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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== | + | ==Overview== |
| + | 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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− |
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− | ====Overview====
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| 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==== | + | ===Real-time positioning=== |
| + | 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. |
| + | |
| + | ==Data== |
| + | ===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====
| + | ===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.
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| [[Category:Modding]] | | [[Category:Modding]] |