Difference between revisions of "Modding:Editing XNB files"

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<pre>
+
← [[Modding:Index|Index]]
---
 
layout: default
 
title: Creating an XNB mod
 
intro: >
 
    This page explains how to create a mod which replaces game files in order to change game data,
 
    images, and maps.
 
permalink: /for-devs/creating-an-xnb-mod
 
redirect_from:
 
    - /guides/creating-an-xnb-mod
 
---
 
  
## Intro
+
This page explains how to edit the game files to change in-game data, images, and maps.
  
### How XNB mods work
+
==Intro==
The game stores data in a compressed format with the `.xnb` file extension inside its `Content`
+
===What are XNB files?===
folder. For example, Abigail's portrait shown during dialogue is from `Content\Portraits\Abigail.xnb`.
+
The game stores data, maps, and textures in a compressed format with the <samp>.xnb</samp> file extension inside its <samp>Content</samp> folder. For example, Abigail's portrait shown during dialogue is from <samp>Content\Portraits\Abigail.xnb</samp>. Unpacking that file gives you an <samp>Abigail.png</samp> like this:<br />[[File:Modding - creating an XNB mod - example portraits.png]]
Each `.xnb` file contains two files: the data file (like an image), and a metadata file (information about the data
 
file). For example, here's what's inside `Content\Portraits\Abigail.xnb`:
 
  
```
+
===How do I get my changes in the game?===
Abigail.xnb
+
There are three ways to get your changes in the game:
  Abigail.png
 
  Abigail.yaml
 
```
 
  
In the above example:
+
# [[Modding:Content Patcher|Create a Content Patcher content pack]]. This lets you change the game's XNB data with zero programming (just editing a JSON file) and without replacing the actual game files.
 +
# [[Modding:Modder Guide/Get Started|Create a SMAPI mod]] and use the [[Modding:Modder_Guide/APIs/Content|Content API]]. This requires programming, though.
 +
# Create an XNB mod by replacing the original game files. This is no longer recommended and not documented here; see [[Modding:using XNB mods|using XNB mods]] for more info.
  
* `Abigail.png` contains Abigail's portraits. This is the file you would edit if you wanted to
+
===Where can I get help?===
  change her portraits in the game: 
+
The Stardew Valley modding community is very welcoming. Feel free to [[Modding:Community|ask the community]] for help.
  ![](images/creating-an-xnb-mod/example-portraits.png)
 
* `Abigail.yaml` contains metadata about `Abigail.png` (like what type of file it is). You don't
 
  need to worry about this file, since you generally won't be changing it.
 
  
An XNB mod replaces some of the game's XNB data files, which lets you change images (like portraits,
+
==<span id="unpacking">Unpack game files</span>==
NPCs, or buildings), data (like crop information or dialogue), or maps (including map behaviour
+
You can't edit an <samp>.xnb</samp> file itself, you need to edit the file that's inside it. Pulling out that inner file is called ''unpacking'', and putting it back is called ''packing''. There are two main XNB unpackers available.
like warps and minigames). XNB mods can also add entirely new content (like new NPCs).
 
  
### XNB mods versus SMAPI mods
+
===StardewXnbHack===
SMAPI is a modding API that lets you change the game using code. SMAPI mods are more powerful,
+
{{github|Pathoschild/StardewXnbHack#readme|StardewXnbHack}} is an open-source and crossplatform tool for unpacking XNB files. It can't pack files back into <samp>.xnb</samp>, but you [[Modding:Content Patcher|rarely need to]].
easier to install and remove, and allow multiple mods to change the same content. On the other hand,
 
SMAPI requires you to write code and some things (like changing images) are easier with XNB mods.
 
  
If you have programming experience, [creating a SMAPI mod](creating-a-smapi-mod) is recommended
+
To unpack files:
instead if feasible.
 
  
For more details, see _[using mods](using-mods)_ for an introduction.
+
# [[Modding:Player Guide/Getting Started|Install SMAPI]].
 +
# {{github|Pathoschild/StardewXnbHack/releases|Download StardewXnbHack}}. (Make sure you download the file for your OS, such as <samp>StardewXnbHack-*-for-windows.zip</samp>, not the source code!)
 +
# Unzip the download into [[Modding:Player Guide/Getting Started#Find your game folder|your game folder]], so {{executable name|StardewXnbHack}} is in the same folder as {{executable name|StardewValley}}.
 +
# Double-click {{executable name|StardewXnbHack}} (on Windows), <code>StardewXnbHack.sh</code> (on Linux), or <code>StardewXnbHack.command</code> (on MacOS) to unpack your game's entire <samp>Content</samp> folder.
  
### Where can I get help?
+
That's it! It'll unpack the files into a <samp>Content (unpacked)</samp> folder. The unpacked files will already be compatible with [[Modding:Content Patcher|Content Patcher]].
The Stardew Valley modding community is very welcoming. Feel free [come chat on Discord](https://discord.gg/kH55QXP)
 
or [post in the forums](http://community.playstarbound.com/forums/mods.215/).
 
  
## Getting started
+
===xnbcli===
 +
{{github|LeonBlade/xnbcli#readme|xnbcli}} is an open-source and crossplatform tool for packing and unpacking XNB files.
  
### First-time setup
+
This supports XNB files for other games too, but it can't handle some files specific to Stardew Valley. [[#StardewXnbHack|StardewXnbHack]] is recommended instead.
1. Before you start, you should install these:
 
  * **[XNB Extract 0.2.2](https://www.mediafire.com/?b86xecd27yti6f6)**
 
    is a toolkit for unpacking and packing the game's XNB files. <small>(See [forum post](http://community.playstarbound.com/threads/beginners-guide-to-xnb-node-and-graphics-editing.110976/).)</small>
 
  * To edit images:
 
    * **[Paint.NET](http://www.getpaint.net/download.html)** lets you edit image files. (If you
 
      already have a favourite image editor, feel free to use that instead.)
 
  * To edit maps:
 
    * **[tIDE 2.0.8](https://cdn.discordapp.com/attachments/156109690059751424/249890421805678592/tIDESetup208.msi)**
 
      is a map editor for the game's map format. This version was customised by Kithi to enable
 
      conversion between the game's `.tbin` files and the `.tmx` files we'll be editing. It fixes
 
      an issue where exporting to `.tmx` would lose tile data like animations.
 
    * **[Tiled](http://www.mapeditor.org/)** is the map editor we'll use to edit the game's maps. It
 
      has some advantages over tIDE like automatic edge-fixing, better performance, fewer bugs
 
      when editing Stardew Valley maps, and features like copying & pasting between maps.
 
2. You should back up your game's `Content` folder now, so you can recover the original files if
 
  you make a mistake.
 
  
### Unpack & pack game files
+
{{collapse|content=
<section id="unpacking"></section>
+
Special notes:
 +
* It can't unpack XNB files containing data models (like <samp>Data\FishPondData</samp> or <samp>Data\Movies</samp>); use [[#StardewXnbHack|StardewXnbHack]] if you need those.
 +
* You'll need to edit unpacked data files manually to work with mods like Content Patcher.
 +
* When unpacking an image with xnbcli, you'll get extra <samp>.json</samp> file next to the image. That's only used to convert it back into an <samp>.xnb</samp> later, and you generally don't need to change it.
  
You can't edit an `.xnb` file itself, you need to edit the file that's inside it. Pulling out that
+
To unpack files:
inner file is called _unpacking_, and putting it back is called _packing_. Here's how to do it:
 
  
1. Download XNB Extract (see [first-time setup](#first-time-setup)).
+
<ol>
1. Unpack the file for editing:
+
<li>{{github|LeonBlade/xnbcli/releases|Download xnbcli}}. (Make sure you download the file for your OS, such as <samp>xnbcli-windows-x64.zip</samp>, not the source code!)</li>
  1. Find the file you want to edit in the `Contents` folder.
+
<li>Unpack the file for editing:
  2. Copy it into XNB Extract's `Packed` folder.
+
# Find the file you want to edit in the [[Modding:Player Guide/Getting Started#Find your game folder|game's <samp>Content</samp> folder]].
  3. On Windows, double-click `UnpackFiles.bat`.
+
# Copy it into xnbcli's <samp>packed</samp> folder.
      On Linux/Mac, run the command inside `UNPACK FILES.bat`.
+
# Double-click <samp>unpack.bat</samp> (Windows), <samp>unpack.sh</samp> (Linux), or <samp>unpack.command</samp> (Mac).
2. Edit the unpacked file (see below).
+
# Check the <samp>Unpacked</samp> folder for your unpacked files. (If you didn't unpack many files, it may just flash onscreen and disappear again, but that's normal! Check the folder for your changes anyway. Note that 1.4 introduced a new data model format that xnbcli can't handle; for some data files you'll need to use [[#StardewXnbHack|StardewXnbHack]] instead.)
3. Repack the file for the game:
+
</li>
  1. On Windows, double-click `PackFiles.bat`.
+
<li>Edit the unpacked file (see below).</li>
      On Linux/Mac, run the command inside `PackFiles.bat`.
+
<li>If this is a data file (not an image or map), there's one more step if you want to replace or edit the file with [[Modding:Content Patcher|Content Patcher]]: removing the XNB metadata. Your current JSON file should look something like this:
  2. Move the repacked `.xnb` file back to the original location.
+
<syntaxhighlight lang="js">
 +
{
 +
    "header": {
 +
        "target": "w",
 +
        "formatVersion": 5,
 +
        "hidef": true,
 +
        "compressed": true
 +
    },
 +
    "readers": [
 +
        {
 +
            "type": "Microsoft.Xna.Framework.Content.DictionaryReader`2[[System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089],[System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]",
 +
            "version": 0
 +
        },
 +
        {
 +
            "type": "Microsoft.Xna.Framework.Content.Int32Reader",
 +
            "version": 0
 +
        },
 +
        {
 +
            "type": "Microsoft.Xna.Framework.Content.StringReader",
 +
            "version": 0
 +
        }
 +
    ],
 +
    "content": {
 +
        "0": "Weeds/0/-1/Basic/Weeds/A bunch of obnoxious weeds."
 +
    }
 +
}
 +
</syntaxhighlight>
 +
Just remove everything except the content field, so it looks like this:
 +
<syntaxhighlight lang="js">
 +
{
 +
    "0": "Weeds/0/-1/Basic/Weeds/A bunch of obnoxious weeds."
 +
}
 +
</syntaxhighlight></li>
 +
</ol>
  
## Editing a spritesheet
+
'''Troubleshooting:'''
 +
* If you get permission denied on Linux/Mac:
 +
*# Open a terminal. (In MacOS, search 'Terminal' in Spotlight.)
 +
*# Type <code>chmod +x&nbsp;</code>, ''with a space at the end''. Don't press enter yet.
 +
*# Drag the <samp>unpack.sh</samp> (Linux) or <samp>unpack.command</samp> (Mac) file onto the terminal to paste its path.
 +
*# Hit enter. If you did it correctly, the terminal won't show any message but the permission error should be gone.
 +
*# Repeat for <samp>pack.sh</samp> (Linux) or <samp>pack.command</samp> (Mac).
 +
* If you get unrecognized command on Windows:
 +
*# Make sure you didn't download the source code zip by mistake. If the folder path refers to "master", it's the wrong one!
 +
}}
  
### Basic concepts
+
==Pack game files==
A spritesheet is just an image file that contains many smaller images in a regular grid pattern:
+
There's no need to repack game files if you're using [[Modding:Content Patcher|Content Patcher]]! Just use the <samp>.json</samp>, <samp>.png</samp>, <samp>.tmx</samp>, or <samp>.tbin</samp> file directly in your <samp>content.json</samp>.
  
![tile](images/creating-an-xnb-mod/tilesheet.png)
+
If you really want to repack the files, you'll need to use [[#xnbcli|xnbcli]]:
  
Each square in the spritesheet's grid pattern is called a **sprite**, and is typically 16×16
+
# Find the file you want to repack.
pixels. For example, here's a single sprite from the above spritesheet:
+
# Copy it into xnbcli's <samp>unpacked</samp> folder.
 +
# Double-click <samp>pack.bat</samp> (Windows), <samp>pack.sh</samp> (Linux), or <samp>pack.command</samp> (Mac).
 +
# Move the repacked <samp>.xnb</samp> file back to the original location.
  
![tile](images/creating-an-xnb-mod/tile-1.png)
+
==Making changes==
 +
===Data===
 +
Each data XNB has its own format. See the documentation at [[Modding:Index#Advanced topics]].
  
Note that sprites might be drawn next to each other to create the illusion of a larger object:
+
===Images===
 +
[[File:Modding - creating an XNB mod - example tilesheet.png|thumb|An example tilesheet, which consists of a grid of tiles like this: [[File:Modding - creating an XNB mod - example tile 1.png]]]]
 +
A few definitions:
 +
* A '''spritesheet''' is a PNG file containing small images (usually in a regular grid pattern). Each square in the spritesheet's grid pattern is called a '''sprite'''. For example, each in-game item has a sprite in <samp>Content\Maps\spring_objects.xnb</samp>.
 +
* A '''tilesheet''' is a synonym for spritesheet when used for map tiles. In a tilesheet, each square is called a ''tile'' and is 16×16 pixels.
 +
* A '''portrait''' is a sprite from the <samp>Content\Characters\*.xnb</samp> spritesheets.
  
![tile](images/creating-an-xnb-mod/tile-2.png)
 
 
### Making changes
 
 
Spritesheets are easy to edit:
 
Spritesheets are easy to edit:
 
+
# [[#unpacking|Unpack the file]] you want to change.
1. [Unpack the file](#unpacking) you want to change.
+
# Open the unpacked <samp>.png</samp> file in an image editor (like [http://www.getpaint.net/download.html Paint.NET] on Windows, or [https://www.gimp.org/downloads/ GIMP] on Windows/Linux/Mac).  ''Note that it's important to use an image editor that can handle transparency (a.k.a. an alpha channel), unlike Microsoft Paint.''
2. Open the unpacked `.png` file in Paint.NET (or your preferred image editor).
+
# Make changes directly to the image.
3. Make changes directly to the image.
+
# [[#unpacking|Repack the file]] and copy it back to the original location.
4. [Repack the file](#unpacking) and copy it back to the original location.
 
  
 
That's it! You can launch the game to see your changes.
 
That's it! You can launch the game to see your changes.
  
## Editing a map
+
===Maps===
 +
See [[Modding:Maps]].
  
### Basic concepts
+
===Content editing===
* A **map** is the layout of the terrain (like water, cliffs, and land), terrain features (like
+
Note that prices for software listed below are subject to change.
  bushes), buildings, paths, and triggers for a particular area. When you reach the edge of an area
+
====Pixel Art software====
  or enter a building, and the screen fades to black during the transition, you're moving between
+
{| class="wikitable"
  maps.
+
|-
 +
! Software
 +
! Price (USD)
 +
! OS
 +
! Notes
 +
|-
 +
| [https://www.aseprite.org/ Aseprite]
 +
| $19.99
 +
| Windows, macOS, Linux
 +
| Free if you compile yourself from the [https://github.com/aseprite/aseprite source code]
 +
|-
 +
| [https://www.adobe.com/products/photoshop.html Photoshop]
 +
| $9.99/mo
 +
| Windows, macOS
 +
| Subscription based service
 +
|-
 +
| [https://www.getpaint.net/ PAINT.NET]
 +
| Free and $6.99 on Microsoft Store
 +
| Windows
 +
|
 +
|-
 +
| [https://www.gimp.org/ GIMP]
 +
| Free
 +
| Windows, macOS, Linux
 +
|
 +
|-
 +
| [https://krita.org/en/ Krita]
 +
| Free and $9.99 on Steam
 +
| Windows, macOS, Linux
 +
|
 +
|-
 +
| [https://pyxeledit.com/ Pyxel Edit]
 +
| $9.00
 +
| Windows
 +
| Currently in beta, subject to a price increase upon full release
 +
|-
 +
| [https://play.google.com/store/apps/details?id=com.PixelStudio Pixel Studio Android] or [https://store.steampowered.com/app/1204050/Pixel_Studio_for_pixel_art/ Pixel Studio Steam]
 +
| Free - In App Purchases on Android
 +
| Android, Windows
 +
|
 +
|-
 +
|}
  
* Each map consists of several **layers** stacked one in front of the other. Objects in a layer
+
====Text editing software====
  closer to the front will hide objects in layers behind them. From back to front, the standard
+
{| class="wikitable"
  layers are...
+
|-
 +
! Software
 +
! Price (USD)
 +
! OS
 +
! Notes
 +
|-
 +
| [https://www.sublimetext.com/ Sublime Text]
 +
| $99.00
 +
| Windows, macOS, Linux
 +
| Unlimited free trial
 +
|-
 +
| [https://notepad-plus-plus.org/downloads/ Notepad++]
 +
| Free
 +
| Windows
 +
|
 +
|-
 +
| [https://code.visualstudio.com/ Visual Studio Code]
 +
| Free
 +
| Windows, macOS, Linux
 +
|
 +
|-
 +
|}
  
  layer name  | typical contents
+
[[Category:Modding]]
  :---------- | :---------------
 
  Back        | Terrain, water, and basic features (like permanent paths).
 
  Buildings  | Placeholders for buildings (like the farmhouse).
 
  Paths      | Flooring, paths, grass, and debris (like stones, weeds, and stumps) which can be removed by the player.
 
  Front      | Objects that are drawn on top of things behind them, like most trees.
 
  AlwaysFront | Objects that are always drawn on top of other layers. This is typically used for foreground effects like foliage cover.
 
 
 
* Each layer consists of many **tiles**, which are 16×16 pixel squares placed in a grid to form the
 
  visible map. Each tile can have properties (e.g. passable / blocked), special logic (e.g. an
 
  action to perform when the player steps on them), and a picture to show. The picture is
 
  represented by a sprite index (or tile index), which is its position in an associated spritesheet
 
  (see next).
 
 
 
* Each map has one or more [spritesheets](#editing-a-spritesheet) (also known as tilesheets when
 
  talking about mods), which contains the available tiles that are put together to form the visible
 
  map.
 
 
 
### Recommended Tiled settings
 
The following settings in Tiled are strongly recommended:
 
 
 
setting | value | reason
 
------- | ----- | ------
 
_View > Snap to Grid_ | ✓ enabled | This is required to convert objects back into the game's format.
 
_Highlight Current Layer_ | ✓ enabled | This makes it more clear which tile you're editing.
 
 
 
### Making changes
 
Here's how to edit a Stardew Valley map:
 
 
 
1. **Get the file for editing:**
 
  1. [Unpack the file](#unpacking) you want to change.
 
  3. Open the unpacked `.tbin` file in tIDE.
 
  4. Resave the file as "Tiled XML Map Files (*.tmx)".
 
  5. When asked how to store the layer data, choose "CSV".
 
2. **Make your changes:**
 
  1. Open the `.tmx` file in Tiled.
 
  2. Make the desired changes (see the [Tiled documentation](http://doc.mapeditor.org/) and next sections).
 
  3. Save the file.
 
3. **Repack the file for the game:**
 
  1. Open the `.tmx` file in tIDE.
 
  2. Resave the file as "tIDE Binary Map Files (*.tbin)".
 
  3. [Repack the file](#unpacking) and copy it back to the original location.
 
 
 
The [Tiled documentation](http://doc.mapeditor.org/) might help with questions about using it.
 
 
 
### Tile coordinates
 
Each tile has an (x, y) coordinate which represents its position on the map, where (0, 0) is the
 
top-left tile. The _x_ value increases towards the right, and _y_ increases downwards. For example:
 
 
 
![](images/creating-an-xnb-mod/tile-coordinates.png)
 
 
 
### Using custom sprites
 
You can add custom sprites (images) to a map:
 
 
 
1. Create your spritesheet. This should be a PNG image with images divided into 16x16 tiles (see _[basic concepts](#basic-concepts)_
 
  for examples).
 
2. Open the map in Tiled.
 
3. Add the custom spritesheet:
 
  1. In the _Tilesets_ pane, click the ![](images/creating-an-xnb-mod/tiled-buttons-new-tilesheet.png) _new tilesheet_ button.
 
  2. Give it a descriptive name (like 'cute bugs') and choose the image source.
 
  3. Keep the default settings and click _OK_.
 
4. Add custom sprites to the map:
 
  1. In the _Layers_ pane, click the layer you want to edit.
 
  1. In the _Tilesets_ pane, click the tab for your custom spritesheet.
 
  2. In the _Tilesets_ pane, click one tile to select it. To choose multiple, click and drag the
 
      cursor.
 
  3. Move the cursor to the map, and you'll see an overlay with the tiles you selected.
 
  5. Click the map to place those tiles on the selected layer.
 
 
 
### Map properties
 
Each map can have multiple map properties, which define attributes and behaviour associated with
 
the map like lighting, music, warp points, etc. Each property has a name (which defines the type of
 
property) and value (which configures the property).
 
 
 
To view and edit map properties in Tiled, click _Map_ on the toolbar and choose _Map Properties_.
 
 
 
Known map properties<sup>1</sup>:
 
 
 
property | explanation
 
-------- | -----------
 
`AmbientLight {int r} {int g} {int b}` | Sets the [RGB colour](https://en.wikipedia.org/wiki/RGB_color_model) of the ambient light.<br />_Example: `AmbientLight 95 95 95` for a normal indoor daytime lighting._
 
`BrookSounds [{int x} {int y} {int sound}]` | Adds sound sources. The `x y` fields are the tile coordinates, and `sound` is the ambient sound ID.
 
`DayTiles [{string layer} {int x} {int y} {int type}]+` | Sets which tiles should glow during the day to simulate sunlight streaming through windows. The `layer` field is the map layer name, `x y` are the tile coordinates, and `type` specifies the glow type (e.g. 256 and 288 for an upper and lower window).<br />_Example: `DayTiles Front 3 1 256 Front 3 2 288`._
 
`Doors {int x} {int y} {string sheetID} {int tileID}` | Adds a door. The `x y` fields are the tile coordinates, `sheetID` is the name of the sheet containing the door sprite, and `tileID` is the tile index in the spritesheet.
 
`Fall_Objects T`<sup>2</sup><br />`Spring_Objects T`<sup>2</sup><br />`Summer_Objects T`<sup>2</sup><br />`Winter_Objects T`<sup>2</sup> | Whether to spawn seasonal objects on spawnable tiles based on the data in `Data\Locations.xnb`.<br />_Example: `Fall_Objects`._
 
`Light [{int x} {int y} {int type}]+` | Adds light sources. The `type` field is the kind of light source (e.g. 4 for twin candles), and `x y` are the tile coordinates.<br />_Example: `Light 3 8 4 6 8 4 11 8 4 3 2 5 10 2 5 6 19 5 5 15 5 5 11 5 11 12 5` (Adventurer's Guild)._
 
`Music {str name}` | Sets the music that plays when the player enters, where `name` is the cue name in the audio files.<br />_Example: `Music MarlonsTheme`._
 
`NightTiles [{string layer} {int x} {int y} {int type}]+` | Like `DayTiles` for moonlight at night.
 
`Outdoors T`<sup>2</sup> | Sets whether the location is outdoors.<br />_Example: Outdoors true_.
 
`TreatAsOutdoors T`<sup>2</sup> | ?
 
`Trees [{int x} {int y} {int type}]+` | Adds trees to the map. The `x y` fields are the tile coordinates, and `type` is the tree type (1: oak, 2: maple, 3: pine, 6: palm, 7: mushroom tree).<br />_Example: `Trees 17 18 2 20 31 2`_.
 
`UniquePortrait [{str name}]+` | ?
 
`UniqueSprite [{str name}]+` | ?
 
`ViewportFollowPlayer T`<sup>2</sup> | Forces the viewport to stay centered on the player.<br />Example: `ViewportFollowPlayer`.
 
`Warp [{int fromX} {int fromY} {string toArea} {int toX} {int toY}]+` | Sets the tiles which warp the player to another map (e.g. doors). The `fromX fromY` fields are the tile coordinates that initiate the warp, and `toArea toX toY` are the name of the in-game location to warp to and the tile coordinates within it.<br />_Example: 6 20 Mountain 76 9_.
 
 
 
The following properties are used but apparently have no effect:
 
 
 
property | explanation
 
-------- | -----------
 
`Arch` | ignored?
 
`Debris` | ignored?
 
`Fish` | ignored?
 
 
 
<small><sup>1</sup> Map properties are handled in `GameLocation::resetForPlayerEntry` and `GameLocation::loadObjects`.</small> 
 
<small><sup>2</sup> The `T` value (short for _true_) is conventional, but any non-empty value will work too.</small>
 
 
 
### Tile properties
 
You can set tile properties to perform actions when the player steps on the tile or interacts with
 
it. Each property has a name (which defines the type of property) and value (which configures the
 
property).
 
 
 
In Tiled these are represented by two types: _object properties_ only apply to the selected tile,
 
while _tile properties_ apply to every instance of that tile. In general you'll always set _object
 
properties_, so we'll only cover those.
 
 
 
#### View & edit properties
 
To view object properties in Tiled:
 
 
 
1. Select the object layer in the _Layers_ pane.
 
2. Choose the ![](images/creating-an-xnb-mod/select-object-tool.png) _select object_ tool in the
 
  toolbar.
 
3. Click the object whose properties you want to view. Objects are represented with a gray
 
  selection box on the map: 
 
  ![](images/creating-an-xnb-mod/map-object.png)
 
4. The object properties will be shown in the _Properties_ pane. 
 
  ![](images/creating-an-xnb-mod/tiled-properties-pane.png)
 
 
 
To edit properties for an existing object:
 
 
 
* Change a value: click the value field and enter the new value.
 
* Change a name: select the property and click the ![](images/creating-an-xnb-mod/tiled-properties-edit-icon.png)
 
  icon.
 
* Add a property: click the ![](images/creating-an-xnb-mod/tiled-properties-add-icon.png) icon,
 
  enter the property name, make sure the selected type is "string", and click OK.
 
 
 
To add a new object:
 
 
 
1. Select the object layer in the _Layers_ pane. 
 
  _There should be one object layer for each tile layer. If the object layer is missing, create
 
  one with the same name as the right tile layer._
 
2. Choose the ![](images/creating-an-xnb-mod/tiled-buttons-object-insert-rectangle.png) _insert
 
  rectangle_ tool from the toolbar.
 
3. Click and drag the rectangle over the tile you want to edit. Make sure it snaps to the tile
 
  grid (see [recommended settings](#recommended-settings)), and only one tile is selected.
 
4. See previous for how to edit its properties.
 
 
 
#### Known properties
 
Known tile properties (excluding specialised properties like `TouchAction WomensLocker`):<sup>1</sup>
 
 
 
layer | property | explanation
 
----- | -------- | -----------
 
`Back` | `Diggable T`<sup>2</sup> | Marks the tile as diggable with the hoe and enables planting crops.
 
`Back` | `NoFurniture T`<sup>2</sup> | Prevents the player from placing furniture on this tile.
 
`Back` | `NoSpawn All`<br />`NoSpawn True` | Combines `NoSpawn Grass` and `NoSpawn Tree`.
 
`Back` | `NoSpawn Grass` | Prevents debris (e.g. weeds or stones) from spawning on this tile.
 
`Back` | `NoSpawn Tree` | Prevents trees from spawning on this tile. Prevents the player from planting trees on this tile, except on the farm. If a tree is already on this tile, prevents it from growing.
 
`Back` | `NPCBarrier T`<sup>2</sup> | Prevents NPCs from crossing this tile.
 
`Back` | `Type {str type}` | Sets the tile type for various game logic (e.g. step sounds or planting crops), where `type` is one of `Dirt`, `Stone`, `Grass`, `Wood`.
 
`Back` | `Water T`<sup>2</sup> | Marks the tile as a water tile for various game logic (e.g. items splash into it, can refill watering can from it, can't walk on it, etc).
 
`Back` | `WaterSource T`<sup>2</sup> | Lets the player refill the watering can from this tile.
 
 
 
The `TouchAction` property makes something happen when the player steps on the tile:
 
 
 
layer | property | explanation
 
----- | -------- | -----------
 
`Back` | `TouchAction ChangeIntoSwimsuit` | Changes the player into their swimsuit and disables running.
 
`Back` | `TouchAction ChangeOutOfSwimsuit` | Changes the player into their regular clothes and enables running.
 
`Back` | `TouchAction Door {str npc}` | If the player doesn't have 2+ friendship hearts with the villager named by the `npc` field: stops the player, marks the tile as impassible, and displays a door-locked message.
 
`Back` | `TouchAction Emote {str npc} {int emoteID}` | Finds the NPC whose name matches the `npc` field, and causes them to show the given `emoteID` above their head (4: empty can, 8: question mark, 12: angry, 16: exclamation, 20: heart, 24: sleep, 28: sad, 32: happy, 36: x, 40: pause, 52: videogame, 56: music note, 60: blush).
 
`Back` | `TouchAction FacingDirection {str npc} {int direction}` | Finds the NPC whose name matches the `npc` field, and make them face the given direction (0: up, 1: right, 2: down, 3: left).
 
`Back` | `TouchAction MagicWarp {str area} {int x} {int y} [{str prerequisite}]` | Warps the player to the `x y` tile coordinates in the given `area` with a magic sound and effects. If the `prerequisite` field is specified, only occurs if that flag is set via `Game1.player.mailReceived`.
 
`Back` | `TouchAction PoolEntrance` | Switches the player between swimming and walking mode.
 
`Back` | `TouchAction Sleep` | Ends the day if the player confirms.
 
 
 
The `Action` property makes something happen when the player interacts (e.g. clicks) with the tile:
 
 
 
layer | property | explanation
 
----- | -------- | -----------
 
`Buildings` | `Action AdventureShop` | Shows the Adventurer's Guild shop screen.
 
`Buildings` | `Action Arcade_Prairie` | Shows the _Journey of the Prairie King_ arcade game.
 
`Buildings` | `Action Arcade_Minecart` | Shows the _Junimo Kart_ arcade game.
 
`Buildings` | `Action BuyBackpack` | Shows a menu which lets the player upgrade their backpack if an upgrade is available.
 
`Buildings` | `Action Billboard` | Shows the calendar menu.
 
`Buildings` | `Action ColaMachine` | Offers to let the player buy a Joja cola.
 
`Buildings` | `Action ClubShop` | Shows the casino shop menu.
 
`Buildings` | `Action ClubSlots` | Shows the casino slots minigame.
 
`Buildings` | `Action JojaShop` | Shows the Joja shopping screen.
 
`Buildings` | `Action Jukebox` | Shows the jukebox menu to choose the ambient music.
 
`Buildings` | `Action kitchen` | Shows the cooking menu.
 
`Buildings` | `Action Letter {str text}` | Shows the letter menu on-screen with the given text, with the syntax used by `Data\mail.xnb`.<br />_Example: `Action Letter Hey there!^I had some extra wood lying around... I thought maybe you could use it. Take care!  ^  -Robin %item object 388 50 %%`_.
 
`Buildings` | `Action LockedDoorWarp [{int toX} {int toY} {string toArea} {int openTime} {int closeTime}]` | Creates an activation warp normally used on doors with a time window for when it can be used. Note that you must use 24-hour times, i.e. 2000 for 8pm. <br />_Example: 6 29 SeedShop 900 2100._
 
`Buildings` | `Action Mailbox` | Shows the next letter from the player's mailbox (if any).
 
`Buildings` | `Action Material` | Shows a summary of the player's stockpiled wood and stone.
 
`Buildings` | `Action MinecartTransport` | Shows the minecart destination menu (or a message if not unlocked).
 
`Buildings` | `Action Notes {int noteID}` | If the player has found the specified lost book, displays its museum note text and marks it read.<br />_Example: Action Notes 17_.
 
`Buildings` | `Action Warp {int x} {int y} {str area}` | Warps the player to the `x y` tile coordinate in the `area` game location.<br />_Example: Action Warp Mountain 76 9_.
 
`Buildings` | `Action WarpCommunityCenter` | Warps the player to the inside of the Community Center if they have access (else show an "it's locked" message).
 
`Buildings` | `Action WizardShrine` | Shows the character customisation menu normally available from the Wizard's tower.
 
 
 
<small><sup>1</sup> Tile properties are handled throughout the codebase using `GameLocation::doesTileHaveProperty`. Actions and touch actions are handled by `GameLocation::performAction` and `GameLocation::performTouchAction` respectively. Emote IDs are listed as `Character` constants.</small> 
 
<small><sup>2</sup> The `T` value (short for _true_) is conventional, but any non-empty value will work too.</small>
 
 
 
### Animating tiles
 
You can animate tiles to create effects like Gil in his rocking chair: 
 
![](images/creating-an-xnb-mod/example-animation.gif)
 
 
 
Here's how to do it in Tiled:
 
 
 
1. Select the tile you want to animate in the _Tilesets_ pane.
 
2. Click _View > Tile Animation Editor_ in the toolbar to show that pane.
 
3. In the _Tile Animation Editor_ pane, drag tiles from the tilesheet into the box on the left to
 
  create a _frame_ (one image in the sequence).
 
4. Double-click the numbers to change how long each frame stays on the screen before the next one
 
  (in milliseconds). **Make sure every frame has the same time; the game can't handle variable
 
  frame times.** For example, here's the animation editor showing one of the tiles of Gil rocking: 
 
  ![](images/creating-an-xnb-mod/example-animation-pane.gif)
 
4. When you're done, close the pane.
 
5. The animated tiles in the _Tilesets_ pane will now have a little symbol in the bottom-right corner: 
 
  ![](images/creating-an-xnb-mod/example-animation-tileset.png) 
 
  The animation is now part of that tile. Every instance of that tile on the map will now have the
 
  same animation.
 
 
 
### Editing maps from a SMAPI mod
 
The previous sections describe how to edit a map by editing its file, but you can also edit it
 
programmatically at runtime in a [SMAPI mod](/for-devs/creating-a-smapi-mod):
 
 
 
```c#
 
GameLocation location = Game1.currentLocation;
 
 
 
/*********
 
** Manage map properties
 
*********/
 
// get
 
string value = location.map.Properties.ContainsKey("Music")
 
    ? location.map.Properties["Music"].ToString()
 
    : null;
 
 
 
// set
 
location.map.Properties["Music"] = "MarlonsTheme";
 
 
 
/*********
 
** Manage tile properties
 
*********/
 
// get
 
string value = location.doesTileHaveProperty(tileX, tileY, "Diggable", "Back");
 
 
 
// set
 
location.setTileProperty(tileX, tileY, "Back", "Diggable", "T");
 
 
 
/*********
 
** Edit tiles
 
*********/
 
// remove tile
 
location.removeTile(tileX, tileY, "Back");
 
location.waterTiles[tileX, tilyY] = false;
 
  
// add tile
+
[[es:Modding:Edición de archivos XNB]]
var layer = location.map.GetLayer("Back");
+
[[pt:Modificações:Editando arquivos XNB]]
layer.Tiles[tileX, tileY] = new StaticTile(layer, "tilesheet name", BlendMode.Alpha, tileID);
+
[[ru:Модификации:Редактирование XNB файлов]]
```
+
[[zh:模组:编辑 XNB 文件]]
</pre>
 
 
 
[[Category:Modding]]
 

Latest revision as of 13:22, 3 February 2024

Index

This page explains how to edit the game files to change in-game data, images, and maps.

Intro

What are XNB files?

The game stores data, maps, and textures in a compressed format with the .xnb file extension inside its Content folder. For example, Abigail's portrait shown during dialogue is from Content\Portraits\Abigail.xnb. Unpacking that file gives you an Abigail.png like this:
Modding - creating an XNB mod - example portraits.png

How do I get my changes in the game?

There are three ways to get your changes in the game:

  1. Create a Content Patcher content pack. This lets you change the game's XNB data with zero programming (just editing a JSON file) and without replacing the actual game files.
  2. Create a SMAPI mod and use the Content API. This requires programming, though.
  3. Create an XNB mod by replacing the original game files. This is no longer recommended and not documented here; see using XNB mods for more info.

Where can I get help?

The Stardew Valley modding community is very welcoming. Feel free to ask the community for help.

Unpack game files

You can't edit an .xnb file itself, you need to edit the file that's inside it. Pulling out that inner file is called unpacking, and putting it back is called packing. There are two main XNB unpackers available.

StardewXnbHack

StardewXnbHack is an open-source and crossplatform tool for unpacking XNB files. It can't pack files back into .xnb, but you rarely need to.

To unpack files:

  1. Install SMAPI.
  2. Download StardewXnbHack. (Make sure you download the file for your OS, such as StardewXnbHack-*-for-windows.zip, not the source code!)
  3. Unzip the download into your game folder, so StardewXnbHack.exe is in the same folder as Stardew Valley executable icon.png StardewValley.exe.
  4. Double-click StardewXnbHack.exe (on Windows), StardewXnbHack.sh (on Linux), or StardewXnbHack.command (on MacOS) to unpack your game's entire Content folder.

That's it! It'll unpack the files into a Content (unpacked) folder. The unpacked files will already be compatible with Content Patcher.

xnbcli

xnbcli is an open-source and crossplatform tool for packing and unpacking XNB files.

This supports XNB files for other games too, but it can't handle some files specific to Stardew Valley. StardewXnbHack is recommended instead.

Details 
Special notes:
  • It can't unpack XNB files containing data models (like Data\FishPondData or Data\Movies); use StardewXnbHack if you need those.
  • You'll need to edit unpacked data files manually to work with mods like Content Patcher.
  • When unpacking an image with xnbcli, you'll get extra .json file next to the image. That's only used to convert it back into an .xnb later, and you generally don't need to change it.

To unpack files:

  1. Download xnbcli. (Make sure you download the file for your OS, such as xnbcli-windows-x64.zip, not the source code!)
  2. Unpack the file for editing:
    1. Find the file you want to edit in the game's Content folder.
    2. Copy it into xnbcli's packed folder.
    3. Double-click unpack.bat (Windows), unpack.sh (Linux), or unpack.command (Mac).
    4. Check the Unpacked folder for your unpacked files. (If you didn't unpack many files, it may just flash onscreen and disappear again, but that's normal! Check the folder for your changes anyway. Note that 1.4 introduced a new data model format that xnbcli can't handle; for some data files you'll need to use StardewXnbHack instead.)
  3. Edit the unpacked file (see below).
  4. If this is a data file (not an image or map), there's one more step if you want to replace or edit the file with Content Patcher: removing the XNB metadata. Your current JSON file should look something like this:
    {
        "header": {
            "target": "w",
            "formatVersion": 5,
            "hidef": true,
            "compressed": true
        },
        "readers": [
            {
                "type": "Microsoft.Xna.Framework.Content.DictionaryReader`2[[System.Int32, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089],[System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089]]",
                "version": 0
            },
            {
                "type": "Microsoft.Xna.Framework.Content.Int32Reader",
                "version": 0
            },
            {
                "type": "Microsoft.Xna.Framework.Content.StringReader",
                "version": 0
            }
        ],
        "content": {
            "0": "Weeds/0/-1/Basic/Weeds/A bunch of obnoxious weeds."
        }
    }
    

    Just remove everything except the content field, so it looks like this:

    {
        "0": "Weeds/0/-1/Basic/Weeds/A bunch of obnoxious weeds."
    }
    

Troubleshooting:

  • If you get permission denied on Linux/Mac:
    1. Open a terminal. (In MacOS, search 'Terminal' in Spotlight.)
    2. Type chmod +x , with a space at the end. Don't press enter yet.
    3. Drag the unpack.sh (Linux) or unpack.command (Mac) file onto the terminal to paste its path.
    4. Hit enter. If you did it correctly, the terminal won't show any message but the permission error should be gone.
    5. Repeat for pack.sh (Linux) or pack.command (Mac).
  • If you get unrecognized command on Windows:
    1. Make sure you didn't download the source code zip by mistake. If the folder path refers to "master", it's the wrong one!

Pack game files

There's no need to repack game files if you're using Content Patcher! Just use the .json, .png, .tmx, or .tbin file directly in your content.json.

If you really want to repack the files, you'll need to use xnbcli:

  1. Find the file you want to repack.
  2. Copy it into xnbcli's unpacked folder.
  3. Double-click pack.bat (Windows), pack.sh (Linux), or pack.command (Mac).
  4. Move the repacked .xnb file back to the original location.

Making changes

Data

Each data XNB has its own format. See the documentation at Modding:Index#Advanced topics.

Images

An example tilesheet, which consists of a grid of tiles like this: Modding - creating an XNB mod - example tile 1.png

A few definitions:

  • A spritesheet is a PNG file containing small images (usually in a regular grid pattern). Each square in the spritesheet's grid pattern is called a sprite. For example, each in-game item has a sprite in Content\Maps\spring_objects.xnb.
  • A tilesheet is a synonym for spritesheet when used for map tiles. In a tilesheet, each square is called a tile and is 16×16 pixels.
  • A portrait is a sprite from the Content\Characters\*.xnb spritesheets.

Spritesheets are easy to edit:

  1. Unpack the file you want to change.
  2. Open the unpacked .png file in an image editor (like Paint.NET on Windows, or GIMP on Windows/Linux/Mac). Note that it's important to use an image editor that can handle transparency (a.k.a. an alpha channel), unlike Microsoft Paint.
  3. Make changes directly to the image.
  4. Repack the file and copy it back to the original location.

That's it! You can launch the game to see your changes.

Maps

See Modding:Maps.

Content editing

Note that prices for software listed below are subject to change.

Pixel Art software

Software Price (USD) OS Notes
Aseprite $19.99 Windows, macOS, Linux Free if you compile yourself from the source code
Photoshop $9.99/mo Windows, macOS Subscription based service
PAINT.NET Free and $6.99 on Microsoft Store Windows
GIMP Free Windows, macOS, Linux
Krita Free and $9.99 on Steam Windows, macOS, Linux
Pyxel Edit $9.00 Windows Currently in beta, subject to a price increase upon full release
Pixel Studio Android or Pixel Studio Steam Free - In App Purchases on Android Android, Windows

Text editing software

Software Price (USD) OS Notes
Sublime Text $99.00 Windows, macOS, Linux Unlimited free trial
Notepad++ Free Windows
Visual Studio Code Free Windows, macOS, Linux