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| This page documents the in-game data format for [[Trees|wild trees]]. This is an advanced guide for mod developers. | | This page documents the in-game data format for [[Trees|wild trees]]. This is an advanced guide for mod developers. |
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− | ==Copied from [[Modding:Migrate to Stardew Valley 1.6]]==
| + | ==Data format== |
− | | + | You now create/edit [[Trees|wild trees]] by editing the <samp>Data/WildTrees</samp> asset. |
− | ====Data format====
| |
− | You can now create/edit [[Trees|wild trees]] by editing the <samp>Data/WildTrees</samp> asset. | |
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| This consists of a string → model lookup, where... | | This consists of a string → model lookup, where... |
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| | <samp>SeedItemId</samp> | | | <samp>SeedItemId</samp> |
− | | ''(Optional)'' The [[#Custom items|qualified item ID]] for the seed item. If omitted, the tree can't be planted and <samp>SeedOnShakeChance</samp> will be ignored. | + | | ''(Optional)'' The [[Modding:Common_data_field_types#Item_ID|qualified item ID]] for the seed item. If omitted, the tree can't be planted and <samp>SeedOnShakeChance</samp> will be ignored. |
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| | <samp>SeedPlantable</samp> | | | <samp>SeedPlantable</samp> |
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| | <samp>DebrisColor</samp> | | | <samp>DebrisColor</samp> |
| | ''(Optional)'' The color of the cosmetic wood chips when chopping the tree. This can be... | | | ''(Optional)'' The color of the cosmetic wood chips when chopping the tree. This can be... |
− | * a [[#Color fields|standard color format]]; | + | * a [[Modding:Common_data_field_types#Color|standard color format]]; |
| * or one of <samp>12</samp> (brown/woody), <samp>100001</samp> (white), <samp>100001</samp> (light green), <samp>100002</samp> (light blue), <samp>100003</samp> (red), <samp>100004</samp> (yellow), <samp>100005</samp> (black), <samp>100006</samp> (gray), or <samp>100007</samp> (charcoal / dim gray). | | * or one of <samp>12</samp> (brown/woody), <samp>100001</samp> (white), <samp>100001</samp> (light green), <samp>100002</samp> (light blue), <samp>100003</samp> (red), <samp>100004</samp> (yellow), <samp>100005</samp> (black), <samp>100006</samp> (gray), or <samp>100007</samp> (charcoal / dim gray). |
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| | <samp>DaysUntilReadyModifiers</samp> | | | <samp>DaysUntilReadyModifiers</samp> |
− | | ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the <samp>DaysUntilReady</samp> value. Default none. | + | | ''(Optional)'' [[Modding:Common_data_field_types#Quantity_modifiers|Quantity modifiers]] applied to the <samp>DaysUntilReady</samp> value. Default none. |
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| | <samp>DaysUntilReadyModifiersMode</samp> | | | <samp>DaysUntilReadyModifiersMode</samp> |
− | | ''(Optional)'' [[#Quantity modifiers|Quantity modifier modes]] which indicate what to do if multiple modifiers in the <samp>DaysUntilReadyModifiersMode</samp> field apply at the same time. Default <samp>Stack</samp>. | + | | ''(Optional)'' [[Modding:Common_data_field_types#Quantity_modifiers|Quantity modifier modes]] which indicate what to do if multiple modifiers in the <samp>DaysUntilReadyModifiersMode</samp> field apply at the same time. Default <samp>Stack</samp>. |
| |} | | |} |
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| | <samp>CustomFields</samp> | | | <samp>CustomFields</samp> |
− | | The [[#Custom data fields|custom fields]] for this entry. | + | | The [[Modding:Common_data_field_types#Custom_fields|custom fields]] for this entry. |
| |} | | |} |
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| Custom trees can be added to the game in two ways: | | Custom trees can be added to the game in two ways: |
| * Spawn them on [[Modding:Maps|map tiles]] when the location is created, using the new <samp>SpawnTree: wild {{t|tree ID}} {{o|growth stage on location created}} {{o|growth stage on day-update regrowth}}</samp> tile property. This must be added on the <samp>Paths</samp> layer, which must also have tile index 34 from the <samp>paths</samp> tilesheet. | | * Spawn them on [[Modding:Maps|map tiles]] when the location is created, using the new <samp>SpawnTree: wild {{t|tree ID}} {{o|growth stage on location created}} {{o|growth stage on day-update regrowth}}</samp> tile property. This must be added on the <samp>Paths</samp> layer, which must also have tile index 34 from the <samp>paths</samp> tilesheet. |
− | * Or give the player a seed item in the usual ways (e.g. from [[#Custom shops|a shop]], [[Modding:Mail data|mail letter]], etc). | + | * Or give the player a seed item in the usual ways (e.g. from [[Modding:Shops|a shop]], [[Modding:Mail data|mail letter]], etc). |
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| [[Category:Modding]] | | [[Category:Modding]] |