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Text replacement - "(e.g. " to "(''e.g.'', "
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|-
 
|-
 
| <samp>ID</samp>
 
| <samp>ID</samp>
| A unique ID value. This must be '''globally''' unique across all mods, so you should prefix your mod ID (e.g. <samp>Example.PineapplesAnywhere/PineappleFarm</samp>). You should avoid commas for compatibility with Content Patcher packs checking the <samp><nowiki>{{FarmType}}</nowiki></samp> token. This is not shown in-game.
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| A unique ID value. This must be '''globally''' unique across all mods, so you should prefix your mod ID (''e.g.'', <samp>Example.PineapplesAnywhere/PineappleFarm</samp>). You should avoid commas for compatibility with Content Patcher packs checking the <samp><nowiki>{{FarmType}}</nowiki></samp> token. This is not shown in-game.
 
|-
 
|-
 
| <samp>TooltipStringPath</samp>
 
| <samp>TooltipStringPath</samp>
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|-
 
|-
 
| <samp>NumberComma</samp>
 
| <samp>NumberComma</samp>
| ''(optional)'' The string to use as the thousands separator (e.g. <code>","</code> for <code>5,000,000</code>). Defaults to a comma.
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| ''(optional)'' The string to use as the thousands separator (''e.g.'', <code>","</code> for <code>5,000,000</code>). Defaults to a comma.
 
|-
 
|-
 
| <samp>SmallFontLineSpacing</samp>
 
| <samp>SmallFontLineSpacing</samp>
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===Custom festival location names===
 
===Custom festival location names===
The location name in the festival-started message (e.g. "''The Luau has begun on the beach''") was previously hardcoded, so it would always show the internal name for non-vanilla festival locations. You can now add a <samp>locationDisplayName</samp> field in the <samp>Data/Festivals/*</samp> file to set the display name.
+
The location name in the festival-started message (''e.g.'', "''The Luau has begun on the beach''") was previously hardcoded, so it would always show the internal name for non-vanilla festival locations. You can now add a <samp>locationDisplayName</samp> field in the <samp>Data/Festivals/*</samp> file to set the display name.
    
===Custom spouse rooms===
 
===Custom spouse rooms===
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<li>You can mark where the spouse stands in their spouse room by placing the red circle path tile (tile index 7) on [[Modding:Maps#Paths layer|the <samp>Paths</samp> layer]].</li>
 
<li>You can mark where the spouse stands in their spouse room by placing the red circle path tile (tile index 7) on [[Modding:Maps#Paths layer|the <samp>Paths</samp> layer]].</li>
 
<li>The spouse room maps are now applied using the game's newer map override system, so tile properties and custom tilesheets in the spouse room map are copied over automatically.</li>
 
<li>The spouse room maps are now applied using the game's newer map override system, so tile properties and custom tilesheets in the spouse room map are copied over automatically.</li>
<li>Some of the game's spouse room code (e.g. positions for Sebastian's 14-heart frog terrarium) was updated to potentially allow moving spouse rooms around. However, some things like event positions are still hardcoded and will need to be fixed to fully support this feature.</li>
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<li>Some of the game's spouse room code (''e.g.'', positions for Sebastian's 14-heart frog terrarium) was updated to potentially allow moving spouse rooms around. However, some things like event positions are still hardcoded and will need to be fixed to fully support this feature.</li>
 
</ul>
 
</ul>
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| ''any''
 
| ''any''
 
| <samp>IsFarm T</samp>
 
| <samp>IsFarm T</samp>
| Marks the location as a farm. This only affects generic location/interaction logic which checks the in-code <code>location.IsFarm</code> property; logic hardcoded into the game's <code>Farm</code> class (e.g. farm animals, pets, crows/scarecrows, greenhouse, farm buildings, etc) is still limited to the actual farm.
+
| Marks the location as a farm. This only affects generic location/interaction logic which checks the in-code <code>location.IsFarm</code> property; logic hardcoded into the game's <code>Farm</code> class (''e.g.'', farm animals, pets, crows/scarecrows, greenhouse, farm buildings, etc) is still limited to the actual farm.
 
|-
 
|-
 
| ''any''
 
| ''any''
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Specifically:
 
Specifically:
 
<ul>
 
<ul>
<li>Items with the "<samp>propose_roommate_{{t|NPC name}}</samp>" [[Modding:Context tags|context tag]] will trigger a roommate proposal when given to the named NPC. The NPC name must be lowercase with underscores instead of spaces (e.g. <samp>propose_roommate_dwarf</samp>).</li>
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<li>Items with the "<samp>propose_roommate_{{t|NPC name}}</samp>" [[Modding:Context tags|context tag]] will trigger a roommate proposal when given to the named NPC. The NPC name must be lowercase with underscores instead of spaces (''e.g.'', <samp>propose_roommate_dwarf</samp>).</li>
 
<li>These [[Modding:Dialogue|dialogue keys]] apply before they move in:
 
<li>These [[Modding:Dialogue|dialogue keys]] apply before they move in:
 
{| class="wikitable"
 
{| class="wikitable"
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===Improved map seats===
 
===Improved map seats===
When defining map seats via <samp>Data\ChairTiles</samp> (see [[Modding:Migrate to Stardew Valley 1.5#Sitting on non-furniture chairs|docs in the 1.5 migration guide]]), you can now set the type field to <samp>custom {{t|offset_x}} {{t|offset_y}} {{t|extra_height}}</samp> to override the hardcoded offset and height values in code. The three values are measured in tiles (e.g. an X offset value of 0.5 would shift the sitting location by half a tile).
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When defining map seats via <samp>Data\ChairTiles</samp> (see [[Modding:Migrate to Stardew Valley 1.5#Sitting on non-furniture chairs|docs in the 1.5 migration guide]]), you can now set the type field to <samp>custom {{t|offset_x}} {{t|offset_y}} {{t|extra_height}}</samp> to override the hardcoded offset and height values in code. The three values are measured in tiles (''e.g.'', an X offset value of 0.5 would shift the sitting location by half a tile).
    
==See also==
 
==See also==
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