines|the mines]] or parrot platforms on [[Ginger Island]]).
   
|}
 
|}
   −
===Other breaking API changes===
+
And these were moved to a different namespace:
''(This section is meant as a quick reference if you have build errors; there's no need to read through it otherwise.)''
  −
 
  −
====Removed unused code====
  −
1.6 removes a lot of unused code. That includes these classes:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! namespace
+
! type
! class name
+
! old namespace
 +
! new namespace
 
|-
 
|-
 +
| <samp>AmethystEnchantment</samp><br /><samp>AquamarineEnchantment</samp><br /><samp>ArchaeologistEnchantment</samp><br /><samp>ArtfulEnchantment</samp><br /><samp>AutoHookEnchantment</samp><br /><samp>AxeEnchantment</samp><br /><samp>BaseEnchantment</samp><br /><samp>BaseWeaponEnchantment</samp><br /><samp>BottomlessEnchantment</samp><br /><samp>BugKillerEnchantment</samp><br /><samp>CrusaderEnchantment</samp><br /><samp>DiamondEnchantment</samp><br /><samp>EfficientToolEnchantment</samp><br /><samp>EmeraldEnchantment</samp><br /><samp>FishingRodEnchantment</samp><br /><samp>GalaxySoulEnchantment</samp><br /><samp>GenerousEnchantment</samp><br /><samp>HaymakerEnchantment</samp><br /><samp>HoeEnchantment</samp><br /><samp>JadeEnchantment</samp><br /><samp>MagicEnchantment</samp><br /><samp>MasterEnchantment</samp><br /><samp>MilkPailEnchantment</samp><br /><samp>PanEnchantment</samp><br /><samp>PickaxeEnchantment</samp><br /><samp>PowerfulEnchantment</samp><br /><samp>PreservingEnchantment</samp><br /><samp>ReachingToolEnchantment</samp><br /><samp>RubyEnchantment</samp><br /><samp>ShavingEnchantment</samp><br /><samp>ShearsEnchantment</samp><br /><samp>SwiftToolEnchantment</samp><br /><samp>TopazEnchantment</samp><br /><samp>VampiricEnchantment</samp><br /><samp>WateringCanEnchantment</samp>
 
| <samp>StardewValley</samp>
 
| <samp>StardewValley</samp>
| &#32;
+
| <samp>StardewValley.Enchantments</samp>
* <samp>BuildingUpgrade</samp>
  −
* <samp>DisposableList</samp>
  −
* <samp>FurniturePlacer</samp>
  −
* <samp>ListPool</samp>
  −
* <samp>OneTimeRandom</samp>
   
|-
 
|-
| <samp>StardewValley.Characters</samp>
+
| <samp>Extensions</samp>
| &#32;
+
| <samp>StardewValley</samp>
* <samp>BotchedNetBool</samp>
+
| <samp>StardewValley.Extensions</samp>
* <samp>BotchedNetField</samp>
  −
* <samp>BotchedNetInt</samp>
  −
* <samp>BotchedNetLong</samp>
   
|-
 
|-
| <samp>StardewValley.Menus</samp>
+
| <samp>ModDataDictionary</samp><br /><samp>ModHooks</samp>
| &#32;
+
| <samp>StardewValley</samp>
* <samp>FarmInfoPage</samp>
+
| <samp>StardewValley.Mods</samp>
* <samp>MiniatureTerrainFeature</samp><!-- not a typo, it really was in StardewValley.Menus -->
   
|-
 
|-
| <samp>StardewValley.Monsters</samp>
+
| <samp>PathFindController</samp><br /><samp>PathNode</samp><br /><samp>PriorityQueue</samp><br /><samp>SchedulePathDescription</samp>
| &#32;
+
| <samp>StardewValley</samp>
* <samp>LavaCrab</samp>
+
| <samp>StardewValley.Pathfinding</samp>
 
|-
 
|-
| <samp>StardewValley.Objects</samp>
+
| <samp>SpecialOrder</samp>
| &#32;
+
| <samp>StardewValley</samp>
* <samp>ObjectFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
+
| <samp>StardewValley.SpecialOrders</samp>
 
|-
 
|-
| <samp>StardewValley.TerrainFeatures</samp>
+
| <samp>CollectObjective</samp><br /><samp>DeliverObjective</samp><br /><samp>DonateObjective</samp><br /><samp>FishObjective</samp><br /><samp>GiftObjective</samp><br /><samp>JKScoreObjective</samp><br /><samp>OrderObjective</samp><br /><samp>ReachMineFloorObjective</samp><br /><samp>ShipObjective</samp><br /><samp>SlayObjective</samp>
| &#32;
+
| <samp>StardewValley</samp>
* <samp>Quartz</samp>
+
| <samp>StardewValley.SpecialOrders.Objectives</samp>
 
|-
 
|-
| <samp>StardewValley.Tools</samp>
+
| <samp>FriendshipReward</samp><br /><samp>GemsReward</samp><br /><samp>MailReward</samp><br /><samp>MoneyReward</samp><br /><samp>OrderReward</samp><br /><samp>ResetEventReward</samp>
| &#32;
+
| <samp>StardewValley</samp>
* <samp>Blueprints</samp>
+
| <samp>StardewValley.SpecialOrders.Rewards</samp>
* <samp>ToolFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
   
|}
 
|}
   −
And these class members:
+
====Other API changes====
 +
These class members changed in 1.6:
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! type
 
! type
! members
+
! member
 +
! migration
 
|-
 
|-
| <samp>Axe</samp>
+
| <samp>BigSlime</samp>
| &#32;
+
| <samp>heldObject</samp>
* <samp>StumpStrength</samp>
+
| Replaced by <samp>heldItem</samp>, which allows non-object items too.
 
|-
 
|-
| <samp>Bush</samp>
+
|rowspan="3"| <samp>Bush</samp>
| &#32;
+
| <samp>overrideSeason</samp>
* <samp>alpha</samp>
+
| Removed; use <code>bush.Location.GetSeason()</code> instead.
* <samp>lastPlayerToHit</samp>
   
|-
 
|-
| <samp>Chest</samp>
+
| <samp>greenhouseBush</samp>
| &#32;
+
| Removed; use <code>bush.IsSheltered()</code> or <code>bush.currentLocation.IsGreenhouse</code> instead.
* <samp>chestType</samp>
  −
* <samp>coins</samp>
  −
|-
  −
| <samp>CosmeticPlant</samp>
  −
| &#32;
  −
* <samp>scale</samp>
   
|-
 
|-
| <samp>CraftingRecipe</samp>
+
| <samp>inBloom</samp>
| &#32;
+
| Remove the arguments, like <code>bush.inBloom(Game1.currentSeason, Game1.dayOfMonth)</code> → <code>bush.inBloom()</code>.
* <samp>itemType</samp>
   
|-
 
|-
| <samp>Critter</samp>
+
|rowspan="3"| <samp>Character</samp>
| &#32;
+
| <samp>getStandingX</samp><br /><samp>getStandingY</samp><br /><samp>getStandingXY</samp>
* <samp>InitShared()</samp>
+
| Removed; use <samp>character.StandingPixel</samp> instead.
 
|-
 
|-
| <samp>Crop</samp>
+
| <samp>getTileLocation</samp><br /><samp>getTileX</samp><br /><samp>getTileY</samp><br />
| &#32;
+
| Removed; use <samp>character.Tile</samp> instead.
* <samp>daysOfUnclutteredGrowth</samp>
   
|-
 
|-
| <samp>Dialogue</samp>
+
| <samp>getTileLocationPoint</samp>
| &#32;
+
| Removed; use <samp>character.TilePoint</samp> instead.
* <samp>dialogueToBeKilled</samp>
   
|-
 
|-
| <samp>Farm</samp>
+
| <samp>Chest</samp>
| &#32;
+
| <samp>MoveToSafePosition</samp>
* <samp>GetSpouseOutdoorAreaSpritesheetIndex()</samp>
+
| Replaced by the simpler <samp>TryMoveToSafePosition</samp>
 +
|-
 +
|rowspan="2"| <samp>Dialogue</samp>
 +
| <samp>dialogues</samp>
 +
| Changed from <code>List&lt;string&gt;</code> to <code>List&lt;DialogueLine&gt;</code>. The <samp>Text</samp> field on each dialogue line is equivalent to the old value.
 +
|-
 +
| <samp>isOnFinalDialogue()</samp>
 +
| This now indicates whether it's showing the last dialogue ''with message text''; there may still be entries in <samp>dialogues</samp> which apply side-effects without message text.
 +
|-
 +
|rowspan="3"| <samp>Farmer</samp>
 +
| <samp>changePants(…)</samp>
 +
| Renamed to <samp>changePantsColor(…)</samp> for consistency with <samp>change[Eye&#124;Hair&#124;Shoe]Color</samp>.
 +
|-
 +
| <samp>isMarried()</samp>
 +
| Renamed to <samp>isMarriedOrRoommates()</samp> for clarity.
 
|-
 
|-
| <samp>FarmAnimal</samp>
+
| <samp>visibleQuestCount</samp>
| &#32;
+
| Replaced by <samp>hasVisibleQuests</samp>.
* <samp>homeLocation</samp>
   
|-
 
|-
| <samp>Farmer</samp>
+
| <samp>Flooring</samp>
| &#32;
+
| <samp>GetFloorPathLookup</samp>
* <samp>barnUpgradeLevel</samp> and <samp>BarnUpgradeLevel</samp>
+
| Use <samp>Game1.floorPathData</samp> instead.
* <samp>blueprints</samp>
  −
* <samp>coalPieces</samp> and <samp>CoalPieces</samp>
  −
* <samp>coopUpgradeLevel</samp> and <samp>CoopUpgradeLevel</samp>
  −
* <samp>copperPieces</samp> and <samp>CopperPieces</samp>
  −
* <samp>eyeColor</samp>
  −
* <samp>feed</samp> and <samp>Feed</samp>
  −
* <samp>furnitureOwned</samp>
  −
* <samp>goldPieces</samp> and <samp>GoldPieces</samp>
  −
* <samp>hasBusTicket</samp>
  −
* <samp>hasGreenhouse</samp>
  −
* <samp>iridiumPieces</samp> and <samp>IridiumPieces</samp>
  −
* <samp>ironPieces</samp> and <samp>IronPieces</samp>
  −
* <samp>newSkillPointsToSpend</samp>
  −
* <samp>overallsColor</samp>
  −
* <samp>ownsFurniture</samp>
  −
* <samp>quartzPieces</samp> and <samp>QuartzPieces</samp>
  −
* <samp>shirtColor</samp>
  −
* <samp>skinColor</samp>
  −
* <samp>stonePieces</samp> and <samp>StonePieces</samp>
  −
* <samp>theaterBuildDate</samp>
  −
* <samp>woodPieces</samp> and <samp>WoodPieces</samp>
   
|-
 
|-
| <samp>Game1</samp>
+
| <samp>Forest</samp>
| &#32;
+
| <samp>log</samp>
* <samp>boardingBus</samp>
+
| Moved into <samp>Forest.resourceClumps</samp>.
* <samp>chanceToRainTomorrow</samp>
  −
* <samp>checkForNewLevelPerks</samp>
  −
* <samp>cloud</samp>
  −
* <samp>coopDwellerBorn<samp>
  −
* <samp>cropsOfTheWeek</samp>
  −
* <samp>currentBarnTexture</samp>
  −
* <samp>currentBillboard</samp>
  −
* <samp>currentCoopTexture</samp>
  −
* <samp>currentFloor</samp>
  −
* <samp>currentHouseTexture</samp>
  −
* <samp>currentWallpaper</samp>
  −
* <samp>dealerCalicoJackTotal</samp>
  −
* <samp>FarmerFloor</samp>
  −
* <samp>farmerWallpaper</samp>
  −
* <samp>fertilizer</samp>
  −
* <samp>floorPrice</samp>
  −
* <samp>greenhouseTexture</samp>
  −
* <samp>inMine<samp>
  −
* <samp>jukeboxPlaying</samp>
  −
* <samp>keyHelpString</samp>
  −
* <samp>listeningForKeyControlDefinitions<samp>
  −
* <samp>littleEffect</samp>
  −
* <samp>logoScreenTexture</samp>
  −
* <samp>mailboxTexture</samp>
  −
* <samp>menuChoice</samp>
  −
* <samp>menuUp<samp>
  −
* <samp>nameSelectUp<samp>
  −
* <samp>nameSelectType</samp>
  −
* <samp>numberOfSelectedItems</samp>
  −
* <samp>particleRaining<samp>
  −
* <samp>pickingTool</samp>
  −
* <samp>pickToolDelay</samp>
  −
* <samp>pickToolInterval</samp>
  −
* <samp>priceOfSelectedItem</samp>
  −
* <samp>progressBar</samp>
  −
* <samp>removeSquareDebrisFromTile(…)</samp>
  −
* <samp>selectedItemsType</samp>
  −
* <samp>shiny</samp>
  −
* <samp>shippingTax</samp>
  −
* <samp>showKeyHelp<samp>
  −
* <samp>slotResult</samp>
  −
* <samp>startedJukeboxMusic</samp>
  −
* <samp>tinyFontBorder</samp>
  −
* <samp>toolHeld</samp>
  −
* <samp>toolIconBox</samp>
  −
* <samp>tvStation</samp>
  −
* <samp>tvStationTexture</samp>
  −
* <samp>wallpaperPrice</samp>
   
|-
 
|-
| <samp>GameLocation</samp>
+
| <samp>FruitTree</samp>
| &#32;
+
| <samp>GreenHouseTree</samp>
* <samp>boardBus(…)</samp>
+
| Replaced by <samp>IgnoresSeasonsHere()</samp>.
* <samp>checkForMapChanges()</samp>
  −
* <samp>getWallDecorItem(…)</samp>
  −
* <samp>removeBatch(…)</samp>
  −
* <samp>removeDirt(…)</samp>
  −
* <samp>removeStumpOrBoulder(…)</samp>
  −
* <samp>tryToBuyNewBackpack()</samp>
   
|-
 
|-
| <samp>GiantCrop</samp>
+
|rowspan="3"| <samp>Game1</samp>
| &#32;
+
| <samp>bigCraftableInformation</samp>
* <samp>forSale</samp>
+
| Overhauled into [[#Custom big craftables|<samp>Game1.bigCraftableData</samp>]].
 
|-
 
|-
| <samp>IClickableMenu</samp>
+
| <samp>clothingInformation</samp>
| &#32;
+
| Overhauled into [[#Custom shirts|<samp>Game1.shirtData</samp>]] and [[#Custom pants|<samp>Game1.pantsData</samp>]].
* <samp>currentRegion</samp>
   
|-
 
|-
| <samp>MeleeWeapon</samp>
+
| <samp>objectInformation</samp>
| &#32;
+
| Overhauled into [[#Custom objects|<samp>Game1.objectData</samp>]].
* <samp>attackSwordCooldownTime</samp>
  −
* <samp>doStabbingSwordFunction(…)</samp>
   
|-
 
|-
| <samp>Monster</samp>
+
|rowspan="3"| <samp>GameLocation</samp>
| &#32;
+
| <samp>getCharacters</samp>
* <samp>doHorizontalMovement(…)</samp>
+
| Removed; use the <samp>characters</samp> field instead.
* <samp>durationOfRandomMovements</samp>
  −
* <samp>coinsToDrop</samp>
   
|-
 
|-
| <samp>NPC</samp>
+
| <samp>GetMapPropertyPosition</samp>
| &#32;
+
| Replaced by <samp>TryGetMapPropertyAs</samp>, which supports multiple data types (not just <samp>Point</samp>).
* <samp>idForClones</samp>
   
|-
 
|-
| <samp>Object</samp>
+
| <samp>isTileOccupied</samp><br /><samp>isTileOccupiedForPlacement</samp><br /><samp>isTileOccupiedIgnoreFloors</samp><br /><samp>isTileLocationOpenIgnoreFrontLayers</samp><br /><samp>isTileLocationTotallyClearAndPlaceable</samp><br /><samp>isTileLocationTotallyClearAndPlaceableIgnoreFloors</samp>
| &#32;
+
| Removed. The collision logic has been significantly rewritten and uses a new set of methods (mainly <samp>isTilePassable</samp>, <samp>IsTileOccupiedBy</samp>, and <samp>CanItemBePlacedHere</samp>). Mods should ideally be updated to use the new methods.
* <samp>attachToSprinklerAttachment(…)</samp>
+
 
* <samp>canBePlacedInWater()</samp>
+
Here's a drop-in set of extension methods which re-add the older methods. This lets you temporarily fix code until you can update it properly, but depending on these isn't recommended since they won't be maintained in future versions.
* <samp>consumeRecipe(…)</samp>
+
{{collapse|expand for non-recommended code|content=<syntaxhighlight lang="c#">
* <samp>copperBar</samp>
+
public static class GameLocationExtensions
* <samp>goldBar</samp>
+
{
* <samp>iridiumBar</samp>
+
    public static bool isTileOccupiedForPlacement(this GameLocation location, Vector2 tileLocation, Object toPlace = null)
* <samp>ironBar</samp>
+
    {
* <samp>isHoeDirt</samp> and <samp>IsHoeDirt</samp>
+
        return location.CanItemBePlacedHere(tileLocation, toPlace != null && toPlace.isPassable());
|-
+
    }
| <samp>PathFindController</samp>
+
 
| &#32;
+
    public static bool isTileOccupied(this GameLocation location, Vector2 tileLocation, string characterToIgnore = "", bool ignoreAllCharacters = false)
* <samp>CheckClearance()</samp>
+
    {
* <samp>limit</samp>
+
        CollisionMask mask = ignoreAllCharacters ? CollisionMask.All & ~CollisionMask.Characters & ~CollisionMask.Farmers : CollisionMask.All;
|-
+
        return location.IsTileOccupiedBy(tileLocation, mask);
| <samp>SaveGame</samp>
+
    }
| &#32;
+
 
* <samp>cropsOfTheWeek</samp>
+
    public static bool isTileOccupiedIgnoreFloors(this GameLocation location, Vector2 tileLocation, string characterToIgnore = "")
* <samp>currentFloor</samp>
+
    {
* <samp>currentWallpaper</samp>
+
        return location.IsTileOccupiedBy(tileLocation, CollisionMask.Buildings | CollisionMask.Furniture | CollisionMask.Objects | CollisionMask.Characters | CollisionMask.TerrainFeatures, ignorePassables: CollisionMask.Flooring);
* <samp>FarmerFloor</samp>
+
    }
* <samp>farmerWallpaper</samp>
+
 
* <samp>shippingTax</samp>
+
    public static bool isTileLocationOpenIgnoreFrontLayers(this GameLocation location, Location tile)
 +
    {
 +
        return location.map.RequireLayer("Buildings").Tiles[tile.X, tile.Y] == null && !location.isWaterTile(tile.X, tile.Y);
 +
    }
 +
 
 +
    public static bool isTileLocationTotallyClearAndPlaceable(this GameLocation location, int x, int y)
 +
    {
 +
        return location.isTileLocationTotallyClearAndPlaceable(new Vector2(x, y));
 +
    }
 +
 
 +
    public static bool isTileLocationTotallyClearAndPlaceableIgnoreFloors(this GameLocation location, Vector2 v)
 +
    {
 +
        return location.isTileOnMap(v) && !location.isTileOccupiedIgnoreFloors(v) && location.isTilePassable(new Location((int)v.X, (int)v.Y), Game1.viewport) && location.isTilePlaceable(v);
 +
    }
 +
 
 +
    public static bool isTileLocationTotallyClearAndPlaceable(this GameLocation location, Vector2 v)
 +
    {
 +
        Vector2 pixel = new Vector2((v.X * Game1.tileSize) + Game1.tileSize / 2, (v.Y * Game1.tileSize) + Game1.tileSize / 2);
 +
        foreach (Furniture f in location.furniture)
 +
        {
 +
            if (f.furniture_type != Furniture.rug && !f.isPassable() && f.GetBoundingBox().Contains((int)pixel.X, (int)pixel.Y) && !f.AllowPlacementOnThisTile((int)v.X, (int)v.Y))
 +
                return false;
 +
        }
 +
 
 +
        return location.isTileOnMap(v) && !location.isTileOccupied(v) && location.isTilePassable(new Location((int)v.X, (int)v.Y), Game1.viewport) && location.isTilePlaceable(v);
 +
    }
 +
}
 +
</syntaxhighlight>
 +
}}
 
|-
 
|-
| <samp>Spiker</samp>
+
| <samp>GiantCrop</samp>
| &#32;
+
| <samp>which</samp>
* <samp>GetSpawnPosition</samp>
+
| Replaced by <samp>itemId</samp>.
 
|-
 
|-
| <samp>Stats</samp>
+
| <samp>Item</samp>
| &#32;
+
| <samp>SanitizeContextTag</samp>
* <samp>barsSmelted</samp> and <samp>BarsSmelted</samp>
+
| Replaced by <samp>ItemContextTagManager.SanitizeContextTag</samp>.
* <samp>coalFound</samp> and <samp>CoalFound</samp>
  −
* <samp>coinsFound</samp> and <samp>coinsFound</samp>
  −
* <samp>starLevelCropsShipped</samp> and <samp>starLevelCropsShipped</samp>
   
|-
 
|-
| <samp>Tool</samp>
+
| <samp>LocalizedContentManager</samp>
| &#32;
+
| <samp>LanguageCodeString</samp>
* <samp>batteredSwordSpriteIndex</samp>
+
| Now static.
* <samp>copperColor</samp>
  −
* <samp>GetSecondaryEnchantmentCount()</samp>
  −
* <samp>goldColor</samp>
  −
* <samp>iridiumColor</samp>
  −
* <samp>nonUpgradeable</samp>
  −
* <samp>parsnipSpriteIndex</samp>
  −
* <samp>Stackable</samp>
  −
* <samp>startOfNegativeWeaponIndex</samp>
  −
* <samp>steelColor</samp>
   
|-
 
|-
| <samp>Utility</samp>
+
| <samp>LocationContextData</samp>
| &#32;
+
| <samp>Name</samp>
* <samp>buyFloor()</samp>
+
| Removed; use its dictionary key in <samp>Game1.locationContextData</samp> instead.
* <samp>buyWallpaper()</samp>
+
|-
* <samp>cropsOfTheWeek()</samp>
+
| <samp>NetFields</samp>
* <samp>facePlayerEndBehavior(…)</samp>
+
| <samp>AddFields</samp>
* <samp>getRandomSlotCharacter()</samp>
+
| Removed; use <samp>AddField</samp> instead. For example:
* <samp>plantCrops(…)</samp>
+
<syntaxhighlight lang="c#">
* <samp>showLanternBar()</samp>
+
// old code
|}
+
NetFields.AddFields(textureName, spriteWidth, spriteHeight);
   −
====Renamed classes====
+
// new code
These classes were renamed in 1.6:
+
NetFields
{| class="wikitable"
+
    .AddField(textureName)
 +
    .AddField(spriteWidth)
 +
    .AddField(spriteHeight);
 +
</syntaxhighlight>
 +
Note that the second argument (<samp>name</samp>) should usually be omitted, since it'll be auto-populated from the value passed to the first argument.
 
|-
 
|-
! old name
+
|rowspan="7"| <samp>NPC</samp>
! new name
+
| <samp>canReceiveThisItemAsGift(…)</samp>
 +
| Removed. The closest equivalent is <code>item.canBeGivenAsGift()</code>, or you can check if the NPC will accept the player's held object (as a gift or otherwise) using <code>npc.tryReceiveActiveObject(Game1.player, probe: true)</code>.
 
|-
 
|-
| <samp>Game1.MusicContext</samp>
+
| <samp>Gender</samp><br /><samp>female</samp><br /><samp>male</samp><br /><samp>undefined</samp>
| <samp>MusicContext</samp> (in <samp>StardewValley.GameData</samp>)
+
| The <samp>Gender</samp> field now uses a <samp>Gender</samp> enum instead of numeric constants. For example, <code>npc.Gender == NPC.female</code> becomes <code>npc.Gender == Gender.Female</code> in 1.6.
 
|-
 
|-
| <samp>LocationContext</samp>
+
| <samp>homeRegion</samp>
| <samp>LocationContexts</samp>
+
| Removed; use <samp>npc.GetData()?.HomeRegion</samp> instead. Change <samp>0</samp> to <samp>"Other"</samp> or <samp>NPC.region_other</samp>, <samp>1</samp> to <samp>"Desert"</samp> or <samp>NPC.region_desert</samp>, and <samp>2</samp> to <samp>"Town"</samp> or <samp>NPC.region_town</samp>.
 
|-
 
|-
| <samp>SpecialOrder.QuestStatus</samp>
+
| <samp>isBirthday</samp>
| <samp>SpecialOrderStatus</samp> (in <samp>StardewValley.SpecialOrders</samp>)
+
| Remove the arguments, like <code>npc.isBirthday(Game1.currentSeason, Game1.dayOfMonth)</code> <code>npc.isBirthday()</code>.
|}
  −
 
  −
And these were moved to a different namespace:
  −
{| class="wikitable"
   
|-
 
|-
! type
+
| <samp>isVillager()</samp>
! old namespace
+
| Deprecated; use the <samp>character.IsVillager</samp> property instead.
! new namespace
   
|-
 
|-
| <samp>AmethystEnchantment</samp><br /><samp>AquamarineEnchantment</samp><br /><samp>ArchaeologistEnchantment</samp><br /><samp>ArtfulEnchantment</samp><br /><samp>AutoHookEnchantment</samp><br /><samp>AxeEnchantment</samp><br /><samp>BaseEnchantment</samp><br /><samp>BaseWeaponEnchantment</samp><br /><samp>BottomlessEnchantment</samp><br /><samp>BugKillerEnchantment</samp><br /><samp>CrusaderEnchantment</samp><br /><samp>DiamondEnchantment</samp><br /><samp>EfficientToolEnchantment</samp><br /><samp>EmeraldEnchantment</samp><br /><samp>FishingRodEnchantment</samp><br /><samp>GalaxySoulEnchantment</samp><br /><samp>GenerousEnchantment</samp><br /><samp>HaymakerEnchantment</samp><br /><samp>HoeEnchantment</samp><br /><samp>JadeEnchantment</samp><br /><samp>MagicEnchantment</samp><br /><samp>MasterEnchantment</samp><br /><samp>MilkPailEnchantment</samp><br /><samp>PanEnchantment</samp><br /><samp>PickaxeEnchantment</samp><br /><samp>PowerfulEnchantment</samp><br /><samp>PreservingEnchantment</samp><br /><samp>ReachingToolEnchantment</samp><br /><samp>RubyEnchantment</samp><br /><samp>ShavingEnchantment</samp><br /><samp>ShearsEnchantment</samp><br /><samp>SwiftToolEnchantment</samp><br /><samp>TopazEnchantment</samp><br /><samp>VampiricEnchantment</samp><br /><samp>WateringCanEnchantment</samp>
+
| <samp>populateRoutesFromLocationToLocationList</samp>
| <samp>StardewValley</samp>
+
| Replaced by <samp>WarpPathfindingCache.PopulateCache</samp>.
| <samp>StardewValley.Enchantments</samp>
   
|-
 
|-
| <samp>Extensions</samp>
+
| <samp>Schedule</samp>
| <samp>StardewValley</samp>
+
| No longer assignable, use one of the <samp>TryLoadSchedule</samp> overloads instead.
| <samp>StardewValley.Extensions</samp>
   
|-
 
|-
| <samp>ModDataDictionary</samp><br /><samp>ModHooks</samp>
+
|rowspan="3"| <samp>Object</samp>
| <samp>StardewValley</samp>
+
| <samp>GetContextTagList()</samp>
| <samp>StardewValley.Mods</samp>
+
| Replaced by <samp>GetContextTags()</samp>, which returns a hash set instead of a list.
 +
|-
 +
| <samp>HasBeenPickedUpByPlayer</samp>
 +
| Removed; use <samp>HasBeenInInventory</samp> instead.
 
|-
 
|-
| <samp>PathFindController</samp><br /><samp>PathNode</samp><br /><samp>PriorityQueue</samp><br /><samp>SchedulePathDescription</samp>
+
| <samp>isPotentialBasicShippedCategory</samp>
| <samp>StardewValley</samp>
+
| The second argument should now be an integer (like <samp>-75</samp> or <samp>Object.VegetableCategory</samp>) instead of a string (like <samp>"-75"</samp>).
| <samp>StardewValley.Pathfinding</samp>
   
|-
 
|-
| <samp>SpecialOrder</samp>
+
|rowspan="9"| <samp>Utility</samp>
| <samp>StardewValley</samp>
+
| <samp>doesItemWithThisIndexExistAnywhere</samp>
| <samp>StardewValley.SpecialOrders</samp>
+
| Replace with <samp>Utility.doesItemExistAnywhere</samp>, which takes a string item ID. For example:
 +
* <code>Utility.doesItemWithThisIndexExistAnywhere(128)</code> &rarr; <code>Utility.doesItemExistAnywhere("(O)128")</code>;
 +
* <code>Utility.doesItemWithThisIndexExistAnywhere(128, true)</code> &rarr; <code>Utility.doesItemExistAnywhere("(BC)128")</code>.
 
|-
 
|-
| <samp>CollectObjective</samp><br /><samp>DeliverObjective</samp><br /><samp>DonateObjective</samp><br /><samp>FishObjective</samp><br /><samp>GiftObjective</samp><br /><samp>JKScoreObjective</samp><br /><samp>OrderObjective</samp><br /><samp>ReachMineFloorObjective</samp><br /><samp>ShipObjective</samp><br /><samp>SlayObjective</samp>
+
| <samp>ForAllLocations</samp><br /><samp>iterateAllCrops</samp><br /><samp>iterateAllItems</samp>
| <samp>StardewValley</samp>
+
| Removed; use the equivalent <samp>Utility.ForEach*</samp> methods instead.
| <samp>StardewValley.SpecialOrders.Objectives</samp>
   
|-
 
|-
| <samp>FriendshipReward</samp><br /><samp>GemsReward</samp><br /><samp>MailReward</samp><br /><samp>MoneyReward</samp><br /><samp>OrderReward</samp><br /><samp>ResetEventReward</samp>
+
| <samp>GetHorseWarpRestrictionsForFarmer</samp>
| <samp>StardewValley</samp>
+
| This now returns a flag enum instead of a list of integer values. The equivalent values are 1 → <samp>NoOwnedHorse</samp>, 2 → <samp>Indoors</samp>, 3 → <samp>NoRoom</samp>, and 4 → <samp>InUse</samp>.
| <samp>StardewValley.SpecialOrders.Rewards</samp>
+
 
|}
+
For example:
 +
<syntaxhighlight lang="c#">
 +
// old code
 +
bool inUse = Utility.GetHorseWarpRestrictionsForFarmer(player).Any(p => p == 4);
 +
 
 +
// new code
 +
bool inUse = Utility.GetHorseWarpRestrictionsForFarmer(player).HasFlag(Utility.HorseWarpRestrictions.InUse);
 +
</syntaxhighlight>
   −
====Other API changes====
+
Or to check if no restrictions apply:
These class members changed in 1.6:
+
<syntaxhighlight lang="c#">
 +
bool canSummon = Utility.GetHorseWarpRestrictionsForFarmer(player) == Utility.HorseWarpRestrictions.None;
 +
</syntaxhighlight>
   −
{| class="wikitable"
+
C# mods can patch <samp>Utility.GetHorseWarpErrorMessage</samp> if they need to add an error message for a custom restriction value.
 
|-
 
|-
! type
+
| <samp>getRandomTownNPC(…)</samp>
! member
+
| Replaced by either <code>Utility.GetRandomWinterStartParticipant(…)</code> or <code>Utility.getRandomNpcFromHomeRegion(NPC.region_town)</code>.
! migration
   
|-
 
|-
| <samp>BigSlime</samp>
+
| <samp>getTodaysBirthdayNPC</samp>
| <samp>heldObject</samp>
+
| Remove the arguments, like <code>Utility.getTodaysBirthdayNPC(Game1.currentSeason, Game1.dayOfMonth)</code> <code>Utility.getTodaysBirthdayNPC()</code>.
| Replaced by <samp>heldItem</samp>, which allows non-object items too.
   
|-
 
|-
|rowspan="3"| <samp>Bush</samp>
+
| <samp>getPooledList</samp><br /><samp>returnPooledList</samp>
| <samp>overrideSeason</samp>
+
| The game no longer uses a list pool. In most cases you should use the [[#Iteration|<samp>Utility.ForEach*</samp> methods]] instead, which don't need it.
| Removed; use <code>bush.Location.GetSeason()</code> instead.
   
|-
 
|-
| <samp>greenhouseBush</samp>
+
| <samp>numObelisksOnFarm</samp>
| Removed; use <code>bush.IsSheltered()</code> or <code>bush.currentLocation.IsGreenhouse</code> instead.
+
| Renamed to <samp>GetObeliskTypesBuilt</samp>, which searches all locations.
 
|-
 
|-
| <samp>inBloom</samp>
+
| <samp>numSilos</samp>
| Remove the arguments, like <code>bush.inBloom(Game1.currentSeason, Game1.dayOfMonth)</code> <code>bush.inBloom()</code>.
+
| Removed.
 +
 
 +
If you're using this to calculate hay capacity, it's a bit more complicated in 1.6 since hay storage can be enabled for custom buildings and building construction can be enabled for any location. To get capacity for the current location, use <samp>Game1.currentLocation.GetHayCapacity()</samp> instead. To get total hay capacity in the world, use <samp>Utility.ForEachLocation</samp> to call it on every location.
 +
 
 +
If you actually need the number of silos, use <samp>location.getNumberBuildingsConstructed("Silo")</samp> (one location) or <samp>Game1.GetNumberBuildingsConstructed("Silo")</samp> (all locations).
 
|-
 
|-
|rowspan="3"| <samp>Character</samp>
+
| <samp>removeThisCharacterFromAllLocations</samp>
| <samp>getStandingX</samp><br /><samp>getStandingY</samp><br /><samp>getStandingXY</samp>
+
| Removed; use <samp>Game1.removeCharacterFromItsLocation</samp> instead.
| Removed; use <samp>character.StandingPixel</samp> instead.
   
|-
 
|-
| <samp>getTileLocation</samp><br /><samp>getTileX</samp><br /><samp>getTileY</samp><br />
+
| <samp>ShopMenu</samp>
| Removed; use <samp>character.Tile</samp> instead.
+
| <samp>storeContext</samp>
 +
| Replaced by <samp>ShopId</samp>.
 
|-
 
|-
| <samp>getTileLocationPoint</samp>
+
|rowspan="3"| <samp>Stats</samp>
| Removed; use <samp>character.TilePoint</samp> instead.
+
| <samp>averageBedtime</samp><br /><samp>beveragesMade</samp><br /><samp>bouldersCracked</samp><br /><samp>caveCarrotsFound</samp><br /><samp>cheeseMade</samp><br /><samp>chickenEggsLayed</samp><br /><samp>copperFound</samp><br /><samp>cowMilkProduced</samp><br /><samp>cropsShipped</samp><br /><samp>daysPlayed</samp><br /><samp>diamondsFound</samp><br /><samp>dirtHoed</samp><br /><samp>duckEggsLayed</samp><br /><samp>fishCaught</samp><br /><samp>geodesCracked</samp><br /><samp>giftsGiven</samp><br /><samp>goatCheeseMade</samp><br /><samp>goatMilkProduced</samp><br /><samp>goldFound</samp><br /><samp>goodFriends</samp><br /><samp>individualMoneyEarned</samp><br /><samp>iridiumFound</samp><br /><samp>ironFound</samp><br /><samp>itemsCooked</samp><br /><samp>itemsCrafted</samp><br /><samp>itemsForaged</samp><br /><samp>itemsShipped</samp><br /><samp>monstersKilled</samp><br /><samp>mysticStonesCrushed</samp><br /><samp>notesFound</samp><br /><samp>otherPreciousGemsFound</samp><br /><samp>piecesOfTrashRecycled</samp><br /><samp>preservesMade</samp><br /><samp>prismaticShardsFound</samp><br /><samp>questsCompleted</samp><br /><samp>rabbitWoolProduced</samp><br /><samp>rocksCrushed</samp><br /><samp>seedsSown</samp><br /><samp>sheepWoolProduced</samp><br /><samp>slimesKilled</samp><br /><samp>stepsTaken</samp><br /><samp>stoneGathered</samp><br /><samp>stumpsChopped</samp><br /><samp>timesFished</samp><br /><samp>timesUnconscious</samp><br /><samp>totalMoneyGifted</samp><br /><samp>trufflesFound</samp><br /><samp>weedsEliminated</samp>
 +
| Removed; use the equivalent property or methods. For example, <code>Game1.stats.daysPlayed</code> can be replaced with <code>Game1.stats.DaysPlayed</code> or methods like <code>Game1.stats.Get(StatKeys.DaysPlayed)</code>. See [[#Stat changes for C# mods|stat changes for C# mods]].
 
|-
 
|-
| <samp>Chest</samp>
+
| <samp>getStat(…)</samp><br /><samp>incrementStat(…)</samp>
| <samp>MoveToSafePosition</samp>
+
| Replaced by <samp>Get(…)</samp> and <samp>Increment(…)</samp>. See [[#Stat changes for C# mods|stat changes for C# mods]].
| Replaced by the simpler <samp>TryMoveToSafePosition</samp>
   
|-
 
|-
|rowspan="2"| <samp>Dialogue</samp>
+
| <samp>stat_dictionary</samp>
| <samp>dialogues</samp>
+
| Renamed to <samp>Values</samp>. See [[#Stat changes for C# mods|stat changes for C# mods]].
| Changed from <code>List&lt;string&gt;</code> to <code>List&lt;DialogueLine&gt;</code>. The <samp>Text</samp> field on each dialogue line is equivalent to the old value.
   
|-
 
|-
| <samp>isOnFinalDialogue()</samp>
+
| <samp>Woods</samp>
| This now indicates whether it's showing the last dialogue ''with message text''; there may still be entries in <samp>dialogues</samp> which apply side-effects without message text.
+
| <samp>stumps</samp>
 +
| Moved into <samp>resourceClumps</samp>.
 +
|}
 +
 
 +
===Check for obsolete code===
 +
Perform a full rebuild of your mod (in Visual Studio, click ''Build > Rebuild Solution''), then check the Error List pane for any warnings like "'''X' is obsolete''". Anything from the vanilla game code which is marked obsolete won't work anymore and is only kept for save migrations. Usually the warning will include an explanation of what you should use instead.
 +
 
 +
==Breaking changes for content packs==
 +
'''This section only describes how this update may break existing mods. See the ''what's new'' sections above for more info, including new functionality mods can use.'''
 +
 
 +
===Standardized ID fields===
 +
Stardew Valley 1.6 adds an <samp>Id</samp> field to these assets. For Content Patcher content packs, these replace the previous synthetic ID:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
|rowspan="3"| <samp>Farmer</samp>
+
! asset
| <samp>changePants(…)</samp>
+
! old key
| Renamed to <samp>changePantsColor(…)</samp> for consistency with <samp>change[Eye&#124;Hair&#124;Shoe]Color</samp>.
+
! new key
 +
! migration steps
 
|-
 
|-
| <samp>isMarried()</samp>
+
| <samp>Data/ConcessionTastes</samp><br /><samp>Data/MovieReactions</samp><br /><samp>Data/RandomBundles</samp> (area)<br /><samp>Data/RandomBundles</samp> (bundle)
| Renamed to <samp>isMarriedOrRoommates()</samp> for clarity.
+
| <samp>Name</samp><br /><samp>NPCName</samp><br /><samp>AreaName</samp><br />''none''
 +
|<samp>Id</samp>
 +
| None. The <samp>Id</samp> field is set automatically to the same value (or <samp>Name</samp> for bundles), so there's no change for content packs. Omit the new field when creating a new entry.
 
|-
 
|-
| <samp>visibleQuestCount</samp>
+
| <samp>Data/FishPondData</samp><br /><samp>Data/RandomBundles</samp> (bundle set)
| Replaced by <samp>hasVisibleQuests</samp>.
+
| <samp>RequiredTags</samp><br />''none''
 +
| <samp>Id</samp>
 +
| Use the new <samp>Id</samp> field to target an entry, and add it when creating a new entry. Required.
 
|-
 
|-
| <samp>Flooring</samp>
+
| <samp>Data/TailoringRecipes</samp>
| <samp>GetFloorPathLookup</samp>
+
| <samp>FirstItemTags</samp> and <samp>SecondItemTags</samp>
| Use <samp>Game1.floorPathData</samp> instead.
+
| <samp>Id</samp>
|-
+
| Use the new <samp>Id</samp> field to target an entry, and add it when creating a new entry. Defaults to the <samp>CraftedItemIds</samp> (comma-delimited) or <samp>CraftedItemId</samp> value if omitted, but there's a high chance of conflicts so mods should always specify a unique ID.
| <samp>Forest</samp>
+
|}
| <samp>log</samp>
  −
| Moved into <samp>Forest.resourceClumps</samp>.
  −
|-
  −
| <samp>FruitTree</samp>
  −
| <samp>GreenHouseTree</samp>
  −
| Replaced by <samp>IgnoresSeasonsHere()</samp>.
  −
|-
  −
|rowspan="3"| <samp>Game1</samp>
  −
| <samp>bigCraftableInformation</samp>
  −
| Overhauled into [[#Custom big craftables|<samp>Game1.bigCraftableData</samp>]].
  −
|-
  −
| <samp>clothingInformation</samp>
  −
| Overhauled into [[#Custom shirts|<samp>Game1.shirtData</samp>]] and [[#Custom pants|<samp>Game1.pantsData</samp>]].
  −
|-
  −
| <samp>objectInformation</samp>
  −
| Overhauled into [[#Custom objects|<samp>Game1.objectData</samp>]].
  −
|-
  −
|rowspan="3"| <samp>GameLocation</samp>
  −
| <samp>getCharacters</samp>
  −
| Removed; use the <samp>characters</samp> field instead.
  −
|-
  −
| <samp>GetMapPropertyPosition</samp>
  −
| Replaced by <samp>TryGetMapPropertyAs</samp>, which supports multiple data types (not just <samp>Point</samp>).
  −
|-
  −
| <samp>isTileOccupied</samp><br /><samp>isTileOccupiedForPlacement</samp><br /><samp>isTileOccupiedIgnoreFloors</samp><br /><samp>isTileLocationOpenIgnoreFrontLayers</samp><br /><samp>isTileLocationTotallyClearAndPlaceable</samp><br /><samp>isTileLocationTotallyClearAndPlaceableIgnoreFloors</samp>
  −
| Removed. The collision logic has been significantly rewritten and uses a new set of methods (mainly <samp>isTilePassable</samp>, <samp>IsTileOccupiedBy</samp>, and <samp>CanItemBePlacedHere</samp>). Mods should ideally be updated to use the new methods.
     −
Here's a drop-in set of extension methods which re-add the older methods. This lets you temporarily fix code until you can update it properly, but depending on these isn't recommended since they won't be maintained in future versions.
+
For example, let's say you have a patch like this using Content Patcher:
{{collapse|expand for non-recommended code|content=<syntaxhighlight lang="c#">
+
{{#tag:syntaxhighlight|<nowiki>
public static class GameLocationExtensions
   
{
 
{
     public static bool isTileOccupiedForPlacement(this GameLocation location, Vector2 tileLocation, Object toPlace = null)
+
     "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
     {
+
     "Changes": [
        return location.CanItemBePlacedHere(tileLocation, toPlace != null && toPlace.isPassable());
+
        {
    }
+
            "Action": "EditData",
 
+
            "Target": "Data/TailorRecipes",
    public static bool isTileOccupied(this GameLocation location, Vector2 tileLocation, string characterToIgnore = "", bool ignoreAllCharacters = false)
+
            "Entries": {
     {
+
                "item_cloth|item_pufferchick": {
        CollisionMask mask = ignoreAllCharacters ? CollisionMask.All & ~CollisionMask.Characters & ~CollisionMask.Farmers : CollisionMask.All;
+
                    "FirstItemTags": [ "item_cloth" ],
        return location.IsTileOccupiedBy(tileLocation, mask);
+
                    "SecondItemTags": [ "item_pufferchick" ],
    }
+
                    "CraftedItemId": "(S)1260"
 +
                }
 +
            }
 +
        }
 +
     ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
When updating to Stardew Valley 1.6, replace the synthetic ID (<samp>item_cloth|item_pufferchick</samp>) with a real one:
 +
* To edit an existing entry, unpack the asset and get its new <samp>Id</samp> value.
 +
* To add a custom entry, use a [[Modding:Common data field types#Unique string ID|unique string ID]].
   −
     public static bool isTileOccupiedIgnoreFloors(this GameLocation location, Vector2 tileLocation, string characterToIgnore = "")
+
For example:
    {
+
{{#tag:syntaxhighlight|<nowiki>
        return location.IsTileOccupiedBy(tileLocation, CollisionMask.Buildings | CollisionMask.Furniture | CollisionMask.Objects | CollisionMask.Characters | CollisionMask.TerrainFeatures, ignorePassables: CollisionMask.Flooring);
+
{
     }
+
     "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/TailorRecipes",
 +
            "Entries": {
 +
                "ExampleAuthor.ModId_RainCoatFromPufferchick": {
 +
                    "Id": "ExampleAuthor.ModId_RainCoatFromPufferchick", // need to specify ID again when creating it
 +
                    "FirstItemTags": [ "item_cloth" ],
 +
                    "SecondItemTags": [ "item_pufferchick" ],
 +
                    "CraftedItemId": "(S)1260"
 +
                }
 +
            }
 +
        }
 +
     ]
 +
}</nowiki>|lang=javascript}}
   −
    public static bool isTileLocationOpenIgnoreFrontLayers(this GameLocation location, Location tile)
+
===Event ID changes===
    {
+
{{/doc status|[[Modding:Event data]]|done=false}}
        return location.map.RequireLayer("Buildings").Tiles[tile.X, tile.Y] == null && !location.isWaterTile(tile.X, tile.Y);
  −
    }
     −
    public static bool isTileLocationTotallyClearAndPlaceable(this GameLocation location, int x, int y)
+
: ''See also: [[#String event IDs|string event IDs in what's new]].''
    {
  −
        return location.isTileLocationTotallyClearAndPlaceable(new Vector2(x, y));
  −
    }
     −
    public static bool isTileLocationTotallyClearAndPlaceableIgnoreFloors(this GameLocation location, Vector2 v)
+
Events now have unique string IDs.
    {
  −
        return location.isTileOnMap(v) && !location.isTileOccupiedIgnoreFloors(v) && location.isTilePassable(new Location((int)v.X, (int)v.Y), Game1.viewport) && location.isTilePlaceable(v);
  −
    }
     −
    public static bool isTileLocationTotallyClearAndPlaceable(this GameLocation location, Vector2 v)
+
When creating an event:
    {
+
<ul>
        Vector2 pixel = new Vector2((v.X * Game1.tileSize) + Game1.tileSize / 2, (v.Y * Game1.tileSize) + Game1.tileSize / 2);
+
<li>New events should use a globally unique ID in the form <samp>Your.ModId_EventName</samp>. Existing events should be fine as-is, but it may be worth migrating them to avoid future conflicts.</li>
        foreach (Furniture f in location.furniture)
+
<li>Every non-fork event '''must''' have a precondition in its key (even if it's empty). For example, change <code>"Your.ModId_EventName": "..."</code> to <code>"Your.ModId_EventName/": "..."</code>. This is needed for the game to distinguish between events and fork scripts.
        {
+
 
            if (f.furniture_type != Furniture.rug && !f.isPassable() && f.GetBoundingBox().Contains((int)pixel.X, (int)pixel.Y) && !f.AllowPlacementOnThisTile((int)v.X, (int)v.Y))
+
<syntaxhighlight lang="js">
                return false;
+
"Example.ModId_EventName/": "...", // event: loaded automatically by the game
        }
+
"SomeFork": "..."                  // event fork: ignored unless it's loaded through an event script
 +
</syntaxhighlight></li>
 +
</ul>
 +
 
 +
===Monster eradication goal flag changes===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
: ''See also: [[#Custom monster eradication goals|Custom monster eradication goals]].''
 +
 
 +
The game now tracks [[Adventurer's Guild]] monster eradication goal completion by the goal ID, instead of the produced item. You'll need to replace these mail flags if you check them:
   −
        return location.isTileOnMap(v) && !location.isTileOccupied(v) && location.isTilePassable(new Location((int)v.X, (int)v.Y), Game1.viewport) && location.isTilePlaceable(v);
+
{| class="wikitable"
    }
  −
}
  −
</syntaxhighlight>
  −
}}
   
|-
 
|-
| <samp>GiantCrop</samp>
+
! old flag
| <samp>which</samp>
+
! new flag
| Replaced by <samp>itemId</samp>.
   
|-
 
|-
| <samp>Item</samp>
+
| <samp>Gil_Slime Charmer Ring</samp>
| <samp>SanitizeContextTag</samp>
+
| <samp>Gil_Slimes</samp>
| Replaced by <samp>ItemContextTagManager.SanitizeContextTag</samp>.
   
|-
 
|-
| <samp>LocalizedContentManager</samp>
+
| <samp>Gil_Savage Ring</samp>
| <samp>LanguageCodeString</samp>
+
| <samp>Gil_Shadows</samp>
| Now static.
   
|-
 
|-
| <samp>LocationContextData</samp>
+
| <samp>Gil_Vampire Ring</samp>
| <samp>Name</samp>
+
| <samp>Gil_Bats</samp>
| Removed; use its dictionary key in <samp>Game1.locationContextData</samp> instead.
   
|-
 
|-
| <samp>NetFields</samp>
+
| <samp>Gil_Skeleton Mask</samp>
| <samp>AddFields</samp>
+
| <samp>Gil_Skeletons</samp>
| Removed; use <samp>AddField</samp> instead. For example:
  −
<syntaxhighlight lang="c#">
  −
// old code
  −
NetFields.AddFields(textureName, spriteWidth, spriteHeight);
  −
 
  −
// new code
  −
NetFields
  −
    .AddField(textureName)
  −
    .AddField(spriteWidth)
  −
    .AddField(spriteHeight);
  −
</syntaxhighlight>
  −
Note that the second argument (<samp>name</samp>) should usually be omitted, since it'll be auto-populated from the value passed to the first argument.
   
|-
 
|-
|rowspan="6"| <samp>NPC</samp>
+
| <samp>Gil_Insect Head</samp>
| <samp>canReceiveThisItemAsGift(…)</samp>
+
| <samp>Gil_Insects</samp>
| Removed. The closest equivalent is <code>item.canBeGivenAsGift()</code>, or you can check if the NPC will accept the player's held object (as a gift or otherwise) using <code>npc.tryReceiveActiveObject(Game1.player, probe: true)</code>.
   
|-
 
|-
| <samp>Gender</samp><br /><samp>female</samp><br /><samp>male</samp><br /><samp>undefined</samp>
+
| <samp>Gil_Hard Hat</samp>
| The <samp>Gender</samp> field now uses a <samp>Gender</samp> enum instead of numeric constants. For example, <code>npc.Gender == NPC.female</code> becomes <code>npc.Gender == Gender.Female</code> in 1.6.
+
| <samp>Gil_Duggy</samp>
 
|-
 
|-
| <samp>homeRegion</samp>
+
| <samp>Gil_Burglar's Ring</samp>
| Removed; use <samp>npc.GetData()?.HomeRegion</samp> instead. Change <samp>0</samp> to <samp>"Other"</samp> or <samp>NPC.region_other</samp>, <samp>1</samp> to <samp>"Desert"</samp> or <samp>NPC.region_desert</samp>, and <samp>2</samp> to <samp>"Town"</samp> or <samp>NPC.region_town</samp>.
+
| <samp>Gil_DustSpirits</samp>
 
|-
 
|-
| <samp>isBirthday</samp>
+
| <samp>Gil_Crabshell Ring</samp>
| Remove the arguments, like <code>npc.isBirthday(Game1.currentSeason, Game1.dayOfMonth)</code> → <code>npc.isBirthday()</code>.
+
| <samp>Gil_Crabs</samp>
 
|-
 
|-
| <samp>populateRoutesFromLocationToLocationList</samp>
+
| <samp>Gil_Arcane Hat</samp>
| Replaced by <samp>WarpPathfindingCache.PopulateCache</samp>.
+
| <samp>Gil_Mummies</samp>
 
|-
 
|-
| <samp>Schedule</samp>
+
| <samp>Gil_Knight's Helmet</samp>
| No longer assignable, use one of the <samp>TryLoadSchedule</samp> overloads instead.
+
| <samp>Gil_Dinos</samp>
 
|-
 
|-
|rowspan="3"| <samp>Object</samp>
+
| <samp>Gil_Napalm Ring</samp>
| <samp>GetContextTagList()</samp>
+
| <samp>Gil_Serpents</samp>
| Replaced by <samp>GetContextTags()</samp>, which returns a hash set instead of a list.
   
|-
 
|-
| <samp>HasBeenPickedUpByPlayer</samp>
+
| <samp>Gil_Telephone</samp>
| Removed; use <samp>HasBeenInInventory</samp> instead.
+
| <samp>Gil_FlameSpirits</samp>
|-
+
|}
| <samp>isPotentialBasicShippedCategory</samp>
+
 
| The second argument should now be an integer (like <samp>-75</samp> or <samp>Object.VegetableCategory</samp>) instead of a string (like <samp>"-75"</samp>).
+
===XNB impact===
|-
+
====Overview====
|rowspan="9"| <samp>Utility</samp>
+
This section provides a summary of the XNB files which changed in Stardew Valley 1.6. This doesn't include new files (since they won't impact existing mods), or text changes in non-English files.
| <samp>doesItemWithThisIndexExistAnywhere</samp>
  −
| Replace with <samp>Utility.doesItemExistAnywhere</samp>, which takes a string item ID. For example:
  −
* <code>Utility.doesItemWithThisIndexExistAnywhere(128)</code> &rarr; <code>Utility.doesItemExistAnywhere("(O)128")</code>;
  −
* <code>Utility.doesItemWithThisIndexExistAnywhere(128, true)</code> &rarr; <code>Utility.doesItemExistAnywhere("(BC)128")</code>.
  −
|-
  −
| <samp>ForAllLocations</samp><br /><samp>iterateAllCrops</samp><br /><samp>iterateAllItems</samp>
  −
| Removed; use the equivalent <samp>Utility.ForEach*</samp> methods instead.
  −
|-
  −
| <samp>GetHorseWarpRestrictionsForFarmer</samp>
  −
| This now returns a flag enum instead of a list of integer values. The equivalent values are 1 → <samp>NoOwnedHorse</samp>, 2 → <samp>Indoors</samp>, 3 → <samp>NoRoom</samp>, and 4 → <samp>InUse</samp>.
     −
For example:
+
[[Modding:Using XNB mods|XNB mods]] are disproportionately affected, since...
<syntaxhighlight lang="c#">
+
# they replace the entire file;
// old code
+
# they're loaded through the MonoGame content pipeline which is less tolerant of format changes;
bool inUse = Utility.GetHorseWarpRestrictionsForFarmer(player).Any(p => p == 4);
+
# they don't benefit from the compatibility rewrites [[Modding:Content Patcher|Content Patcher]] provides for its content packs.
   −
// new code
+
Content Patcher packs are typically unaffected (and Content Patcher will try to rewrite content packs automatically). However if a content pack replaces an entire asset instead of editing, it's more likely to be affected like an XNB mod.
bool inUse = Utility.GetHorseWarpRestrictionsForFarmer(player).HasFlag(Utility.HorseWarpRestrictions.InUse);
  −
</syntaxhighlight>
     −
Or to check if no restrictions apply:
+
====Changed assets====
<syntaxhighlight lang="c#">
+
Compatibility is broadly grouped into four categories:
bool canSummon = Utility.GetHorseWarpRestrictionsForFarmer(player) == Utility.HorseWarpRestrictions.None;
+
* "'''✘ broken'''": mods will remove new content or significant changes, or the mod's intended changes will no longer work. Effects may range from display bugs to crashes, depending how the game uses that specific content.
</syntaxhighlight>
+
* "✘ will remove changes": mods will remove minor changes in 1.6 (e.g. typo fixes).
 +
* "✓ mostly unaffected": mods will only be affected if they replace the entire asset, or edit specific entries or fields.
 +
* Blank: no expected impact for the vast majority of mods.
   −
C# mods can patch <samp>Utility.GetHorseWarpErrorMessage</samp> if they need to add an error message for a custom restriction value.
+
{| class="wikitable"
 
|-
 
|-
| <samp>getRandomTownNPC(…)</samp>
+
!rowspan="2"| content asset
| Replaced by either <code>Utility.GetRandomWinterStartParticipant(…)</code> or <code>Utility.getRandomNpcFromHomeRegion(NPC.region_town)</code>.
+
!rowspan="2"| changes in 1.6
 +
!colspan="2"| compatibility for pre-1.6 mods
 
|-
 
|-
| <samp>getTodaysBirthdayNPC</samp>
+
! XNB mods
| Remove the arguments, like <code>Utility.getTodaysBirthdayNPC(Game1.currentSeason, Game1.dayOfMonth)</code> → <code>Utility.getTodaysBirthdayNPC()</code>.
+
! Content Patcher packs
 
|-
 
|-
| <samp>getPooledList</samp><br /><samp>returnPooledList</samp>
+
| <samp>Buildings/houses</samp>
| The game no longer uses a list pool. In most cases you should use the [[#Iteration|<samp>Utility.ForEach*</samp> methods]] instead, which don't need it.
+
| &#32;
 +
* fixed missing pixels
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>numObelisksOnFarm</samp>
+
| <samp>Characters/Dialogue/Abigail</samp><br /><samp>Characters/Dialogue/Alex</samp>
| Renamed to <samp>GetObeliskTypesBuilt</samp>, which searches all locations.
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>numSilos</samp>
+
| <samp>Characters/Dialogue/Caroline</samp><br /><samp>Characters/Dialogue/Demetrius</samp>
| Removed.
+
| &#32;
 
+
* fixed typos
If you're using this to calculate hay capacity, it's a bit more complicated in 1.6 since hay storage can be enabled for custom buildings and building construction can be enabled for any location. To get capacity for the current location, use <samp>Game1.currentLocation.GetHayCapacity()</samp> instead. To get total hay capacity in the world, use <samp>Utility.ForEachLocation</samp> to call it on every location.
+
| ✘ will remove changes
 
+
| ✓ mostly unaffected
If you actually need the number of silos, use <samp>location.getNumberBuildingsConstructed("Silo")</samp> (one location) or <samp>Game1.GetNumberBuildingsConstructed("Silo")</samp> (all locations).
   
|-
 
|-
| <samp>removeThisCharacterFromAllLocations</samp>
+
| <samp>Characters/Dialogue/Elliott</samp>
| Removed; use <samp>Game1.removeCharacterFromItsLocation</samp> instead.
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>ShopMenu</samp>
+
| <samp>Characters/Dialogue/Emily</samp>
| <samp>storeContext</samp>
+
| &#32;
| Replaced by <samp>ShopId</samp>.
+
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
* updated <samp>%revealtaste</samp> format (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
|rowspan="3"| <samp>Stats</samp>
+
| <samp>Characters/Dialogue/George</samp>
| <samp>averageBedtime</samp><br /><samp>beveragesMade</samp><br /><samp>bouldersCracked</samp><br /><samp>caveCarrotsFound</samp><br /><samp>cheeseMade</samp><br /><samp>chickenEggsLayed</samp><br /><samp>copperFound</samp><br /><samp>cowMilkProduced</samp><br /><samp>cropsShipped</samp><br /><samp>daysPlayed</samp><br /><samp>diamondsFound</samp><br /><samp>dirtHoed</samp><br /><samp>duckEggsLayed</samp><br /><samp>fishCaught</samp><br /><samp>geodesCracked</samp><br /><samp>giftsGiven</samp><br /><samp>goatCheeseMade</samp><br /><samp>goatMilkProduced</samp><br /><samp>goldFound</samp><br /><samp>goodFriends</samp><br /><samp>individualMoneyEarned</samp><br /><samp>iridiumFound</samp><br /><samp>ironFound</samp><br /><samp>itemsCooked</samp><br /><samp>itemsCrafted</samp><br /><samp>itemsForaged</samp><br /><samp>itemsShipped</samp><br /><samp>monstersKilled</samp><br /><samp>mysticStonesCrushed</samp><br /><samp>notesFound</samp><br /><samp>otherPreciousGemsFound</samp><br /><samp>piecesOfTrashRecycled</samp><br /><samp>preservesMade</samp><br /><samp>prismaticShardsFound</samp><br /><samp>questsCompleted</samp><br /><samp>rabbitWoolProduced</samp><br /><samp>rocksCrushed</samp><br /><samp>seedsSown</samp><br /><samp>sheepWoolProduced</samp><br /><samp>slimesKilled</samp><br /><samp>stepsTaken</samp><br /><samp>stoneGathered</samp><br /><samp>stumpsChopped</samp><br /><samp>timesFished</samp><br /><samp>timesUnconscious</samp><br /><samp>totalMoneyGifted</samp><br /><samp>trufflesFound</samp><br /><samp>weedsEliminated</samp>
+
| &#32;
| Removed; use the equivalent property or methods. For example, <code>Game1.stats.daysPlayed</code> can be replaced with <code>Game1.stats.DaysPlayed</code> or methods like <code>Game1.stats.Get(StatKeys.DaysPlayed)</code>. See [[#Stat changes for C# mods|stat changes for C# mods]].
+
* added [[#Dialogue changes|Winter Star gift exchange dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>getStat(…)</samp><br /><samp>incrementStat(…)</samp>
+
| <samp>Characters/Dialogue/Gus</samp>
| Replaced by <samp>Get(…)</samp> and <samp>Increment(…)</samp>. See [[#Stat changes for C# mods|stat changes for C# mods]].
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>stat_dictionary</samp>
+
| <samp>Characters/Dialogue/Haley</samp>
| Renamed to <samp>Values</samp>. See [[#Stat changes for C# mods|stat changes for C# mods]].
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Woods</samp>
+
| <samp>Characters/Dialogue/Harvey</samp>
| <samp>stumps</samp>
+
| &#32;
| Moved into <samp>resourceClumps</samp>.
+
* added [[#Dialogue changes|flower dance dialogue]]
|}
+
| '''✘ broken'''
 
+
| ✓ mostly unaffected
===Check for obsolete code===
  −
Perform a full rebuild of your mod (in Visual Studio, click ''Build > Rebuild Solution''), then check the Error List pane for any warnings like "'''X' is obsolete''". Anything from the vanilla game code which is marked obsolete won't work anymore and is only kept for save migrations. Usually the warning will include an explanation of what you should use instead.
  −
 
  −
==Breaking changes for content packs==
  −
'''This section only describes how this update may break existing mods. See the ''what's new'' sections above for more info, including new functionality mods can use.'''
  −
 
  −
===Standardized ID fields===
  −
Stardew Valley 1.6 adds an <samp>Id</samp> field to these assets. For Content Patcher content packs, these replace the previous synthetic ID:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! asset
+
| <samp>Characters/Dialogue/Jas</samp><br /><samp>Characters/Dialogue/Jodi</samp>
! old key
+
| &#32;
! new key
+
* fixed typos
! migration steps
+
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/ConcessionTastes</samp><br /><samp>Data/MovieReactions</samp><br /><samp>Data/RandomBundles</samp> (area)<br /><samp>Data/RandomBundles</samp> (bundle)
+
| <samp>Characters/Dialogue/Krobus</samp>
| <samp>Name</samp><br /><samp>NPCName</samp><br /><samp>AreaName</samp><br />''none''
+
| &#32;
|<samp>Id</samp>
+
* added [[#Dialogue changes|roommate stardrop dialogue]]
| None. The <samp>Id</samp> field is set automatically to the same value (or <samp>Name</samp> for bundles), so there's no change for content packs. Omit the new field when creating a new entry.
+
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/FishPondData</samp><br /><samp>Data/RandomBundles</samp> (bundle set)
+
| <samp>Characters/Dialogue/Leah</samp>
| <samp>RequiredTags</samp><br />''none''
+
| &#32;
| <samp>Id</samp>
+
* added [[#Dialogue changes|flower dance dialogue]]
| Use the new <samp>Id</samp> field to target an entry, and add it when creating a new entry. Required.
+
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Characters/Dialogue/Lewis</samp>
 +
| &#32;
 +
* updated <samp>%revealtaste</samp> format (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Characters/Dialogue/Linus</samp>
 +
| &#32;
 +
* added [[#Dialogue changes|dumpster dive dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Characters/Dialogue/Marnie</samp>
 +
| &#32;
 +
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Characters/Dialogue/MarriageDialogue</samp><br /><samp>Characters/Dialogue/MarriageDialogueAbigail</samp><br /><samp>Characters/Dialogue/MarriageDialogueElliott</samp>
 +
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/TailoringRecipes</samp>
+
| <samp>Characters/Dialogue/MarriageDialogueEmily</samp>
| <samp>FirstItemTags</samp> and <samp>SecondItemTags</samp>
+
| &#32;
| <samp>Id</samp>
+
* changed <samp>spring_Maru</samp> key to <samp>spring_Emily</samp>
| Use the new <samp>Id</samp> field to target an entry, and add it when creating a new entry. Defaults to the <samp>CraftedItemIds</samp> (comma-delimited) or <samp>CraftedItemId</samp> value if omitted, but there's a high chance of conflicts so mods should always specify a unique ID.
+
* fixed typos
|}
+
| '''✘ broken'''
 
+
| ✓ mostly unaffected
For example, let's say you have a patch like this using Content Patcher:
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/TailorRecipes",
  −
            "Entries": {
  −
                "item_cloth|item_pufferchick": {
  −
                    "FirstItemTags": [ "item_cloth" ],
  −
                    "SecondItemTags": [ "item_pufferchick" ],
  −
                    "CraftedItemId": "(S)1260"
  −
                }
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
When updating to Stardew Valley 1.6, replace the synthetic ID (<samp>item_cloth|item_pufferchick</samp>) with a real one:
  −
* To edit an existing entry, unpack the asset and get its new <samp>Id</samp> value.
  −
* To add a custom entry, use a [[Modding:Common data field types#Unique string ID|unique string ID]].
  −
 
  −
For example:
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/TailorRecipes",
  −
            "Entries": {
  −
                "ExampleAuthor.ModId_RainCoatFromPufferchick": {
  −
                    "Id": "ExampleAuthor.ModId_RainCoatFromPufferchick", // need to specify ID again when creating it
  −
                    "FirstItemTags": [ "item_cloth" ],
  −
                    "SecondItemTags": [ "item_pufferchick" ],
  −
                    "CraftedItemId": "(S)1260"
  −
                }
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
===Event ID changes===
  −
: ''See also: [[#String event IDs|string event IDs in what's new]].''
  −
 
  −
Events now have unique string IDs.
  −
 
  −
When creating an event:
  −
<ul>
  −
<li>New events should use a globally unique ID in the form <samp>Your.ModId_EventName</samp>. Existing events should be fine as-is, but it may be worth migrating them to avoid future conflicts.</li>
  −
<li>Every non-fork event '''must''' have a precondition in its key (even if it's empty). For example, change <code>"Your.ModId_EventName": "..."</code> to <code>"Your.ModId_EventName/": "..."</code>. This is needed for the game to distinguish between events and fork scripts.
  −
 
  −
<syntaxhighlight lang="js">
  −
"Example.ModId_EventName/": "...", // event: loaded automatically by the game
  −
"SomeFork": "..."                  // event fork: ignored unless it's loaded through an event script
  −
</syntaxhighlight></li>
  −
</ul>
  −
 
  −
===Monster eradication goal flag changes===
  −
: ''See also: [[#Custom monster eradication goals|Custom monster eradication goals]].''
  −
 
  −
The game now tracks [[Adventurer's Guild]] monster eradication goal completion by the goal ID, instead of the produced item. You'll need to replace these mail flags if you check them:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! old flag
+
| <samp>Characters/Dialogue/MarriageDialogueKrobus</samp><br /><samp>Characters/Dialogue/MarriageDialogueLeah</samp><br /><samp>Characters/Dialogue/MarriageDialogueMaru</samp><br /><samp>Characters/Dialogue/MarriageDialoguePenny</samp><br /><samp>Characters/Dialogue/MarriageDialogueSam</samp>
! new flag
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Gil_Slime Charmer Ring</samp>
+
| <samp>Characters/Dialogue/Maru</samp>
| <samp>Gil_Slimes</samp>
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Gil_Savage Ring</samp>
+
| <samp>Characters/Dialogue/Penny</samp>
| <samp>Gil_Shadows</samp>
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Gil_Vampire Ring</samp>
+
| <samp>Characters/Dialogue/Pierre</samp>
| <samp>Gil_Bats</samp>
+
| &#32;
 +
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Gil_Skeleton Mask</samp>
+
| <samp>Characters/Dialogue/Robin</samp>
| <samp>Gil_Skeletons</samp>
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Gil_Insect Head</samp>
+
| <samp>Characters/Dialogue/Sam</samp>
| <samp>Gil_Insects</samp>
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Gil_Hard Hat</samp>
+
| <samp>Characters/Dialogue/Sandy</samp>
| <samp>Gil_Duggy</samp>
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Gil_Burglar's Ring</samp>
+
| <samp>Characters/Dialogue/Sebastian</samp>
| <samp>Gil_DustSpirits</samp>
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Gil_Crabshell Ring</samp>
+
| <samp>Characters/Dialogue/Willy</samp>
| <samp>Gil_Crabs</samp>
+
| &#32;
 +
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Gil_Arcane Hat</samp>
+
| <samp>Characters/Dialogue/Shane</samp>
| <samp>Gil_Mummies</samp>
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Gil_Knight's Helmet</samp>
+
| <samp>Characters/Farmer/hats</samp>
| <samp>Gil_Dinos</samp>
+
| &#32;
|-
+
* removed stray pixel on chicken mask
| <samp>Gil_Napalm Ring</samp>
  −
| <samp>Gil_Serpents</samp>
  −
|-
  −
| <samp>Gil_Telephone</samp>
  −
| <samp>Gil_FlameSpirits</samp>
  −
|}
  −
 
  −
===XNB impact===
  −
====Overview====
  −
This section provides a summary of the XNB files which changed in Stardew Valley 1.6. This doesn't include new files (since they won't impact existing mods), or text changes in non-English files.
  −
 
  −
[[Modding:Using XNB mods|XNB mods]] are disproportionately affected, since...
  −
# they replace the entire file;
  −
# they're loaded through the MonoGame content pipeline which is less tolerant of format changes;
  −
# they don't benefit from the compatibility rewrites [[Modding:Content Patcher|Content Patcher]] provides for its content packs.
  −
 
  −
Content Patcher packs are typically unaffected (and Content Patcher will try to rewrite content packs automatically). However if a content pack replaces an entire asset instead of editing, it's more likely to be affected like an XNB mod.
  −
 
  −
====Changed assets====
  −
Compatibility is broadly grouped into four categories:
  −
* "'''✘ broken'''": mods will remove new content or significant changes, or the mod's intended changes will no longer work. Effects may range from display bugs to crashes, depending how the game uses that specific content.
  −
* "✘ will remove changes": mods will remove minor changes in 1.6 (e.g. typo fixes).
  −
* "✓ mostly unaffected": mods will only be affected if they replace the entire asset, or edit specific entries or fields.
  −
* Blank: no expected impact for the vast majority of mods.
  −
 
  −
{| class="wikitable"
  −
|-
  −
!rowspan="2"| content asset
  −
!rowspan="2"| changes in 1.6
  −
!colspan="2"| compatibility for pre-1.6 mods
  −
|-
  −
! XNB mods
  −
! Content Patcher packs
  −
|-
  −
| <samp>Buildings/houses</samp>
  −
| &#32;
  −
* fixed missing pixels
   
| ✘ will remove changes
 
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Abigail</samp><br /><samp>Characters/Dialogue/Alex</samp>
+
| <samp>Characters/schedules/Elliott</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|flower dance dialogue]]
+
* fixed order of <samp>Fri_6</samp> and <samp>Fri</samp> entries
* fixed typos
   
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected
+
|
 
|-
 
|-
| <samp>Characters/Dialogue/Caroline</samp><br /><samp>Characters/Dialogue/Demetrius</samp>
+
| <samp>Characters/schedules/Lewis</samp>
 
| &#32;
 
| &#32;
* fixed typos
+
* fixed <samp>winter_Sun</samp> schedule
| ✘ will remove changes
+
| '''broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Elliott</samp>
+
| <samp>Characters/schedules/Maru</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|flower dance dialogue]]
+
* fixed <samp>summer_Mon</samp> and <samp>summer_Sun</samp> schedules
 
| '''✘ broken'''
 
| '''✘ broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Emily</samp>
+
| <samp>Characters/schedules/Penny</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|flower dance dialogue]]
+
* fixed <samp>summer_Sun</samp> schedule
* fixed typos
  −
* updated <samp>%revealtaste</samp> format (backwards-compatible)
   
| '''✘ broken'''
 
| '''✘ broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/George</samp>
+
| <samp>Characters/Schedules/Shane</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|Winter Star gift exchange dialogue]]
+
* fixed dialogue key
| '''broken'''
+
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Gus</samp>
+
| <samp>Data/animationDescriptions</samp>
 
| &#32;
 
| &#32;
* fixed typos
+
* fixed frame in Lewis' Saloon drinking animation
 
| ✘ will remove changes
 
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Haley</samp>
+
| <samp>Data/AquariumFish</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|flower dance dialogue]]
+
* [[#Custom items|changed key type]]
* fixed typos
+
* added hat position for [[Sea Urchin]]
 
| '''✘ broken'''
 
| '''✘ broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Harvey</samp>
+
| <samp>Data/BigCraftablesInformation</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|flower dance dialogue]]
+
* asset replaced by [[#Custom big craftables|<samp>Data/BigCraftables</samp>]]:
 +
** migrated to data model format
 +
** added new features
 
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected
+
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>Characters/Dialogue/Jas</samp><br /><samp>Characters/Dialogue/Jodi</samp>
+
| <samp>Data/Blueprints</samp>
 
| &#32;
 
| &#32;
* fixed typos
+
* asset replaced by [[#Custom buildings|<samp>Data/Buildings</samp>]]:
| ✘ will remove changes
+
** migrated to data model format
| ✓ mostly unaffected
+
** added new features
 +
| '''broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>Characters/Dialogue/Krobus</samp>
+
| <samp>Data/Boots</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|roommate stardrop dialogue]]
+
* [[#Custom items|changed key type]]
 +
* added display name
 
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected
+
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>Characters/Dialogue/Leah</samp>
+
| <samp>Data/Bundles</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|flower dance dialogue]]
+
* can no longer omit empty fields before display name
 +
* added display name field in English
 +
* removed meat items in animal bundle
 
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected
+
| '''✘ likely broken'''
 
|-
 
|-
| <samp>Characters/Dialogue/Lewis</samp>
+
| <samp>Data/ClothingInformation</samp>
 
| &#32;
 
| &#32;
* updated <samp>%revealtaste</samp> format (backwards-compatible)
+
* asset replaced by [[#Custom pants|<samp>Data/Pants</samp>]] and [[#Custom shirts|<samp>Data/Shirts</samp>]]:
|
+
** migrated to data model format
|
+
** added new features
 +
| '''✘ broken'''
 +
| '''✘ likely broken'''
 
|-
 
|-
| <samp>Characters/Dialogue/Linus</samp>
+
| <samp>Data/Concessions</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|dumpster dive dialogue]]
+
* [[#Custom movie concessions|added new required fields (<samp>Texture</samp> and <samp>SpriteIndex</samp>)]]
* fixed typos
+
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
 +
* changed IDs to strings
 
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected
+
| '''✘ likely broken'''
 
|-
 
|-
| <samp>Characters/Dialogue/Marnie</samp>
+
| <samp>Data/ConcessionTastes</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
+
* added automatic <samp>ID</samp> field
 
| '''✘ broken'''
 
| '''✘ broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/MarriageDialogue</samp><br /><samp>Characters/Dialogue/MarriageDialogueAbigail</samp><br /><samp>Characters/Dialogue/MarriageDialogueElliott</samp>
+
| <samp>Data/CookingRecipes</samp>
 
| &#32;
 
| &#32;
* fixed typos
+
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
 +
* display names can now be omitted to use item name
 
| ✘ will remove changes
 
| ✘ will remove changes
| ✓ mostly unaffected
+
| ✓ may remove unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/MarriageDialogueEmily</samp>
+
| <samp>Data/CraftingRecipes</samp>
 
| &#32;
 
| &#32;
* changed <samp>spring_Maru</samp> key to <samp>spring_Emily</samp>
+
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
* fixed typos
+
* display names can now be omitted to use item name
 +
* added <samp>default</samp> unlock condition
 +
* fixed typo in Cookout Kit entry
 
| '''✘ broken'''
 
| '''✘ broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/MarriageDialogueKrobus</samp><br /><samp>Characters/Dialogue/MarriageDialogueLeah</samp><br /><samp>Characters/Dialogue/MarriageDialogueMaru</samp><br /><samp>Characters/Dialogue/MarriageDialoguePenny</samp><br /><samp>Characters/Dialogue/MarriageDialogueSam</samp>
+
| <samp>Data/Crops</samp>
 
| &#32;
 
| &#32;
* fixed typos
+
* [[#Custom crops|completely overhauled]]
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Maru</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|flower dance dialogue]]
  −
* fixed typos
   
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected
+
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>Characters/Dialogue/Penny</samp>
+
| <samp>Data/Events/AnimalShop</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|flower dance dialogue]]
+
* updated command syntax (backwards-compatible)
| '''✘ broken'''
+
|
| ✓ mostly unaffected
+
|
 
|-
 
|-
| <samp>Characters/Dialogue/Pierre</samp>
+
| <samp>Data/Events/Farm</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
+
* replaced send-mail events with [[Modding:Trigger actions|trigger actions]]
* fixed typos
+
* updated pet event to support custom pet types
 
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected
+
| ✓ mostly unaffected<br /><small>(✘ may cause duplicate mail if they edit<br />send-mail events)</small>
 
|-
 
|-
| <samp>Characters/Dialogue/Robin</samp>
+
| <samp>Data/Events/FishShop</samp>
 
| &#32;
 
| &#32;
 
* fixed typos
 
* fixed typos
Line 9,399: Line 9,007:  
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Sam</samp>
+
| <samp>Data/Events/Forest</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|flower dance dialogue]]
   
* fixed typos
 
* fixed typos
| '''broken'''
+
* updated Jas <samp>faceDirection</samp> command for sewer event
 +
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Sandy</samp>
+
| <samp>Data/Events/IslandHut</samp>
 
| &#32;
 
| &#32;
* fixed typos
+
* updated how Leo's name is translated
 
| ✘ will remove changes
 
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Sebastian</samp>
+
| <samp>Data/Events/IslandNorth</samp>
 +
| &#32;
 +
* updated quote format
 +
* fixed blank music field (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(✘ likely broken if they edit the <samp>6497421</samp> event)</small>
 +
|-
 +
| <samp>Data/Events/IslandSouth</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|flower dance dialogue]]
+
* fixed blank music field (backwards-compatible)
 
* fixed typos
 
* fixed typos
| '''broken'''
+
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Willy</samp>
+
| <samp>Data/Events/JoshHouse</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
+
* fixed typos
| '''broken'''
+
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Shane</samp>
+
| <samp>Data/Events/LeahHouse</samp>
 
| &#32;
 
| &#32;
* added [[#Dialogue changes|flower dance dialogue]]
+
* fixed <samp>move</samp> command format in Leah's 2-heart event
 +
* fixed typos
 
| '''✘ broken'''
 
| '''✘ broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Farmer/hats</samp>
+
| <samp>Data/Events/Mountain</samp>
 
| &#32;
 
| &#32;
* removed stray pixel on chicken mask
+
* fixed skipped dialogue in Maru's 14-heart event
 +
* fixed typos
 
| ✘ will remove changes
 
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/schedules/Elliott</samp>
+
| <samp>Data/Events/Saloon</samp><br /><samp>Data/Events/ScienceHouse</samp><br /><samp>Data/Events/SebastianRoom</samp>
 
| &#32;
 
| &#32;
* fixed order of <samp>Fri_6</samp> and <samp>Fri</samp> entries
+
* fixed typos
| '''broken'''
+
| ✘ will remove changes
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/schedules/Lewis</samp>
+
| <samp>Data/Events/Town</samp>
 
| &#32;
 
| &#32;
* fixed <samp>winter_Sun</samp> schedule
+
* fixed <samp>warp</samp> command format in community center completed event
 +
* fixed typos
 
| '''✘ broken'''
 
| '''✘ broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/schedules/Maru</samp>
+
| <samp>Data/Events/WizardHouse</samp>
 
| &#32;
 
| &#32;
* fixed <samp>summer_Mon</samp> and <samp>summer_Sun</samp> schedules
+
* fixed typos
| '''broken'''
+
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/schedules/Penny</samp>
+
| <samp>Data/ExtraDialogue</samp>
 
| &#32;
 
| &#32;
* fixed <samp>summer_Sun</samp> schedule
+
* split <samp>SummitEvent_Dialogue1_Spouse</samp> entry
 +
* fixed event command formats in some summit dialogue
 +
* moved [[#Dialogue changes|dumpster dive dialogue into NPC files]]
 +
* removed unused entries
 +
* fixed typos
 
| '''✘ broken'''
 
| '''✘ broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Schedules/Shane</samp>
+
| <samp>Data/FarmAnimals</samp>
 
| &#32;
 
| &#32;
* fixed dialogue key
+
* [[#Custom farm animals|completely overhauled]]
| ✘ will remove changes
+
| '''broken'''
| ✓ mostly unaffected
+
| '''✘ broken'''
 
|-
 
|-
| <samp>Data/animationDescriptions</samp>
+
| <samp>Data/Festivals/fall16</samp>
 
| &#32;
 
| &#32;
* fixed frame in Lewis' Saloon drinking animation
+
* updated command syntax (backwards-compatible)
 +
* fixed typos
 
| ✘ will remove changes
 
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/AquariumFish</samp>
+
| <samp>Data/Festivals/fall27</samp>
 
| &#32;
 
| &#32;
* [[#Custom items|changed key type]]
+
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
* added hat position for [[Sea Urchin]]
+
| ✓ mostly unaffected
| '''✘ broken'''
   
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/BigCraftablesInformation</samp>
+
| <samp>Data/Festivals/spring13</samp>
 
| &#32;
 
| &#32;
* asset replaced by [[#Custom big craftables|<samp>Data/BigCraftables</samp>]]:
+
* migrated to new <samp>warpFarmers</samp> command
** migrated to data model format
+
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
** added new features
+
* updated <samp>faceDirection</samp> syntax
 +
* fixed typos
 
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
+
| ✓ mostly unaffected<br /><small>(✘ broken if they edit <samp>mainEvent</samp> or<br /><samp>afterEggHunt</samp> fields)</small>
 
|-
 
|-
| <samp>Data/Blueprints</samp>
+
| <samp>Data/Festivals/spring24</samp><br /><samp>Data/Festivals/summer11</samp><br /><samp>Data/Festivals/summer28</samp>
 
| &#32;
 
| &#32;
* asset replaced by [[#Custom buildings|<samp>Data/Buildings</samp>]]:
+
* migrated to new <samp>warpFarmers</samp> command
** migrated to data model format
+
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
** added new features
   
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
+
| ✓ mostly unaffected<br /><small>(✘ broken if they edit <samp>mainEvent</samp> field)</small>
 
|-
 
|-
| <samp>Data/Boots</samp>
+
| <br /><samp>Data/Festivals/winter8</samp>
 
| &#32;
 
| &#32;
* [[#Custom items|changed key type]]
+
* migrated to new <samp>warpFarmers</samp> command
* added display name
+
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
 +
* removed broken <samp>loadActors MainEvent</samp> command
 
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
+
| ✓ mostly unaffected<br /><small>(✘ broken if they edit <samp>mainEvent</samp> or<br /><samp>afterIceFishing</samp> field)</small>
 
|-
 
|-
| <samp>Data/Bundles</samp>
+
| <samp>Data/Festivals/winter25</samp>
 
| &#32;
 
| &#32;
* can no longer omit empty fields before display name
+
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
* added display name field in English
+
| ✓ mostly unaffected
* removed meat items in animal bundle
+
| ✓ mostly unaffected
| '''✘ broken'''
  −
| '''✘ likely broken'''
   
|-
 
|-
| <samp>Data/ClothingInformation</samp>
+
| <samp>Data/Fish</samp>
 
| &#32;
 
| &#32;
* asset replaced by [[#Custom pants|<samp>Data/Pants</samp>]] and [[#Custom shirts|<samp>Data/Shirts</samp>]]:
+
* no longer has per-language versions
** migrated to data model format
+
* [[#Custom items|changed key type]]
** added new features
+
* field 13 now refers to whether fish can be tutorial catch
 
| '''✘ broken'''
 
| '''✘ broken'''
| '''✘ likely broken'''
+
| ✘ likely broken
 
|-
 
|-
| <samp>Data/Concessions</samp>
+
| <samp>Data/FishPondData</samp>
 
| &#32;
 
| &#32;
* [[#Custom movie concessions|added new required fields (<samp>Texture</samp> and <samp>SpriteIndex</samp>)]]
+
* added required <samp>Id</samp> & optional <samp>Precedence</samp> fields
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
+
* standardized <samp>ID</samp>→<samp>Id</samp> naming
* changed IDs to strings
+
* changed to qualified item IDs
 +
* moved fallback entries to bottom
 
| '''✘ broken'''
 
| '''✘ broken'''
| '''✘ likely broken'''
+
| ✘ likely broken
 
|-
 
|-
| <samp>Data/ConcessionTastes</samp>
+
| <samp>Data/fruitTrees</samp>
 
| &#32;
 
| &#32;
* added automatic <samp>ID</samp> field
+
* [[#Custom fruit trees|completely overhauled]]
 +
| '''✘ broken'''
 
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected
   
|-
 
|-
| <samp>Data/CookingRecipes</samp>
+
| <samp>Data/Furniture</samp>
 
| &#32;
 
| &#32;
 +
* [[#Custom items|changed key type]]
 
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
 
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
* display names can now be omitted to use item name
+
* [[#Custom items|changed key type]]
| ✘ will remove changes
+
* can no longer omit empty fields before display name
| ✓ may remove unaffected
  −
|-
  −
| <samp>Data/CraftingRecipes</samp>
  −
| &#32;
  −
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
  −
* display names can now be omitted to use item name
  −
* added <samp>default</samp> unlock condition
  −
* fixed typo in Cookout Kit entry
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Crops</samp>
  −
| &#32;
  −
* [[#Custom crops|completely overhauled]]
   
| '''✘ broken'''
 
| '''✘ broken'''
 
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
|-
  −
| <samp>Data/Events/AnimalShop</samp>
  −
| &#32;
  −
* updated command syntax (backwards-compatible)
  −
|
  −
|
  −
|-
  −
| <samp>Data/Events/Farm</samp>
  −
| &#32;
  −
* replaced send-mail events with [[Modding:Trigger actions|trigger actions]]
  −
* updated pet event to support custom pet types
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected<br /><small>(✘ may cause duplicate mail if they edit<br />send-mail events)</small>
  −
|-
  −
| <samp>Data/Events/FishShop</samp>
  −
| &#32;
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/Forest</samp>
  −
| &#32;
  −
* fixed typos
  −
* updated Jas <samp>faceDirection</samp> command for sewer event
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/IslandHut</samp>
  −
| &#32;
  −
* updated how Leo's name is translated
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/IslandNorth</samp>
  −
| &#32;
  −
* updated quote format
  −
* fixed blank music field (backwards-compatible)
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected<br /><small>(✘ likely broken if they edit the <samp>6497421</samp> event)</small>
  −
|-
  −
| <samp>Data/Events/IslandSouth</samp>
  −
| &#32;
  −
* fixed blank music field (backwards-compatible)
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/JoshHouse</samp>
  −
| &#32;
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/LeahHouse</samp>
  −
| &#32;
  −
* fixed <samp>move</samp> command format in Leah's 2-heart event
  −
* fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/Mountain</samp>
  −
| &#32;
  −
* fixed skipped dialogue in Maru's 14-heart event
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/Saloon</samp><br /><samp>Data/Events/ScienceHouse</samp><br /><samp>Data/Events/SebastianRoom</samp>
  −
| &#32;
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/Town</samp>
  −
| &#32;
  −
* fixed <samp>warp</samp> command format in community center completed event
  −
* fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/WizardHouse</samp>
  −
| &#32;
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/ExtraDialogue</samp>
  −
| &#32;
  −
* split <samp>SummitEvent_Dialogue1_Spouse</samp> entry
  −
* fixed event command formats in some summit dialogue
  −
* moved [[#Dialogue changes|dumpster dive dialogue into NPC files]]
  −
* removed unused entries
  −
* fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/FarmAnimals</samp>
  −
| &#32;
  −
* [[#Custom farm animals|completely overhauled]]
  −
| '''✘ broken'''
  −
| '''✘ broken'''
  −
|-
  −
| <samp>Data/Festivals/fall16</samp>
  −
| &#32;
  −
* updated command syntax (backwards-compatible)
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Festivals/fall27</samp>
  −
| &#32;
  −
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
  −
| ✓ mostly unaffected
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Festivals/spring13</samp>
  −
| &#32;
  −
* migrated to new <samp>warpFarmers</samp> command
  −
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
  −
* updated <samp>faceDirection</samp> syntax
  −
* fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected<br /><small>(✘ broken if they edit <samp>mainEvent</samp> or<br /><samp>afterEggHunt</samp> fields)</small>
  −
|-
  −
| <samp>Data/Festivals/spring24</samp><br /><samp>Data/Festivals/summer11</samp><br /><samp>Data/Festivals/summer28</samp>
  −
| &#32;
  −
* migrated to new <samp>warpFarmers</samp> command
  −
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected<br /><small>(✘ broken if they edit <samp>mainEvent</samp> field)</small>
  −
|-
  −
| <br /><samp>Data/Festivals/winter8</samp>
  −
| &#32;
  −
* migrated to new <samp>warpFarmers</samp> command
  −
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
  −
* removed broken <samp>loadActors MainEvent</samp> command
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected<br /><small>(✘ broken if they edit <samp>mainEvent</samp> or<br /><samp>afterIceFishing</samp> field)</small>
  −
|-
  −
| <samp>Data/Festivals/winter25</samp>
  −
| &#32;
  −
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
  −
| ✓ mostly unaffected
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Fish</samp>
  −
| &#32;
  −
* no longer has per-language versions
  −
* [[#Custom items|changed key type]]
  −
* field 13 now refers to whether fish can be tutorial catch
  −
| '''✘ broken'''
  −
| ✘ likely broken
  −
|-
  −
| <samp>Data/FishPondData</samp>
  −
| &#32;
  −
* added required <samp>Id</samp> & optional <samp>Precedence</samp> fields
  −
* standardized <samp>ID</samp>→<samp>Id</samp> naming
  −
* changed to qualified item IDs
  −
* moved fallback entries to bottom
  −
| '''✘ broken'''
  −
| ✘ likely broken
  −
|-
  −
| <samp>Data/fruitTrees</samp>
  −
| &#32;
  −
* [[#Custom fruit trees|completely overhauled]]
  −
| '''✘ broken'''
  −
| '''✘ broken'''
  −
|-
  −
| <samp>Data/Furniture</samp>
  −
| &#32;
  −
* [[#Custom items|changed key type]]
  −
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
  −
* [[#Custom items|changed key type]]
  −
* can no longer omit empty fields before display name
  −
| '''✘ broken'''
  −
| '''✘ likely broken'''
   
|-
 
|-
 
| <samp>Data/hats</samp>
 
| <samp>Data/hats</samp>
Line 10,630: Line 10,063:     
==Vanilla release notes==
 
==Vanilla release notes==
{{note box|'''These are unofficial release notes for the 1.6 mod author alpha.'''<br />The [https://twitter.com/ConcernedApe new content announced by ConcernedApe] hasn't been revealed yet and isn't listed below.|type=warning}}
+
''Moved to [[Version History#1.6]].''
 
  −
This is a draft for the [[Version History]] section when 1.6 is released. Feel free to edit or suggest anything that was missed.
  −
 
  −
<blockquote>
  −
<big>'''1.6.0'''</big><br />
  −
Stardew Valley 1.6.0 was released to the Steam beta branch on XX XX 20XX, and released on XX XXXX 20XX.
  −
 
  −
; New content & features
  −
:* Added a world map for [[Ginger Island]], visible when visiting the island.
  −
:* The world map now shows your actual position within the world in real-time (instead of showing you at a fixed point for each location). In multiplayer, you'll see other players' position in real-time too.
  −
:* The farmhouse and pet bowl can now be moved through Robin's menu.
  −
:* The [[Farm Computer|farm computer]] can now be used anywhere to see a summary of that location, instead of only the farm.
  −
:* The [[Mini-Jukebox|mini-jukebox]] can now be used on the [[Ginger Island]] farm.
  −
:* Home renovations now have a purchase price, which is refunded if you undo the renovation. (The game knows whether you bought it though, so refunding a pre-1.6 renovation won't give you free money.)
  −
 
  −
; Balance changes
  −
:* You can no longer lose the Golden Scythe, Infinity weapons, or tools when dying.
  −
:* Added [[wikipedia:Coyote time|grace jumps]] in Junimo Kart: when you run off the track, you can still jump for a short time to recover.
  −
:* Increased the [[Forge#Enchantments|shaving enchantment]]'s effect on [[Crops#Giant Crops|giant crops]].<br /><small>Each giant crop now has a 60% chance of dropping an extra six crops while the shaving enchantment is equipped, spread across the number of hits needed to break it. For example, a base axe which breaks the giant crop in three hits gets three 20% chances of dropping 2 crops.</small>
  −
:* The [[The Cave|mushroom cave]] now provides mushrooms every second day. It was unintentionally changed to daily in Stardew Valley 1.5.
  −
:* Randomization no longer produces simple repeating patterns in many cases (e.g. clay farming, mushroom level prediction, crab pot fish offset, etc).<br /><small>You can enable "Use Legacy Randomization" in the [[Options|advanced save options]] to use the old randomization, though some specific patterns may still change due to the underlying changes. That option is mainly intended for speedrunners; most players should keep it disabled for the intended experience.</small>
  −
:* Rebalanced the [[Random Events#The Crop Fairy|crop fairy]] event: the chance no longer depends on the number of planted crops, it can no longer happen on the last day of the season (to avoid growing crops that might die overnight), and it can no longer choose dead crops to grow.
  −
:* Spreading [[weeds]] can no longer destroy [[Artifact Spot|artifact spots]].
  −
 
  −
; Quality of life changes
  −
:* NPCs now shove chests out of their way instead of destroying them.
  −
:* Redrew the world map to better match the in-game locations and be more detailed.
  −
:* Shops now have a slight delay before you can buy/sell items, to help avoid double-clicks doing it accidentally.
  −
:* Planting [[Cactus Seeds|cactus seeds]] on the farm now fails with a message, instead of the seeds dying overnight.
  −
:* [[Marnie's Ranch|Marnie's animal menu]] now shows prices in the tooltip, in case the tooltip covers the price display.
  −
:* Holding a [[Tea Sapling|tea sapling]] or [[Crops|seed]] over a [[Garden Pot|garden pot]] now shows the green/red placement tile.
  −
:* The museum reward menu now prevents picking up a reward that won't fit in your inventory.
  −
:* The museum reward menu now lets you exit while holding a reward. It'll be added to your inventory if possible, otherwise it'll drop at your feet.
  −
:* If an item menu exits while you're holding an item, the item is now always retrieved. (Previously only some item menus like chests would do it.)
  −
:* If a default farm building (like the greenhouse) is somehow removed, it'll now be rebuilt next time you load the save.
  −
:* You can no longer pick up rugs if there's something on it.
  −
:* You can now refill slingshot ammo by right-clicking it with the same ammo. Previously that would just swap the item stacks.
  −
:* Positional sounds now fade with distance when off-screen, instead of cutting off abruptly.
  −
:* Made more sounds positional (mainly player and tool sounds).
  −
:* Deleting a save on PC is now much faster.
  −
:* Significantly reduced save loading time when there are many custom locations.
  −
:* Performance improvements.
  −
:* You can now move full chests by hitting them with an axe, hoe, or pickaxe. The chests will shift one space at a time. (Previously this could only be achieved via collision and if the farmer's hands were empty.)
  −
 
  −
; Other changes
  −
:* Raised multiplayer limit to 8 players (on desktop only).
  −
:* Gender-specific clothing variants can now be worn by any gender.
  −
:* After reaching six hearts with some NPCs, they won't visit their rival love interest anymore. This affects [[Alex]] visiting [[Haley]], [[Elliott]] visiting [[Leah]], and Haley visiting Alex.
  −
:* The about page now shows the build number.
  −
:* The about page no longer hides the version if a tip message is shown.
  −
:* The [[Ginger Island#Gem Birds|Ginger Island shrine]] item pedestals are now normal items. Modded players can spawn them to display items decoratively (though they're not obtainable in vanilla currently).
  −
:* Fixed some NPC schedules not being applied:
  −
:** [[Lewis]] visiting the library on winter Sundays;
  −
:** [[Maru]] and [[Penny]] hanging out on summer Sundays;
  −
:** and [[Maru]] tinkering on summer Mondays.
  −
:* Removed 'lighting quality' option. The game now uses high-quality lighting by default.
  −
 
  −
; Fixes for gameplay
  −
:* Fixed issues with buffs:
  −
:** Fixed a range of bugs like attribute drift and double-debuff.
  −
:** Fixed food/drink buffs discarded if they have a balanced total of effects (e.g. +2 attack and -2 speed).
  −
:** Fixed negative custom buffs shown with a double-negative (e.g. "--2 speed").
  −
:** Fixed Squid Ink Ravioli buff not remaining active if another food buff is added later (although the buff icon was still shown).
  −
:** Fixed Squid Ink Ravioli not resetting the buff duration when you eat another one, unlike other food buffs.
  −
:** Fixed Squid Ink Ravioli description having an extra blank line.
  −
:** Fixed Burnt not showing the -3 Attack effect.
  −
:* Fixed unable to leave the [[Festival of Ice]] until it ends.
  −
:* Fixed player stuck in swimsuit if they collapse from damage while wearing it.
  −
:* Fixed gates popping off when opening or closing them while the player overlaps the tile.
  −
:* Fixed broken event if the player is defeated in the mines and their name contains a slash.
  −
:* Fixed fishing crash if a treasure chest appears while the player has a large number of stacked fishing buffs.
  −
:* Fixed issue where breaking a [[Bee House|bee house]] containing honey would drop a generic "Honey" item, instead of the flavored honey it would produce when harvested.
  −
:* Fixed issue where using the [[Rain Totem|rain totem]] during a storm would make the next day stormy too, instead of rainy.
  −
:* Fixed issue where you could clear a forest-themed [[The Mines|mine level]] without finding a ladder.
  −
:* Fixed issue where clicking an item attached to a letter could exit the letter if your inventory was full.
  −
:* Fixed random seeds on [[Ginger Island]] being based on the valley's season.
  −
:* Fixed items from dialogue being lost if your inventory was full. You'll now see a menu to collect them when the dialogue closes.
  −
:* Fixed dropped tools not recovered if they're inside a constructed building.
  −
:* Fixed potted [[Tea Bush|tea bushes]] planted in town not being harvestable.
  −
:* Fixed [[Farm Computer|farm computer]] counting [[Fiber Seeds|fiber crops]] as unwatered.
  −
:* Fixed [[geode]] and [[Lost Books|lost book]] message not shown if your first one is from a fishing chest.
  −
:* Fixed [[Magic Bait|magic bait]] disabling some fish area checks (e.g. so you could catch river fish in the forest pond).
  −
:* Fixed [[Heavy Tapper|heavy tappers]] not tracked correctly. That caused issues like heavy-tapped trees not ignored when creating [[Mushroom Tree|mushroom trees]] in fall.
  −
:* Fixed [[Secret Notes|Secret Note #2]] not revealing [[Kent]]'s gift taste if he hasn't returned yet.
  −
:* Fixed [[Wedding Ring|wedding rings]] being giftable to NPCs.
  −
:* Fixed [[Watering Cans|watering can]]'s water left and capacity resetting on right-click into chest.
  −
:* Fixed [[Wilted Bouquet|wilted bouquet]] not cancelling the wedding if it hasn't happened yet.
  −
:* Fixed exploit where you could keep temporary items like Qi Fruit by selling them to Pierre and buying them back later.
  −
:* Fixed fruit trees being plantable on stone tiles outside the greenhouse.
  −
:* Fixed tree stumps dropping seeds like full-grown trees.
  −
:* Fixed artifacts found while fishing not counting for the collections tab, and many other cases where item-received logic wasn't always applied.
  −
:* Fixed tilled dirt on the island farm able to decay under seasonal seed crops.
  −
:* Fixed riding an orphaned horse (e.g. spawned using [[Modding:Debug commands|debug commands]]) preventing you from owning or riding other horses.
  −
:* Fixed some mail not sent on the intended day if you don't leave the farmhouse that day.
  −
:* Fixed NPC spouse chores sometimes not applied on the intended day (e.g. saying they filled the pet water bowl but it's not filled).
  −
:* Fixed NPC spouses watering crops that don't need it (e.g. fiber seeds or already watered), and almost never showing the crops-were-already-watered dialogue.
  −
:* Fixed NPCs sometimes not reacting to dumpster diving if the horse is nearby.
  −
:* Fixed Penny losing items when redecorating if they were placed on a [[Stone Slab|stone slab]] (or a custom table without ''Table'' in the name).
  −
 
  −
; Fixes for NPC dialogue
  −
:* Enabled some dialogues that were accidentally never shown. That includes:
  −
:** Emily and Shane's [[Flower Dance]] custom accept-dance dialogues when married to the player.
  −
:** Shane's dialogue when browsing the Saloon vending machine.
  −
:** Lewis congratulating female farmers after their wedding.
  −
:** A line in Maru's 14-heart event.
  −
:** Three dialogues from Sam related to Kent<!--Thu6_1, Thu6_2, summer_Thu6_1-->.
  −
:** Two randomized dialogues when an NPC buys an item you sold to a shop.
  −
:** Two speech bubbles from Marnie and Robin when you enter their shop building.
  −
:** A fortune teller dialogue for your potential spouse.
  −
:* Fixed NPCs not having custom dialogue when accepting a movie invite for non-English players.
  −
:* Fixed Abigail showing both default and custom item delivery dialogue.
  −
:* Fixed Lewis skipping his final dialogue at the [[Festival of Ice]] on subsequent player wins.
  −
:* Fixed the [[Stardew Valley Fair|fortune teller]] nearly always showing the text for your combat skill, instead of your highest skill.
  −
:* Fixed issue where an NPC who bought an iridium-quality item you sold to a shop could show a low-item-quality dialogue for it.
  −
:* Fixed issue where NPC dialogue could reveal gift tastes for an invalid item.
  −
:* Fixed [[Abigail#Fourteen Hearts|monster grave text]] only shown in English.
  −
:* Fixed wrong message shown when placing indoors-only furniture outside.
  −
 
  −
; Fixes for visual or cosmetic issues
  −
:* The submerged [[fishing]] bobber is now recolored automatically to match the water.
  −
:* The perfection tracker now paginates better to fit the current screen size.
  −
:* Removed phantom action cursor over island farmhouse drawer.
  −
:* Removed phantom action cursor over backwoods gravestone if the current player hasn't seen [[Abigail#Fourteen Hearts|the related event]] yet.
  −
:* Fixed cursor over NPCs sometimes showing a gift icon when they won't accept or react to the held item.
  −
:* Fixed [[Quality Fertilizer|quality fertilizer]] showing a green tile on sprouted crops, even though it can't be placed there.
  −
:* Fixed the <code>!</code> fish bite icon not shown when fishing in the [[Stardew Valley Fair]] and [[Festival of Ice]].
  −
:* Fixed some in-game error messages not having an error icon.
  −
:* Fixed inventory & crafting menus misaligned if you resize the window while they're open.
  −
:* Fixed perfection tracker not skipping the typing effect when it's paginated.
  −
:* Fixed fruit tree leaves not rustling in winter even if they're in a non-seasonal location like the [[greenhouse]].
  −
:* Fixed weeds being less varied than intended in summer.
  −
:* Fixed weeds able to grow on top of buildings on spring 1.
  −
:* Fixed intro cutscene position not adjusted when the farmhouse is moved by a mod.
  −
:* Fixed cosmetic issues with the title & shipping screens for higher-resolution displays.
  −
:* Fixed calendar tooltip when a modded festival and birthday occur on the same day.
  −
:* Fixed calendar drawing child NPCs lower than intended.
  −
:* Fixed beds or chests that were hidden for an event not reappearing afterwards.
  −
:* Fixed pre-built cabins sometimes placed on top of a bush or log.
  −
:* Fixed furniture drawn over sitting players if it has no front texture.
  −
:* Fixed the [[forge]] preview always showing soul level one for a [[Galaxy Soul|galaxy soul]] forge.
  −
:* Fixed many things on [[Ginger Island]] applying the valley's season or weather (including [[Fiber Seeds|fiber seeds]], [[Seasonal Decor|seasonal decor]], [[Seasonal Plant|seasonal plants]], [[Tea Bush|tea bushes]], and [[Tub o' Flowers|tubs o' flowers]]).
  −
:* Fixed [[Options|advanced save option]] tooltips being able to extend off-screen, and not shown for some field labels.
  −
:* Fixed Elliott appearing twice during the [[Egg Festival|egg hunt]].
  −
:* Fixed Lewis' saloon drinking animation having an incorrect frame.
  −
:* Fixed bombs being invisible when placed on [[The Summit|the summit]].
  −
:* Fixed bombs able to remove [[Stick Bug|stick bugs]]' stick.
  −
:* Fixed bombed objects becoming tiny while they flash before removal.
  −
:* Fixed clothing/tools sometimes showing the item-received notification on unequip.
  −
:* Fixed building placement visual/sound effects playing even for players who are nowhere near it.
  −
:* Fixed speech bubbles sometimes shown over invisible NPCs.
  −
:* Fixed HUD messages sometimes overlapping.
  −
:* Fixed fonts sometimes having a 'thin' look.
  −
:* Fixed world map tooltip for JojaMart disappearing when the movie theater is built.
  −
:* Fixed world map tooltip for Pierre's shop still showing "closed on Wednesdays" after he extends his business hours.
  −
:* Fixed [[Movie Theater#Crane Game|crane minigame]]'s music sometimes continuing a few seconds after the minigame ends.
  −
:* Fixed 'you received X' message & animation showing wrong item if you switch held item right as it's triggered.
  −
:* Fixed some events fading in after a scene change before they're fully ready, which caused issues like NPCs visibly warping into place or mid-fade flashes.
  −
 
  −
; Fixes for display text and localization
  −
:* Spanish prices are now formatted like ''15o'' instead of ''15g'' to match the translated term (''oro'' instead of ''gold'').
  −
:* Fixed ''many'' issues in dialogue, events, and other display text (including typos, broken tokens, translations that don't match the original, etc).
  −
:* Fixed NPC name translations applied to horses/pets that share a name with that NPC.
  −
:* Fixed unlocalized text shown for...
  −
:** the building paint menu's region names (like "Roof" or "Trim");
  −
:** NPC names in some movie theater dialogue;
  −
:** NPC names in the spouse pregnancy question;
  −
:** Professor Snail's name after his first event;
  −
:** Leo's name in his introductory event for some languages;
  −
:** fish names for some languages in certain cases;
  −
:** the 'Miss' text when an attack misses.
  −
:* Fixed random name generator able to produce words similar to certain slurs.
  −
:* Fixed [[Dust Sprite|dust sprites]] called ''dust spirits'' in Clint's special order and the summit cutscene.
  −
:* Fixed Lewis' letter for Feast of the Winter Star saying it starts at 10am instead of 9am.
  −
:* Fixed some recipe names not matching the items they produce.
  −
:* Fixed the hats added in 1.5 translating their internal name instead of setting the display name in some languages.
  −
:* Fixed museum item descriptions not having an intended newline.
  −
:* Fixed Chinese date/time format.
  −
:* Fixed French formatting times past midnight like "26h" instead of "02h" (e.g. on the fishing TV channel).
  −
:* Fixed French and Turkish showing broken dialogues about another NPC's gift tastes.
  −
:* Fixed French-only display text bugs related to the <samp>^</samp> dialogue token.
  −
:* Fixed German truncating Professor Snail's name in his intro event.
  −
:* Fixed Japanese and Korean formatting buff effects inconsistently.
  −
:* Fixed Korean credit line missing in other languages.
  −
:* Fixed Russian event for Professor Snail's intro freezing.
  −
 
  −
; Fixes for multiplayer
  −
:* Mitigated potential remote code execution issue.
  −
:* Possibly fixed frequent disconnections for some players.
  −
:* Possibly fixed issue where an old Steam account name could be shown to other players instead of your current display name.
  −
:* Accepting a Qi challenge that increases mine difficulty now only kicks other players out of the affected mine type, not all mines.
  −
:* You now need the same build number (in addition to version) to join multiplayer.
  −
:* Fixed global chat info messages (like "''Abigail caught PlayerName digging through the trash''") sometimes showing text in the sender's language instead of yours.
  −
:* Fixed [[Egg Festival|egg festival]] requiring 12 eggs to win if there are 5+ players. It now applies the four-player requirement to any player count beyond that.
  −
:* Fixed farmhands sometimes able to walk out of bounds at festivals.
  −
:* Fixed farmhands who disconnected while fishing sometimes stuck frozen on reconnect.
  −
:* Fixed farmhands who disconnected while playing a minigame (like Journey of the Prairie King) still hearing the music on the title screen.
  −
:* Fixed farmhands who disconnected while in the building placement view being invisible on rejoin.
  −
:* Fixed farmhands seeing spouse's outdoor area in the wrong spot on the beach farm.
  −
:* Fixed farmhands experiencing latency able to click a horse, walk to a different location, then get teleported out of bounds.
  −
:* Fixed farmhands able to collect multiple [[Statue Of Perfection|statues of perfection]].
  −
:* Fixed farmhands unable to enter a movie without all players.
  −
:* Fixed farmhands' local effects sometimes based on host data (e.g. the host's equipped rings).
  −
:* Fixed farmhand crash while fishing in rare cases.
  −
:* Fixed farmhand crash when they warp just as certain things happen (e.g. pet sounds).
  −
:* Fixed farmhand crash if train approaches while they're mid-warp.
  −
:* Fixed other players seeing a farmhand's old spouse room if they divorced and remarried in the same session.
  −
:* Fixed various visual glitches with other players' tool/fishing animations.
  −
:* Fixed crash when displaying a player status list which is missing a connected player.
  −
:* Fixed dialogue being interrupted if another player starts a broadcast event; the event will now start for you when you finish the current dialogue instead.
  −
:* Fixed enemy projectiles targeted at farmhands able to hit the host player in a different location.
  −
:* Fixed monsters not taking damage from some hits if multiple players are attacking them at once.
  −
:* Fixed projectiles causing damage multiple times in multiplayer.
  −
:* Fixed various cases where values weren't correctly synced between players.
  −
:* Fixed watered dirt edges not updated for farmhands when they change overnight.
  −
:* Fixed 'caught snooping' chat message not triggered when Marnie sees the player searching her trash bin.
  −
:* Fixed cleared-landslide mail only sent to the main player.
  −
:* Fixed [[Watering Cans|watering can]]'s water left and capacity not synced in multiplayer.
  −
:* Fixed the local player's step/fishing stats being incremented by other players walking or fishing.
  −
:* Fixed players sometimes seeing slightly different daily quests or [[Random Events#The Crop Fairy|crop fairy event]].
  −
:* Fixed issue where a farmhand donating the 60th museum artifact wouldn't grant the [[Rusty Key|rusty key]].
  −
:* Fixed issue where reading another player's secret notes or journal scraps could lock them out of perfection.
  −
:* fixed issue where the host pausing the game while it's raining and a farmhand is moving would cause the frozen rain to slide across the screen.
  −
:* Fixed exploit where a farmhand would have full energy after passing out if they disconnected while sleeping earlier in the day.
  −
 
  −
; Fixes for gamepads
  −
:* Fixed issue which could make Junimo Kart unplayable with a controller if you had rebound buttons to certain values.
  −
:* Improved controller navigation on the Junimo bundle page and world map.
  −
:* Fixed issue where viewing a letter with multiple pages and positioning the cursor directly above the skip button could cause the next viewed event to be skipped when the <samp>A</samp> button is pressed to progress text.
  −
 
  −
; Fixes for modded players
  −
:* Festivals now only set sunny weather in their location context. (For example, a custom festival in the desert no longer changes weather in the valley.)
  −
:* Monsters no longer [[Options#Advanced Game Options|spawn at night]] by default on custom farm types.
  −
:* Non-binary NPCs can now pathfind through any gendered route (e.g. men's or women's locker room), instead of defaulting to female routes.
  −
:* Fixed crashes when...
  −
:** loading a save with unknown locations, an invalid farm type, NPCs with no sprite texture, or null world objects.
  −
:** the farm map has no grass spawn tile and you walk through crops or grass.
  −
:** the data for an item, animal, tree, etc no longer exists.
  −
:** [[Carpenter's Shop#Painting|painting a building]] if its sprite changed to a smaller one since it was last painted.
  −
:** playing audio which doesn't exist (it now logs an error and plays a default 'quiet click' sound instead).
  −
:** a farmhand warps to a location which doesn't exist locally yet.
  −
:** an NPC can't parse its dialogue (it now logs the error and defaults to "..." instead).
  −
:** a [[Special Orders|special order]]'s data can't be parsed.
  −
:** a [[Mini-Jukebox|mini-jukebox]] has an invalid track selected (it now turns off instead).
  −
:** a [[Mini-Shipping Bin|mini-shipping bin]] has null items.
  −
:** a [[Statue Of Endless Fortune|statue of endless fortune]] tries to produce a gift for an NPC whose first loved gift is a category or context tag (it now now chooses the first valid gift taste, and falls back to a non-birthday gift if none was found);
  −
:** a farm animal warps home in rare cases;
  −
:** the player's NPC spouse no longer exists (e.g. the mod which added it was removed).
  −
:* Fixed calendar support for multiple events on the same day (including multiple weddings, multiple birthdays, birthdays on a festival day, etc).
  −
:* Fixed horses in indoor locations or [[The Mines|mine]]/[[Volcano Dungeon|volcano]] levels unable to return home.
  −
:* Fixed event setup not allowing more than 9 players.
  −
:* Fixed events not exiting correctly if they crash before the first script command.
  −
:* Fixed event errors not logged to the console.
  −
:* Fixed potential event crash if a custom NPC name contains 'farmer'.
  −
:* Fixed save loading very slowly if it has a broken outdoors location in some cases.
  −
:* Fixed some items being unremovable when spawned by players. This affects [[Incubator|incubators]], [[The Cave#Mushrooms|mushroom boxes]], [[Slime Ball|slime balls]], and three unused items (locked doors and alternate [[Wicked Statue|wicked statue]]).
  −
:* Fixed issue when warping to [[Sandy]] early using mods where she could give daily quests as soon as you met her, but didn't accept items until you fixed the bus.
  −
:* Fixed issue where sleeping in a location where an event starts the next day would skip overnight events and soft-lock the game.
  −
:* Fixed invalid game state when the day of month increases past 28 due to a mod issue. Any day past 28 is now treated as the last day of the season.
  −
 
  −
; Other bug fixes
  −
:* Fixed crash when taking a screenshot on macOS if the <samp>~/.local</samp> folder doesn't exist.
  −
:* Fixed crash when removing light glows in rare cases.
  −
:* Fixed window resize on character creation resetting profit margins & starting cabins, and desyncing the 'skip intro' checkbox.
  −
:* Fixed able to equip a [[staircase]] as pants to obtain [[Trimmed Lucky Purple Shorts|trimmed lucky purple shorts]].
  −
:* Fixed being able to place a [[Yellow Couch|yellow couch]] in a [[loom]].
  −
:* Fixed wilderness farm spawning a stone in water.
  −
:* Fixed hilltop farm spawning grass inside of stumps.
  −
:* Fixed [[Trash Bear]] treated as a villager (e.g. it could theoretically be picked for quests).
  −
:* Fixed save folder collision if you set the save's name & seed to the same value as an existing save.
  −
:* Fixed selecting small buildings in the construction menu's farm view. This fixes the gap above the shipping bin where it can't be selected, and fixes small buildings selectable by hovering three tiles above them.
  −
:* Fixed the build number not set on Linux/macOS.
  −
:* Fixed copy & paste for invite codes on some Linux/macOS platforms.
  −
:* Fixed unable to write vanilla error logs for players with special characters in their name.
  −
 
  −
; Other changes
  −
:* See [[Modding:Migrate to Stardew Valley 1.6|changes for mod authors]].
  −
</blockquote>
      
==See also==
 
==See also==
5

edits