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← [[Modding:Index|Index]]
 
← [[Modding:Index|Index]]
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==Farm Map==
 
==Farm Map==
A map controls the general appearance and layout of your farm. [[Modding:Maps|Modding:Maps]] describes the basic process of creating a map. Copying and editing an existing farm map is recommended to avoid problems with missing information. The map must be added to the game files, and not replace an existing one.
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A map controls the general appearance and layout of your farm. [[Modding:Maps|Modding:Maps]] describes the basic process of creating a map. Copying and editing an existing farm map is recommended to avoid problems with missing information. The map must be added to the game files, and not replace an existing one. When testing a custom farm map, it is best to create a new save whenever you make changes to map properties or the Paths layer. Some changes to farm maps will not appear on existing saves. These properties are optional, and the game will use default values for any properties that aren't specified.
    
===Entry Properties===
 
===Entry Properties===
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===Building Properties===
 
===Building Properties===
These map properties can change where some objects are positioned by default, such as the greenhouse, farmhouse, or grandpa's shrine.
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These map properties can change where some objects are positioned by default, such as the greenhouse, farmhouse, or grandpa's shrine. Each uses the format [{{t|int x}} {{t|int y}}].
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{| class="wikitable"
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|-
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! property
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! description
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|-
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| <samp>FarmHouseEntry</samp>
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| Changes the position of the farmhouse. This is the tile position just below the farmhouse door, which is 3 from the top and 5 from the left of the upper left corner of the base of the farmhouse. The farmhouse is 9 x 5.
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|-
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| <samp>GrandpaShrineLocation</samp>
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| Changes the position of Grandpa's shrine. It does not add the appropriate tiles or action. It is only used as a reference for displaying grandpa's note, as well as the shrine candles. This is the bottom center tile position of the shrine, where the note appears, and should be on the same tile as the appropriate action tile property. (<samp>Action: </samp><code>Message "Farm.1"</code>). Even if the map property is omitted, the action tile property must be present.
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|-
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| <samp>GreenhouseLocation</samp>
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| Changes the position of the greenhouse ruins. This is the the tile position of the upper left corner of the base of the greenhouse. The greenhouse is 7 x 6.
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|-
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| <samp>SpouseAreaLocation</samp>
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| Changes the position of the spouse patio when you are married. This is the tile position of the upper left corner. All spouse areas are 4 x 2.
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|-
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| <samp>ShippingBinLocation</samp>
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| Changes the position of the shipping bin. This is the left tile of the base of the shipping bin. Shipping bins are 2 x 1.
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|-
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| <samp>PetBowlLocation</samp>
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| Changes the position of the pet's water bowl. This controls where the water bowl is displayed and where the pet sleeps when sleeping outdoors.
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|-
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| <samp>MailboxLocation</samp>
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| Changes the position of the main farmhouse's mailbox. This is the tile position at the base of the mailbox. This is typically ignored, but may be used if the Farmhouse exterior is altered by a mod.
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|}
    
===Farmhouse Interior===
 
===Farmhouse Interior===
 
The starter interior layout of the farmhouse and cabins can be modified using these map properties '''on the farm'''.
 
The starter interior layout of the farmhouse and cabins can be modified using these map properties '''on the farm'''.
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{| class="wikitable"
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|-
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! property
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! description
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|-
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| <samp>FarmHouseFlooring{{t|flooring id}}</samp>
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| Changes the default flooring. For flooring from the base game, this is just the [[Flooring|index]]. For custom flooring, it is [{{t|sheet_id}}:{{t|index}}]
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|-
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| <samp>FarmHouseWallpaper{{t|wallpaper id}}</samp>
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| Changes the default wallpaper. For wallpaper from the base game, this is just the [[Wallpaper|index]]. For custom wallpapers, it is [{{t|sheet_id}}:{{t|index}}]
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|-
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| <samp>FarmHouseStarterSeedsPosition{{t|Tile X}} {{t|Tile Y}}</samp>
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| Changes the position of the "gift box" that appears on new saves, typically containing some starter seeds.
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|-
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| <samp>FarmHouseFurniture [{{t|Furniture ID}} {{t|Tile X}} {{t|Tile Y}} {{t|Rotation}}]+</samp>
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| Changes the initial furniture content and layout. If multiple furniture items are added to the same tile, the first one will be placed on the ground and the last one will be placed on the first one. This cannot be used to modify, move, or remove the starter bed, which is always a small bed placed at [9, 8].
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|}
    
===Other Properties===
 
===Other Properties===
 
These map properties can change other aspects of the farm, such as regenerating hardwood stumps or rock-spawning quarries.
 
These map properties can change other aspects of the farm, such as regenerating hardwood stumps or rock-spawning quarries.
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{| class="wikitable"
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|-
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! property
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! description
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|-
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| <samp>FarmFishLocationOverride  {{t|location id}} {{t|chance}}</samp>
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| Adds an alternative location id when catching fish, where the {{t|chance}} is a decimal value between 0 (never happens) and 1 (always happens). For example, <samp>FarmFishLocationOverride Mountain 0.5</samp> adds a 50% chance of catching mountain fish instead of the normal fish for that location. The location id is case-sensitive, and matches those shown by the {{nexus mod|679|Debug Mode mod}}.
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|-
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| <samp>FarmOceanCrabPotOverride T</samp>
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| Causes crab pots on the farm to catch ocean fish.
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|-
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| <samp>Stumps [{{t|Tile X}} {{t|Tile Y}} {{t|unused}}]+</samp>
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| Places hardwood stumps every morning. This is based on the upper left corner of the stumps, which are 2 x 2.
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|-
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| <samp>SpawnBeachFarmForage T</samp>
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| Causes beach forage and [[Supply Crate|supply crates]] to spawn on the farm. These will only spawn on tiles with the <samp>BeachSpawn</samp> tile property set on the <samp>Back</samp> layer and no tile on <samp>AlwaysFront</samp>, which are clear for placement.
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|-
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| <samp>SpawnForestFarmForage T</samp>
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| Causes forest forage to spawn on the farm. These will only spawn on tiles with <samp>Type Grass</samp> on the <samp>Back</samp> layer and no tile on <samp>AlwaysFront</samp>, which are clear for placement.
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|-
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| <samp>SpawnMountainFarmOreRect {{t|Tile X}} {{t|Tile Y}} {{t|Width}} {{t|Height}}</samp>
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| The tile area on the farm map where ores should randomly spawn (like the [[Farm Maps|vanilla hilltop farm]]). Ores will only spawn on tiles which have the <samp>Type Dirt</samp> tile property and are clear for object placement.
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|}
    
==Farm Type==
 
==Farm Type==
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==Location Data==
 
==Location Data==
'''This step is optional.''' [[Modding:Location data|Data/Locations]] contains additional information about the game's locations. Each farm type has its own entry. A custom farm type can use an entry identified by <samp>Farm_{{t|Unique_ID}}</samp> to change the location data of the farm when it is used. If this location data does not exist, the location data of the standard farm layout will be used instead.
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'''This step is optional.''' [[Modding:Location data|Data/Locations]] contains additional information about the game's locations. Each farm type has its own entry. A custom farm type can use an entry identified by <samp>Farm_{{t|Unique_ID}}</samp> to change the location data of the farm when it is used. If this location data does not exist, the location data of the standard farm layout will be used instead. This can be used to alter the forage, fish, crab pot catches, and dug up items on the farm, among other things.
    
For custom farms, some fields should have specific values to preserve expected behavior.
 
For custom farms, some fields should have specific values to preserve expected behavior.
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|-
 
|-
 
| <samp>CanPlantHere</samp>
 
| <samp>CanPlantHere</samp>
| Should be <samp>true</samp>. If <samp>false</samp> or absent, crops can't be grown on your farm.
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| Should be <samp>true</samp> or absent. If <samp>false</samp>, crops can't be grown on your farm.
 
|-
 
|-
 
|}
 
|}
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             "Target": "Data/Locations",
 
             "Target": "Data/Locations",
 
             "Entries": {
 
             "Entries": {
                 "ExampleAuthor.PineappleFarm/PineappleFarm": {
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                 "Farm_ExampleAuthor.PineappleFarm/PineappleFarm": {
 
                     "DisplayName": "[LocalizedText Strings\\StringsFromCSFiles:MapPage.cs.11064 [EscapedText [FarmName]]]",
 
                     "DisplayName": "[LocalizedText Strings\\StringsFromCSFiles:MapPage.cs.11064 [EscapedText [FarmName]]]",
 
                     "CanPlantHere": true,
 
                     "CanPlantHere": true,
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