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Known map properties, add new from 1.6 and adjust old for new behavior
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==Known map properties==
 
==Known map properties==
 
¹
 
¹
 +
====Building construction====
 +
{| class="wikitable"
 +
|-
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! property
 +
! explanation
 +
|-
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| <samp>CanBuildHere T</samp><br />''(valid in any outdoor location)''
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| Whether to allow constructing buildings in this location. The game will adjust automatically to account for it (e.g. Robin will let you choose where to build).
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|-
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| <samp>BuildConditions {{t|query}}</samp><br />''(valid in any outdoor location)''
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| If <samp>CanBuildHere</samp> is set, an optional [[Modding:Game state queries|game state query]] which indicates whether building is allowed currently.
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|-
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| <samp>LooserBuildRestrictions T</samp><br />''(valid in any outdoor location)''
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| If set, tiles don't need to be marked <samp>Buildable T</samp> or <samp>Diggable T</samp> in their properties. Tiles can be blocked with <samp>Buildable F</samp> instead. The other restrictions still apply.
 +
|-
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| <samp>ValidBuildRect {{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp><br />''(valid in any outdoor location)''
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| The tile area within the map where buildings may be placed. If omitted, buildings may be placed in any open space in the map.
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|}
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====Crops====
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{| class="wikitable"
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|-
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! property
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! explanation
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|-
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| <samp>AllowGiantCrops T</samp>
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| If set with any non-blank value, [[Crops#Giant Crops|giant crops]] can grow in this location (if crops are also allowed per the [[Modding:Migrate to Stardew Valley 1.6#Custom crops|crop data]] or [[Modding:Migrate to Stardew Valley 1.6#Custom location contexts|<samp>PlantableLocations</samp> context field]]).
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|-
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| <samp>DirtDecayChance {{t|chance}}</samp>
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| The probability that each dirt tile will disappear overnight if it doesn't contain a crop, as a value between 0 (never) and 1 (always). Defaults to 0 (greenhouses), 0.1 (farms), and 1 (anywhere else).
 +
|}
    
===Plants, forage, & item spawning===
 
===Plants, forage, & item spawning===
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| Spawns grass at random positions when a new year starts (subject to its usual spawn rules). See also <samp>SpawnGrassFromPathsOnNewYear</samp>.
 
| Spawns grass at random positions when a new year starts (subject to its usual spawn rules). See also <samp>SpawnGrassFromPathsOnNewYear</samp>.
 
|-
 
|-
| <samp>Stumps [{{t|int x}} {{t|int y}} {{t|unused}}]+</samp><br />''(valid in [[Secret Woods]])''
+
| <samp>Stumps [{{t|int x}} {{t|int y}} {{t|unused}}]+</samp><br />''(valid in any location)''
 
| Adds stumps to the Secret Woods map daily. The third field for each stump appears to be unused.<br />''Example: <samp>Stumps 24 6 3 29 7 3 26 10 3 46 6 3 34 26 3 41 26 3</samp>.''
 
| Adds stumps to the Secret Woods map daily. The third field for each stump appears to be unused.<br />''Example: <samp>Stumps 24 6 3 29 7 3 26 10 3 46 6 3 34 26 3 41 26 3</samp>.''
 
|-
 
|-
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|-
 
|-
 
| <samp>Music {{t|string name}}</samp><br />''(valid in any location)''
 
| <samp>Music {{t|string name}}</samp><br />''(valid in any location)''
| Sets the music that plays when the player enters, where {{t|name}} is the cue name in the audio files.<br />''Example: <samp>Music MarlonsTheme</samp>.''
+
| Sets the music that plays when the player enters, where {{t|name}} is the cue name in the audio files.<br />''Example: <samp>Music MarlonsTheme</samp>.'' (Deprecated; use the music fields in [[#Custom locations|<samp>Data/Locations</samp>]] instead. This property is only applied if the location has no music in <samp>Data/Locations</samp>.)
 
|-
 
|-
 
| <samp>Music {{t|int start}} {{t|int end}} {{t|string name}}</samp><br />''(valid in any location)''
 
| <samp>Music {{t|int start}} {{t|int end}} {{t|string name}}</samp><br />''(valid in any location)''
| Sets the music that plays when the player enters, where {{t|name}} is the cue name in the audio files, music will only play if the time is between {{t|int start}} (inclusive) and {{t|int end}} (exclusive).<br />''Example: <samp>Music 800 1200 MarlonsTheme</samp>.''
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| Sets the music that plays when the player enters, where {{t|name}} is the cue name in the audio files, music will only play if the time is between {{t|int start}} (inclusive) and {{t|int end}} (exclusive).<br />''Example: <samp>Music 800 1200 MarlonsTheme</samp>.'' (Deprecated; use the music fields in [[#Custom locations|<samp>Data/Locations</samp>]] instead. This property is only applied if the location has no music in <samp>Data/Locations</samp>.)
 
|}
 
|}
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|-
 
|-
 
| <samp>FarmHouseFlooring {{t|flooring id}}</samp><br />''(valid in farm)''
 
| <samp>FarmHouseFlooring {{t|flooring id}}</samp><br />''(valid in farm)''
| Sets the initial farmhouse floor to the given ID when creating a new save. These are mapped to the 4x4 tile areas in the <samp>Maps/walls_and_floors</samp> tilesheet starting at tile index 336 (where index 0 is mapped to the top-left square).<br />This is only enabled if <samp>FarmHouseFurniture</samp> is set.
+
| Sets the initial farmhouse floor to the given ID when creating a new save. These are mapped to the 4x4 tile areas in the <samp>Maps/walls_and_floors</samp> tilesheet starting at tile index 336 (where index 0 is mapped to the top-left square).
 
|-
 
|-
 
| <samp>FarmHouseFurniture [{{t|furniture ID}} {{t|tile X}} {{t|tile Y}} {{t|rotations}}]+</samp><br />''(valid in farm)''
 
| <samp>FarmHouseFurniture [{{t|furniture ID}} {{t|tile X}} {{t|tile Y}} {{t|rotations}}]+</samp><br />''(valid in farm)''
| Spawns initial furniture in the farmhouse when creating a new save. If you add multiple furniture to the same tile, the first one will be placed on the ground and the last one will be placed on the first one.<br />This is also required to enable the <samp>FarmHouseWallpaper</samp>, <samp>FarmHouseFlooring</samp>, and <samp>FarmHouseStarterSeedsPosition</samp> properties. You can enable it without spawning any furniture with <samp>FarmHouseFurniture -1 0 0 0</samp>.
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| Spawns initial furniture in the farmhouse when creating a new save. If you add multiple furniture to the same tile, the first one will be placed on the ground and the last one will be placed on the first one.<br />
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|-
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| <samp>FarmHouseStarterGift [{{t|id}} {{o|count}}]+</samp>
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| The items that should appear in the initial gift box placed in the farmhouse when the save is created. This consists of one or more pairs of item ID (which can be qualified or unqualified) and count. The count is optional on the last entry.
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For example, this will add 10 pufferfish (object 128) and a blobfish mask (hat 56):
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<pre>FarmHouseStarterGift (O)128 10 (H)56 1</pre>
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If omitted, the default items (usually a 15 parsnip seeds) are added instead.
 
|-
 
|-
 
| <samp>FarmHouseStarterSeedsPosition {{t|tile X}} {{t|tile Y}}</samp><br />''(valid in farm)''
 
| <samp>FarmHouseStarterSeedsPosition {{t|tile X}} {{t|tile Y}}</samp><br />''(valid in farm)''
| Sets the tile position in the farmhouse where the seed package is placed when creating a new save.<br />This is only enabled if <samp>FarmHouseFurniture</samp> is set.
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| Sets the tile position in the farmhouse where the seed package is placed when creating a new save.
 
|-
 
|-
 
| <samp>FarmHouseWallpaper {{t|wallpaper id}}</samp><br />''(valid in farm)''
 
| <samp>FarmHouseWallpaper {{t|wallpaper id}}</samp><br />''(valid in farm)''
| Sets the initial farmhouse wallpaper to the given ID when creating a new save. These are mapped to the 1x4 tile areas in the <samp>Maps/walls_and_floors</samp> tilesheet starting from the top-left.<br />This is only enabled if <samp>FarmHouseFurniture</samp> is set.
+
| Sets the initial farmhouse wallpaper to the given ID when creating a new save. These are mapped to the 1x4 tile areas in the <samp>Maps/walls_and_floors</samp> tilesheet starting from the top-left.
 
|}
 
|}
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|-
 
|-
 
| <samp>UniquePortrait [{{t|str name}}]+</samp><br />''(valid in any location)''
 
| <samp>UniquePortrait [{{t|str name}}]+</samp><br />''(valid in any location)''
| Switches the portraits for the named NPCs to the unique variants for the location. An NPC <samp>Jane</samp> in location <samp>Room</samp> will switch to portrait <samp>Portraits/Jane_Room</samp>.<br />''Example: <samp>UniquePortrait Maru</samp>.''
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| Switches the portraits for the named NPCs to the unique variants for the location. An NPC <samp>Jane</samp> in location <samp>Room</samp> will switch to portrait <samp>Portraits/Jane_Room</samp>.<br />''Example: <samp>UniquePortrait Maru</samp>.'' (Deprecated; use [[Modding:Migrate to Stardew Valley 1.6#Custom NPC appearance|custom NPC appearances]] instead. These properties will override NPC appearances.)
 
|-
 
|-
 
| <samp>UniqueSprite [{{t|str name}}]+</samp><br />''(valid in any location)''
 
| <samp>UniqueSprite [{{t|str name}}]+</samp><br />''(valid in any location)''
| Switches the spritesheets for the named NPCs to the unique variants for the location. An NPC <samp>Jane</samp> in location <samp>Room</samp> will switch to spritesheet <samp>Characters/Jane_Room</samp>.<br />''Example: <samp>UniqueSprite Maru</samp>.''
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| Switches the spritesheets for the named NPCs to the unique variants for the location. An NPC <samp>Jane</samp> in location <samp>Room</samp> will switch to spritesheet <samp>Characters/Jane_Room</samp>.<br />''Example: <samp>UniqueSprite Maru</samp>.'' (Deprecated; use [[Modding:Migrate to Stardew Valley 1.6#Custom NPC appearance|custom NPC appearances]] instead. These properties will override NPC appearances.)
 
|-
 
|-
 
| <samp>ViewportFollowPlayer T</samp>²<br />''(valid in any location)''
 
| <samp>ViewportFollowPlayer T</samp>²<br />''(valid in any location)''
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|}
 
|}
   −
The following properties are used but apparently have no effect: <samp>Arch</samp>, <samp>Debris</samp>, <samp>Spouse</samp>, and <samp>Fish</samp>.
      
<small>¹ Map properties are primarily handled in various methods of the <samp>GameLocation</samp> class, particularly <samp>resetLocalState</samp>.</small><br />
 
<small>¹ Map properties are primarily handled in various methods of the <samp>GameLocation</samp> class, particularly <samp>resetLocalState</samp>.</small><br />
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