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→‎Custom item data: update header
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* <samp>Context.IsMultiplayer</samp> returns true for split-screen multiplayer. You can use more specific fields like <samp>IsSplitScreen</samp>, <samp>HasRemotePlayers</samp>, or <samp>IsOnHostComputer</samp> if needed.
 
* <samp>Context.IsMultiplayer</samp> returns true for split-screen multiplayer. You can use more specific fields like <samp>IsSplitScreen</samp>, <samp>HasRemotePlayers</samp>, or <samp>IsOnHostComputer</samp> if needed.
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===Custom item data===
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===Custom mod data===
 
Each <samp>Character</samp>, <samp>GameLocation</samp>, <samp>Item</samp>, and <samp>TerrainFeature</samp> instance now has a <samp>modData</samp> dictionary field, which is persisted to the save file and synchronized in multiplayer. This can be used to store arbitrary mod data, including on the player itself via <samp>Game1.player.modData</samp>.
 
Each <samp>Character</samp>, <samp>GameLocation</samp>, <samp>Item</samp>, and <samp>TerrainFeature</samp> instance now has a <samp>modData</samp> dictionary field, which is persisted to the save file and synchronized in multiplayer. This can be used to store arbitrary mod data, including on the player itself via <samp>Game1.player.modData</samp>.
  
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