You can also store custom data for individual game entities which have a <samp>modData</samp> dictionary field. That includes NPCs and players (<samp>Character</samp>), <samp>GameLocation</samp>, <samp>Item</samp>, and <samp>TerrainFeature</samp>. This is persisted to the save file and synchronized in multiplayer.
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Usage notes:
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* To avoid mod conflicts, prefixing data fields with your mod ID is strongly recommended (see the example below).
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* When you split an item stack, the new stack copies the previous one's <samp>modData</samp> field; when merged into another stack, the merged items adopt the target stack's mod data. Otherwise mod data has no effect on item split/merge logic (''e.g.,'' you can still merge items with different mod data).</li>
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For example, this writes and then reads a custom 'age' value for an item: