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Created page with "{{upcoming|1.6}} ← Index This page explains how to create a custom farm type. It is an advanced guide for modders. '''Before reading this page''', see ..."
{{upcoming|1.6}}

← [[Modding:Index|Index]]

This page explains how to create a custom farm type. It is an advanced guide for modders.
'''Before reading this page''', see [[Modding:Editing XNB files]] for the basic concepts.

==Files to Edit==
Creating a custom farm requires editing some files and adding new ones. However, you don't need any programming experience and it can be done with [[Modding:Content Patcher|Content Patcher]].

==Farm Map==
A map controls the general appearance and layout of your farm. [[Modding:Maps|Modding:Maps]] describes the basic process of creating a map. Copying and editing an existing farm map is recommended to avoid problems with missing information. The map must be added to the game files, and not replace an existing one.

===Entry Properties===
These map properties can change where a player enters the farm when arriving from other locations, such as the backwoods, bus stop, or forest.

===Building Properties===
These map properties can change where some objects are positioned by default, such as the greenhouse, farmhouse, or grandpa's shrine.

===Farmhouse Interior===
The starter interior layout of the farmhouse and cabins can be modified using these map properties '''on the farm'''.

===Other Properties===
These map properties can change other aspects of the farm, such as regenerating hardwood stumps or rock-spawning quarries.

==Farm Type==
TODO

===Localization===
TODO

==Location Data==
[[Modding:Locations|Data/Locations]] contains additional information about the game's locations. Each farm type has its own entry, identified by <samp>Farm_</samp> followed by the unique ID of the farm type. This step is optional. If a farm layout does not have location data, the location data of the standard farm layout will be used.

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