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698 bytes removed ,  00:07, 6 September 2023
restructure into non-migration-guide format
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'''To edit location maps, see [[Modding:Maps]]. See also [[Modding:Index#Creating mods|an intro to making mods]].'''
 
'''To edit location maps, see [[Modding:Maps]]. See also [[Modding:Index#Creating mods|an intro to making mods]].'''
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==From migration guide==
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==Overview==
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You can change the world map by editing the <samp>Data/WorldMap</samp> asset. You can add custom maps for certain locations, apply texture overlays, add/edit tooltips, set player marker positioning, etc.
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===Basic concepts===
 
[[File:Modding map area.png|thumb|The default world map. The entire map is the Valley region, and the highlighted portion is an area with its own texture, tooltip/name, and player marker positioning.]]
 
[[File:Modding map area.png|thumb|The default world map. The entire map is the Valley region, and the highlighted portion is an area with its own texture, tooltip/name, and player marker positioning.]]
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You can now change the world map by editing the <samp>Data/WorldMap</samp> asset. You can add custom maps for certain locations, apply texture overlays, add/edit tooltips, set player marker positioning, etc. The default map for the valley is fully defined in <samp>Data/WorldMap</samp>.
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====Overview====
   
The game divides the world map into three main concepts (see example at right):
 
The game divides the world map into three main concepts (see example at right):
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The game will find the first <samp>WorldPositions</samp> entry which matches the current location, and assume you're in the region and map area which contains it. If there's none found, it defaults to the farm.
 
The game will find the first <samp>WorldPositions</samp> entry which matches the current location, and assume you're in the region and map area which contains it. If there's none found, it defaults to the farm.
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====Format====
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===Real-time positioning===
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The world map generally shows players' actual positions within the world in real-time. If the location drawn on the map closely matches the in-game location, this happens automatically based on the <samp>PixelArea</samp> and <samp>LocationName</samp> fields in <samp>Data/WorldMap</samp>. For complex locations whose tile layout doesn't match the drawn map, you can specify pixel + tile areas in the <samp>WorldLocations</samp> field to allow real-time positions.
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==Data==
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===Format===
 
The <samp>Data/WorldMap</samp> data asset consists of a string → model lookup, where...
 
The <samp>Data/WorldMap</samp> data asset consists of a string → model lookup, where...
 
* The key is a unique identifier for the region. This should only contain alphanumeric/underscore/dot characters. For custom regions, this should be prefixed with your mod ID like <samp>Example.ModId_RegionName</samp>.
 
* The key is a unique identifier for the region. This should only contain alphanumeric/underscore/dot characters. For custom regions, this should be prefixed with your mod ID like <samp>Example.ModId_RegionName</samp>.
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|}
 
|}
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====Example====
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===Example===
 
This [[Modding:Content Patcher|Content Patcher]] content pack adds a new world map for [[Ginger Island]]. If the player unlocked the [[Ginger Island#Beach Resort|beach resort]], it applies the beach resort texture.
 
This [[Modding:Content Patcher|Content Patcher]] content pack adds a new world map for [[Ginger Island]]. If the player unlocked the [[Ginger Island#Beach Resort|beach resort]], it applies the beach resort texture.
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     ]
 
     ]
 
}</nowiki>|lang=javascript}}
 
}</nowiki>|lang=javascript}}
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====Real-time positioning====
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In Stardew Valley 1.6, the world map now shows players' actual positions within the world in real-time (instead of showing them at a fixed point for each location like 1.5.4). In multiplayer, you'll see other players' position in real-time too.
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For custom locations, this usually happens automatically based on your <samp>PixelArea</samp> and <samp>LocationName</samp> fields in <samp>Data/WorldMap</samp>. For complex locations whose tile layout doesn't match the drawn map, you can specify pixel + tile areas in the <samp>WorldLocations</samp> field to allow real-time positions.
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⚠ Current limitations:
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* The [[Cindersap Forest|forest]] (outside), [[Pelican Town|town]] (outside), and [[Ginger Island]] (all) temporarily have a fixed marker position like in 1.5.4. Their locations' layouts are very different from the drawn map, so they'll be migrated during the 1.6 late alpha.
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* Building interiors temporarily show a fixed marker position on the farm, like in 1.5.4. Dynamically mapping those to the building's exterior position will be added during the late alpha.
      
[[Category:Modding]]
 
[[Category:Modding]]
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