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Text replacement - "tt>" to "samp>"
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   |command = list_item_types
 
   |command = list_item_types
 
   |params  =  
 
   |params  =  
   |desc    = Shows a list of item types that can be used with the <tt>list_items</tt> and <tt>player_add</tt> commands.
+
   |desc    = Shows a list of item types that can be used with the <samp>list_items</samp> and <samp>player_add</samp> commands.
    
   |example =
 
   |example =
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* {{t|S:item name}} is the default or translated item name to spawn.
 
* {{t|S:item name}} is the default or translated item name to spawn.
 
* {{o|I:count}} is how many items to add to your inventory (defaults to 1).
 
* {{o|I:count}} is how many items to add to your inventory (defaults to 1).
* {{o|I:quality}} is the quality of the item to create (defaults to normal). This can be one of <tt>0</tt> (normal), <tt>1</tt> (silver), <tt>2</tt> (gold), or 4 (<tt>iridium</tt>).
+
* {{o|I:quality}} is the quality of the item to create (defaults to normal). This can be one of <samp>0</samp> (normal), <samp>1</samp> (silver), <samp>2</samp> (gold), or 4 (<samp>iridium</samp>).
 
   |example = <code>player_add name "Galaxy Sword"</code> will create a Galaxy Sword.; <code>player_add name "Stir Fry" 10 4</code> will create 10 iridium-quality [[Stir Fry|stir fry]] dishes.
 
   |example = <code>player_add name "Galaxy Sword"</code> will create a Galaxy Sword.; <code>player_add name "Stir Fry" 10 4</code> will create 10 iridium-quality [[Stir Fry|stir fry]] dishes.
 
}}
 
}}
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Parameters:
 
Parameters:
* {{t|S:item type}} is one of <tt>BigCraftable</tt>, <tt>Boots</tt>, <tt>Clothing</tt>, <tt>Flooring</tt>, <tt>Furniture</tt>, <tt>Hat</tt>, <tt>Object</tt>, <tt>Ring</tt>, <tt>Tool</tt>, <tt>Wallpaper</tt>, or <tt>Weapon</tt>.
+
* {{t|S:item type}} is one of <samp>BigCraftable</samp>, <samp>Boots</samp>, <samp>Clothing</samp>, <samp>Flooring</samp>, <samp>Furniture</samp>, <samp>Hat</samp>, <samp>Object</samp>, <samp>Ring</samp>, <samp>Tool</samp>, <samp>Wallpaper</samp>, or <samp>Weapon</samp>.
* {{t|I:item ID}} is the integer item ID (as shown by the <tt>list_items</tt> command).
+
* {{t|I:item ID}} is the integer item ID (as shown by the <samp>list_items</samp> command).
 
* {{o|I:count}} is how many items to add to your inventory (defaults to 1).
 
* {{o|I:count}} is how many items to add to your inventory (defaults to 1).
* {{o|I:quality}} is the quality of the item to create (defaults to normal). This can be one of <tt>0</tt> (normal), <tt>1</tt> (silver), <tt>2</tt> (gold), or 4 (<tt>iridium</tt>).
+
* {{o|I:quality}} is the quality of the item to create (defaults to normal). This can be one of <samp>0</samp> (normal), <samp>1</samp> (silver), <samp>2</samp> (gold), or 4 (<samp>iridium</samp>).
 
   |example = <code>player_add object 246</code> will create a [[Wheat Flour]] item.;<code>player_add object pufferfish 10 4</code> would create 10 iridium-quality [[pufferfish]].
 
   |example = <code>player_add object 246</code> will create a [[Wheat Flour]] item.;<code>player_add object pufferfish 10 4</code> would create 10 iridium-quality [[pufferfish]].
 
}}
 
}}
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Parameters:
 
Parameters:
* {{t|S:feature}} is one of <tt>hair</tt>, <tt>eyes</tt>, or <tt>pants</tt>.
+
* {{t|S:feature}} is one of <samp>hair</samp>, <samp>eyes</samp>, or <samp>pants</samp>.
 
* {{t|S:color}} is an RGB color, specified as three comma-separated channels from 0 (no color) to 255 (max color).
 
* {{t|S:color}} is an RGB color, specified as three comma-separated channels from 0 (no color) to 255 (max color).
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Parameters:
 
Parameters:
* {{t|S:target}} is the part of the player's style to change. This is one of <tt>hair</tt>, <tt>shirt</tt>, <tt>skin</tt>, <tt>acc</tt> (accessory), <tt>shoe</tt>, <tt>swim</tt> (whether the player is wearing a swim suit), or <tt>gender</tt>.
+
* {{t|S:target}} is the part of the player's style to change. This is one of <samp>hair</samp>, <samp>shirt</samp>, <samp>skin</samp>, <samp>acc</samp> (accessory), <samp>shoe</samp>, <samp>swim</samp> (whether the player is wearing a swim suit), or <samp>gender</samp>.
* {{t|I:style ID}} is the integer ID for the style to use. For <tt>swim</tt>, this can be <tt>0</tt> (not in a swim suit) or <tt>1</tt> (in a swim suit). For <tt>gender</tt>, this can be <tt>0</tt> (male) or <tt>1</tt> (female).
+
* {{t|I:style ID}} is the integer ID for the style to use. For <samp>swim</samp>, this can be <samp>0</samp> (not in a swim suit) or <samp>1</samp> (in a swim suit). For <samp>gender</samp>, this can be <samp>0</samp> (male) or <samp>1</samp> (female).
    
   |example = <code>player_setstyle swim 1</code> would change the player into their swim suit.
 
   |example = <code>player_setstyle swim 1</code> would change the player into their swim suit.
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   |command = player_setname
 
   |command = player_setname
 
   |params  = {{t|S:target}},{{t|S:name}}
 
   |params  = {{t|S:target}},{{t|S:name}}
   |desc    = Sets the name of the current player or their farm, depending on the {{t|S:target}} value (<tt>player</tt> or <tt>farm</tt>).
+
   |desc    = Sets the name of the current player or their farm, depending on the {{t|S:target}} value (<samp>player</samp> or <samp>farm</samp>).
 
   |example = <code>player_setname player Malon</code> would change your player name to Malon.;<code>player_setname farm "Lon Lon"</code> would change your farm name to Lon Lon Farm.
 
   |example = <code>player_setname player Malon</code> would change your player name to Malon.;<code>player_setname farm "Lon Lon"</code> would change your farm name to Lon Lon Farm.
 
}}
 
}}
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   |command = hurry_all
 
   |command = hurry_all
 
   |params  =  
 
   |params  =  
   |desc    = Immediately warps all NPCs to their scheduled positions. (To hurry a single NPC, use [[#Debug commands|<tt>debug hurry npc-name</tt>]] instead.)
+
   |desc    = Immediately warps all NPCs to their scheduled positions. (To hurry a single NPC, use [[#Debug commands|<samp>debug hurry npc-name</samp>]] instead.)
 
   |example =  
 
   |example =  
 
}}
 
}}
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   |command = set_farm_type list
 
   |command = set_farm_type list
 
   |params  =  
 
   |params  =  
   |desc    = {{SMAPI upcoming|3.13.0-beta|Shows a list of farm types you can use with the <tt>set_farm_type</tt> command.}}
+
   |desc    = {{SMAPI upcoming|3.13.0-beta|Shows a list of farm types you can use with the <samp>set_farm_type</samp> command.}}
 
   |example =  
 
   |example =  
 
}}
 
}}
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   |command = set_farm_type
 
   |command = set_farm_type
 
   |params  = {{t|S:farm type}}
 
   |params  = {{t|S:farm type}}
   |desc    = {{SMAPI upcoming|3.13.0-beta|Sets the player's current [[Farm Maps|farm type]], where {{t|I:farm type}} is one of <tt>0</tt> (standard), <tt>1</tt> (riverlands), <tt>2</tt> (forest), <tt>3</tt> (hilltop), <tt>4</tt> (combat), <tt>5</tt> (four corners), <tt>6</tt> (beach), or a custom farm type ID. You can enter <code>set_farm_type list</code> for a list of valid farm type IDs.}}
+
   |desc    = {{SMAPI upcoming|3.13.0-beta|Sets the player's current [[Farm Maps|farm type]], where {{t|I:farm type}} is one of <samp>0</samp> (standard), <samp>1</samp> (riverlands), <samp>2</samp> (forest), <samp>3</samp> (hilltop), <samp>4</samp> (combat), <samp>5</samp> (four corners), <samp>6</samp> (beach), or a custom farm type ID. You can enter <code>set_farm_type list</code> for a list of valid farm type IDs.}}
 
   |example = <code>set_farm_type 3</code> will set the farm type to riverlands.
 
   |example = <code>set_farm_type 3</code> will set the farm type to riverlands.
 
}}
 
}}
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Parameters:
 
Parameters:
* {{t|S:location}} is the [[Modding:Location data|internal name for a location]], or <tt>current</tt> for the one you're in.
+
* {{t|S:location}} is the [[Modding:Location data|internal name for a location]], or <samp>current</samp> for the one you're in.
* {{t|S:entity type}} is one of <tt>crops</tt>, <tt>debris</tt>, <tt>fruit-trees</tt>, <tt>furniture</tt>, <tt>grass</tt>, <tt>trees</tt>, <tt>removable</tt> (everything that can be removed or destroyed during normal gameplay), or <tt>everything</tt> (everything including permanent bushes).
+
* {{t|S:entity type}} is one of <samp>crops</samp>, <samp>debris</samp>, <samp>fruit-trees</samp>, <samp>furniture</samp>, <samp>grass</samp>, <samp>trees</samp>, <samp>removable</samp> (everything that can be removed or destroyed during normal gameplay), or <samp>everything</samp> (everything including permanent bushes).
 
   |example = <code>world_clear current debris</code> will remove all debris (sticks, stones, and small plants).
 
   |example = <code>world_clear current debris</code> will remove all debris (sticks, stones, and small plants).
 
}}
 
}}
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   |command = world_freezetime
 
   |command = world_freezetime
 
   |params  = {{t|I:action}}
 
   |params  = {{t|I:action}}
   |desc    = Freezes or resumes the time. The {{o|I:action}} can be <tt>0</tt> (resume time) or <tt>1</tt> (freeze time); if omitted, time is toggled.
+
   |desc    = Freezes or resumes the time. The {{o|I:action}} can be <samp>0</samp> (resume time) or <samp>1</samp> (freeze time); if omitted, time is toggled.
 
   |example =  
 
   |example =  
 
}}
 
}}
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   |command = world_setseason
 
   |command = world_setseason
 
   |params  = {{t|S:season}}
 
   |params  = {{t|S:season}}
   |desc    = Sets the season (one of <tt>spring</tt>, <tt>summer</tt>, <tt>fall</tt>, or <tt>winter</tt>).
+
   |desc    = Sets the season (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>).
 
   |example = <code>world_setseason spring</code> will set the season to spring.
 
   |example = <code>world_setseason spring</code> will set the season to spring.
 
}}
 
}}
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   |params  = {{o|S:search}}
 
   |params  = {{o|S:search}}
 
   |desc    = Lists the [[Modding:Modder Guide/APIs/Harmony|Harmony patches]] added by SMAPI and other mods. If {{o|S:search}} is given, only patched method names matching any of the search terms will be listed.
 
   |desc    = Lists the [[Modding:Modder Guide/APIs/Harmony|Harmony patches]] added by SMAPI and other mods. If {{o|S:search}} is given, only patched method names matching any of the search terms will be listed.
   |example = <code>harmony_summary MeleeWeapon</code> will list patches which affect the <tt>MeleeWeapon</tt> class in the game code.
+
   |example = <code>harmony_summary MeleeWeapon</code> will list patches which affect the <samp>MeleeWeapon</samp> class in the game code.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
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   |params  = {{t|S:fix ID}}
 
   |params  = {{t|S:fix ID}}
 
   |desc    = Applies one of the game's save migrations to the currently loaded save. Parameters:
 
   |desc    = Applies one of the game's save migrations to the currently loaded save. Parameters:
* {{t|s:fix ID}} is the unique identifier for the save fix to apply. You can specify <tt>list</tt> to show a list of save fix IDs.
+
* {{t|s:fix ID}} is the unique identifier for the save fix to apply. You can specify <samp>list</samp> to show a list of save fix IDs.
    
   |example = <code>apply_save_fix list</code> would show a list of save fixes.;<code>apply_save_fix AddCampfireKit</code> would add [[Cookout Kit]] to the player's crafting recipes if they meet the requirements for it.
 
   |example = <code>apply_save_fix list</code> would show a list of save fixes.;<code>apply_save_fix AddCampfireKit</code> would add [[Cookout Kit]] to the player's crafting recipes if they meet the requirements for it.
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   |params  = {{o|S:type}} {{o|*:flags}}
 
   |params  = {{o|S:type}} {{o|*:flags}}
 
   |desc    = Regenerates your community center bundle data. This will '''reset all bundle progress''', and may have unintended effects if you've already completed bundles. Parameters:
 
   |desc    = Regenerates your community center bundle data. This will '''reset all bundle progress''', and may have unintended effects if you've already completed bundles. Parameters:
* {{o|S:type}}: the bundle type that will be generated (defaults to the current bundle type). Possible values: [[Bundles|<tt>Default</tt>]] or [[Remixed Bundles|<tt>Remixed</tt>]].
+
* {{o|S:type}}: the bundle type that will be generated (defaults to the current bundle type). Possible values: [[Bundles|<samp>Default</samp>]] or [[Remixed Bundles|<samp>Remixed</samp>]].
* <tt>confirm</tt>: confirms that you're aware of the potential consequences. Running <tt>regenerate_bundles</tt> without this option will show a warning message instead.
+
* <samp>confirm</samp>: confirms that you're aware of the potential consequences. Running <samp>regenerate_bundles</samp> without this option will show a warning message instead.
* <tt>ignore_seed</tt> (''optional''): if the type is <tt>Remixed</tt>, causes remixed bundles to be re-randomized without using the save seed.
+
* <samp>ignore_seed</samp> (''optional''): if the type is <samp>Remixed</samp>, causes remixed bundles to be re-randomized without using the save seed.
 
   |example = <code>regenerate_bundles confirm</code> will regenerate bundles using the save's current settings.;<code>regenerate_bundles remixed ignore_seed confirm</code> will regenerate using randomized [[Remixed Bundles|remixed bundles]].
 
   |example = <code>regenerate_bundles confirm</code> will regenerate bundles using the save's current settings.;<code>regenerate_bundles remixed ignore_seed confirm</code> will regenerate using randomized [[Remixed Bundles|remixed bundles]].
 
}}
 
}}
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===Macros===
 
===Macros===
Instead of entering each command directly into the SMAPI console, you can also use the <tt>[[#runmacro|debug runmacro]]</tt> command to a list of debug commands from a text file. (This doesn't work with the non-debug commands.) Here's how to use it:
+
Instead of entering each command directly into the SMAPI console, you can also use the <samp>[[#runmacro|debug runmacro]]</samp> command to a list of debug commands from a text file. (This doesn't work with the non-debug commands.) Here's how to use it:
   −
# Create a text file in [[Modding:Player Guide/Getting Started#Find your game folder|your game folder]] (with a <tt>.txt</tt> extension).
+
# Create a text file in [[Modding:Player Guide/Getting Started#Find your game folder|your game folder]] (with a <samp>.txt</samp> extension).
# Type commands in this file, one command per line. Each command should start with a slash character (<tt>/</tt>), but should not include <code>debug </code>.
+
# Type commands in this file, one command per line. Each command should start with a slash character (<samp>/</samp>), but should not include <code>debug </code>.
# To run the macro, type <code>debug runmacro &lt;filename&gt;</code> in the SMAPI console, replacing <tt>&lt;filename&gt;</tt> with the name of your command file without the <tt>.txt</tt> extension.
+
# To run the macro, type <code>debug runmacro &lt;filename&gt;</code> in the SMAPI console, replacing <samp>&lt;filename&gt;</samp> with the name of your command file without the <samp>.txt</samp> extension.
    
For example, let's say you have a <code>quickstart.txt</code> file with these commands:
 
For example, let's say you have a <code>quickstart.txt</code> file with these commands:
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</pre>
 
</pre>
   −
Entering <code>debug runmacro quickstart</code> in the SMAPI console will execute all the commands, resulting in a backpack upgrade, money set to 10000g, farming skill set to level 1, and a [[Bone Sword]] added to the player's inventory. (Note: <tt>Money</tt> is capitalized in this example because if it is all lowercase it triggers a [[Secrets#Chat|special chat response]] instead of executing the command.)
+
Entering <code>debug runmacro quickstart</code> in the SMAPI console will execute all the commands, resulting in a backpack upgrade, money set to 10000g, farming skill set to level 1, and a [[Bone Sword]] added to the player's inventory. (Note: <samp>Money</samp> is capitalized in this example because if it is all lowercase it triggers a [[Secrets#Chat|special chat response]] instead of executing the command.)
    
===Items and inventory===
 
===Items and inventory===
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   |command = boots
 
   |command = boots
 
   |params  = {{t|I:itemID}}
 
   |params  = {{t|I:itemID}}
   |desc    = Adds the specified pair of [[boots]] to your inventory. See <tt>Data/Boots</tt> for a list of base game IDs.
+
   |desc    = Adds the specified pair of [[boots]] to your inventory. See <samp>Data/Boots</samp> for a list of base game IDs.
 
   |example = <code>debug boots 504</code> would give you [[Sneakers]].
 
   |example = <code>debug boots 504</code> would give you [[Sneakers]].
 
}}
 
}}
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   |command = clothes
 
   |command = clothes
 
   |params  = {{t|I:itemID}}
 
   |params  = {{t|I:itemID}}
   |desc    = Adds the specified [[Tailoring|clothing]] item to your inventory. See <tt>Data/ClothingInformation</tt> for a list of base game IDs.
+
   |desc    = Adds the specified [[Tailoring|clothing]] item to your inventory. See <samp>Data/ClothingInformation</samp> for a list of base game IDs.
 
   |example = <code>debug clothes 1008</code> would give you a "Good Grief" Shirt.; <code>debug clothes 11</code> would give you a Simple Dress.
 
   |example = <code>debug clothes 1008</code> would give you a "Good Grief" Shirt.; <code>debug clothes 11</code> would give you a Simple Dress.
 
}}
 
}}
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   |command = dye
 
   |command = dye
 
   |params  = {{t|S:itemType}}, {{t|S:color}}, {{t|F:strength}}
 
   |params  = {{t|S:itemType}}, {{t|S:color}}, {{t|F:strength}}
   |desc    = Dyes the specified (currently equipped) item the specified color. Item type can be <tt>shirt</tt> or <tt>pants</tt> and valid colors are <tt>black</tt>, <tt>blue</tt>, <tt>green</tt>, <tt>red</tt>, <tt>white</tt>, and <tt>yellow</tt>. Strength is a float between 0 and 1 inclusive; the higher the number, the more vibrant the color. The dye will mix with the current color so it is sometimes necessary to "reset" the item by dyeing first with white strength 1.
+
   |desc    = Dyes the specified (currently equipped) item the specified color. Item type can be <samp>shirt</samp> or <samp>pants</samp> and valid colors are <samp>black</samp>, <samp>blue</samp>, <samp>green</samp>, <samp>red</samp>, <samp>white</samp>, and <samp>yellow</samp>. Strength is a float between 0 and 1 inclusive; the higher the number, the more vibrant the color. The dye will mix with the current color so it is sometimes necessary to "reset" the item by dyeing first with white strength 1.
 
   |example = <code>debug dye shirt red 0.33</code> would dye your current shirt a shade of pink.; <code>debug dye pants blue 1</code> would dye your current pants bright blue.
 
   |example = <code>debug dye shirt red 0.33</code> would dye your current shirt a shade of pink.; <code>debug dye pants blue 1</code> would dye your current pants bright blue.
 
}}
 
}}
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   |command = tool
 
   |command = tool
 
   |params  = {{t|S:name}},{{t|I:level}}
 
   |params  = {{t|S:name}},{{t|I:level}}
   |desc    = Changes the upgrade level of the specified tool to the specified level; the tool must be in your inventory. Tool names are case-sensitive but can match partially; valid names are <tt>Ax</tt>, <tt>Hoe</tt>, <tt>Pickaxe</tt>, and <tt>Watering Can</tt>. Upgrade levels are 0 (basic), 1 (copper), 2 (steel), 3 (gold), or 4 (iridium).
+
   |desc    = Changes the upgrade level of the specified tool to the specified level; the tool must be in your inventory. Tool names are case-sensitive but can match partially; valid names are <samp>Ax</samp>, <samp>Hoe</samp>, <samp>Pickaxe</samp>, and <samp>Watering Can</samp>. Upgrade levels are 0 (basic), 1 (copper), 2 (steel), 3 (gold), or 4 (iridium).
 
   |example = <code>debug tool Pick 0</code> would set your pickaxe to base quality.; <code>debug tool Can 4</code> would set your watering can to iridium quality.
 
   |example = <code>debug tool Pick 0</code> would set your pickaxe to base quality.; <code>debug tool Can 4</code> would set your watering can to iridium quality.
 
}}
 
}}
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   |command = warp
 
   |command = warp
 
   |params  = {{t|S:locationName}},{{o|I:X}},{{o|I:Y}}
 
   |params  = {{t|S:locationName}},{{o|I:X}},{{o|I:Y}}
   |desc    = Warps you to the specified location at the given coordinates. The location name is a fuzzy match, and if the coordinates are not supplied the game has a list of hardcoded defaults it will use for many locations (see <tt>Utility.getDefaultWarpLocation()</tt> for details.)
+
   |desc    = Warps you to the specified location at the given coordinates. The location name is a fuzzy match, and if the coordinates are not supplied the game has a list of hardcoded defaults it will use for many locations (see <samp>Utility.getDefaultWarpLocation()</samp> for details.)
   |example = <code>debug warp forest 33 99</code> will warp you near Hat Mouse's shop in the forest.; <code>debug warp sci</code> will warp you to Robin's House (internally <tt>ScienceHouse</tt>) just in front of where Robin tends the shop.
+
   |example = <code>debug warp forest 33 99</code> will warp you near Hat Mouse's shop in the forest.; <code>debug warp sci</code> will warp you to Robin's House (internally <samp>ScienceHouse</samp>) just in front of where Robin tends the shop.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
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   |command = warpshop,ws
 
   |command = warpshop,ws
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Warps you to the shop run by the specified NPC; if necessary will also warp the NPC to the shop location. NPC names are case-insensitive and can be one of the following: <tt>pierre</tt>, <tt>robin</tt>, <tt>krobus</tt>, <tt>sandy</tt>, <tt>marnie</tt>, <tt>clint</tt>, <tt>gus</tt>, <tt>willy</tt>, <tt>pam</tt>, <tt>dwarf</tt>, and <tt>wizard</tt>. The <tt>wizard</tt> option will also add Magic Ink to your wallet and mark the event where the ink is returned as already seen.
+
   |desc    = Warps you to the shop run by the specified NPC; if necessary will also warp the NPC to the shop location. NPC names are case-insensitive and can be one of the following: <samp>pierre</samp>, <samp>robin</samp>, <samp>krobus</samp>, <samp>sandy</samp>, <samp>marnie</samp>, <samp>clint</samp>, <samp>gus</samp>, <samp>willy</samp>, <samp>pam</samp>, <samp>dwarf</samp>, and <samp>wizard</samp>. The <samp>wizard</samp> option will also add Magic Ink to your wallet and mark the event where the ink is returned as already seen.
 
   |example = <code>debug warpshop marnie</code> will warp both you and Marnie to her animal shop.
 
   |example = <code>debug warpshop marnie</code> will warp both you and Marnie to her animal shop.
 
}}
 
}}
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   |command = achieve
 
   |command = achieve
 
   |params  = {{t|S:steamAchieveID}}
 
   |params  = {{t|S:steamAchieveID}}
   |desc    = Awards the specified Steam achievement. Steam achievements which correspond to in-game achievements use the same numeric ID as listed in [[Modding:Achievement data|Achievement data]] with one exception: the ID for ''Greenhorn'' is <tt>a0</tt> instead of just <tt>0</tt>. Steam-only achievements have a much longer string ID; these are listed below.
+
   |desc    = Awards the specified Steam achievement. Steam achievements which correspond to in-game achievements use the same numeric ID as listed in [[Modding:Achievement data|Achievement data]] with one exception: the ID for ''Greenhorn'' is <samp>a0</samp> instead of just <samp>0</samp>. Steam-only achievements have a much longer string ID; these are listed below.
<table class="wikitable"><tr><td><tt>Achievement_SigularTalent</tt> - ''Singular Talent''</td><td><tt>Achievement_MasterOfTheFiveWays</tt> - ''Master Of The Five Ways''</td></tr>
+
<table class="wikitable"><tr><td><samp>Achievement_SigularTalent</samp> - ''Singular Talent''</td><td><samp>Achievement_MasterOfTheFiveWays</samp> - ''Master Of The Five Ways''</td></tr>
<tr><td><tt>Achievement_LocalLegend</tt> - ''Local Legend''</td><td><tt>Achievement_Joja</tt> - ''Joja Co. Member Of The Year''</td></tr>
+
<tr><td><samp>Achievement_LocalLegend</samp> - ''Local Legend''</td><td><samp>Achievement_Joja</samp> - ''Joja Co. Member Of The Year''</td></tr>
<tr><td><tt>Achievement_FullHouse</tt> - ''Full House''</td><td><tt>Achievement_Stardrop</tt> - ''Mystery Of The Stardrops''</td></tr>
+
<tr><td><samp>Achievement_FullHouse</samp> - ''Full House''</td><td><samp>Achievement_Stardrop</samp> - ''Mystery Of The Stardrops''</td></tr>
<tr><td><tt>Achievement_TheBottom</tt> - '' The Bottom''</td><td><tt>Achievement_KeeperOfTheMysticRings</tt> - ''Protector Of The Valley''</td></tr>
+
<tr><td><samp>Achievement_TheBottom</samp> - '' The Bottom''</td><td><samp>Achievement_KeeperOfTheMysticRings</samp> - ''Protector Of The Valley''</td></tr>
<tr><td><tt>Achievement_PrairieKing</tt> - ''Prairie King''</td><td><tt>Achievement_FectorsChallenge</tt> - ''Fector's Challenge''</td></tr></table>
+
<tr><td><samp>Achievement_PrairieKing</samp> - ''Prairie King''</td><td><samp>Achievement_FectorsChallenge</samp> - ''Fector's Challenge''</td></tr></table>
 
  |example = <code>debug achieve 17</code> will award the Steam achievement for ''Gourmet Chef''.;<code>debug achieve Achievement_Stardrop</code> will award the Steam achievement for ''Mystery of the Stardrops''.
 
  |example = <code>debug achieve 17</code> will award the Steam achievement for ''Gourmet Chef''.;<code>debug achieve Achievement_Stardrop</code> will award the Steam achievement for ''Mystery of the Stardrops''.
 
}}
 
}}
Line 892: Line 892:  
   |command = caughtfish,fishcaught
 
   |command = caughtfish,fishcaught
 
   |params  = {{t|I:value}}
 
   |params  = {{t|I:value}}
   |desc    = Sets the <tt>FishCaught</tt> stat to the specified amount.
+
   |desc    = Sets the <samp>FishCaught</samp> stat to the specified amount.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = changestat
 
   |command = changestat
 
   |params  = {{t|S:statID}},{{t|I:value}}
 
   |params  = {{t|S:statID}},{{t|I:value}}
   |desc    = Sets the specified stat to the specified value. These are different than the stats used in [[#getstat|getstat]]/[[#setstat|setstat]] (Technical note: they are entries in StardewValley.Stats.stat_dictionary). Known IDs as of version 1.4.3 are: <tt>trashCansChecked</tt>.
+
   |desc    = Sets the specified stat to the specified value. These are different than the stats used in [[#getstat|getstat]]/[[#setstat|setstat]] (Technical note: they are entries in StardewValley.Stats.stat_dictionary). Known IDs as of version 1.4.3 are: <samp>trashCansChecked</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = daysplayed,dap
 
   |command = daysplayed,dap
   |desc    = Shows a global message with the current value of the <tt>daysPlayed</tt> stat.
+
   |desc    = Shows a global message with the current value of the <samp>daysPlayed</samp> stat.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = dp
 
   |command = dp
 
   |params  = {{t|I:value}}
 
   |params  = {{t|I:value}}
   |desc    = Sets the <tt>daysPlayed</tt> stat to the specified amount.
+
   |desc    = Sets the <samp>daysPlayed</samp> stat to the specified amount.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 912: Line 912:  
   |params  = {{t|S:statID}}
 
   |params  = {{t|S:statID}}
 
   |desc    = Outputs value of specified stat to the SMAPI console. Some of these values are also accessible in-game by interacting with a machine in the [[Casino]].
 
   |desc    = Outputs value of specified stat to the SMAPI console. Some of these values are also accessible in-game by interacting with a machine in the [[Casino]].
   Stat IDs are case-sensitive (Technical note: they are the properties for the StardewValley.Stats class, but not all of them are actually tracked by the game.) Known IDs as of version 1.4.3 are: <tt>AverageBedtime</tt>, <tt>BarsSmelted</tt>, <tt>BeveragesMade</tt>, <tt>BouldersCracked</tt>, <tt>CaveCarrotsFound</tt>, <tt>CheeseMade</tt>, <tt>ChickenEggsLayed</tt>, <tt>CoalFound</tt>, <tt>CoinsFound</tt>, <tt>CopperFound</tt>, <tt>CowMilkProduced</tt>, <tt>CropsShipped</tt>, <tt>DaysPlayed</tt>, <tt>DiamondsFound</tt>, <tt>DirtHoed</tt>, <tt>DuckEggsLayed</tt>, <tt>FishCaught</tt>, <tt>GeodesCracked</tt>, <tt>GiftsGiven</tt>, <tt>GoatCheeseMade</tt>, <tt>GoatMilkProduced</tt>, <tt>GoldFound</tt>, <tt>GoodFriends</tt>, <tt>IndividualMoneyEarned</tt>, <tt>IridiumFound</tt>, <tt>IronFound</tt>, <tt>ItemsCooked</tt>, <tt>ItemsCrafted</tt>, <tt>ItemsForaged</tt>, <tt>ItemsShipped</tt>, <tt>MonstersKilled</tt>, <tt>MysticStonesCrushed</tt>, <tt>NotesFound</tt>, <tt>OtherPreciousGemsFound</tt>, <tt>PiecesOfTrashRecycled</tt>, <tt>PreservesMade</tt>, <tt>PrismaticShardsFound</tt>, <tt>QuestsCompleted</tt>, <tt>RabbitWoolProduced</tt>, <tt>RocksCrushed</tt>, <tt>SeedsSown</tt>, <tt>SheepWoolProduced</tt>, <tt>SlimesKilled</tt>, <tt>StarLevelCropsShipped</tt>, <tt>StepsTaken</tt>, <tt>SticksChopped</tt>, <tt>StoneGathered</tt>, <tt>StumpsChopped</tt>, <tt>TimesFished</tt>, <tt>TimesUnconscious</tt>, <tt>TrufflesFound</tt>, and <tt>WeedsEliminated</tt>.
+
   Stat IDs are case-sensitive (Technical note: they are the properties for the StardewValley.Stats class, but not all of them are actually tracked by the game.) Known IDs as of version 1.4.3 are: <samp>AverageBedtime</samp>, <samp>BarsSmelted</samp>, <samp>BeveragesMade</samp>, <samp>BouldersCracked</samp>, <samp>CaveCarrotsFound</samp>, <samp>CheeseMade</samp>, <samp>ChickenEggsLayed</samp>, <samp>CoalFound</samp>, <samp>CoinsFound</samp>, <samp>CopperFound</samp>, <samp>CowMilkProduced</samp>, <samp>CropsShipped</samp>, <samp>DaysPlayed</samp>, <samp>DiamondsFound</samp>, <samp>DirtHoed</samp>, <samp>DuckEggsLayed</samp>, <samp>FishCaught</samp>, <samp>GeodesCracked</samp>, <samp>GiftsGiven</samp>, <samp>GoatCheeseMade</samp>, <samp>GoatMilkProduced</samp>, <samp>GoldFound</samp>, <samp>GoodFriends</samp>, <samp>IndividualMoneyEarned</samp>, <samp>IridiumFound</samp>, <samp>IronFound</samp>, <samp>ItemsCooked</samp>, <samp>ItemsCrafted</samp>, <samp>ItemsForaged</samp>, <samp>ItemsShipped</samp>, <samp>MonstersKilled</samp>, <samp>MysticStonesCrushed</samp>, <samp>NotesFound</samp>, <samp>OtherPreciousGemsFound</samp>, <samp>PiecesOfTrashRecycled</samp>, <samp>PreservesMade</samp>, <samp>PrismaticShardsFound</samp>, <samp>QuestsCompleted</samp>, <samp>RabbitWoolProduced</samp>, <samp>RocksCrushed</samp>, <samp>SeedsSown</samp>, <samp>SheepWoolProduced</samp>, <samp>SlimesKilled</samp>, <samp>StarLevelCropsShipped</samp>, <samp>StepsTaken</samp>, <samp>SticksChopped</samp>, <samp>StoneGathered</samp>, <samp>StumpsChopped</samp>, <samp>TimesFished</samp>, <samp>TimesUnconscious</samp>, <samp>TrufflesFound</samp>, and <samp>WeedsEliminated</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = killmonsterstat,kms
 
   |command = killmonsterstat,kms
 
   |params  = {{t|S:monsterName}},{{t|I:value}}
 
   |params  = {{t|S:monsterName}},{{t|I:value}}
   |desc    = Sets the kill stats for the specified monster to the specified value. The monster name should be the same as the keys in <tt>Data/Monsters</tt> but with spaces replaced with zeros; it is case-sensitive. The command will output a buggy response to the console due to referencing the wrong string key, but the stats are correctly set.
+
   |desc    = Sets the kill stats for the specified monster to the specified value. The monster name should be the same as the keys in <samp>Data/Monsters</samp> but with spaces replaced with zeros; it is case-sensitive. The command will output a buggy response to the console due to referencing the wrong string key, but the stats are correctly set.
 
   |example = <code>debug kms Dust0Spirit 499</code> will set the monster kill stats for [[Dust Sprite|Dust Sprites]] to 499 and output ''Drink Dust Spirit?''
 
   |example = <code>debug kms Dust0Spirit 499</code> will set the monster kill stats for [[Dust Sprite|Dust Sprites]] to 499 and output ''Drink Dust Spirit?''
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = mineinfo
 
   |command = mineinfo
   |desc    = Outputs two mine-related stats to the SMAPI Console: <tt>MineShaft.lowestLevelReached</tt> and <tt>player.deepestMineLevel</tt>
+
   |desc    = Outputs two mine-related stats to the SMAPI Console: <samp>MineShaft.lowestLevelReached</samp> and <samp>player.deepestMineLevel</samp>
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,013: Line 1,013:  
   |command = sn
 
   |command = sn
 
   |params  = {{o|I:noteID}}
 
   |params  = {{o|I:noteID}}
   |desc    = Adds specified secret note to your inventory. If no ID is specified, a random unseen note will be added. See <tt>Data/SecretNotes</tt> for a list of IDs.
+
   |desc    = Adds specified secret note to your inventory. If no ID is specified, a random unseen note will be added. See <samp>Data/SecretNotes</samp> for a list of IDs.
 
}}
 
}}
 
|}
 
|}
Line 1,026: Line 1,026:  
{{/cmd
 
{{/cmd
 
   |command = allmail
 
   |command = allmail
   |desc    = Queues every letter defined in <tt>Data/mail</tt> for delivery tomorrow.
+
   |desc    = Queues every letter defined in <samp>Data/mail</samp> for delivery tomorrow.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = allmailread
 
   |command = allmailread
   |desc    = Marks every letter defined in <tt>Data/mail</tt> as already read. They will all be accessible in the letters tab of the collections menu.
+
   |desc    = Marks every letter defined in <samp>Data/mail</samp> as already read. They will all be accessible in the letters tab of the collections menu.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = broadcastmail
 
   |command = broadcastmail
 
   |params  = {{t|S:mailID}}
 
   |params  = {{t|S:mailID}}
   |desc    = Queues specified mail for delivery tomorrow for all players. The ID is case-sensitive; see <tt>Data/mail</tt> for valid IDs in the base game.
+
   |desc    = Queues specified mail for delivery tomorrow for all players. The ID is case-sensitive; see <samp>Data/mail</samp> for valid IDs in the base game.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = broadcastmailbox
 
   |command = broadcastmailbox
 
   |params  = {{t|S:mailID}}
 
   |params  = {{t|S:mailID}}
   |desc    = Immediately adds specified mail to all players' mailboxes. The ID is case-sensitive; see <tt>Data/mail</tt> for valid IDs in the base game.
+
   |desc    = Immediately adds specified mail to all players' mailboxes. The ID is case-sensitive; see <samp>Data/mail</samp> for valid IDs in the base game.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,049: Line 1,049:  
   |command = mailfortomorrow,mft
 
   |command = mailfortomorrow,mft
 
   |params  = {{t|S:mailID}},{{o|noletter}}
 
   |params  = {{t|S:mailID}},{{o|noletter}}
   |desc    = Queues specified mail for delivery tomorrow. The ID is case-sensitive, and any zeros in the given ID will be replaced with underscores. See <tt>Data/mail</tt> for valid IDs (after replacement) in the base game. Because of the zero replacement, some letters (e.g. <tt>quest10</tt>) are inaccessible with this command; [[#broadcastmail|broadcastmail]] may be a useful alternative in those cases. If the second parameter is present (with any value), the "noletter" flag is set, which will add the mail to your mail received list without showing a "new mail" indicator.
+
   |desc    = Queues specified mail for delivery tomorrow. The ID is case-sensitive, and any zeros in the given ID will be replaced with underscores. See <samp>Data/mail</samp> for valid IDs (after replacement) in the base game. Because of the zero replacement, some letters (e.g. <samp>quest10</samp>) are inaccessible with this command; [[#broadcastmail|broadcastmail]] may be a useful alternative in those cases. If the second parameter is present (with any value), the "noletter" flag is set, which will add the mail to your mail received list without showing a "new mail" indicator.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = seenmail
 
   |command = seenmail
 
   |params  = {{t|S:mailID}}
 
   |params  = {{t|S:mailID}}
   |desc    = Marks specified mail as already received. The ID is case-sensitive; see <tt>Data/mail</tt> for valid IDs in the base game.
+
   |desc    = Marks specified mail as already received. The ID is case-sensitive; see <samp>Data/mail</samp> for valid IDs in the base game.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = showmail
 
   |command = showmail
 
   |params  = {{t|S:mailID}}
 
   |params  = {{t|S:mailID}}
   |desc    = Brings up the letter-reading window with the specified mail. The ID is case-sensitive; see <tt>Data/mail</tt> for valid IDs in the base game. If a match cannot be found, a blank window will briefly display and an ArgumentOutOfRange error will be triggered. Does not set the letter as received or cause it to show in the letter tab of the collections menu.
+
   |desc    = Brings up the letter-reading window with the specified mail. The ID is case-sensitive; see <samp>Data/mail</samp> for valid IDs in the base game. If a match cannot be found, a blank window will briefly display and an ArgumentOutOfRange error will be triggered. Does not set the letter as received or cause it to show in the letter tab of the collections menu.
 
   |example = <code>debug showmail SeaAmulet</code> will show the letter Lewis sends about Mermaid's Pendants.
 
   |example = <code>debug showmail SeaAmulet</code> will show the letter Lewis sends about Mermaid's Pendants.
 
}}
 
}}
Line 1,086: Line 1,086:  
   |command = completequest
 
   |command = completequest
 
   |params  = {{t|I:questID}}
 
   |params  = {{t|I:questID}}
   |desc    = Completes specified quest and removes it from your journal. See <tt>Data/Quests</tt> for a list of IDs.
+
   |desc    = Completes specified quest and removes it from your journal. See <samp>Data/Quests</samp> for a list of IDs.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,094: Line 1,094:  
{{/cmd
 
{{/cmd
 
   |command = getallquests
 
   |command = getallquests
   |desc    = Starts every quest from <tt>Data/Quests</tt> that you don't already have.
+
   |desc    = Starts every quest from <samp>Data/Quests</samp> that you don't already have.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,107: Line 1,107:  
   |command = quest
 
   |command = quest
 
   |params  = {{t|I:questID}}
 
   |params  = {{t|I:questID}}
   |desc    = Starts the specified quest. See <tt>Data/Quests</tt> for a list of IDs.
+
   |desc    = Starts the specified quest. See <samp>Data/Quests</samp> for a list of IDs.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = quests
 
   |command = quests
   |desc    = Starts every quest from <tt>Data/Quests</tt> that you don't already have as well as a random item Delivery quest and a random Slay Monster quest.
+
   |desc    = Starts every quest from <samp>Data/Quests</samp> that you don't already have as well as a random item Delivery quest and a random Slay Monster quest.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = removequest
 
   |command = removequest
 
   |params  = {{t|I:questID}}
 
   |params  = {{t|I:questID}}
   |desc    = Silently removes specified quest from your journal. See <tt>Data/Quests</tt> for a list of IDs.
+
   |desc    = Silently removes specified quest from your journal. See <samp>Data/Quests</samp> for a list of IDs.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,125: Line 1,125:  
   |command = specialorder
 
   |command = specialorder
 
   |params  = {{t|S:questID}}
 
   |params  = {{t|S:questID}}
   |desc    = Starts the Special Order (either town or Qi Challenge) with the specified ID. See <tt>Data/SpecialOrders</tt> for a list of IDs.
+
   |desc    = Starts the Special Order (either town or Qi Challenge) with the specified ID. See <samp>Data/SpecialOrders</samp> for a list of IDs.
 
}}
 
}}
 
|}
 
|}
Line 1,177: Line 1,177:  
   |command = clone
 
   |command = clone
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Clones specified NPC and places the copy in the current location. Name is a fuzzy match.<br/>'''Warning: cloning <tt>farmer</tt> will crash the game.'''
+
   |desc    = Clones specified NPC and places the copy in the current location. Name is a fuzzy match.<br/>'''Warning: cloning <samp>farmer</samp> will crash the game.'''
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,206: Line 1,206:  
   |command = dating
 
   |command = dating
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Sets your relationship status with specified NPC to <tt>Dating</tt>; i.e. marks them as having been given a bouquet. Name is an exact match.
+
   |desc    = Sets your relationship status with specified NPC to <samp>Dating</samp>; i.e. marks them as having been given a bouquet. Name is an exact match.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,215: Line 1,215:  
   |command = engaged
 
   |command = engaged
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Increases your friendship with specified NPC by 2500 points (10 hearts) and sets relationship status to <tt>Engaged</tt> with a wedding for the next day. Name is an exact match.
+
   |desc    = Increases your friendship with specified NPC by 2500 points (10 hearts) and sets relationship status to <samp>Engaged</samp> with a wedding for the next day. Name is an exact match.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,238: Line 1,238:  
   |command = makeex
 
   |command = makeex
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Sets your relationship status with specified NPC to <tt>Divorced</tt>, removing any marriage or bouquet flag and listing them as ''ex-husband'' or ''ex-wife.'' Name is an exact match.
+
   |desc    = Sets your relationship status with specified NPC to <samp>Divorced</samp>, removing any marriage or bouquet flag and listing them as ''ex-husband'' or ''ex-wife.'' Name is an exact match.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = marry
 
   |command = marry
 
   |params  = {{t|S:npcName}}
 
   |params  = {{t|S:npcName}}
   |desc    = Increases your friendship with specified NPC by 2500 points (10 hearts) and sets relationship status to <tt>Married</tt> with an anniversary of today. Name is a fuzzy match. The spouse room generally appears empty on the first day and you'll need to sleep for it and your spouse to spawn properly. For non-vanilla marriage candidates:
+
   |desc    = Increases your friendship with specified NPC by 2500 points (10 hearts) and sets relationship status to <samp>Married</samp> with an anniversary of today. Name is a fuzzy match. The spouse room generally appears empty on the first day and you'll need to sleep for it and your spouse to spawn properly. For non-vanilla marriage candidates:
<ul><li>Trying to <tt>debug marry Krobus</tt> will work, but will set him as a spouse rather than a roommate. Most of his dialogue and actions remain the same, but he will use some hardcoded spouse lines where he would otherwise have his own version, have a heart instead of a smiley face for his hug/kiss sprite, and the social menu will list him as your spouse. It's unclear if you're able to have children this way.</li>
+
<ul><li>Trying to <samp>debug marry Krobus</samp> will work, but will set him as a spouse rather than a roommate. Most of his dialogue and actions remain the same, but he will use some hardcoded spouse lines where he would otherwise have his own version, have a heart instead of a smiley face for his hug/kiss sprite, and the social menu will list him as your spouse. It's unclear if you're able to have children this way.</li>
 
<li>For other non-marriageable villagers, an empty spouse room will spawn and the NPC will move in. They will follow a basic hardcoded spouse schedule and can be kissed (although they won't have a kiss sprite), but they will rarely have dialogue.</li></ul>
 
<li>For other non-marriageable villagers, an empty spouse room will spawn and the NPC will move in. They will follow a basic hardcoded spouse schedule and can be kissed (although they won't have a kiss sprite), but they will rarely have dialogue.</li></ul>
 
}}
 
}}
Line 1,269: Line 1,269:  
   |command = dialogue
 
   |command = dialogue
 
   |params  = {{t|S:npcName}},{{t|S:dialogueString}}
 
   |params  = {{t|S:npcName}},{{t|S:dialogueString}}
   |desc    = Sets the dialogue for the specified character to the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as <tt>@</tt> for the farmer name and portrait commands; see [[Modding:Dialogue#Format|Dialogue]] for format specifics.
+
   |desc    = Sets the dialogue for the specified character to the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as <samp>@</samp> for the farmer name and portrait commands; see [[Modding:Dialogue#Format|Dialogue]] for format specifics.
 
   |example = <code>debug dialogue Abi 0Hi @! Modding is fun!$h</code> would set [[Abigail|Abigail's]] next dialogue to be ''Hi (FarmerName)! Modding is fun!'' with her happy portrait.
 
   |example = <code>debug dialogue Abi 0Hi @! Modding is fun!$h</code> would set [[Abigail|Abigail's]] next dialogue to be ''Hi (FarmerName)! Modding is fun!'' with her happy portrait.
 
}}
 
}}
Line 1,275: Line 1,275:  
   |command = loaddialogue
 
   |command = loaddialogue
 
   |params  = {{t|S:npcName}},{{t|S:dialogueKey}}
 
   |params  = {{t|S:npcName}},{{t|S:dialogueKey}}
   |desc    = Sets the dialogue for the specified character using the specified asset key. Name is a fuzzy match. Key format appears to be <tt>file:key</tt> but exact specifics are unknown. Curly braces in the key (<tt>{</tt>, <tt>}</tt>) will be converted to angle brackets (<tt>&lt;</tt>, <tt>&gt;</tt>).
+
   |desc    = Sets the dialogue for the specified character using the specified asset key. Name is a fuzzy match. Key format appears to be <samp>file:key</samp> but exact specifics are unknown. Curly braces in the key (<samp>{</samp>, <samp>}</samp>) will be converted to angle brackets (<samp>&lt;</samp>, <samp>&gt;</samp>).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,294: Line 1,294:  
   |command = speech
 
   |command = speech
 
   |params  = {{t|S:npcName}},{{t|S:dialogueKey}}
 
   |params  = {{t|S:npcName}},{{t|S:dialogueKey}}
   |desc    = Displays a dialogue box for the specified character saying the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as <tt>@</tt> for the farmer name and portrait commands; see [[Modding:Dialogue#Format|Dialogue]] for format specifics. Useful for testing dialogue changes.
+
   |desc    = Displays a dialogue box for the specified character saying the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as <samp>@</samp> for the farmer name and portrait commands; see [[Modding:Dialogue#Format|Dialogue]] for format specifics. Useful for testing dialogue changes.
 
   |example = <code>debug speech Abi 0Hi @! Modding is fun!$h</code> would open a dialogue box of [[Abigail]] saying ''Hi (FarmerName)! Modding is fun!'' with her happy portrait.
 
   |example = <code>debug speech Abi 0Hi @! Modding is fun!$h</code> would open a dialogue box of [[Abigail]] saying ''Hi (FarmerName)! Modding is fun!'' with her happy portrait.
 
}}
 
}}
Line 1,309: Line 1,309:  
   |command = facedirection, face, fd
 
   |command = facedirection, face, fd
 
   |params  = {{t|S:npcName}},{{t|I:direction}}
 
   |params  = {{t|S:npcName}},{{t|I:direction}}
   |desc    = Sets specified character to face the specified direction. Name is a fuzzy match and also accepts <tt>farmer</tt>. See [[Modding:Event_data#Directions|Event data]] for the valid directions.
+
   |desc    = Sets specified character to face the specified direction. Name is a fuzzy match and also accepts <samp>farmer</samp>. See [[Modding:Event_data#Directions|Event data]] for the valid directions.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,325: Line 1,325:  
   |command = jump
 
   |command = jump
 
   |params  = {{t|S:npcName}},{{o|F:velocity}}
 
   |params  = {{t|S:npcName}},{{o|F:velocity}}
   |desc    = Makes specified character jump with the specified velocity. Name is a fuzzy match and also accepts <tt>farmer</tt>. Velocity is a float and defaults to 8.0 if not supplied, which results in a jump of about half the height of the player character.
+
   |desc    = Makes specified character jump with the specified velocity. Name is a fuzzy match and also accepts <samp>farmer</samp>. Velocity is a float and defaults to 8.0 if not supplied, which results in a jump of about half the height of the player character.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,334: Line 1,334:  
   |command = warpcharacter, wc
 
   |command = warpcharacter, wc
 
   |params  = {{t|S:npcName}},{{t|I:X}},{{t|I:Y}},{{o|I:facingDirection}}
 
   |params  = {{t|S:npcName}},{{t|I:X}},{{t|I:Y}},{{o|I:facingDirection}}
   |desc    = Warps specified character to the given coordinates on the current map. Name is a fuzzy match. See [[Modding:Event_data#Directions|Event data]] for the valid directions; the default is <tt>2</tt>. Note: if you do not include enough parameters, an error message will be printed to the console which incorrectly states the default facing direction is <tt>1</tt>.
+
   |desc    = Warps specified character to the given coordinates on the current map. Name is a fuzzy match. See [[Modding:Event_data#Directions|Event data]] for the valid directions; the default is <samp>2</samp>. Note: if you do not include enough parameters, an error message will be printed to the console which incorrectly states the default facing direction is <samp>1</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = warpcharacterto, wct
 
   |command = warpcharacterto, wct
 
   |params  = {{t|S:npcName}},{{t|S:locationName}},{{t|I:X}},{{t|I:Y}},{{o|I:facingDirection}}
 
   |params  = {{t|S:npcName}},{{t|S:locationName}},{{t|I:X}},{{t|I:Y}},{{o|I:facingDirection}}
   |desc    = Warps specified character to the given coordinates on the specified map. Character name is a fuzzy match, but location is exact. See [[Modding:Event_data#Directions|Event data]] for the valid directions; the default is <tt>2</tt>. Note: if you do not include enough parameters, an error message will be printed to the console which incorrectly states the default facing direction is <tt>1</tt>.
+
   |desc    = Warps specified character to the given coordinates on the specified map. Character name is a fuzzy match, but location is exact. See [[Modding:Event_data#Directions|Event data]] for the valid directions; the default is <samp>2</samp>. Note: if you do not include enough parameters, an error message will be printed to the console which incorrectly states the default facing direction is <samp>1</samp>.
 
   |example = <code>debug wct robin Farm 69 16</code> would warp [[Robin]] to just right of the mailbox on the Farm map, facing downwards.
 
   |example = <code>debug wct robin Farm 69 16</code> would warp [[Robin]] to just right of the mailbox on the Farm map, facing downwards.
 
}}
 
}}
Line 1,365: Line 1,365:  
   |params  = {{t|S:type}}
 
   |params  = {{t|S:type}}
 
   |desc    = Adds a new baby animal of the specified type to the Farm. The animal will have a random name and be assigned to the correct type of building (if there is room). Type is a case-sensitive match with spaces allowed. Valid types for the base game are listed below.
 
   |desc    = Adds a new baby animal of the specified type to the Farm. The animal will have a random name and be assigned to the correct type of building (if there is room). Type is a case-sensitive match with spaces allowed. Valid types for the base game are listed below.
<ul><li><tt>Chicken</tt> - Randomly chooses between white, brown, and blue (if unlocked). <tt>Brown Chicken</tt> can be explicitly specified, but the result will still be random if trying to specify other colors.</li>
+
<ul><li><samp>Chicken</samp> - Randomly chooses between white, brown, and blue (if unlocked). <samp>Brown Chicken</samp> can be explicitly specified, but the result will still be random if trying to specify other colors.</li>
<li><tt>Cow</tt> - Randomly chooses between white and brown. Colors can be explicitly specified by using <tt>Brown Cow</tt> or <tt>White Cow</tt>.</li>
+
<li><samp>Cow</samp> - Randomly chooses between white and brown. Colors can be explicitly specified by using <samp>Brown Cow</samp> or <samp>White Cow</samp>.</li>
<li><tt>Dinosaur</tt></li>
+
<li><samp>Dinosaur</samp></li>
<li><tt>Duck</tt></li>
+
<li><samp>Duck</samp></li>
<li><tt>Goat</tt></li>
+
<li><samp>Goat</samp></li>
<li><tt>Pig</tt></li>
+
<li><samp>Pig</samp></li>
<li><tt>Rabbit</tt></li>
+
<li><samp>Rabbit</samp></li>
<li><tt>Sheep</tt></li>
+
<li><samp>Sheep</samp></li>
<li><tt>Void Chicken</tt></li>
+
<li><samp>Void Chicken</samp></li>
<li><tt>Ostrich</tt></li>
+
<li><samp>Ostrich</samp></li>
 
</ul>
 
</ul>
 
}}
 
}}
Line 1,423: Line 1,423:  
   |command = cat
 
   |command = cat
 
   |params  = {{t|I:X}},{{t|I:Y}},{{o|I:breed}}
 
   |params  = {{t|I:X}},{{t|I:Y}},{{o|I:breed}}
   |desc    = Spawns a new [[Cat]] at the given coordinates of the current location. Breed can be <tt>0</tt>, <tt>1</tt>, or <tt>2</tt> and determines which texture to use. This is an additional pet and does not replace any current pet(s).
+
   |desc    = Spawns a new [[Cat]] at the given coordinates of the current location. Breed can be <samp>0</samp>, <samp>1</samp>, or <samp>2</samp> and determines which texture to use. This is an additional pet and does not replace any current pet(s).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,432: Line 1,432:  
   |command = dog
 
   |command = dog
 
   |params  = {{t|I:X}},{{t|I:Y}},{{o|I:breed}}
 
   |params  = {{t|I:X}},{{t|I:Y}},{{o|I:breed}}
   |desc    = Spawns a new [[Dog]] at the given coordinates of the current location. Breed can be <tt>0</tt>, <tt>1</tt>, or <tt>2</tt> and determines which texture to use. This is an additional pet and does not replace any current pet(s).
+
   |desc    = Spawns a new [[Dog]] at the given coordinates of the current location. Breed can be <samp>0</samp>, <samp>1</samp>, or <samp>2</samp> and determines which texture to use. This is an additional pet and does not replace any current pet(s).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,446: Line 1,446:  
   |command = monster
 
   |command = monster
 
   |params  = {{t|S:type}},{{t|I:X}},{{t|I:Y}},{{o|I:facingDirection}}
 
   |params  = {{t|S:type}},{{t|I:X}},{{t|I:Y}},{{o|I:facingDirection}}
   |desc    = Spawns a monster of the specified type at the given coordinates of the current location. Only certain monster types seem to work. Known valid types include <tt>Bat</tt>, <tt>DinoMonster</tt>, <tt>DustSpirit</tt>, <tt>Fly</tt>, <tt>Ghost</tt>, <tt>GreenSlime</tt>, <tt>Grub</tt>, <tt>LavaCrab</tt>, <tt>Mummy</tt>, <tt>RockCrab</tt>,  <tt>RockGolem</tt>,  <tt>Serpent</tt>,  <tt>ShadowBrute</tt>,  <tt>ShadowShaman</tt>,  <tt>Skeleton</tt>,  and <tt>SquidKid</tt>.  <tt>Duggy</tt> may also work depending on the terrain.
+
   |desc    = Spawns a monster of the specified type at the given coordinates of the current location. Only certain monster types seem to work. Known valid types include <samp>Bat</samp>, <samp>DinoMonster</samp>, <samp>DustSpirit</samp>, <samp>Fly</samp>, <samp>Ghost</samp>, <samp>GreenSlime</samp>, <samp>Grub</samp>, <samp>LavaCrab</samp>, <samp>Mummy</samp>, <samp>RockCrab</samp>,  <samp>RockGolem</samp>,  <samp>Serpent</samp>,  <samp>ShadowBrute</samp>,  <samp>ShadowShaman</samp>,  <samp>Skeleton</samp>,  and <samp>SquidKid</samp>.  <samp>Duggy</samp> may also work depending on the terrain.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,496: Line 1,496:  
   |command = eventtest
 
   |command = eventtest
 
   |params  = {{t|S:locationName}},{{t|I:eventIndex}}
 
   |params  = {{t|S:locationName}},{{t|I:eventIndex}}
   |desc    = Calls <tt>Util.EventTest()</tt> with the specified arguments. Defaults are "" and 0 respectively. Actual details unknown.
+
   |desc    = Calls <samp>Util.EventTest()</samp> with the specified arguments. Defaults are "" and 0 respectively. Actual details unknown.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = eventtestspecific
 
   |command = eventtestspecific
 
   |params  = {{t|S:whichEvents}},{{o|...}}
 
   |params  = {{t|S:whichEvents}},{{o|...}}
   |desc    = Calls <tt>Util.EventTest()</tt> with the specified arguments. Arguments are interpreted as an array of strings. Actual details unknown.
+
   |desc    = Calls <samp>Util.EventTest()</samp> with the specified arguments. Arguments are interpreted as an array of strings. Actual details unknown.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,507: Line 1,507:  
   |params  = {{t|S:festivalID}}
 
   |params  = {{t|S:festivalID}}
 
   |desc    = Starts the specified festival ID. The season, day, and time will be set to match the starting time, and you will be warped to the correct location. Valid IDs are listed below.
 
   |desc    = Starts the specified festival ID. The season, day, and time will be set to match the starting time, and you will be warped to the correct location. Valid IDs are listed below.
<table class="wikitable"><tr><td><tt>spring13</tt> - Egg Festival</td><td><tt>fall16</tt> - Stardew Valley Fair</td></tr>
+
<table class="wikitable"><tr><td><samp>spring13</samp> - Egg Festival</td><td><samp>fall16</samp> - Stardew Valley Fair</td></tr>
<tr><td><tt>spring24</tt> - Flower Dance</td><td><tt>fall27</tt> - Spirit's Eve</td></tr>
+
<tr><td><samp>spring24</samp> - Flower Dance</td><td><samp>fall27</samp> - Spirit's Eve</td></tr>
<tr><td><tt>summer11</tt> - Luau</td><td><tt>winter8</tt> - Festival of Ice</td></tr>
+
<tr><td><samp>summer11</samp> - Luau</td><td><samp>winter8</samp> - Festival of Ice</td></tr>
<tr><td><tt>summer28</tt> - Moonlight Jellies</td><td><tt>winter25</tt> - Winter Star</td></tr></table>
+
<tr><td><samp>summer28</samp> - Moonlight Jellies</td><td><samp>winter25</samp> - Winter Star</td></tr></table>
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,558: Line 1,558:  
   |command = minegame
 
   |command = minegame
 
   |params  = {{o|S:mode}}
 
   |params  = {{o|S:mode}}
   |desc    = Starts the [[Junimo Kart]] minigame. If the second argument is <tt>infinite</tt> the game will play ''Endless'' mode; if it is anything else (or missing), the game will play ''Progress'' mode.
+
   |desc    = Starts the [[Junimo Kart]] minigame. If the second argument is <samp>infinite</samp> the game will play ''Endless'' mode; if it is anything else (or missing), the game will play ''Progress'' mode.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,565: Line 1,565:  
   |desc    = Starts the specified minigame or cutscene. Valid choices are listed below.
 
   |desc    = Starts the specified minigame or cutscene. Valid choices are listed below.
 
<ul>
 
<ul>
<li><tt>blastoff</tt> - starts the ''Robot Blastoff'' cutscene which plays during [[Maru|Maru's]] 10-heart event.</li>
+
<li><samp>blastoff</samp> - starts the ''Robot Blastoff'' cutscene which plays during [[Maru|Maru's]] 10-heart event.</li>
<li><tt>cowboy</tt> - starts the [[Journey of the Prairie King]] minigame.</li>
+
<li><samp>cowboy</samp> - starts the [[Journey of the Prairie King]] minigame.</li>
<li><tt>fishing</tt> - starts the fishing minigame from the [[Stardew Valley Fair]]. Score does not seem to be kept although the timer does count down; once the timer runs out the farmer will be warped to coordinates (24, 71) on the current map.</li>
+
<li><samp>fishing</samp> - starts the fishing minigame from the [[Stardew Valley Fair]]. Score does not seem to be kept although the timer does count down; once the timer runs out the farmer will be warped to coordinates (24, 71) on the current map.</li>
<li><tt>grandpa</tt> - starts the ''[[Grandpa]] Story'' cutscene of which plays at the start of a new game.</li>
+
<li><samp>grandpa</samp> - starts the ''[[Grandpa]] Story'' cutscene of which plays at the start of a new game.</li>
<li><tt>haleyCows</tt> - starts the ''Haley Cow Pictures'' cutscene which plays during [[Haley|Haley's]] 8-heart event.</li>
+
<li><samp>haleyCows</samp> - starts the ''Haley Cow Pictures'' cutscene which plays during [[Haley|Haley's]] 8-heart event.</li>
<li><tt>marucomet</tt> - starts the ''Maru Comet'' cutscene which plays during [[Maru|Maru's]] 14-heart event.</li>
+
<li><samp>marucomet</samp> - starts the ''Maru Comet'' cutscene which plays during [[Maru|Maru's]] 14-heart event.</li>
<li><tt>minecart</tt> - starts the [[Junimo Kart]] minigame in ''Progress'' mode.</li>
+
<li><samp>minecart</samp> - starts the [[Junimo Kart]] minigame in ''Progress'' mode.</li>
<li><tt>plane</tt> - starts the ''Plane Fly-by'' cutscene which plays during [[Harvey|Harvey's]] 8-heart event.</li>
+
<li><samp>plane</samp> - starts the ''Plane Fly-by'' cutscene which plays during [[Harvey|Harvey's]] 8-heart event.</li>
<li><tt>slots</tt> - starts the ''Calico Spin'' [[Slot Machine]] minigame.</li>
+
<li><samp>slots</samp> - starts the ''Calico Spin'' [[Slot Machine]] minigame.</li>
<li><tt>target</tt> - starts the Slingshot minigame from the [[Stardew Valley Fair]]. When the game is over the farmer will be warped to coordinates (24, 63) on the current map.</li>
+
<li><samp>target</samp> - starts the Slingshot minigame from the [[Stardew Valley Fair]]. When the game is over the farmer will be warped to coordinates (24, 63) on the current map.</li>
 
</ul>
 
</ul>
 
}}
 
}}
Line 1,681: Line 1,681:  
{{/cmd
 
{{/cmd
 
   |command = whereore
 
   |command = whereore
   |desc    = Outputs (to the SMAPI console) the coordinates of any "shiny spots" suitable for panning on the current map. Will output <tt>{X:0 Y:0}</tt> if there are no active panning spots.
+
   |desc    = Outputs (to the SMAPI console) the coordinates of any "shiny spots" suitable for panning on the current map. Will output <samp>{X:0 Y:0}</samp> if there are no active panning spots.
 
}}
 
}}
 
|}
 
|}
Line 1,709: Line 1,709:  
   |command = fillwithobject
 
   |command = fillwithobject
 
   |params  = {{t|I:itemID}},{{o|S:isBigCraftable}}
 
   |params  = {{t|I:itemID}},{{o|S:isBigCraftable}}
   |desc    = Places the specified item on all open tiles in the current location. The first argument is the [[Modding:Object data|Object ID]] or [[Modding:Big craftables data|Craftable ID]]. If the second argument is "<tt>true</tt>", the ID will be interpreted as a craftable, but if it is anything else (or missing) the ID will be interpreted as an object. Note that many objects spawned this way cannot be easily removed.
+
   |desc    = Places the specified item on all open tiles in the current location. The first argument is the [[Modding:Object data|Object ID]] or [[Modding:Big craftables data|Craftable ID]]. If the second argument is "<samp>true</samp>", the ID will be interpreted as a craftable, but if it is anything else (or missing) the ID will be interpreted as an object. Note that many objects spawned this way cannot be easily removed.
 
   |example = <code>debug fillwithobject 13 true</code> would fill the map with [[Furnace|furnaces]].
 
   |example = <code>debug fillwithobject 13 true</code> would fill the map with [[Furnace|furnaces]].
 
}}
 
}}
Line 1,745: Line 1,745:  
   |command = build
 
   |command = build
 
   |params  = {{t|S:Name}},{{o|I:X}},{{o|I:Y}}
 
   |params  = {{t|S:Name}},{{o|I:X}},{{o|I:Y}}
   |desc    = Builds the specified building at the given coordinates. Names are exact but spaces should be replaced with "<tt>9</tt>". If the coordinates are not specified, it will build just to the right of your farmer. While higher-level farm buildings such as Deluxe Barns can be immediately built this way, the incubator will be missing from Big or Deluxe Coops.
+
   |desc    = Builds the specified building at the given coordinates. Names are exact but spaces should be replaced with "<samp>9</samp>". If the coordinates are not specified, it will build just to the right of your farmer. While higher-level farm buildings such as Deluxe Barns can be immediately built this way, the incubator will be missing from Big or Deluxe Coops.
 
   |example = <code>debug build Stone9Cabin</code> would build a new Stone Cabin next to the player.
 
   |example = <code>debug build Stone9Cabin</code> would build a new Stone Cabin next to the player.
 
}}
 
}}
Line 1,756: Line 1,756:  
   |command = movebuilding
 
   |command = movebuilding
 
   |params  = {{t|I:sourceX}},{{t|I:sourceY}},{{t|I:destX}},{{t|I:destY}}
 
   |params  = {{t|I:sourceX}},{{t|I:sourceY}},{{t|I:destX}},{{t|I:destY}}
   |desc    = Moves building from specified source coordinates to specified destination coordinates. The coordinates are the upper-left corner of the building's footprint. The [https://www.nexusmods.com/stardewvalley/mods/541 Lookup Anything] mod is one of the easier ways to get the source coordinates of a building; they are listed under <tt>tileX</tt> and <tt>tileY</tt> in the debug info (needs <tt>ShowDataMiningFields</tt> enabled.)
+
   |desc    = Moves building from specified source coordinates to specified destination coordinates. The coordinates are the upper-left corner of the building's footprint. The [https://www.nexusmods.com/stardewvalley/mods/541 Lookup Anything] mod is one of the easier ways to get the source coordinates of a building; they are listed under <samp>tileX</samp> and <samp>tileY</samp> in the debug info (needs <samp>ShowDataMiningFields</samp> enabled.)
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,779: Line 1,779:  
   |command = crib
 
   |command = crib
 
   |params  = {{t|I:mapID}}
 
   |params  = {{t|I:mapID}}
   |desc    = Sets the current crib style to the specified value. In the base game, valid values are <tt>0</tt> (no crib) or <tt>1</tt> (default crib). Additional styles may be possible through modding as the ID is appended to the map filename. For example, crib style 1 is specified by the file <tt>Maps/FarmHouse_Crib_1</tt>.
+
   |desc    = Sets the current crib style to the specified value. In the base game, valid values are <samp>0</samp> (no crib) or <samp>1</samp> (default crib). Additional styles may be possible through modding as the ID is appended to the map filename. For example, crib style 1 is specified by the file <samp>Maps/FarmHouse_Crib_1</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = floor
 
   |command = floor
 
   |params  = {{o|I:textureID}}
 
   |params  = {{o|I:textureID}}
   |desc    = Sets all floors of your farmhouse to the specified texture. Valid texture numbers are <tt>0 - 55</tt>; see [[Flooring]] for previews but note that the IDs used by the game are 1 less than the numbers used for the wiki filenames. If no texture is specified, the game will use the next ID after the current floor texture without checking for overflow which can create bugged textures.
+
   |desc    = Sets all floors of your farmhouse to the specified texture. Valid texture numbers are <samp>0 - 55</samp>; see [[Flooring]] for previews but note that the IDs used by the game are 1 less than the numbers used for the wiki filenames. If no texture is specified, the game will use the next ID after the current floor texture without checking for overflow which can create bugged textures.
 
   |example = <code>debug floor 22</code> would set all flooring in the house to the white and grey checkerboard style.
 
   |example = <code>debug floor 22</code> would set all flooring in the house to the white and grey checkerboard style.
 
}}
 
}}
Line 1,790: Line 1,790:  
   |command = houseupgrade,house,hu
 
   |command = houseupgrade,house,hu
 
   |params  = {{t|I:upgradeLevel}}
 
   |params  = {{t|I:upgradeLevel}}
   |desc    = Sets upgrade level of your farmhouse/cabin to the specified value. Valid values are <tt>0 - 3</tt>. Furniture and placed items will not be automatically moved and may wind up out of bounds. If done while the player is inside the house, warp points may not immediately update.
+
   |desc    = Sets upgrade level of your farmhouse/cabin to the specified value. Valid values are <samp>0 - 3</samp>. Furniture and placed items will not be automatically moved and may wind up out of bounds. If done while the player is inside the house, warp points may not immediately update.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,803: Line 1,803:  
   |command = wall,w
 
   |command = wall,w
 
   |params  = {{o|I:textureID}}
 
   |params  = {{o|I:textureID}}
   |desc    = Sets all walls of your farmhouse to the specified texture. Valid texture numbers are <tt>0 - 111</tt>; see [[Wallpaper]] for previews but note that the IDs used by the game are 1 less than the numbers used for the wiki filenames. If no texture is specified, the game will use the next ID after the current wallpaper texture without checking for overflow which can create bugged textures.
+
   |desc    = Sets all walls of your farmhouse to the specified texture. Valid texture numbers are <samp>0 - 111</samp>; see [[Wallpaper]] for previews but note that the IDs used by the game are 1 less than the numbers used for the wiki filenames. If no texture is specified, the game will use the next ID after the current wallpaper texture without checking for overflow which can create bugged textures.
 
   |example = <code>debug wall 21</code> would set all wallpaper in the house to the Joja style.
 
   |example = <code>debug wall 21</code> would set all wallpaper in the house to the Joja style.
 
}}
 
}}
Line 1,818: Line 1,818:  
   |command = farmmap
 
   |command = farmmap
 
   |params  = {{o|I:mapID}}
 
   |params  = {{o|I:mapID}}
   |desc    = Removes the current farm map and farmhouse from the game and creates a new farm of the specified type. The farm will be named after the type (e.g. "Standard Farm"). Valid types are: <tt>0</tt> (Standard), <tt>1</tt> (Riverland), <tt>2</tt> (Forest), <tt>3</tt> (Hilltop), <tt>4</tt> (Wilderness), or <tt>5</tt> (Four Corners).
+
   |desc    = Removes the current farm map and farmhouse from the game and creates a new farm of the specified type. The farm will be named after the type (e.g. "Standard Farm"). Valid types are: <samp>0</samp> (Standard), <samp>1</samp> (Riverland), <samp>2</samp> (Forest), <samp>3</samp> (Hilltop), <samp>4</samp> (Wilderness), or <samp>5</samp> (Four Corners).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,854: Line 1,854:  
   |command = addjunimo,aj,j
 
   |command = addjunimo,aj,j
 
   |params  = {{t|I:X}},{{t|I:Y}},{{t|I:area}}
 
   |params  = {{t|I:X}},{{t|I:Y}},{{t|I:area}}
   |desc    = Adds a junimo at the specified coordinates and assigned to the given Community Center area. Valid areas are <tt>0</tt> (Pantry), <tt>1</tt> (Crafts Room), <tt>2</tt> (Fish Tank), <tt>3</tt> (Boiler Room), <tt>4</tt> (Vault), or <tt>5</tt> (Bulletin Board).
+
   |desc    = Adds a junimo at the specified coordinates and assigned to the given Community Center area. Valid areas are <samp>0</samp> (Pantry), <samp>1</samp> (Crafts Room), <samp>2</samp> (Fish Tank), <samp>3</samp> (Boiler Room), <samp>4</samp> (Vault), or <samp>5</samp> (Bulletin Board).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,875: Line 1,875:  
   |command = ccload
 
   |command = ccload
 
   |params  = {{t|I:area}}
 
   |params  = {{t|I:area}}
   |desc    = Removes the junimo note from and restores the specified area. Valid areas are <tt>0</tt> (Pantry), <tt>1</tt> (Crafts Room), <tt>2</tt> (Fish Tank), <tt>3</tt> (Boiler Room), <tt>4</tt> (Vault), or <tt>5</tt> (Bulletin Board).
+
   |desc    = Removes the junimo note from and restores the specified area. Valid areas are <samp>0</samp> (Pantry), <samp>1</samp> (Crafts Room), <samp>2</samp> (Fish Tank), <samp>3</samp> (Boiler Room), <samp>4</samp> (Vault), or <samp>5</samp> (Bulletin Board).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = ccloadcutscene
 
   |command = ccloadcutscene
 
   |params  = {{t|I:area}}
 
   |params  = {{t|I:area}}
   |desc    = Plays the full restoration cutscene for the specified area including junimo dance and star retrieval. Valid areas are <tt>0</tt> (Pantry), <tt>1</tt> (Crafts Room), <tt>2</tt> (Fish Tank), <tt>3</tt> (Boiler Room), <tt>4</tt> (Vault), or <tt>5</tt> (Bulletin Board).
+
   |desc    = Plays the full restoration cutscene for the specified area including junimo dance and star retrieval. Valid areas are <samp>0</samp> (Pantry), <samp>1</samp> (Crafts Room), <samp>2</samp> (Fish Tank), <samp>3</samp> (Boiler Room), <samp>4</samp> (Vault), or <samp>5</samp> (Bulletin Board).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,897: Line 1,897:  
   |command = junimonote,jn
 
   |command = junimonote,jn
 
   |params  = {{t|I:area}}
 
   |params  = {{t|I:area}}
   |desc    = Adds a junimo note (bundle scroll) for the specified area. Valid areas are <tt>0</tt> (Pantry), <tt>1</tt> (Crafts Room), <tt>2</tt> (Fish Tank), <tt>3</tt> (Boiler Room), <tt>4</tt> (Vault), or <tt>5</tt> (Bulletin Board).
+
   |desc    = Adds a junimo note (bundle scroll) for the specified area. Valid areas are <samp>0</samp> (Pantry), <samp>1</samp> (Crafts Room), <samp>2</samp> (Fish Tank), <samp>3</samp> (Boiler Room), <samp>4</samp> (Vault), or <samp>5</samp> (Bulletin Board).
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,931: Line 1,931:  
   |command = ladder,shaft
 
   |command = ladder,shaft
 
   |params  = {{o|I:X}},{{o|I:Y}}
 
   |params  = {{o|I:X}},{{o|I:Y}}
   |desc    = Creates a ladder or mineshaft at the specified coordinates. If no coordinates are given, it will spawn 1 tile north of the player. In the regular mines, both versions of the command will create a ladder. In the Skull Caverns, <tt>ladder</tt> will randomly spawn either a ladder or mineshaft while <tt>shaft</tt> will always spawn a mineshaft.
+
   |desc    = Creates a ladder or mineshaft at the specified coordinates. If no coordinates are given, it will spawn 1 tile north of the player. In the regular mines, both versions of the command will create a ladder. In the Skull Caverns, <samp>ladder</samp> will randomly spawn either a ladder or mineshaft while <samp>shaft</samp> will always spawn a mineshaft.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = minedifficulty,md
 
   |command = minedifficulty,md
 
   |params  = {{o|I:difficultyLevel}}
 
   |params  = {{o|I:difficultyLevel}}
   |desc    = Sets the difficulty of the mines to the specified level. In the base game, normal difficulty is <tt>0</tt> and the harder difficulty corresponding to the "Danger in the Deep" quest or [[Shrine of Challenge]] activation is <tt>1</tt>. Higher numbers can be used. If no difficulty level is specified, command will simply print the current difficulty level to the console.
+
   |desc    = Sets the difficulty of the mines to the specified level. In the base game, normal difficulty is <samp>0</samp> and the harder difficulty corresponding to the "Danger in the Deep" quest or [[Shrine of Challenge]] activation is <samp>1</samp>. Higher numbers can be used. If no difficulty level is specified, command will simply print the current difficulty level to the console.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 1,944: Line 1,944:  
<ul><li>If both parameters are given, it will start the specified movie (second parameter) with the specified NPC (fuzzy match on first parameter) as a guest.</li>
 
<ul><li>If both parameters are given, it will start the specified movie (second parameter) with the specified NPC (fuzzy match on first parameter) as a guest.</li>
 
<li>If just one parameter is given, it is interpreted as the movie ID and the NPC guest(s) will be chosen randomly.</li>
 
<li>If just one parameter is given, it is interpreted as the movie ID and the NPC guest(s) will be chosen randomly.</li>
<li>If no parameters are given, the movie will default to <tt>fall_movie_1</tt> (''It Howls in the Rain'') and the NPC guest(s) will be chosen randomly.</li></ul>
+
<li>If no parameters are given, the movie will default to <samp>fall_movie_1</samp> (''It Howls in the Rain'') and the NPC guest(s) will be chosen randomly.</li></ul>
<table class="wikitable"><tr><td><tt>spring_movie_0</tt> - ''The Brave Little Sapling''</td><td><tt>spring_movie_1</tt> - ''Natural Wonders''</td></tr>
+
<table class="wikitable"><tr><td><samp>spring_movie_0</samp> - ''The Brave Little Sapling''</td><td><samp>spring_movie_1</samp> - ''Natural Wonders''</td></tr>
<tr><td><tt>summer_movie_0</tt> - ''Journey of the Prairie King''</td><td><tt>summer_movie_1</tt> - ''Wumbus''</td></tr>
+
<tr><td><samp>summer_movie_0</samp> - ''Journey of the Prairie King''</td><td><samp>summer_movie_1</samp> - ''Wumbus''</td></tr>
<tr><td><tt>fall_movie_0</tt> - ''Mysterium''</td><td><tt>fall_movie_1</tt> - ''It Howls in the Rain''</td></tr>
+
<tr><td><samp>fall_movie_0</samp> - ''Mysterium''</td><td><samp>fall_movie_1</samp> - ''It Howls in the Rain''</td></tr>
<tr><td><tt>winter_movie_0</tt> - ''Miracle at Coldstar Ranch''</td><td><tt>winter_movie_1</tt> - ''The Zuzu City Express''</td></tr></table>
+
<tr><td><samp>winter_movie_0</samp> - ''Miracle at Coldstar Ranch''</td><td><samp>winter_movie_1</samp> - ''The Zuzu City Express''</td></tr></table>
'''Warning: This command also increases the save's <tt>uniqueID</tt> by 1 each time it is used, which will cause the save filename to change and impact some random events.'''
+
'''Warning: This command also increases the save's <samp>uniqueID</samp> by 1 each time it is used, which will cause the save filename to change and impact some random events.'''
 
   |example = <code>debug movie</code> would show ''It Howls in the Rain'' with random NPC guests.;<code>debug movie spring_movie_1</code> would show ''Natural Wonders'' with random NPC guests.;<code>debug movie Abi summer_movie_0</code> would show ''Journey of the Prairie King'' with Abigail and possibly 1 or 2 additional random NPC guests.
 
   |example = <code>debug movie</code> would show ''It Howls in the Rain'' with random NPC guests.;<code>debug movie spring_movie_1</code> would show ''Natural Wonders'' with random NPC guests.;<code>debug movie Abi summer_movie_0</code> would show ''Journey of the Prairie King'' with Abigail and possibly 1 or 2 additional random NPC guests.
 
}}
 
}}
Line 1,967: Line 1,967:  
   |command = skullcavedifficulty,scd
 
   |command = skullcavedifficulty,scd
 
   |params  = {{o|I:difficultyLevel}}
 
   |params  = {{o|I:difficultyLevel}}
   |desc    = Sets the difficulty of the Skull Cavern to the specified level. In the base game, normal difficulty is <tt>0</tt> and the harder difficulty corresponding to the "Skull Cavern Invasion" quest is <tt>1</tt>. Higher numbers can be used. If no difficulty level is specified, command will simply print the current difficulty level to the console.
+
   |desc    = Sets the difficulty of the Skull Cavern to the specified level. In the base game, normal difficulty is <samp>0</samp> and the harder difficulty corresponding to the "Skull Cavern Invasion" quest is <samp>1</samp>. Higher numbers can be used. If no difficulty level is specified, command will simply print the current difficulty level to the console.
 
   |example = <code>debug scd 1</code> would activate hard mode Skull Cavern outside of the "Skull Cavern Invasion" quest.
 
   |example = <code>debug scd 1</code> would activate hard mode Skull Cavern outside of the "Skull Cavern Invasion" quest.
 
}}
 
}}
Line 1,995: Line 1,995:  
   |command = day
 
   |command = day
 
   |params  = {{t|I:value}}
 
   |params  = {{t|I:value}}
   |desc    = Changes day of the month to the specified value; stays in current season and adjusts <tt>daysPlayed</tt> statistic appropriately.
+
   |desc    = Changes day of the month to the specified value; stays in current season and adjusts <samp>daysPlayed</samp> statistic appropriately.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = pausetime
 
   |command = pausetime
   |desc    = Toggles game pause state. This is different from the normal chat <tt>/pause</tt> command in that the player still has free movement during the pause.
+
   |desc    = Toggles game pause state. This is different from the normal chat <samp>/pause</samp> command in that the player still has free movement during the pause.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = season
 
   |command = season
 
   |params  = {{t|S:name}}
 
   |params  = {{t|S:name}}
   |desc    = Sets season to the specified value. The season name is case-insensitive; valid names are <tt>spring</tt>, <tt>summer</tt>, <tt>fall</tt>, and <tt>winter</tt>.
+
   |desc    = Sets season to the specified value. The season name is case-insensitive; valid names are <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, and <samp>winter</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 2,072: Line 2,072:  
   |command = inputsim,is
 
   |command = inputsim,is
 
   |params  = {{t|S:type}}
 
   |params  = {{t|S:type}}
   |desc    = Sets input simulator to the specified type. Valid types are <tt>spamtool</tt> and <tt>spamlr</tt>. Details unknown.
+
   |desc    = Sets input simulator to the specified type. Valid types are <samp>spamtool</samp> and <samp>spamlr</samp>. Details unknown.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 2,081: Line 2,081:  
   |command = musicvolume, mv, m
 
   |command = musicvolume, mv, m
 
   |params  = {{t|D:value}}
 
   |params  = {{t|D:value}}
   |desc    = Sets music volume to the specified value. This is a double-precision float in the range of <tt>0 - 1</tt>.
+
   |desc    = Sets music volume to the specified value. This is a double-precision float in the range of <samp>0 - 1</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 2,090: Line 2,090:  
   |command = runmacro, rm
 
   |command = runmacro, rm
 
   |params  = {{t|S:filename}}
 
   |params  = {{t|S:filename}}
   |desc    = Runs the specified macro file. The given filename will have <tt>.txt</tt> appended to it. See [[#Macros|Macros]] for more details.
+
   |desc    = Runs the specified macro file. The given filename will have <samp>.txt</samp> appended to it. See [[#Macros|Macros]] for more details.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 2,098: Line 2,098:  
{{/cmd
 
{{/cmd
 
   |command = showplurals
 
   |command = showplurals
   |desc    = Prints (to the console) the plural forms of all items listed in <tt>Data/ObjectInformation</tt> and <tt>Data/BigCraftablesInformation</tt>.
+
   |desc    = Prints (to the console) the plural forms of all items listed in <samp>Data/ObjectInformation</samp> and <samp>Data/BigCraftablesInformation</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 2,106: Line 2,106:  
{{/cmd
 
{{/cmd
 
   |command = version
 
   |command = version
   |desc    = Outputs the assembly version number to the console. Note this is different from the more user-friendly version that can be accessed from the credits screen. For example, running this command on Stardew Valley 1.4.3 for Windows will output <tt>1.3.7286.33936</tt>
+
   |desc    = Outputs the assembly version number to the console. Note this is different from the more user-friendly version that can be accessed from the credits screen. For example, running this command on Stardew Valley 1.4.3 for Windows will output <samp>1.3.7286.33936</samp>
 
}}
 
}}
 
|}
 
|}
Line 2,230: Line 2,230:  
{{/cmd
 
{{/cmd
 
   |command = framebyframe, fbf
 
   |command = framebyframe, fbf
   |desc    = Turns on "frame-by-frame" mode which pauses the game and allows you to advance time/animations one frame at a time by hitting the <tt>G</tt> key. Hit <tt>Escape</tt> key to exit.
+
   |desc    = Turns on "frame-by-frame" mode which pauses the game and allows you to advance time/animations one frame at a time by hitting the <samp>G</samp> key. Hit <samp>Escape</samp> key to exit.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = frameoffset, fo
 
   |command = frameoffset, fo
 
   |params  = {{t|I:frameID}},{{t|S:X}},{{t|S:Y}},{{t|S:??}}
 
   |params  = {{t|I:frameID}},{{t|S:X}},{{t|S:Y}},{{t|S:??}}
   |desc    = Sets frame offset for specified frame and specified X & Y values. The X and Y can be prefaced with <tt>s</tt> to flip the direction. Details unknown; reference <tt>FarmerRenderer.featureXOffsetPerFrame()</tt> and <tt>FarmerRenderer.featureYOffsetPerFrame()</tt>.
+
   |desc    = Sets frame offset for specified frame and specified X & Y values. The X and Y can be prefaced with <samp>s</samp> to flip the direction. Details unknown; reference <samp>FarmerRenderer.featureXOffsetPerFrame()</samp> and <samp>FarmerRenderer.featureYOffsetPerFrame()</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 2,262: Line 2,262:  
   |command = ambientlight, al
 
   |command = ambientlight, al
 
   |params  = {{t|I:R}},{{t|I:G}},{{t|I:B}}
 
   |params  = {{t|I:R}},{{t|I:G}},{{t|I:B}}
   |desc    = Sets the ambient light of the current location to the inverse of the specified RGB values. This is a temporary change and the light will revert if the location is reset or re-entered. Ex. inputting <tt>255 0 0</tt> will set the lighting to aqua blue, <tt>0 255 255,</tt> rather than red.
+
   |desc    = Sets the ambient light of the current location to the inverse of the specified RGB values. This is a temporary change and the light will revert if the location is reset or re-entered. Ex. inputting <samp>255 0 0</samp> will set the lighting to aqua blue, <samp>0 255 255,</samp> rather than red.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = bloom
 
   |command = bloom
 
   |params  = {{t|D:BloomThreshold}},{{t|D:BlurAmount}},{{t|D:BloomIntensity}},{{t|D:BaseIntensity}},{{t|D:BloomSaturation}},{{t|D:BaseSaturation}},{{o|S:brightWhiteOnly}}  
 
   |params  = {{t|D:BloomThreshold}},{{t|D:BlurAmount}},{{t|D:BloomIntensity}},{{t|D:BaseIntensity}},{{t|D:BloomSaturation}},{{t|D:BaseSaturation}},{{o|S:brightWhiteOnly}}  
   |desc    = Changes the bloom settings to the specified parameters. Most are double-precision floats which are divided by 10. The last parameter will set the <tt>brightWhiteOnly</tt> flag to <tt>true</tt> if it is present and <tt>false</tt> if it is absent. Also sets the <tt>bloomDay</tt> flag.
+
   |desc    = Changes the bloom settings to the specified parameters. Most are double-precision floats which are divided by 10. The last parameter will set the <samp>brightWhiteOnly</samp> flag to <samp>true</samp> if it is present and <samp>false</samp> if it is absent. Also sets the <samp>bloomDay</samp> flag.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = bloomday
 
   |command = bloomday
   |desc    = Toggles the <tt>bloomDay</tt> flag on and off, essentially turning the bloom effects themselves on or off.
+
   |desc    = Toggles the <samp>bloomDay</samp> flag on and off, essentially turning the bloom effects themselves on or off.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = drawbounds
 
   |command = drawbounds
   |desc    = Toggles the <tt>drawbounds</tt> flag on and off. Details unknown.
+
   |desc    = Toggles the <samp>drawbounds</samp> flag on and off. Details unknown.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = lsd
 
   |command = lsd
 
   |params  = {{t|D:howLongMilliseconds}},{{t|D:shiftRate}},{{t|D:shiftFade}},{{t|D:globalIntensityMax}},{{t|D:blurShiftLevel}},{{t|D:saturationShiftLevel}},{{t|D:contrastShiftLevel}},{{t|D:bloomIntensityShift}},{{t|D:brightnessShift}},{{t|D:globalIntensityStart}},{{t|D:offsetShift}}
 
   |params  = {{t|D:howLongMilliseconds}},{{t|D:shiftRate}},{{t|D:shiftFade}},{{t|D:globalIntensityMax}},{{t|D:blurShiftLevel}},{{t|D:saturationShiftLevel}},{{t|D:contrastShiftLevel}},{{t|D:bloomIntensityShift}},{{t|D:brightnessShift}},{{t|D:globalIntensityStart}},{{t|D:offsetShift}}
   |desc    = Starts a bloom shifting animation with the specified values. All parameters are double-precision floats; the third parameter is divided by 1000 and the fourth through tenth parameters are divided by 100. Details unknown; reference <tt>BloomComponent.startShifting()</tt>. '''Use caution when testing this command if you're photosensitive, as it triggers very intense screen flashes.'''
+
   |desc    = Starts a bloom shifting animation with the specified values. All parameters are double-precision floats; the third parameter is divided by 1000 and the fourth through tenth parameters are divided by 100. Details unknown; reference <samp>BloomComponent.startShifting()</samp>. '''Use caution when testing this command if you're photosensitive, as it triggers very intense screen flashes.'''
 
}}
 
}}
 
{{/cmd
 
{{/cmd
 
   |command = panmode, pm
 
   |command = panmode, pm
   |desc    = Turns on panmode. During panmode the screen can be panned with movement keys or mouse movements and <tt>debug panmode</tt> or <tt>debug exit</tt> will turn panmode off.
+
   |desc    = Turns on panmode. During panmode the screen can be panned with movement keys or mouse movements and <samp>debug panmode</samp> or <samp>debug exit</samp> will turn panmode off.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 2,319: Line 2,319:  
   |command = playmusic
 
   |command = playmusic
 
   |params  = {{t|s:cueID}}
 
   |params  = {{t|s:cueID}}
   |desc    = Plays the specified music track. May not be able to play tracks which have a space in the cue name. Tracks played this way will be added to the <tt>songsHeard</tt> list and be available to play on the Jukebox afterwards. See the [https://docs.google.com/spreadsheets/d/1CpDrw23peQiq-C7F2FjYOMePaYe0Rc9BwQsj3h6sjyo/ modder's resource spreadsheet] (Music Bank IDs tab) for a list of valid cue IDs.
+
   |desc    = Plays the specified music track. May not be able to play tracks which have a space in the cue name. Tracks played this way will be added to the <samp>songsHeard</samp> list and be available to play on the Jukebox afterwards. See the [https://docs.google.com/spreadsheets/d/1CpDrw23peQiq-C7F2FjYOMePaYe0Rc9BwQsj3h6sjyo/ modder's resource spreadsheet] (Music Bank IDs tab) for a list of valid cue IDs.
 
   |example = <code>debug playmusic spring2</code> would play the track ''Spring (The Valley Comes Alive)''.  
 
   |example = <code>debug playmusic spring2</code> would play the track ''Spring (The Valley Comes Alive)''.  
 
}}
 
}}
Line 2,344: Line 2,344:  
   |command = blueprint
 
   |command = blueprint
 
   |params  = {{t|s:ID}}
 
   |params  = {{t|s:ID}}
   |desc    = Adds the specified blueprint to the "Farmer's Catalogue" menu. IDs seem to be buildings and animals from <tt>Data/Blueprints</tt>.
+
   |desc    = Adds the specified blueprint to the "Farmer's Catalogue" menu. IDs seem to be buildings and animals from <samp>Data/Blueprints</samp>.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
Line 2,360: Line 2,360:  
{{/cmd
 
{{/cmd
 
   |command = stoprafting
 
   |command = stoprafting
   |desc    = Sets an internal <tt>isRafting</tt> flag to false. As rafting was not fully implemented, this doesn't do much.
+
   |desc    = Sets an internal <samp>isRafting</samp> flag to false. As rafting was not fully implemented, this doesn't do much.
 
}}
 
}}
 
{{/cmd
 
{{/cmd
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