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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]]==
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==Data format==
 
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You now create/edit [[Trees|wild trees]] by editing the <samp>Data/WildTrees</samp> asset.
====Data format====
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You can now create/edit [[Trees|wild trees]] by editing the <samp>Data/WildTrees</samp> asset.
      
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.
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| ''(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.
 
|-
 
|-
 
| <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]];
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* 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.
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| ''(Optional)'' [[Modding:Common_data_field_types#Quantity_modifiers|Quantity modifiers]] applied to the <samp>DaysUntilReady</samp> value. Default none.
 
|-
 
|-
 
| <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>.
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| ''(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.
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| 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).
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* Or give the player a seed item in the usual ways (e.g. from [[Modding:Shops|a shop]], [[Modding:Mail data|mail letter]], etc).
       
[[Category:Modding]]
 
[[Category:Modding]]
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