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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. 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.
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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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| <samp>SpouseAreaLocation</samp>
 
| <samp>SpouseAreaLocation</samp>
| 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 3.
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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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| <samp>ShippingBinLocation</samp>
 
| <samp>ShippingBinLocation</samp>
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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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