Changes

→‎Tile property changes: migrated by someone else; mark as such
Line 2: Line 2:     
{{Modder compatibility header}}
 
{{Modder compatibility header}}
{{upcoming|1.6.0}}
     −
This page explains how to update your mods for compatibility with the next major game version (tentatively {{version|1.6.0|Stardew Valley 1.6.0}}), and documents some of the changes and new functionality. See also [[Modding:Migrate to SMAPI 4.0|''Migrate to SMAPI 4.0'']].
+
This page explains how to update your mods for compatibility with {{version|1.6|Stardew Valley 1.6}}, and documents some of the changes and new functionality. See also [[Modding:Migrate to SMAPI 4.0|''Migrate to SMAPI 4.0'']].
 
  −
'''This describes an unreleased alpha version of the game. Things ''will'' change before it's released!'''
      
{{TOC|limit=3}}
 
{{TOC|limit=3}}
Line 18: Line 15:     
===How to update your mod===
 
===How to update your mod===
# Update your mod code and assets for the changes listed below (particularly [[#Breaking changes for C# mods|''Breaking changes for C# mods'']] and [[#Breaking changes for content packs|''Breaking changes for content packs'']]).
+
The rest of this page may seem overwhelming, but fortunately most of it probably doesn't apply to your specific mods. Here's a suggested 'quick start' guide to update a mod for Stardew Valley 1.6.
# If SMAPI still says your mod is incompatible, check the <samp>TRACE</samp> messages in the log file for the reason why.<br />If the logs say "''marked 'assume broken' in SMAPI's internal compatibility list''", you can increase the <samp>Version</samp> in your content pack's <samp>manifest.json</samp> file to bypass it.
+
 
# Test the mod in-game and make any other changes needed.
+
; For C# mods&#58;
 +
:# Update the [https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig mod build config NuGet package] to the latest version.
 +
:# In each <samp>.csproj</samp> project file, change <code>&lt;TargetFramework&gt;net5.0&lt;/TargetFramework&gt;</code> to <code>&lt;TargetFramework&gt;net6.0&lt;/TargetFramework&gt;</code>.<br /><small>(Tip: if the second line looks like <code>&lt;Project ToolsVersion=...</code> instead of <code>&lt;Project Sdk="Microsoft.NET.Sdk"&gt;</code>, you'll need to [[Modding:Migrate to Stardew Valley 1.5.5|migrate it to Stardew Valley 1.5.5]] first.)</small>
 +
:# Rebuild the solution.
 +
:# Fix any build errors. You can search this page for relevant info as needed.
 +
:# Review all build warnings (particularly obsolete-code warnings), which may indicate code that broke in 1.6.
 +
:# Increment your mod version in <samp>manifest.json</samp>.<br /><small>(Some mods may be added to SMAPI's compatibility blacklist due to runtime errors. Incrementing the mod version will fix that if so.)</small>
 +
:# Test to make sure the mod works.
 +
:# Skim through [[#Breaking changes for C# mods|''breaking changes for C# mods'']] and the table of contents, and check any section that might be relevant to the mod.
 +
 
 +
; For [[Modding:Content Patcher|Content Patcher]] packs&#58;
 +
:# Follow the [https://smapi.io/cp-migrate Content Patcher migration guide] until your content pack has <code>"Format": "2.0.0"</code>.<br /><small>'''Do not skip this step!''' Content Patcher will assume your content pack is pre-1.6 if you don't, which can cause confusing errors if you already updated it.</small>
 +
:# Review [[#Breaking changes for content packs|''breaking changes for content packs'']] and update the content pack as needed.
 +
 
 +
; For content packs which use another framework&#58;
 +
: See the documentation for the framework mod. Often you won't need to update the content pack if the framework mod itself was updated.
   −
==What's new for items==
+
==What's new architecturally?==
===Custom items===
+
===.NET 6===
====Overview====
+
: ''See also: [[#.NET 6 2|.NET 6]] under breaking changes.''
Stardew Valley 1.6 makes three major changes to how items work in the game:
+
 
 +
For C# mod authors, Stardew Valley 1.6 updates from .NET 5 to .NET 6. See [https://learn.microsoft.com/en-us/dotnet/core/whats-new/dotnet-6 ''What's new in .NET 6''] and [https://learn.microsoft.com/en-us/dotnet/csharp/whats-new/csharp-10 ''What's new in C# 10''] for more info, but some highlights include...
 +
* [https://devblogs.microsoft.com/dotnet/performance-improvements-in-net-6/ improved performance];
 +
* [https://devblogs.microsoft.com/dotnet/update-on-net-hot-reload-progress-and-visual-studio-2022-highlights/ improved hot reload];
 +
* [https://learn.microsoft.com/en-us/dotnet/core/whats-new/dotnet-6#new-linq-apis new LINQ methods];
 +
* [https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/builtin-types/record record structs];
 +
* and support for ARM64 on macOS.
 +
 
 +
===Trigger actions===
 +
{{/doc status|[[Modding:Trigger actions]]|done=true}}
 +
 
 +
Trigger actions are a new feature which lets content packs perform an action when something happens, with support for a wide range of actions (like sending mail, changing friendship, starting a quest, etc).
   −
# Each item now has a string ID (<samp>ItemId</samp>) and a globally unique string ID (<samp>QualifiedItemId</samp>). The <samp>QualifiedItemId</samp> is auto-generated by prefixing the <samp>ItemId</samp> with the item type identifier.<p>For legacy reasons, the <samp>ItemId</samp> for vanilla items may not be globally unique. For example, Pufferfish (object 128) and Mushroom Box (bigcraftable 128) both have <samp>ItemId: 128</samp>. They can be distinguished by their <samp>QualifiedItemId</samp>, which are <samp>(O)128</samp> and <samp>(BC)128</samp> respectively.
+
For example, it lets you have logic like "''When the player arrives in the Farm location, if Leo has moved to the valley, then send a letter and start a conversation topic''":
# Each item type now has an ''item data definition'' in the game code which tells the game how to handle it. [[#For C# mods|C# mods can add or edit definitions]]. Each definition has a unique prefix which is used in the qualified item IDs. The vanilla types are bigcraftables (<samp>(BC)</samp>), boots (<samp>(B)</samp>), farmhouse flooring (<samp>(FL)</samp>), furniture (<samp>(F)</samp>), hats (<samp>(H)</samp>), objects (<samp>(O)</samp>), pants (<samp>(P)</samp>), shirts (<samp>(S)</samp>), tools (<samp>(T)</samp>), wallpaper (<samp>(WP)</samp>), and weapons (<samp>(W)</samp>).</li>
+
<syntaxhighlight lang="js">
# Custom items can now provide their own item texture, specified in a new field in the item data assets (see below). The item's <samp>ParentSheetIndex</samp> field is the index within that texture.
+
{
 +
    "Trigger": "LocationChanged",
 +
    "Location": "Farm",
 +
    "Condition": "PLAYER_HAS_FLAG Host leoMoved",
 +
    "Actions": [
 +
        "AddMail Current Abigail_LeoMoved Today",
 +
        "AddConversationTopic LeoMoved 5"
 +
    ]
 +
}
 +
</syntaxhighlight>
   −
In other words, the four important fields for items are:
+
===Hash set fields===
 +
For C# mod authors, the game now uses [https://www.bytehide.com/blog/hashset-csharp hash sets] for many list fields which expect unique values. That allows much more efficient O(1) read/write, prevents duplicate values, and simplifies common logic.
    +
This affects:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! name
   
! type
 
! type
! description
+
! fields
 
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>Farmer</samp>
| <samp>string</samp>
+
| <samp>achievements</samp><br /><samp>dialogueQuestionsAnswered</samp><br /><samp>eventsSeen</samp><br /><samp>mailForTomorrow</samp><br /><samp>mailReceived</samp><br /><samp>professions</samp><br /><samp>secretNotesSeen</samp><br /><samp>songsHeard</samp>
| An item key which should be globally unique, but may not be for existing vanilla items. For example, <samp>128</samp> (vanilla item) or <samp>Example.ModId_Watermelon</samp> (custom item). This should only have alphanumeric, underscore, and dot characters so it's safe to use in delimited fields, file names, etc. By convention this should include your mod ID or author name, like <samp>ExampleAuthor.ModId_ItemName</samp>.</p>
   
|-
 
|-
| <samp>QualifiedItemId</samp>
+
| <samp>FarmerTeam</samp>
| <samp>string</samp>
+
| <samp>acceptedSpecialOrderTypes</samp><br /><samp>broadcastedMail</samp><br /><samp>completedSpecialOrders</samp><br /><samp>collectedNutTracker</samp>
| A globally unique item key, like <samp>(O)128</samp> for a vanilla item or <samp>(O)Example.ModId_Watermelon</samp> for a custom one. This is auto-generated from the <samp>TypeDefinitionId</samp> and <samp>ItemId</samp> fields.
   
|-
 
|-
| <samp>ParentSheetIndex</samp>
+
| <samp>Game1</samp>
| <samp>int</samp>
+
| <samp>worldStateIDs</samp>
| The item's sprite index within its spritesheet.
   
|-
 
|-
| <samp>TypeDefinitionId</samp>
+
| <samp>NetWorldState</samp>
| <samp>string</samp>
+
| <samp>ActivePassiveFestivals</samp><br /><samp>CheckedGarbage</samp><br /><samp>FoundBuriedNuts</samp><br /><samp>IslandVisitors</samp><br /><samp>LocationsWithBuildings</samp>
| The ID for the data definition which defines the item, like <samp>(O)</samp> for an object. You can use <samp>ItemRegistry.type_*</samp> constants with this field:
  −
<syntaxhighlight lang="c#">
  −
if (item.TypeDefinitionId == ItemRegistry.type_object)
  −
  ...
  −
</syntaxhighlight>
   
|}
 
|}
   −
====Item references====
+
Usage is very similar, and many list methods like <samp>Contains</samp> work the same way with hash sets. Here are the main differences:
Item references throughout the game code now use the <samp>ItemId</samp> instead of the <samp>ParentSheetIndex</samp>. Since the <samp>ItemId</samp> is identical to the index for existing vanilla items, most data assets are unaffected by this change. For example, here's from <samp>Data/NPCDispositions</samp> with one custom item:
+
<ul>
<syntaxhighlight lang="json">
+
<li>Hash sets aren't ordered. For example, there's no guarantee that the first value when you enumerate it was the earliest one added.</li>
"Universal_Like": "-2 -7 -26 -75 -80 72 395 613 634 635 636 637 638 724 459 Example.ModID_watermelon"
+
<li><p>Hash sets can't be indexed. For example, you can no longer use <code>list[0]</code> to get the first value. You can still enumerate them or use LINQ methods like <samp>set.First()</samp>, but in most cases you should use the set methods like <samp>Add</samp> or <samp>Contains</samp> instead.</p>
</syntaxhighlight>
     −
Unless otherwise noted, unqualified item IDs will produce [[Modding:Items|objects]]. Some assets let you override that by specifying a <samp>QualifiedItemId</samp> value instead. For example, you can add <code>(O)128</code> to the gift taste list to explicitly add for an object. Here's a partial list of data assets and their supported item ID formats:
+
To remove multiple matching values from the set, you can use <samp>RemoveWhere</samp> instead:
 +
<syntaxhighlight lang="c#">
 +
// old code
 +
for (int i = Game1.player.mailReceived.Count - 1; i >= 0; i--)
 +
{
 +
    if (Game1.player.mailReceived[i].StartsWith("Example.ModId_"))
 +
        Game1.player.mailReceived.RemoveAt(i);
 +
}
 +
 
 +
// new code
 +
Game1.player.mailReceived.RemoveWhere(id => id.StartsWith("Example.ModId_"));
 +
</syntaxhighlight>
 +
</li>
 +
<li>You no longer need to check before adding a value, since the hash set will ignore duplicates.</li>
 +
<li>The <samp>Add</samp>/<samp>Remove</samp>/<samp>RemoveWhere</samp> methods return whether a value was added/removed, which lets you check at the same time. For example:
 +
<syntaxhighlight lang="c#">
 +
if (Game1.player.mailReceived.Add("BackpackTip")) // returns true if it wasn't in the set yet
 +
    Game1.addMailForTomorrow("pierreBackpack");
 +
</syntaxhighlight>
 +
</li>
 +
</ul>
 +
 
 +
===DataLoader===
 +
<samp>DataLoader</samp> is a new C# utility which provides strongly-typed methods to load the game's data assets.
 +
 
 +
This solves an issue where we often needed fragile code like <code>Game1.content.Load<Dictionary<string, PassiveFestivalData>>("Data\\PassiveFestivals")</code>. With that code, it's easy to accidentally misspell the asset name, use different capitalization (which would break on Linux/macOS), or use the wrong return type. If you did, you likely wouldn't notice until the code actually executed at runtime and threw an exception.
 +
 
 +
In Stardew Valley 1.6, you can now rewrite that code like <code>DataLoader.PassiveFestivals(Game1.content)</code>. That's simpler, you can't use the wrong asset name or type, and it's more future-proof in case the game changes them.
 +
 
 +
===Unique string IDs===
 +
{{/doc status|[[Modding:Common data field types#Unique string ID]]|done=true}}
 +
 
 +
Stardew Valley now uses ''unique string IDs'' throughout the code to identify data (like events, locations, items, NPCs, etc). For example, <code>Town</code> is the unique ID for the [[Pelican Town]] location; no other location can use that ID. The IDs are used for a wide range of purposes, from internal game logic to [[Modding:Content Patcher|content pack edits]].
   −
{| class="wikitable"
+
For mods, it's '''strongly recommended''' to...
|-
+
* Use namespaced IDs prefixed with your [[Modding:Modder Guide/APIs/Manifest#Basic fields|mod's unique ID]] for all new content. For example, if your mod ID is <code>Example.PufferchickMod</code> and you're adding a pufferchick plushy, your item ID would look like <code>Example.PufferchickMod_PufferchickPlushy</code>. In a [[Modding:Content Patcher|Content Patcher pack]], you can use <code><nowiki>{{ModId}}_PufferchickPlushy</nowiki></code> to insert your mod ID automatically. This eliminates ID conflicts between mods, and makes it easy (for both troubleshooters and mod code) to identify which mod added a particular content. See [[Modding:Common data field types#Unique string ID|the new format docs]] for the recommended format.
! data asset
+
* Only use alphanumeric (a–z, A–Z, 0–9), underscore (<code>_</code>), and dot (<code>.</code>) characters in string IDs. This is important because they're often used in places where some characters have special meaning (like file names or [[#Game state queries|game state queries]]).
! item ID format
  −
|-
  −
| [[Modding:Recipe data|<samp>Data/CraftingRecipes</samp><br /><samp>Data/CookingRecipes</samp>]]
  −
| &#32;
  −
* Ingredients: both supported.
  −
* Output: set field 2 to the unqualified item ID, and field 3 to one of <samp>true</samp> (bigcraftable) or <samp>false</samp> (object) or an item type identifier like <samp>BC</samp>.
  −
|-
  −
| [[#Custom fruit trees|<samp>Data/fruitTrees</samp>]]
  −
| &#32;
  −
* Fruit: both supported.
  −
* Sapling: unqualified only.
  −
|-
  −
| [[Modding:Gift taste data|<samp>Data/NPCGiftTastes</samp>]]
  −
| Both supported, but only <samp>(O)</samp> items can be gifted.
  −
|}
     −
====Item types====
+
You can optionally migrate pre-1.6 content to use unique string IDs too, without breaking existing players' saves. This is recommended to reduce mod conflicts and simplify troubleshooting going forward. Here's how to migrate for each data type:
These are the item types for which custom items can added/edited:
+
{{collapse|migration steps for pre-1.6 content|content=&#32;
 +
{{{!}} class="wikitable"
 +
{{!}}-
 +
! content type
 +
! how to change IDs
 +
{{!}}-
 +
{{!}} [[Modding:Event data|event IDs]]<br />[[Modding:Items|item IDs]]<br />[[Modding:Mail data|mail IDs]]<br />[[Modding:Recipe data|recipe IDs]]<br />[[#Custom jukebox tracks|song IDs for jukebox]]
 +
{{!}} [[Modding:Content Patcher|Content Patcher]] adds a custom [[Modding:Trigger actions|trigger action]] which can migrate IDs everywhere in the save data.
   −
{| class="wikitable"
+
For example, this migrates two crafting recipe IDs:
|-
+
<syntaxhighlight lang="js">
! item type
+
{
! type identifier
+
    "Action": "EditData",
! data asset
+
    "Target": "Data/TriggerActions",
 +
    "Entries": {
 +
        "{{ModId}}_MigrateToUniqueIds": {
 +
            "Id": "{{ModId}}_MigrateToUniqueIds",
 +
            "Trigger": "DayStarted",
 +
            "Actions": [
 +
                // Note: use double-quotes around an argument if it contains spaces. This example has single-quotes for
 +
                // the action itself, so we don't need to escape the double-quotes inside it.
 +
                'Pathoschild.ContentPatcher_MigrateIds CraftingRecipes "Puffer Plush" {{ModId}}_PufferPlush "Puffer Sofa" {{ModId}}_PufferSofa'
 +
            ],
 +
            "HostOnly": true
 +
        }
 +
    }
 +
}
 +
</syntaxhighlight>
 +
 
 +
See the [https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/trigger-actions.md Content Patcher docs] for more info about using the trigger action, including restrictions and valid ID types.
 +
{{!}}-
 +
{{!}} [[Modding:Location data|location IDs]]
 +
{{!}} Add the old name to the location's <samp>FormerLocationNames</samp> field in <samp>Data/Locations</samp>.
 +
{{!}}-
 +
{{!}} [[Modding:NPC data|NPC internal names]]
 +
{{!}} Add the old name to the NPC's <samp>FormerCharacterNames</samp> field in <samp>Data/Characters</samp>.
 +
{{!}}-
 +
{{!}} [[Modding:Quest data|quest]] and [[Modding:Special orders|special order]] IDs
 +
{{!}} Currently there's no safe way to migrate quest and special order IDs, since removing and readding them will reset any progress the player has made on them.
 +
{{!}}}
 +
}}
 +
 
 +
==What's new for items==
 +
===Custom items===
 +
{{/doc status|[[Modding:Items]]|done=true}}
 +
 
 +
====Overview====
 +
Stardew Valley 1.6 makes three major changes to how items work in the game:
 +
 
 +
# Each item now has a string ID (<samp>ItemId</samp>) and a globally unique string ID (<samp>QualifiedItemId</samp>). The <samp>QualifiedItemId</samp> is auto-generated by prefixing the <samp>ItemId</samp> with the item type identifier.<p>For legacy reasons, the <samp>ItemId</samp> for vanilla items may not be globally unique. For example, Pufferfish (object 128) and Mushroom Box (bigcraftable 128) both have <samp>ItemId: 128</samp>. They can be distinguished by their <samp>QualifiedItemId</samp>, which are <samp>(O)128</samp> and <samp>(BC)128</samp> respectively.
 +
# Each item type now has an ''item data definition'' in the game code which tells the game how to handle it. [[#For C# mods|C# mods can add or edit definitions]]. Each definition has a unique prefix which is used in the qualified item IDs. The vanilla types are bigcraftables (<samp>(BC)</samp>), boots (<samp>(B)</samp>), farmhouse flooring (<samp>(FL)</samp>), furniture (<samp>(F)</samp>), hats (<samp>(H)</samp>), objects (<samp>(O)</samp>), pants (<samp>(P)</samp>), shirts (<samp>(S)</samp>), tools (<samp>(T)</samp>), wallpaper (<samp>(WP)</samp>), and weapons (<samp>(W)</samp>).</li>
 +
# Custom items can now provide their own item texture, specified in a new field in the item data assets (see below). The item's <samp>ParentSheetIndex</samp> field is the index within that texture.
 +
 
 +
In other words, the four important fields for items are:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| [[Modding:Items|big craftables]]
+
! name
| <samp>(BC)</samp>
+
! type
| <samp>Data/BigCraftablesInformation</samp><br /><small>Each item can set a custom texture name in field 11, and sprite index in field 10. The default texture is <samp>TileSheets/Craftables</samp>.</small>
+
! description
 
|-
 
|-
| boots
+
| <samp>ItemId</samp>
| <samp>(B)</samp>
+
| <samp>string</samp>
| <samp>Data/Boots</samp><br /><small>Each item can set a custom texture name in fields 9 (item) and 7 (shoe color), and sprite index in fields 8 (item) and 5 (shoe color). The default textures are <samp>Maps/springobjects</samp> (item) and <samp>Characters/Farmer/shoeColors</samp> (shoe color).</small>
+
| A [[Modding:Common data field types#Unique string ID|unique string ID]] for this item which should be globally unique (but may not be for existing vanilla items for backwards compatibility). For example, <samp>128</samp> (vanilla item) or <samp>Example.ModId_Watermelon</samp> (custom item).
 
|-
 
|-
| [[Modding:Crop data|crops]]
+
| <samp>QualifiedItemId</samp>
| <small>''not technically an item type''</small>
+
| <samp>string</samp>
| <samp>Data/Crops</samp><br /><small>Each crop can set a custom texture name in field 9, and sprite index in field 2. The default texture is <samp>TileSheets/crops</samp>.</small>
+
| A globally unique item key, like <samp>(O)128</samp> for a vanilla item or <samp>(O)Example.ModId_Watermelon</samp> for a custom one. This is auto-generated from the <samp>TypeDefinitionId</samp> and <samp>ItemId</samp> fields.
 
|-
 
|-
| [[Modding:Fish data|fish (in fish tanks)]]
+
| <samp>ParentSheetIndex</samp>
| <small>''not technically an item type''</small>
+
| <samp>int</samp>
| <samp>Data/AquariumFish</samp><br /><small>Each fish can set a custom aquarium texture name in field 6, and sprite index in field 0. The default texture is <samp>LooseSprites/AquariumFish</samp>.</small>
+
| The item's sprite index within its spritesheet.
 
|-
 
|-
| [[Modding:Items|furniture]]
+
| <samp>TypeDefinitionId</samp>
| <samp>(F)</samp>
+
| <samp>string</samp>
| <samp>Data/Furniture</samp><br /><small>Each item can set a custom texture name in field 9, and sprite index in field 8. The default texture is <samp>TileSheets/furniture</samp>.</small>
+
| The ID for the data definition which defines the item, like <samp>(O)</samp> for an object. You can use <samp>ItemRegistry.type_*</samp> constants with this field:
 +
<syntaxhighlight lang="c#">
 +
if (item.TypeDefinitionId == ItemRegistry.type_object)
 +
  ...
 +
</syntaxhighlight>
 +
|}
 +
 
 +
====Item references====
 +
Item references throughout the game code now use the <samp>ItemId</samp> instead of the <samp>ParentSheetIndex</samp>. Since the <samp>ItemId</samp> is identical to the index for existing vanilla items, most data assets are unaffected by this change. For example, here's from <samp>Data/NPCGiftTastes</samp> with one custom item:
 +
<syntaxhighlight lang="json">
 +
"Universal_Like": "-2 -7 -26 -75 -80 72 395 613 634 635 636 637 638 724 459 Example.ModID_watermelon"
 +
</syntaxhighlight>
 +
 
 +
Unless otherwise noted, unqualified item IDs will produce [[Modding:Items|objects]]. Some assets let you override that by specifying a <samp>QualifiedItemId</samp> value instead. For example, you can add <code>(O)128</code> to the gift taste list to explicitly add for an object. Here's a partial list of data assets and their supported item ID formats:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| fruit trees
+
! data asset
| <small>''not technically an item type''</small>
+
! item ID format
| <samp>Data/FruitTrees</samp><br /><small>Each fruit tree can set a custom texture name in field 4, and sprite index in field 0. The default texture is <samp>TileSheets/fruitTrees</samp>.</small>
   
|-
 
|-
| [[Modding:Items|hats]]
+
| [[Modding:Recipe data|<samp>Data/CraftingRecipes</samp><br /><samp>Data/CookingRecipes</samp>]]
| <samp>(H)</samp>
+
| &#32;
| <samp>Data/Hats</samp><br /><small>Each item can set a custom texture name in field 7, and sprite index in field 6. The default texture is <samp>Characters/Farmer/hats</samp>.</small>
+
* Ingredients: both supported.
 +
* Output: set field 2 to the unqualified item ID, and field 3 to one of <samp>true</samp> (bigcraftable) or <samp>false</samp> (object).
 
|-
 
|-
| [[Modding:Items|objects]]
+
| [[#Custom fruit trees|<samp>Data/fruitTrees</samp>]]
| <samp>(O)</samp>
+
| &#32;
| <samp>Data/ObjectInformation</samp><br /><small>Each item can set a custom texture name in field 10, and sprite index in field 9. The default texture is <samp>Maps/springobjects</samp>.</small>
+
* Fruit: both supported.
 +
* Sapling: unqualified only.
 
|-
 
|-
| pants & shirts
+
| [[Modding:Gift taste data|<samp>Data/NPCGiftTastes</samp>]]
| <samp>(P)</samp> and <samp>(S)</samp>
+
| Both supported, but only <samp>(O)</samp> items can be gifted.
| <samp>Data/ClothingInformation</samp><br /><small>Each item can set a custom texture name in field 10, and sprite index in fields 3 (male) and 4 (female). If field 4 is <samp>-1</samp>, it'll use the same value as the male index. The default texture is <samp>Characters/Farmer/pants</samp> and <samp>Characters/Farmer/shirts</samp>.</small>
  −
|-
  −
| [[#Custom tools|tools]]
  −
| <samp>(T)</samp>
  −
| <samp>Data/Tools</samp><br /><small>Each item can set a custom texture name in the <samp>Texture</samp> field, and sprite index in the <samp>SpriteIndex</samp> field. The vanilla tools use the <samp>TileSheets/Tools</samp> texture.</small>
  −
|-
  −
| Wallpaper & floorpaper
  −
| <samp>(WP)</samp> and <samp>(FL)</samp>
  −
| <samp>Data/AdditionalWallpaperFlooring</samp><br /><small>See [[Modding:Migrate to Stardew Valley 1.5.5#In the furniture catalogue|format docs]].</small>
  −
|-
  −
| [[Modding:Items|weapons]]
  −
| <samp>(W)</samp>
  −
| <samp>Data/Weapons</samp><br /><small>Each item can set a custom texture name in field 16, and sprite index in field 15. The default texture is <samp>TileSheets/weapons</samp>.</small>
   
|}
 
|}
   −
When resolving an unqualified item ID like <samp>128</samp>, the game will get the first item type for which it exists in this order: object, big craftable, furniture, weapon, boots, hat, pants, shirt, tool, wallpaper, and floorpaper.
+
====Item types====
 +
These are the item types for which custom items can added/edited:
   −
====Define a custom item====
+
{| class="wikitable"
You can define custom items for most vanilla item types using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]].
+
|-
 
+
! item type
For example, this content pack adds a new Pufferchick item with a custom image, custom gift tastes, and a custom crop that produces it. Note that item references in other data assets like <samp>Data/Crops</samp> and <samp>Data/NPCGiftTastes</samp> use the item ID.
+
! type identifier
 
+
! data asset
{{#tag:syntaxhighlight|<nowiki>
+
|-
{
+
| [[Modding:Items|big craftables]]
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
| <samp>(BC)</samp>
    "Changes": [
+
| <samp>Data/BigCraftables</samp><br /><small>Each item can set a custom texture name in the <samp>Texture</samp> field, and sprite index in the <samp>SpriteIndex</samp> field. The default texture is <samp>TileSheets/Craftables</samp>.</small>
        // add item
+
|-
        {
+
| boots
            "Action": "EditData",
+
| <samp>(B)</samp>
            "Target": "Data/ObjectInformation",
+
| <samp>Data/Boots</samp><br /><small>Each item can set a custom texture name in fields 9 (item) and 7 (shoe color), and sprite index in fields 8 (item) and 5 (shoe color). The default textures are <samp>Maps/springobjects</samp> (item) and <samp>Characters/Farmer/shoeColors</samp> (shoe color).</small>
            "Entries": {
+
|-
                "Example.ModId_Pufferchick": "Pufferchick/1200/100/Seeds -74/Pufferchick/An example object.////0/Mods\\Example.ModId\\Objects"
+
| [[Modding:Crop data|crops]]
            }
+
| <small>''not technically an item type''</small>
        },
+
| <samp>Data/Crops</samp><br /><small>Each crop can set a custom texture name and sprite index. The default texture is <samp>TileSheets/crops</samp>.</small>
 
+
|-
        // add gift tastes
+
| [[Modding:Fish data|fish (in fish tanks)]]
        {
+
| <small>''not technically an item type''</small>
            "Action": "EditData",
+
| <samp>Data/AquariumFish</samp><br /><small>Each fish can set a custom aquarium texture name in field 6, and sprite index in field 0. The default texture is <samp>LooseSprites/AquariumFish</samp>.</small>
            "Target": "Data/NPCGiftTastes",
  −
            "TextOperations": [
  −
                {
  −
                    "Operation": "Append",
  −
                    "Target": ["Entries", "Universal_Love"],
  −
                    "Value": "Example.ModId_Pufferchick",
  −
                    "Delimiter": " " // if there are already values, add a space between them and the new one
  −
                }
  −
            ]
  −
        },
  −
 
  −
        // add crop (Pufferchick is both seed and produce, like coffee beans)
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/Crops",
  −
            "Entries": {
  −
                "Example.ModId_Pufferchick": "1 1 1 1 1/spring summer fall/0/Example.ModId_Pufferchick/-1/0/false/false/false/Mods\\Example.ModId\\Crops"
  −
            }
  −
        },
  −
 
  −
        // add item + crop images
  −
        {
  −
            "Action": "Load",
  −
            "Target": "Mods/Example.ModId/Crops, Mods/Example.ModId/Objects",
  −
            "FromFile": "assets/{{TargetWithoutPath}}.png" // assets/Crops.png, assets/Objects.png
  −
        },
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
Most item data assets work just like <samp>Data/ObjectInformation</samp>. See also specific info for [[#Custom fruit trees|custom fruit trees]], [[#Custom tools|custom tools]], and [[#Custom melee weapon data|melee weapons]].
  −
 
  −
====Error items====
  −
In-game items with no underlying data (e.g. because you removed the mod which adds them) would previously cause issues like invisible items, errors, and crashes. This was partly mitigated by the bundled Error Handler mod.
  −
 
  −
Stardew Valley 1.6 adds comprehensive handling for such items. They'll be shown with a <samp>🛇</samp> sprite in inventory UIs and in-game, the name Error Item, and a description which indicates the missing item ID for troubleshooting.
  −
 
  −
====For C# mods====
  −
<dl style="margin-left: 2em;">
  −
 
  −
<dt>Compare items</dt>
  −
<dd>
  −
Since <samp>Item.QualifiedItemId</samp> is globally unique, it can be used to simplify comparing items. For example:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! old code
+
| [[Modding:Items|furniture]]
! new code
+
| <samp>(F)</samp>
 +
| <samp>Data/Furniture</samp><br /><small>Each item can set a custom texture name in field 9, and sprite index in field 8. The default texture is <samp>TileSheets/furniture</samp>.</small>
 
|-
 
|-
 +
| fruit trees
 +
| <small>''not technically an item type''</small>
 +
| <samp>Data/FruitTrees</samp><br /><small>Each fruit tree can set a custom texture name and sprite index. The default texture is <samp>TileSheets/fruitTrees</samp>.</small>
 
|-
 
|-
| <samp>item.ParentSheetIndex == 128</samp>
+
| [[Modding:Items|hats]]
| <samp>item.QualifiedItemId == "(O)128"</samp>
+
| <samp>(H)</samp>
 +
| <samp>Data/Hats</samp><br /><small>Each item can set a custom texture name in field 7, and sprite index in field 6. The default texture is <samp>Characters/Farmer/hats</samp>.</small>
 +
|-
 +
| [[Modding:Items|objects]]
 +
| <samp>(O)</samp>
 +
| <samp>Data/Objects</samp><br /><small>Each item can set a custom texture name in the <samp>Texture</samp> field, and sprite index in the <samp>SpriteIndex</samp> field. The default texture is <samp>Maps/springobjects</samp>.</small>
 
|-
 
|-
| <samp>IsNormalObjectAtParentSheetIndex(item, 128)</samp>
+
| [[#Custom pants|pants]]
| <samp>item.QualifiedItemId == "(O)128"</samp>
+
| <samp>(P)</samp>
 +
| <samp>Data/pantsData</samp><br /><small>Each item can set a custom texture name in the <samp>Texture</samp> field, and sprite index in the <samp>SpriteIndex</samp> field. The default texture is <samp>Characters/Farmer/pants</samp>.</small>
 +
|-
 +
| [[#Custom shirts|shirts]]
 +
| <samp>(S)</samp>
 +
| <samp>Data/shirtData</samp><br /><small>Each item can set a custom texture name in the <samp>Texture</samp> field, and sprite index in the <samp>SpriteIndex</samp> field. The default texture is <samp>Characters/Farmer/shirts</samp>.</small>
 +
 
 +
<small>Shirt textures must be exactly 256 pixels wide, divided into two halves: the left half for the shirt sprites, and the right half for any dye masks. The remaining space can be left blank if needed.</small>
 +
<pre>
 +
      sprites      dye masks
 +
  /-----------\  /-----------\
 +
┌────────────────────────────────┐
 +
│ ┌───┐┌───┐┌───┐┌───┐┌───┐┌───┐ │
 +
│ │ 0 ││ 1 ││ 2 ││ a ││ b ││ c │ │
 +
│ └───┘└───┘└───┘└───┘└───┘└───┘ │
 +
│ ┌───┐┌───┐┌───┐┌───┐┌───┐┌───┐ │
 +
│ │ 3 ││ 4 ││ 5 ││ d ││ e ││ f │ │
 +
│ └───┘└───┘└───┘└───┘└───┘└───┘ │
 +
└────────────────────────────────┘
 +
</pre>
 +
|-
 +
| [[#Custom tools|tools]]
 +
| <samp>(T)</samp>
 +
| <samp>Data/Tools</samp><br /><small>Each item can set a custom texture name in the <samp>Texture</samp> field, and sprite index in the <samp>SpriteIndex</samp> field. The vanilla tools use the <samp>TileSheets/Tools</samp> texture.</small>
 
|-
 
|-
| <samp>!item.bigCraftable && item.ParentSheetIndex == 128</samp>
+
| Wallpaper & floorpaper
| <samp>item.QualifiedItemId == "(O)128"</samp>
+
| <samp>(WP)</samp> and <samp>(FL)</samp>
 +
| <samp>Data/AdditionalWallpaperFlooring</samp><br /><small>See [[Modding:Migrate to Stardew Valley 1.5.5#In the furniture catalogue|format docs]].</small>
 
|-
 
|-
| <samp>item is Boots && item.ParentSheetIndex == 505</samp>
+
| [[Modding:Items|weapons]]
| <samp>item.QualifiedItemId == "(B)505"</samp>
+
| <samp>(W)</samp>
 +
| <samp>Data/Weapons</samp><br /><small>[[#Custom melee weapons|Completely overhauled]] into a data model.</small>
 
|}
 
|}
   −
You can also use <samp>ItemRegistry.QualifyItemId</samp> to convert any item ID into a qualified one (if it's valid), and <samp>ItemRegistry.HasItemId</samp> to check if an item has a qualified or unqualified item ID.
+
When resolving an unqualified item ID like <samp>128</samp>, the game will get the first item type for which it exists in this order: object, big craftable, furniture, weapon, boots, hat, pants, shirt, tool, wallpaper, and floorpaper.
 +
 
 +
====Define a custom item====
 +
You can define custom items for most vanilla item types using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]].
   −
Note that flavored item don't have their own ID. For example, Blueberry Wine and Wine are both <samp>(O)348</samp>. This affects flavored jellies, juices, pickles, and wines. In those cases you should still compare their separate fields like <samp>preservedParentSheetIndex</samp> (which actually contains the preserved item's <samp>ItemId</samp>, not its <samp>ParentSheetIndex</samp>).
+
Most item data assets work just like <samp>Data/Objects</samp>. See also specific info for [[#Custom fruit trees|custom fruit trees]], [[#Custom tools|custom tools]], and [[#Custom melee weapon data|melee weapons]].
</dd>
+
 
 +
====Error items====
 +
In-game items with no underlying data (e.g. because you removed the mod which adds them) would previously cause issues like invisible items, errors, and crashes. This was partly mitigated by the bundled Error Handler mod.
   −
<dt>Construct items</dt>
+
Stardew Valley 1.6 adds comprehensive handling for such items. They'll be shown with a <samp>🛇</samp> sprite in inventory UIs and in-game, the name Error Item, and a description which indicates the missing item ID for troubleshooting.
<dd>Creating items works just like before, except that you now specify the item's <samp>ItemId</samp> (''not'' <samp>QualifiedItemId</samp>) instead of its <samp>ParentSheetIndex</samp>. For example:
     −
<syntaxhighlight lang="c#">
+
====For C# mods====
new Object("128", 1);                      // vanilla item
+
 
new Object("Example.ModId_Watermelon", 1); // custom item
+
Stardew Valley 1.6 added new ways to compare/construct items, define custom item types, and work with item metadata. Please see [[Modding:Items]] for the migrated docs.
</syntaxhighlight>
     −
You can use a new utility method to construct items from their <samp>QualifiedItemId</samp>:
+
===Custom big craftables===
 +
{{/doc status|[[Modding:Items#Big craftables]]|done=true}}
   −
<syntaxhighlight lang="c#">
+
You can now create/edit [[Modding:Items#Big craftables|big craftables]] by editing the new <samp>Data/BigCraftables</samp> asset, which replaces the previous slash-delimited <samp>Data/BigCraftablesInformation</samp>.
Item item = ItemRegistry.Create("(B)505"); // Rubber Boots
  −
</syntaxhighlight>
  −
</dd>
     −
<dt>Define custom item types</dt>
+
Besides the format change, this adds...
<dd>You can implement <samp>IItemDataDefinition</samp> for your own item type, add it to the <samp>ItemDataDefinition.ItemTypes</samp> field, and call <samp>ItemRegistry.ResetCache</samp> to register it. This provides all the logic needed by the game to handle the item type: where to get item data, how to draw them, etc.
+
* context tags (moved from the former <samp>Data/ObjectContextTags</samp> asset);
 +
* [[#Custom data fields|custom fields]] to let framework mods support additional features.
   −
'''This is extremely specialized''', and multiplayer compatibility is unknown. Most mods should add custom items within the existing types instead.</dd>
+
===Custom crops===
 +
{{/doc status|[[Modding:Crop data]]|done=true}}
   −
<dt>New <samp>Is*</samp> methods</dt>
+
[[Modding:Crop data|Crops]] are still stored in <samp>Data/Crops</samp>, but that asset has been overhauled in Stardew Valley 1.6. The slash-delimited entries are now models to simplify edits and enable new features.
<dd>1.6 adds some <samp>StardewValley.Object</samp> methods to handle custom items in a generic way (and to let mods patch the logic):
+
 
{| class="wikitable"
+
===Custom fences===
|-
+
{{/doc status|[[Modding:Fences]]|done=true}}
! method
+
 
! effect
+
You can now add or customize [[Crafting#Fences|fences]] by editing the <samp>Data/Fences</samp> asset.
|-
  −
| <samp>object.IsBar()</samp>
  −
| Whether the item is a [[Copper Bar|copper bar]], [[Iron Bar|iron bar]], [[Gold Bar|gold bar]], [[Iridium Bar|iridium bar]], or [[Radioactive Bar|radioactive bar]].
  −
|-
  −
| <samp>object.IsBreakableStone()</samp>
  −
| Whether the item is a stone debris item which can be broken by a pickaxe.
  −
|-
  −
| <samp>object.IsFence()</samp>
  −
| Whether the item is a [[Crafting#Fences|fence]].
  −
|-
  −
| <samp>object.IsFruitTreeSapling()</samp>
  −
| Whether the item is a [[Fruit Trees|fruit tree]] sapling. This checks the <samp>Data\fruitTrees</samp> keys, so it works with custom fruit trees too.
  −
|-
  −
| <samp>object.IsHeldOverHead()</samp>
  −
| Whether the player is shown holding up the item when it's selected in their toolbar. Default true (except for furniture).
  −
|-
  −
| <samp>object.IsIncubator()</samp>
  −
| Whether the item can incubate [[Animals|farm animal]] eggs when placed in a building.
  −
|-
  −
| <samp>object.IsTapper()</samp>
  −
| Whether the item is a [[Tapper|tapper]] or [[Heavy Tapper|heavy tapper]].
  −
|-
  −
| <samp>object.IsTeaSapling()</samp>
  −
| Whether the item is a [[Tea Sapling|tea sapling]].
  −
|-
  −
| <samp>object.IsTwig()</samp>
  −
| Whethere the item is a twig debris item.
  −
|-
  −
| <samp>object.IsWeeds()</samp>
  −
| Whether the item is a weed debris item.
  −
|}
  −
</dd>
     −
<dt>Work with item metadata</dt>
+
===Custom floors (craftable) & paths===
<dd>
+
{{/doc status|[[Modding:Floors and Paths]]|done=true}}
1.6 adds an <samp>ItemRegistry</samp> API for working with the new item system:
     −
{| class="wikitable"
+
You can now add or customize [[Crafting#Decor|craftable floors & paths]] by editing the <samp>Data/FloorsAndPaths</samp> asset. See the new doc page for formatting information.
|-
  −
! method
  −
! effect
  −
|-
  −
| <samp>ItemRegistry.Create</samp>
  −
| Create an item from its item ID (qualified or unqualified). If the ID doesn't match a real item, the optional <samp>allowNull</samp> parameter indicates whether to return null or an Error Item. For example:
  −
<syntaxhighlight lang="c#">
  −
Item item = ItemRegistry.Create("(B)505"); // Rubber Boots
  −
</syntaxhighlight>
     −
You can also get a specific value type instead of <samp>Item</samp> if needed. This will throw a descriptive exception if the type isn't compatible (e.g. you try to convert furniture to boots).
+
===Custom machines===
<syntaxhighlight lang="c#">
+
{{/doc status|[[Modding:Machines]]|done=true}}
Boots item = ItemRegistry.Create<Boots>("(B)505"); // Rubber Boots
  −
</syntaxhighlight>
  −
|-
  −
| <samp>ItemRegistry.IsQualifiedId</samp>
  −
| Get whether the given item ID is qualified with the type prefix (like <samp>(O)128</samp> instead of <samp>128</samp>).
  −
|-
  −
| <samp>ItemRegistry.QualifyItemId</samp>
  −
| Get the unique qualified item ID given an unqualified or qualified one. For example:
  −
<syntaxhighlight lang="c#">
  −
string qualifiedId = ItemRegistry.QualifyItemId("128"); // returns (O)128
  −
</syntaxhighlight>
  −
|-
  −
| <samp>ItemRegistry.GetMetadata</samp>
  −
| This lets you get high-level info about an item:
  −
<syntaxhighlight lang="c#">
  −
// get info about Rubber Boots
  −
ItemMetadata info = ItemRegistry.GetMetadata("(B)505");
     −
// get item ID info
+
You can now add/edit machine logic by editing the <samp>Data/Machines</samp> asset. This supports the full range of vanilla functionality, including calling custom code define in C# mods.
$"The item has unqualified ID {info.LocalId}, qualified ID {info.QualifiedId}, and is defined by the {info.TypeIdentifier} item data definition.";
     −
// does the item exist in the data files?
+
For C# mods, 1.6 also adds a new <samp>MachineDataUtility</samp> class and various <samp>Object</samp> to simplify working with machines in code. These are used by the game code itself to implement the base machine logic.
bool exists = info.Exists();
  −
</syntaxhighlight>
     −
And get common parsed item data:
+
===Custom melee weapons===
<syntaxhighlight lang="c#">
+
{{/doc status|[[Modding:Items#Weapons]]|done=true}}
// get parsed info
  −
ParsedItemData data = info.GetParsedData();
  −
$"The internal name is {data.InternalName}, translated name {data.DisplayName}, description {data.Description}, etc.";
     −
// draw an item sprite
+
[[Modding:Items#Weapons|Melee weapons]] are still stored in <samp>Data/Weapons</samp>, but that asset has been overhauled in Stardew Valley 1.6. The slash-delimited entries are now models to simplify edits and enable new features (like the new <samp>Projectiles</samp> feature).
Texture2D texture = data.GetTexture();
  −
Rectangle sourceRect = data.GetSourceRect();
  −
spriteBatch.Draw(texture, Vector2.Zero, sourceRect, Color.White);
  −
</syntaxhighlight>
     −
And create an item:
+
===Custom movie concessions===
<syntaxhighlight lang="c#">
+
{{/doc status|[[Modding:Movie theater data]]|done=true}}
Item item = metadata.CreateItem();
+
: ''See also: [[#Custom movies|custom movies]].''
</syntaxhighlight>
     −
And get the type definition (note that this is very specialized, and you should usually use <samp>ItemRegistry</samp> instead to benefit from its caching and optimizations):
+
You could already [[Modding:Movie theater data#Concession data|add/edit concessions]] sold in the [[Movie Theater|movie theater]], but conflicts were likely since each concession had an incrementing numeric ID which matched its position in the vanilla tilesheet.
<syntaxhighlight lang="c#">
  −
IItemDataDefinition typeDefinition = info.GetTypeDefinition();
  −
</syntaxhighlight>
  −
|-
  −
| <samp>ItemRegistry.ResolveMetadata</samp>
  −
| Equivalent to <samp>ItemRegistry.GetMetadata</samp>, except that it'll return null if the item doesn't exist.
  −
|-
  −
| <samp>ItemRegistry.GetData</samp>
  −
| Get the parsed data about an item, or <samp>null</samp> if the item doesn't exist. This is a shortcut for <code>ItemRegistry.ResolveMetadata(id)?.GetParsedData()</code>; see the previous method for info on the parsed data.
  −
|-
  −
| <samp>ItemRegistry.GetDataOrErrorItem</samp>
  −
| Equivalent to <samp>ItemRegistry.GetData</samp>, except that it'll return info for an Error Item if the item doesn't exist (e.g. for drawing in inventory).
  −
|}
  −
</dd>
  −
</dl>
     −
===Custom fences===
+
Stardew Valley 1.6 addresses that with two changes:
You can now add or customize [[Crafting#Fences|fences]] by editing the <samp>Data/FenceData</samp> asset.
+
<ul>
 
+
<li>The <samp>Id</samp> field is now a [[Modding:Common data field types#Unique string ID|unique string ID]].</li>
This consists of a string → model lookup, where the key matches the <samp>ID</samp> field and the value is a model with these fields:
+
<li>You can now use a different texture with two new required fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
 
! effect
 
! effect
|-
  −
| <samp>ID</samp>
  −
| A key which uniquely identifies this fence. The ID should only contain alphanumeric/underscore/dot characters. For custom fences, this should be prefixed with your mod ID like <samp>Example.ModId_FenceName</samp>.
  −
|-
  −
| <samp>ItemId</samp>
  −
| The unqualified [[#Custom items|item ID]] for the corresponding object-type item.
  −
|-
  −
| <samp>Health</samp>
  −
| The health points for a fence when it's first placed, which affects how quickly it degrades. A fence loses <sup>1</sup>/<sub>1440</sub> points per in-game minute (roughly 0.04 points per hour or 0.5 points for a 12-hour day).
  −
  −
Repairing a fence sets its max health to ''2 × (base_health + repair_health_adjustment)'', where <samp>base_health</samp> is this field's value and <samp>repair_health_adjustment</samp> is a random value between <samp>RepairHealthAdjustmentMinimum</samp> and <samp>RepairHealthAdjustmentMaximum</samp>.
   
|-
 
|-
 
| <samp>Texture</samp>
 
| <samp>Texture</samp>
| The asset name for the texture (under the game's <samp>Content</samp> folder) when the fence is placed. Use <samp>\</samp> (or <samp>\\</samp> in JSON) to separate name segments if needed. For example, the vanilla fences use individual tilesheets like <samp>LooseSprites\Fence1</samp> (wood fence).
+
| The asset name for the texture containing the concession's sprite.
 
|-
 
|-
| <samp>RemovalTool</samp>
+
| <samp>SpriteIndex</samp>
| A space-delimited list of tools which can be used to break the fence, matching the keys in <samp>Data\ToolData</samp>. For example, <samp>"Axe Pickaxe"</samp> will let players use the [[axe]] or [[pickaxe]].
+
| The index within the <samp>Texture</samp> for the concession sprite, where 0 is the top-left sprite.
|-
  −
| <samp>PlacementSound</samp>
  −
| The [[#Custom audio|audio cue ID]] played when the fence is placed or repaired (e.g. <samp>axe</samp> used by [[Wood Fence]]).
  −
|-
  −
| <samp>RemovalSound</samp>
  −
| ''(Optional)'' The [[#Custom audio|audio cue ID]] played when the fence is broken or picked up by the player. Defaults to the same sound as <samp>PlacementSound</samp>.
  −
|-
  −
| <samp>RemovalDebrisType</samp>
  −
| ''(Optional)'' The type of cosmetic debris particles to 'splash' from the tile when the fence is broken with a tool. The defined values are 0 (copper), 2 (iron), 4 (coal), 6 (gold), 8 (coins), 10 (iridium), 12 (wood), 14 (stone), 32 (big stone), and 34 (big wood). Default 14 (stone).
  −
|-
  −
| <samp>RepairHealthAdjustmentMinimum</samp><br /><samp>RepairHealthAdjustmentMaximum</samp>
  −
| ''(Optional)'' A random amount added to the <samp>Health</samp> when a fence is repaired by a player. See the <samp>Health</samp> field description. Both default to 0.
  −
|-
  −
| <samp>HeldObjectDrawOffset</samp>
  −
| ''(Optional)'' When an item like a [[torch]] is placed on the fence, the pixel offset to apply to its draw position. Specified as a string in the form <samp>"{{t|x}}, {{t|y}}"</samp>. Defaults to <samp>"0, -20"</samp> if omitted.
  −
|-
  −
| <samp>LeftEndHeldObjectDrawX</samp><br /><samp>RightEndHeldObjectDrawX</samp>
  −
| ''(Optional)'' The X pixel offset to apply when the fence is oriented horizontally, with only one connected fence on the right (for <samp>LeftEndHeldObjectDrawX</samp>) or left (for <samp>RightEndHeldObjectDrawX</samp>). This fully replaces the X value specified by <samp>HeldObjectDrawOffset</samp> when it's applied. Default 0.
   
|}
 
|}
 +
</li>
 +
</ul>
   −
===Custom floors (craftable) & paths===
+
===Custom museum donations & rewards===
You can now add or customize [[Crafting#Decor|craftable floors & paths]] by editing the <samp>Data/FloorPathData</samp> asset.
+
{{/doc status|[[Modding:Museum]]|done=true}}
 +
 
 +
You can now add/edit the items which the [[museum]] gives back in rewards through the new <samp>Data/MuseumRewards</samp> data asset.
 +
 
 +
The ''A Complete Collection'' [[Achievements|achievement]] is automatically adjusted to require any custom donations added too. This is based on the number of donated items though, so removing custom donations later may incorrectly mark the museum complete (since you may have donated enough items to meet the total required).
 +
 
 +
===Custom fruit trees===
 +
{{/doc status|[[Modding:Fruit trees]]|done=true}}
 +
 
 +
You can now add custom [[Fruit Trees|fruit trees]] by editing the revamped <samp>Data/FruitTrees</samp> asset.
 +
 
 +
For C# mods, the <samp>fruitsOnTree</samp> field (number of fruit on the tree) has been replaced by <samp>fruit</samp> (list of fruit items).
   −
This consists of a string → model lookup, where the key matches the <samp>ID</samp> field and the value is a model with these fields:
+
Custom trees can be added to the game in two ways:
{| class="wikitable"
+
* Spawn them on [[Modding:Maps|map tiles]] when the location is created, using the new <samp>SpawnTree: fruit {{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).
! field
+
 
! effect
+
===Custom objects===
|-
+
{{/doc status|[[Modding:Items#Objects]]|done=true}}
| <samp>ID</samp>
+
 
| A key which uniquely identifies this floor/path. The ID should only contain alphanumeric/underscore/dot characters. For vanilla floors & paths, this matches the spritesheet index in the <samp>TerrainFeatures/Flooring</samp> spritesheet; for custom floors & paths, this should be prefixed with your mod ID like <samp>Example.ModId_FloorName</samp>.
+
You can now create/edit objects (the main item type) by editing the new <samp>Data/Objects</samp> asset, which replaces the previous slash-delimited <samp>Data/objectInformation</samp>.
|-
+
 
| <samp>ItemId</samp>
+
Besides the format change, this adds...
| The unqualified [[#Custom items|item ID]] for the corresponding object-type item.
+
* support for custom textures;
|-
+
* revamped geode drops with support for conditions, probabilities, and item queries;
| <samp>Texture</samp>
+
* expanded food/drink buffs (e.g. set a custom buff ID, add a custom buff icon, etc);
| The asset name for the texture (under the game's <samp>Content</samp> folder) when the flooring is applied or the path is placed. Use <samp>\</samp> (or <samp>\\</samp> in JSON) to separate name segments if needed. For example, the vanilla tilesheet is <samp>TerrainFeatures\Flooring</samp>.
+
* context tags (moved from the former <samp>Data/ObjectContextTags</samp> asset);
|-
+
* [[#Custom data fields|custom fields]] to let framework mods support additional features.
| <samp>Corner</samp>
  −
| The top-left pixel position for the sprite within the <samp>Texture</samp> spritesheet, specified as a model with <samp>X</samp> and <samp>Y</samp> fields.
  −
|-
  −
| <samp>PlacementSound</samp>
  −
| The [[#Custom audio|audio cue ID]] played when the item is applied/placed (e.g. <samp>axchop</samp> used by [[Wood Floor]]).
  −
|-
  −
| <samp>FootstepSound</samp>
  −
| The [[#Custom audio|audio cue ID]] played when the player steps on the tile (e.g. <samp>woodyStep</samp> used by [[Wood Floor]]).
  −
|-
  −
| <samp>WinterTexture</samp><br /><samp>Corner</samp>
  −
| ''(Optional)'' Equivalent to <samp>Texture</samp> and <samp>Corner</samp>, but applied if the current location is in winter.
  −
|-
  −
| <samp>RemovalSound</samp>
  −
| ''(Optional)'' The [[#Custom audio|audio cue ID]] played when the item is unapplied or picked up. Defaults to the same sound as <samp>PlacementSound</samp>.
  −
|-
  −
| <samp>RemovalDebrisType</samp>
  −
| ''(Optional)'' The type of cosmetic debris particles to 'splash' from the tile when the item is unapplied or picked up. The defined values are 0 (copper), 2 (iron), 4 (coal), 6 (gold), 8 (coins), 10 (iridium), 12 (wood), 14 (stone), 32 (big stone), and 34 (big wood). Default 14 (stone).
  −
|-
  −
| <samp>DrawContouredShadow</samp>
  −
| ''(Optional)'' Whether the shadow under the placed/applied item follows the contour of the sprite pixels, instead of just drawing a box around the tile. Default false.
  −
|-
  −
| <samp>ConnectType</samp>
  −
| ''(Optional)'' When drawing the flooring across multiple tiles, how the flooring sprite for each tile is selected. Defaults to <samp>Default</samp>.
     −
The possible values are:
+
===Custom pants===
{| class="wikitable"
+
{{/doc status|[[Modding:Items#Pants]]|done=true}}
|-
  −
! value
  −
! usage
  −
|-
  −
| <samp>Default</samp>
  −
| For normal floors, intended to cover large square areas. This uses some logic to draw inner corners.
  −
|-
  −
| <samp>Path</samp>
  −
| For floors intended to be drawn as narrow paths. These are drawn without any consideration for inner corners.
  −
|-
  −
| <samp>CornerDecorated</samp>
  −
| For floors that have a decorative corner. Use <samp>CornerSize</samp> to change the size of this corner.
  −
|-
  −
| <samp>Random</samp>
  −
| For floors that don't connect. When placed, one of the tiles is randomly selected.
  −
|}
  −
|-
  −
| <samp>CornerSize</samp>
  −
| ''(Optional)'' The pixel size of the decorative border when the <samp>ConnectType</samp> field is set to <samp>CornerDecorated</samp> or <samp>Default</samp>.
  −
|-
  −
| <samp>FarmSpeedBuff</samp>
  −
| ''(Optional)'' The speed boost applied to the player, on the [[farm]] only, when they're walking on paths of this type. Negative values are ignored. Default 0.1.
  −
|}
     −
===Custom machines===
+
You can now create/edit [[Tailoring#Pants|pants]] by editing the new <samp>Data/Pants</samp> asset, which replaces <samp>Data/clothingInformation</samp>.
You can now add/edit machine logic by editing the <samp>Data/Machines</samp> asset.
     −
This consists of a string → model lookup, where...
+
===Custom shirts===
* The key is the The [[#Custom items|qualified or unqualified item ID]] for the item which acts as a machine (like <samp>(BC)127</samp> for [[The Cave|mushroom boxes]]). If a machine has two entries, the ''unqualified'' ID takes priority. To avoid mod conflicts, '''custom machines should always use unqualified item IDs''' (since custom IDs should already be unique).
+
{{/doc status|[[Modding:Items#Shirts]]|done=true}}
* The value is a model with the fields listed below.
     −
====Item processing rules====
+
You can now create/edit [[Tailoring#Shirts|shirts]] by editing the new <samp>Data/Shirts</samp> asset, which replaces <samp>Data/clothingInformation</samp>.
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>OutputRules</samp>
  −
| The output produced by this machine. This consists of a list of models with these fields:
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>Id</samp>
  −
| A key which uniquely identifies this rule for the current machine (it doesn't need to be unique between machines). The ID should only contain alphanumeric/underscore/dot characters. For custom rules, this should be prefixed with your mod ID like <samp>Example.ModId_RuleId</samp>.
  −
|-
  −
| <samp>Triggers</samp>
  −
| When to apply this output rule. This can list any number of triggers; the output will apply if any of them match.
     −
This consists of a list of models with these fields:
+
===Custom tools===
{| class="wikitable"
+
{{/doc status|[[Modding:Items#Tools]]|done=true}}
 +
 
 +
You can now create/edit [[tools]] by editing the new <samp>Data/Tools</samp> asset. Note that drawing the tool correctly in the world (ie, while the player is trying to use it) probably still needs custom code.
 +
 
 +
===Custom wild trees===
 +
{{/doc status|[[Modding:Wild trees]]|done=true}}
 +
 
 +
You can now create/edit [[Trees|wild trees]] by editing the <samp>Data/WildTrees</samp> asset.
 +
 
 +
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.
 +
* Or give the player a seed item in the usual ways (e.g. from [[#Custom shops|a shop]], [[Modding:Mail data|mail letter]], etc).
 +
 
 +
===Default recipes===
 +
{{/doc status|[[Modding:Recipe data]]|done=true}}
 +
 
 +
You can now have [[Modding:Recipe data|crafting and cooking recipes]] that are learned automatically by setting the condition field to <samp>default</samp>. Any missing default recipes will be learned on day start.
 +
 
 +
For example, here's the chest entry from <samp>Data/CraftingRecipes</samp>:
 +
<syntaxhighlight lang="js">
 +
"Chest": "388 50/Home/130/true/default/"
 +
</syntaxhighlight>
 +
 
 +
===Global inventories===
 +
C# mods can now set a <samp>chest.GlobalInventoryId</samp> field to make it share a global inventory with every other chest having the same ID. This replaces the equivalent hardcoded logic for [[Junimo Chest|Junimo chests]], which now just default to a <samp>"JunimoChests"</samp> global inventory ID. For example, this can be used to have multiple Junimo chest networks or make other containers share inventory.
 +
 
 +
C# mods can also use this to store items for other mod purposes, by using <samp>Game1.player.team.globalInventories</samp> or <samp>Game1.player.team.GetOrCreateGlobalInventory(id)</samp> directly.
 +
 
 +
===Hats on aquarium fish===
 +
{{/doc status|[[Modding:Fish data]]|done=true}}
 +
 
 +
Custom [[Modding:Fish data|fish in aquariums]] can now wear [[hats]], just like vanilla [[Sea Urchin|sea urchins]]. This can be enabled by specifying a new field in <samp>Data/AquariumFish</samp>:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
 +
! index
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>Trigger</samp>
+
| 7
| ''(Optional)'' When this output rule applies. Defaults to <samp>ItemPlacedInMachine</samp>. The possible values are...
+
| hat position
* <samp>ItemPlacedInMachine</samp>: apply this rule when an item is placed into the machine. This is the most common machine behavior.
+
| The pixel position of the hat on the sprite, specified as an object with <samp>X</samp> and <samp>Y</samp> values.
* <samp>OutputCollected</samp>: apply this rule when the machine's previous output is collected. An output-collected rule won't require or consume the input items, and the input item will be the previous output. For example, this is used to reload the [[crystalarium]].
+
|}
* <samp>MachinePutDown</samp>: apply this rule when the machine is put down. For example, this is used to start the [[Worm Bin|worm bin]].
+
 
* <samp>DayUpdate</samp>: apply this rule when a new day starts, if it isn't already processing output. For example, this is used for the [[Soda Machine|soda machine]].
+
===Context tag changes===
 +
{{/doc status|[[Modding:Items#Context tags]]|done=true}}
 +
 
 +
====New context tags====
 +
1.6 adds several new [[Modding:Items#Context tags|item context tags]]:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>RequiredItemId</samp>
+
! context tag
| ''(Optional)'' The qualified or unqualified item ID for the item to match, if the trigger is <samp>ItemPlacedInMachine</samp> or <samp>OutputCollected</samp>. Defaults to allowing any item ID.
+
! effect
 
|-
 
|-
| <samp>RequiredTags</samp>
+
| <samp>campfire_item</samp>
| ''(Optional)'' The [[Modding:Context tags|context tags]] to match against input items, if the trigger is <samp>ItemPlacedInMachine</samp> or <samp>OutputCollected</samp>. An item must have all of the listed tags to select this rule. You can negate a tag with <samp>!</samp> (like <code>"RequiredTags": [ "bone_item", "!fossil_item" ]</code> for bone items that aren't fossils).
+
| Marks the item as a [[campfire]]. If the item also has the <samp>torch_item</samp> context tag, when it's placed in the world and turned on...
 +
* campfire flames are drawn over it;
 +
* if the item is [[Modding:Items#Big craftables|big craftable]], light is emitted from its center instead of the top.
 
|-
 
|-
| <samp>RequiredCount</samp>
+
| <samp>fish_pond_ignore</samp>
| ''(Optional)'' The required stack size for the input item, if the trigger is <samp>ItemPlacedInMachine</samp> or <samp>OutputCollected</samp>. Default 1.
+
| Prevents players from adding this fish to [[Fish Pond|fish ponds]], even if it would otherwise match an entry in <samp>Data/FishPondData</samp>.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>geode_crusher_ignored</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this trigger should be checked. Item-only tokens are valid for this check if the trigger is <samp>ItemPlacedInMachine</samp> or <samp>OutputCollected</samp>. Defaults to always true.
+
| Prevents breaking this item open in a [[Geode Crusher|geode crusher]], even if the item has geode fields in [[#Custom objects|<samp>Data/Objects</samp>]].
|}
   
|-
 
|-
| <samp>OutputItem</samp>
+
| <samp>item_type_{{t|type}}</samp>
| The items produced by this machine. If multiple output entries match, one will be selected randomly unless you specify <samp>UseFirstValidOutput</samp>. This consists of a list of models with these fields:
+
| For an [[Modding:Items#Objects|object-type item]], the type value from the 'type and category' field. (Non-object items always have the exact tag <samp>item_type_</samp> with nothing after the last underscore.) This is automatic and shouldn't be set manually. The tag is checked in a few places (''e.g.'' the [[museum]] to check if an item is an artifact or mineral), but most of the game won't be affected.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>museum_donatable</samp><br /><samp>not_museum_donatable</samp>
! effect
+
| Set whether the item can be donated to the [[museum]], overriding the vanilla logic.
 
|-
 
|-
| ''common fields''
+
| <samp>not_giftable</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
+
| Prevents players from gifting this item to NPCs, who'll ignore the item entirely (e.g. as if you were holding a tool).
   −
Notes:
+
This only affects gift-giving, it doesn't affect non-gift logic like quest goals or special order objectives. If the NPC also has a <samp>reject_*</samp> dialogue for the item, the dialogue takes priority.
<ul>
  −
<li>If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.</li>
  −
<li>The <samp>ItemId</samp> and <samp>RandomItemId</samp> can optionally contain special tokens, which will be replaced before the item ID is parsed. For example, you can use <code>FLAVORED_ITEM Wine DROP_IN_ID</code> to create a wine for whatever item was placed in the machine.
  −
{| class="wikitable"
   
|-
 
|-
! token
+
| <samp>not_placeable</samp><br /><samp>placeable</samp>
! replaced with
+
| Sets whether the item can be placed on the ground.
 
|-
 
|-
| <samp>DROP_IN_ID</samp>
+
| <samp>prevent_loss_on_death</samp>
| The qualified item ID for the item placed in the machine.
+
| Indicates the item can't be [[Adventurer's Guild#Item Recovery Service|lost when the player dies]].
 
|-
 
|-
| <samp>DROP_IN_PRESERVE</samp>
+
| <samp>sign_item</samp>
| If the item placed into the machine is a flavored item like Apple Juice or Tuna Roe, the ''unqualified'' item ID for the flavor item (e.g. the apple in Apple Wine). Otherwise <samp>0</samp>.
+
| Marks the item as a [[Crafting#Signs|sign]], which lets player display items on it or place it on a [[Fish Pond|fish pond]] to show the fish count.
 
|-
 
|-
| <samp>NEARBY_FLOWER_ID</samp>
+
| <samp>torch_item</samp>
| The item ID for a flower within 5 tiles of the machine, or <samp>-1</samp> if no flower is found. For example, [[Bee House|bee houses]] produce <code>FLAVORED_ITEM Honey NEARBY_FLOWER_ID</code>.
+
| Marks the item as a [[torch]], which lets the player turn it on/off to emit light.
 +
 
 +
See also <samp>campfire_item</samp>.
 
|}
 
|}
</li>
+
 
<li>Item conditions in the <samp>Condition</samp> field will check the ''input'' (not output) item.</li>
+
Context tags which affect [[#Custom machines|machine processing]]:
</ul>
+
{| class="wikitable"
 +
|-
 +
! context tag
 +
! effect
 
|-
 
|-
| <samp>PreserveType</samp>
+
| <samp>crystalarium_banned</samp>
| ''(Optional)'' The produced item's preserved item type, if applicable. This sets the equivalent flag on the output item. The valid values are <samp>Jelly</samp>, <samp>Juice</samp>, <samp>Pickle</samp>, <samp>Roe</samp> or <samp>AgedRoe</samp>, and <samp>Wine</samp>. Defaults to none.
+
| When applied to a gem or mineral item, prevents players from placing it in a [[crystalarium]].
 
|-
 
|-
| <samp>PreserveId</samp>
+
| <samp>keg_juice</samp><br /><samp>keg_wine</samp>
| ''(Optional)'' The produced item's preserved unqualified item ID, if applicable. For example, [[Wine|blueberry wine]] has its preserved item ID set to the [[blueberry]] ID. This can be set to <samp>DROP_IN</samp> to use the input item's ID. Default none.
+
| Allows processing the item in a [[keg]] to produce a juice or wine variant.
 
|-
 
|-
| <samp>ModifyName</samp>
+
| <samp>preserves_jelly</samp><br /><samp>preserves_pickle</samp>
| ''(Optional)'' The internal name (not translated display name) to set for the output item, with <samp>{0}</samp> replaced with the input item's internal name. This is used to prevent flavored items from stacking (''e.g.'' apple [[wine]] and blueberry wine). If omitted, the output item's normal internal name is used.
+
| Allows processing the item in a [[Preserves Jar|preserves jar]] to produce a jelly or pickled variant.
 
|-
 
|-
| <samp>CopyColor</samp>
+
| <samp>seedmaker_banned</samp>
| ''(Optional)'' Whether to inherit the color of the input item if it was a <samp>ColoredObject</samp>. This mainly affects [[roe]]. Default false.
+
| When applied to a seed item, prevents players from placing it in a [[Seed Maker|seed maker]].
 
|-
 
|-
| <samp>IncrementMachineParentSheetIndex</samp>
+
| <samp>tapper_item</samp>
| ''(Optional)'' Whether to increment the machine's spritesheet index by one while it's processing this output. This stacks with the <samp>ShowNextIndexWhenLoaded</samp> field (''i.e.'' setting both to true will increment the index by two). Default false.
+
| Marks the item as a [[tapper]] or [[Heavy Tapper|heavy tapper]].
 
|-
 
|-
| <samp>OutputMethod</samp>
+
| <samp>tapper_multiplier_{{t|multiplier}}</samp>
| ''(Optional, specialized)'' A C# method which decides which item to produce. If set, the <samp>ItemId</samp> field is optional and ignored.
+
| The multiplier applied to the tapper production speed. For example, <samp>2</samp> will make items take half their base time (''i.e.'' each item will finish in <sup>base time</sup>/<sub>speed multiplier</sub>). Defaults to 1 if omitted.
 
  −
This must be specified in the form <samp>{{t|full type name}}.{{t|method name}}</samp> (like <samp>StardewValley.Object.OutputSolarPanel</samp>). The method must be static and match the game's <samp>MachineOutputDelegate</samp> method signature:
  −
<syntaxhighlight lang="c#">
  −
/// <summary>Get the output item to produce.</summary>
  −
/// <param name="machine">The machine instance for which to produce output.</param>
  −
/// <param name="location">The location containing the machine.</param>
  −
/// <param name="player">The player using the machine.</param>
  −
/// <param name="inputItem">The item being dropped into the machine, if applicable.</param>
  −
/// <param name="probe">Whether the machine is only checking whether the input is valid. If so, the input/machine shouldn't be changed and no animations/sounds should play.</param>
  −
/// <param name="overrideMinutesUntilReady">The in-game minutes until the item will be ready to collect, if set. This overrides the equivalent fields in the machine data if set.</param>
  −
/// <returns>Returns the item to produce, or <c>null</c> if none should be produced.</returns>
  −
public static Item GetOutput(Object machine, GameLocation location, Farmer player, Item inputItem, bool probe, out int? overrideMinutesUntilReady);
  −
</syntaxhighlight>
  −
 
  −
If this method returns null, the machine won't output anything.
   
|}
 
|}
|-
  −
| <samp>UseFirstValidOutput</samp>
  −
| ''(Optional)'' If multiple <samp>OutputItem</samp> entries match, whether to use the first match instead of choosing one randomly. Default false.
  −
|-
  −
| <samp>MinutesUntilReady</samp><br /><samp>DaysUntilReady</samp>
  −
| ''(Optional)'' The number of in-game minutes or days until the output is ready to collect. If both days and minutes are specified, days are used. If none are specified, the item will be ready instantly.
  −
|-
  −
| <samp>InvalidCountMessage</samp>
  −
| ''(Optional)'' If set, overrides the machine's main <samp>InvalidCountMessage</samp> field.
  −
|-
  −
| <samp>RecalculateOnCollect</samp>
  −
| ''(Optional)'' Whether to regenerate the output right before the player collects it, similar to [[Bee House|bee houses]]. If the new item is null, the original output is returned instead.
  −
|}
  −
|-
  −
| <samp>AdditionalConsumedItems</samp>
  −
| ''(Optional)'' A list of extra items required before <samp>OutputRules</samp> will be checked. If specified, every listed item must be present in the player, [[hopper]], or chest inventory (depending how the machine is being loaded).
     −
This consists of a list of models with these fields:
+
And informational tags which have no effect on the game logic:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! context tag
 
! effect
 
! effect
 
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>fish_legendary</samp><br /><samp>fish_legendary_family</samp>
| The [[#Custom items|qualified or unqualified item ID]] for the required item.
+
| Marks the fish as a [[Fish#Legendary Fish|legendary fish]] or [[Quests#Extended Family|legendary fish family]]. These are purely informational; the legendary fish behavior is determined by data fields like <samp>CatchLimit</samp> or <samp>IsBossFish</samp> in [[#Custom locations|<samp>Data/Locations</samp>]].
 +
|-
 +
| <samp>geode</samp>
 +
| ''(Added automatically)'' Marks the item as a [[Minerals#Geodes|geode]] item, which can be broken open at [[Blacksmith|Clint's blacksmith shop]] or using a [[Geode Crusher|geode crusher]]. This is added automatically if the geode fields are present in [[#Custom objects|<samp>Data/Objects</samp>]].
 
|-
 
|-
| <samp>RequiredCount</samp>
+
| <samp>id_{{t|item id}}</samp>
| ''(Optional)'' The required stack size for the item matching <samp>ItemId</samp>. Default 1.
+
| ''(Added automatically)'' The [[#Custom items|qualified item ID]], like <samp>id_(o)128</samp>. This can be used to match or exclude an item by ID using context tags. Any spaces in the ID are replaced with underscores, and single quotes are removed.
 
|-
 
|-
| <samp>InvalidCountMessage</samp>
+
| <samp>is_machine</samp>
| ''(Optional)'' If set, overrides the machine's main <samp>InvalidCountMessage</samp> field.
+
| ''(Added automatically)'' Indicates the item has [[#Custom machines|machine logic]]. This is added automatically based on <samp>Data/Machines</samp>.
|}
   
|-
 
|-
| <samp>ReadyTimeModifiers</samp>
+
| <samp>machine_input</samp>
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the produced item's processing time. The modifier conditions can use item-only tokens, which will check the ''input'' (not output) item.
+
| ''(Added automatically)'' Whether the item is a machine which accepts items from the player. This is added automatically based on the machine's fields in <samp>Data/Machines</samp>:
 +
* if <samp>HasInput</samp> is true;
 +
* ''or'' if any output rules have an <samp>ItemPlacedInMachine</samp> trigger.
 
|-
 
|-
| <samp>ReadyTimeModifierMode</samp>
+
| <samp>machine_output</samp>
| ''(Optional)'' A [[#Quantity modifiers|quantity modifier mode]] which indicates what to do if multiple modifiers apply at the same time. Default <samp>Stack</samp>.
+
| ''(Added automatically)'' Whether the item is a machine which produces items for the player to collect. This is added automatically based on the machine's fields in <samp>Data/Machines</samp>:
 +
* if <samp>HasOutput</samp> is true;
 +
* ''or'' if it has any output rules.
 
|}
 
|}
   −
====Behavior tweaks====
+
====ItemContextTagManager class====
 +
For C# mods, 1.6 adds a new <samp>ItemContextTagManager</samp> class which simplifies working with [[Modding:Items#Context tags|item context tags]] and reduces repeated code.
 +
 
 +
This provides a few utility methods:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>PreventTimePass</samp>
+
| <code>GetBaseContextTags(id)</code>
| ''(Optional)'' A list of cases when the machine should be paused, so the timer on any item being produced doesn't decrement. Possible values:
+
| Get the base context tags for an item based on its raw data in <samp>Data/Objects</samp> or <samp>Data/BigCraftables</samp>. This doesn't include dynamic tags added that are based on instance info (like quality), which you can get using <code>item.GetContextTags()</code>.
{| class="wikitable"
   
|-
 
|-
! value
+
| <code>DoesTagQueryMatch(query, tags)</code>
! effect
+
| Get whether a context tag query matches the given tags. For example, <code>ItemContextTagManager.DoesTagQueryMatch("bone_item, !fossil_item", item.GetContextTags())</code> returns true if the item is a bone item but not a fossil (like the [[Bone Flute]]).
 
|-
 
|-
| <samp>Outside</samp><br /><samp>Inside</samp>
+
| <code>DoAllTagsMatch(requiredTags, actualTags)</code><br /><code>DoAnyTagsMatch(requiredTags, actualTags)</code>
| Pause when placed in an outside or inside location. For example, [[Bee House|bee houses]] don't work inside.
+
| Get whether every (<samp>DoAllTagsMatch</samp>) or at least one (<samp>DoAnyTagsMatch</samp) required tag matches the actual item tags. This supports negated required tags like <samp>"!fossil_item"</samp> too.
 
|-
 
|-
| <samp>Spring</samp><br /><samp>Summer</samp><br /><samp>Fall</samp><br /><samp>Winter</samp>
+
| <code>DoesTagMatch(requiredTag, actualTags)</code>
| Pause in the given season. For example, [[Bee House|bee houses]] don't work in winter.
+
| Get whether a single tag matches the actual item tags. This supports negated required tags like <samp>"!fossil_item"</samp> too.
 
|-
 
|-
|-
+
| <code>SanitizeContextTag(tag)</code>
| <samp>Sun</samp><br /><samp>Rain</samp>
+
| ''(Specialized)'' Replace characters that may appear in item names so they're valid in context tags. For example, <code>SanitizeContextTag("Sam's Boombox")</code> returns <samp>sams_boombox</samp>.
| Pause on days with the given weather.
  −
|-
  −
| <samp>Always</samp>
  −
| Always pause the machine. This is used in specialized cases where the timer is handled by [[#Advanced logic|advanced machine logic]].
  −
|}
  −
|-
  −
| <samp>AllowLoadWhenFull</samp>
  −
| ''(Optional)'' Whether the player can drop a new item into the machine before it's done processing the last one (like the [[crystalarium]]). The previous item will be lost. Default false.
  −
|-
  −
| <samp>ClearContentsOvernightCondition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the machine should be emptied overnight, so any current output will be lost. Defaults to always false.
   
|}
 
|}
   −
====Audio & visuals====
+
====Other context tag changes====
 +
* Context tags are now case-insensitive.
 +
 
 +
===Inventory class===
 +
For C# mods, 1.6 adds a new <samp>Inventory</samp> class to manage a list of items. This is used for the <samp>Farmer.items</samp> and <samp>Chest.items</samp> fields. It implements <samp>IList&lt;Item&gt;</samp>, so most existing code should still work fine.
 +
 
 +
This has three main benefits:
 +
<ul>
 +
<li>It has methods to simplify many common operations. For example:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>LoadEffects</samp><br /><samp>WorkingEffects</samp>
+
| <code>HasAny()</code>
| ''(Optional)'' The cosmetic effects shown when an item is loaded into the machine (for <samp>LoadEffects</samp>), or while it's processing the item (for <samp>WorkingEffects</samp>, based on the <samp>WorkingEffectChance</samp> probability). Both default to none. These consist of a list of models with these fields:
+
| Get whether the inventory contains any items (ignoring empty slots).
{| class="wikitable"
+
|-
 +
| <code>CountItemStacks()</code>
 +
| Get the number of item stacks in the inventory (ignoring empty slots).
 
|-
 
|-
! field
+
| <code>ContainsId(id)</code>
! effect
+
| Get whether the inventory contains any item with the given qualified or unqualified item ID.
 
|-
 
|-
| <samp>RequiredItemId</samp>
+
| <code>ContainsId(id, minCount)</code>
| ''(Optional)'' If set, only apply this effect if the main input item has this qualified or unqualified item ID.
+
| Get whether the inventory contains items with the given qualified or unqualified item ID, and their combined stack size is at least <samp>minCount</samp>.
 
|-
 
|-
| <samp>RequiredTags</samp>
+
| <code>CountId(id)</code>
| ''(Optional)'' If set, only apply this effect if the main input item has ''all'' of these [[Modding:Context tags|context tags]]. You can negate a tag with <samp>!</samp> (like <code>"RequiredTags": [ "bone_item", "!fossil_item" ]</code> for bone items that aren't fossils).
+
| Get the combined stack size of all items with the given qualified or unqualified item ID.
 
|-
 
|-
| <samp>Sound</samp>
+
| <code>GetById(id)</code>
| ''(Optional)'' An [[#Custom audio|audio cue ID]] to play. Defaults to no sound.
+
| Get a list of items in the inventory with the given qualified or unqualified item ID.
 
|-
 
|-
| <samp>DelayedSounds</samp>
+
| <code>ReduceId(id, count)</code>
| ''(Optional)'' The audio to play after a short delay. This consists of a list of models with these fields:
+
| Remove the given number of items matching the given qualified or unqualified item ID. This reduces the stack size for matching items until a total of <samp>count</samp> have been removed, and clears any slots which reach a stack size of zero.
 +
|}</li>
 +
<li>Many common operations have been unified, so previously player-only methods can now be used with chests too.</li>
 +
<li>It has an internal index by item ID, so operations like <code>items.ContainsId("(O)128")</code> are much more efficient since they no longer iterate the list.</li>
 +
</ul>
 +
 
 +
This replaces some previous methods:
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! game class
! effect
+
! old code
 +
! migration
 
|-
 
|-
| <samp>Sound</samp>
+
|rowspan="6"| <samp>Farmer</samp>
| The [[#Custom audio|audio cue ID]] to play.
+
| <code>getItemCount(id)</code><br /><code>GetTallyOfObject(id)</code><br /><code>GetTallyOfObject(id, isBigCraftable)</code><br /><code>hasItemInInventory(id, count)</code><br /><code>hasItemInList(list, id, count)</code>
 +
| &#32;
 +
* To check an item ID, use <code>items.CountId(id)</code> or <code>Items.ContainsId(id, count)</code>.
 +
* To check Golden Walnuts or Qi Gems, use the <samp>Game1.netWorldState.Value.GoldenWalnuts</samp> and <samp>Farmer.QiGems</samp> fields.
 +
* To check category matches or <samp>-777</samp> (seasonal wild seeds), the <samp>getItemCount</samp> and <samp>getItemCountInList</samp> still exist.
 
|-
 
|-
| <samp>Delay</samp>
+
| <code>hasItemInInventoryNamed(name)</code><br /><code>hasItemWithNameThatContains(name)</code>
| The number of milliseconds until the sound should play.
+
| In most cases, you should match items by ID instead (see the previous row).
|}
+
 
 +
If you really need to match items by name, you can replace it like this:
 +
<syntaxhighlight lang="c#">
 +
// exact name
 +
bool hasMatch = Game1.player.Items.Any(item => item?.Name == name);
 +
 
 +
// name contains
 +
bool hasMatch = Game1.player.Items.Any(item => item?.Name?.Contains(name) is true);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>ShakeDuration</samp>
+
| <code>areAllItemsNull()</code>
| ''(Optional)'' A duration in milliseconds during which the machine sprite should shake. Default none.
+
| Use <code>!items.HasAny()</code>.
 
|-
 
|-
| <samp>Frames</samp>
+
| <code>numberOfItemsInInventory()</code>
| ''(Optional)'' The animation to apply to the machine sprite, specified as a list of offsets relative to the base sprite index. Default none.
+
| Use <code>items.CountItemStacks()</code> to count all items, or <code>Items.Count(p => p is Object)</code> to match this method's actual behavior.
 
|-
 
|-
| <samp>Interval</samp>
+
| <code>consumeObject(id, count)</code>
| ''(Optional)'' The number of milliseconds for which each frame in <samp>Frames</samp> is kept on-screen. Default 100.
+
| Use <code>items.ReduceId(id, count)</code>.
 
|-
 
|-
| <samp>TemporarySprites</samp>
+
| <code>removeItemsFromInventory(id, count)</code>
| ''(Optional)'' The temporary animated sprites to show. This consists of a list of models with these fields:
+
| &#32;
 +
* To remove an item by ID, use <code>items.ReduceId(id, count)</code>.
 +
* To deduct Golden Walnuts or Qi Gems, change the <samp>Game1.netWorldState.Value.GoldenWalnuts</samp> and <samp>Farmer.QiGems</samp> fields.
 +
|-
 +
|rowspan="2"| <samp>Object</samp>
 +
| <code>ConsumeInventoryItem(player, id, count)</code>
 +
| This was somewhat specialized and shouldn't be called by mod code, but the equivalent would be <code>(Object.autoLoadChest ?? player.items).ReduceId(id, count)</code>. See also notes for <samp>Farmer.removeItemsFromInventory</samp>.
 +
|-
 +
| <code>GetTallyOfObject(player, id)</code>
 +
| This was somewhat specialized and shouldn't be called by mod code, but the equivalent would be <code>(Object.autoLoadChest ?? player.items).CountId(id)</code>. See also notes for <samp>Farmer.getTallyOfObject</samp>.
 +
|}
 +
 
 +
It implements a new <samp>IInventory</samp> interface, which lets mods pass their own implementations to code which works on inventories.
 +
 
 +
===Furniture changes===
 +
{{/doc status|[[Modding:Items#Furniture]]|done=true}}
 +
 
 +
<ul>
 +
<li>[[Modding:Items#Furniture|<samp>Data/furniture</samp>]] no longer has language variants. Translations were moved into <samp>Strings/Furniture</samp>.</li>
 +
<li>
 +
There are a few changes in [[Modding:Items#Furniture|<samp>Data/furniture</samp>]]:
 +
<ul>
 +
<li>Field index 6 is now placement restrictions and field index 7 is now display name. The display name field is no longer omitted in English.</li>
 +
<li>Field index 7 (display name) now allows [[Modding:Tokenizable strings|tokenizable strings]].</li>
 +
<li>Added new fields:
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 +
! index
 
! field
 
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>Texture</samp>
+
| 8
| The asset name for the texture (under the game's <samp>Content</samp> folder) for the animated sprite.
+
| sprite index
 +
| The sprite index within the spritesheet texture to draw.
 
|-
 
|-
| <samp>SourceRect</samp>
+
| 9
| The pixel area for the first animated frame within the <samp>Texture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
+
| texture
 +
| ''(Optional)'' The asset name of the texture to draw. Defaults to <samp>TileSheets/furniture</samp>.
 
|-
 
|-
| <samp>PositionOffset</samp>
+
| 10
| ''(Optional)'' A pixel offset applied to the sprite, relative to the top-left corner of the machine's collision box, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. Defaults to (0, 0).
+
| off limits for random sale
 +
| ''(Optional)'' Whether to prevent this furniture from appearing in randomly generated shop stocks and the furniture catalogue. Default false.
 
|-
 
|-
| <samp>Color</samp>
+
| 11
| ''(Optional)'' A tint color to apply to the sprite. This can be any of the [https://docs.microsoft.com/en-us/previous-versions/windows/xna/ff433752(v=xnagamestudio.42) <samp>Color</samp> field names], like <samp>ForestGreen</samp>. Default <samp>White</samp> (no tint).
+
| context tags
 +
| ''(Optional)'' A space-delimited list of [[Modding:Items#Context tags|context tags]] which apply to this furniture. Default none.
 +
|}</li>
 +
</ul>
 +
</li>
 +
</ul>
 +
 
 +
===Other item changes for C# mods===
 +
* Placed object changes:
 +
** Every placed object now has a <samp>Location</samp> property set to the location which contains it. This removes location parameters from many object methods.
 +
** Setting an object's tile position through <samp>obj.TileLocation</samp> now recalculcates its collision box automatically. (Setting it through the <samp>tileLocation</samp> net field directly won't though.)
 +
** The <samp>obj.IsScarecrow()</samp> and <samp>GetScarecrowRadius()</samp> methods now work for non-bigcraftable objects too.
 +
* Clothing changes:
 +
** <samp>Clothes.clothesType</samp> is now an enum field.
 +
** Clothing is no longer gender-specific. This renames <samp>indexInTileSheetMale</samp> to <samp>indexInTileSheet</samp>, obsoletes <samp>indexInTileSheetFemale</samp>, and converts gender-variant clothing into regular items.
 +
** Removed unused <samp>ClothesType.ACCESSORY</samp> value.
 +
** <samp>Farmer.pants</samp> and <samp>Farmer.shirt</samp> now store the item ID instead of the sprite index.
 +
** In <samp>Data/TailoringRecipes</samp>, added a <samp>CraftingIdFeminine</samp> field which overrides <samp>CraftingId</samp> for female characters.
 +
* Crop changes:
 +
** Added <samp>Game1.cropData</samp> to read crop info without constantly reloading the <samp>Data/Crops</samp> asset.
 +
** Removed most crop fields which only mirror the data (like <samp>harvestMethod</samp> or <samp>seasonsToGrowIn</samp>). Mods can get the info through <samp>crop.GetData()</samp> instead.
 +
** Partly de-hardcoded fertilizer logic. Almost all fertilizer logic is now centralized into a new patchable set of <samp>HoeDirt</samp> methods (see list below). The only fertilizer logic that's still embedded elsewhere is the interaction errors in <samp>Utility.tryToPlaceItem</samp>.
 +
** HoeDirt.fertilizer.Value is now set to <samp>null</samp> when there is no fertilizer. Both qualified and unqualified IDs should be expected.
 +
** Removed <samp>crop.InferSeedIndex()</samp>. This was used to support old crops, which are now fixed by a save migration instead.
 +
* Tool changes:
 +
** Fixed various logic not handling custom tool upgrade levels.
 +
<ul>
 +
<li>Other item logic:<ul>
 +
<li>Simplified the constructors for many item types, particularly <samp>Object</samp>.</li>
 +
<li>[[Honey]] items now have their <samp>preserve</samp> field set to a new <samp>Honey</samp> type (instead of null).</li>
 +
<li>The <samp>Object.performObjectDropInAction</samp> method now applies the <samp>probe</samp> argument much more consistently. This only affects method calls with <samp>probe: true</samp>.</li>
 +
<li>The <samp>Item.salePrice()</samp> method now has option to get the price without [[Multiplayer#Profit margins|profit margins]].</li>
 +
<li>Added new fields & methods:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>AlphaFade</samp><br /><samp>Loops</samp><br /><samp>Rotation</samp><br /><samp>RotationChange</samp><br /><samp>ScaleChange</samp><br /><samp>SortOffset</samp>
+
! type
| ''(Optional)'' See equivalent fields in the [[#Other changes|<samp>temporaryAnimatedSprite</samp> event command]]. Default 0.
+
! field/method
 +
! effect
 
|-
 
|-
| <samp>Frames</samp><br /><samp>Scale</samp>
+
| <samp>Chest</samp>
| ''(Optional)'' See equivalent fields in the [[#Other changes|<samp>temporaryAnimatedSprite</samp> event command]]. Default 1.
+
| <samp>GetItemsForPlayer()</samp>
 +
| Shortcut for <samp>chest.GetItemsForPlayer(Game1.player.UniqueMultiplayerID)</samp>.
 
|-
 
|-
| <samp>Interval</samp>
+
| rowspan="2"| <samp>Crop</samp>
| ''(Optional)'' See equivalent fields in the [[#Other changes|<samp>temporaryAnimatedSprite</samp> event command]]. Default 100.
+
| <samp>GetHarvestMethod()</samp>
 +
| Get the method used to harvest the crop (one of <samp>HarvestMethod.Grab</samp> or <samp>HarvestMethod.Scythe</samp>).
 
|-
 
|-
| <samp>Flicker</samp><br /><samp>Flip</samp>
+
| <samp>IsInSeason(location)</samp>
| ''(Optional)'' See equivalent fields in the [[#Other changes|<samp>temporaryAnimatedSprite</samp> event command]]. Default false.
+
| Whether the crop can grow in the location's current season (or true if crops ignore seasons in the location, like the [[greenhouse]]).
|}
  −
|}
   
|-
 
|-
| <samp>WorkingEffectChance</samp>
+
| rowspan="8"| <samp>HoeDirt</samp>
| ''(Optional)'' The percentage chance to apply <samp>WorkingEffects</samp> each time the day starts or the in-game clock changes, as a value between 0 (never) and 1 (always). Default 0.33.
+
| <samp>HasFertilizer()</samp>
 +
| Get whether the dirt has any fertilizer applied.
 
|-
 
|-
| <samp>LightWhileWorking</samp>
+
| <samp>CanApplyFertilizer(itemId)</samp>
| ''(Optional)'' The light emitted by the machine while it's processing an item. Default none.
+
| Get whether a player can apply the given fertilizer to this dirt.
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>CheckApplyFertilizerRules(itemId)</samp>
! effect
+
| Get whether a player can apply the given fertilizer to this dirt, and the reason they can't if applicable.
 
|-
 
|-
| <samp>Radius</samp>
+
| <samp>GetFertilizerSpeedBoost()</samp>
| ''(Optional)'' The size of the area covered by the light effect, as a multiplier of the default radius (like <samp>1.5</samp> for an area 50% wider than the default). Default 1.
+
| Get the crop growth speed boost from fertilizers applied to this dirt.
 
|-
 
|-
| <samp>Color</samp>
+
| <samp>GetFertilizerWaterRetentionChance()</samp>
| ''(Optional)'' A tint color to apply to the light. This can be any of the [https://docs.microsoft.com/en-us/previous-versions/windows/xna/ff433752(v=xnagamestudio.42) <samp>Color</samp> field names], like <samp>ForestGreen</samp>. Default <samp>White</samp> (no tint).
+
| Get the water retention chance from fertilizers applied to this dirt, as a value between 0 (no change) and 1 (100% chance of staying watered).
|}
   
|-
 
|-
| <samp>WobbleWhileWorking</samp>
+
| <samp>GetFertilizerQualityBoostLevel()</samp>
| ''(Optional)'' Whether the machine sprite should bulge in & out while it's processing an item. Default false.
+
| Get the quality boost level from fertilizers applied to this dirt, which influences the chance of producing a higher-quality crop.
 
|-
 
|-
| <samp>ShowNextIndexWhileWorking</samp><br /><samp>ShowNextIndexWhenReady</samp>
+
| <samp>GetFertilizerSourceRect()</samp>
| ''(Optional)'' Whether to show the next sprite in the machine's spritesheet while it's processing an item (<samp>ShowNextIndexWhileWorking</samp>) or ready (<samp>ShowNextIndexWhenReady</samp>). Default false.
+
| Get the pixel area within the dirt spritesheet to draw for any fertilizer applied to this dirt.
|}
     −
====Player interaction messages====
+
(This method existed before, but no longer requires the fertilizer ID argument.)
These only apply when the player interacts with a chest directly, instead of using a [[hopper]] or mod like {{nexus mod|1063|Automate}}.
+
|-
 
+
| <samp>isWatered()</samp>
{| class="wikitable"
+
| Get whether the dirt is currently watered.
 +
|-
 +
|rowspan="5"| <samp>Item</samp>
 +
| <samp>IsRecipe</samp><br /><samp>Quality</samp><br /><samp>Stack</samp></samp><br /><samp>sellToStorePrice(…)</samp>
 +
| Equivalent to the previous <samp>Object</samp> fields/methods, to simplify common code and avoid needing to special-case <samp>Object</samp> items.
 +
|-
 +
| <samp>appliesProfitMargins()</samp>
 +
| Get whether this item should apply [[Multiplayer#Profit margins|profit margins]] to shop prices.
 
|-
 
|-
! field
+
| <samp>CanBeLostOnDeath()</samp>
! effect
+
| Get whether this item can be lost when the player dies, so it can be recovered from the [[Adventurer's Guild#Item Recovery Service|item recovery service]].
 
|-
 
|-
| <samp>InvalidItemMessage</samp>
+
| <samp>HasTypeId(id)</samp><br /><samp>HasTypeObject()</samp><br /><samp>HasTypeBigCraftable()</samp>
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the message shown in a toaster notification if the player tries to input an item that isn't accepted by the machine.
+
| Get whether the item has the given [[#Custom items|type definition ID]]. These are null-safe and double as a null check:
 +
<syntaxhighlight lang="c#">
 +
if (item.HasTypeId(ItemRegistry.type_object))
 +
{
 +
    // item is non-null and has type (O)
 +
}
 +
</syntaxhighlight>
 +
<samp>HasTypeObject()</samp> and <samp>HasTypeBigCraftable()</samp> are shortcuts for passing <samp>ItemRegistry.type_object</samp> and <samp>ItemRegistry.type_bigCraftable</samp> respectively.
 
|-
 
|-
| <samp>InvalidCountMessage</samp>
+
| <samp>TryGetTempData</samp><br /><samp>SetTempData</samp>
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the message shown in a toaster notification if the input inventory doesn't contain this item, unless overridden by <samp>InvalidCountMessage</samp> under <samp>OutputRules</samp>.
+
| Get or set temporary item info that's not synchronized in multiplayer or written to the save file.
 +
 
 +
For example, the game uses this to pass spawn options to the fishing minigame:
 +
<syntaxhighlight lang="c#">
 +
if (spawn.IsBossFish)
 +
    fish.SetTempData(nameof(spawn.IsBossFish), true);
   −
This can use extra custom tokens:
+
...
* <samp>[ItemCount]</samp>: the number of remaining items needed. For example, if you're holding three and need five, <samp>[ItemCount]</samp> will be replaced with <samp>2</samp>.
  −
|}
     −
====Advanced logic====
+
fish.TryGetTempData(nameof(SpawnFishData.IsBossFish), out bool bossFish);
{| class="wikitable"
+
</syntaxhighlight>
 
|-
 
|-
! field
+
| <samp>FishingRod</samp>
! effect
+
| <samp>CanUseBait()</samp><br /><samp>CanUseTackle()</samp><br /><samp>GetBait()</samp><br /><samp>GetTackle()</samp><br /><samp>HasMagicBait()</samp><br /><samp>HasCuriosityLure()</samp>
 +
| Simplifies working with the fishing rod's [[bait]] and [[tackle]].
 
|-
 
|-
| <samp>InteractMethod</samp>
+
|rowspan="2"| <samp>Furniture</samp>
| ''(Optional)'' A C# method invoked when the player interacts with the machine when it doesn't have output ready to harvest.
+
| <samp>SetPlacement</samp><br /><samp>SetHeldObject</samp>
 +
| Set the furniture's position and rotation (<samp>SetPlacement</samp>) or held object (<samp>SetHeldObject</samp>). The latter will initialize the held object's tile position to match the furniture instance.
   −
This must be specified in the form <samp>{{t|full type name}}.{{t|method name}}</samp> (like <samp>StardewValley.Object.SomeInteractMethod</samp>). The method must be static and match the game's <samp>MachineInteractDelegate</samp> method signature:
+
These are used by the game to initialize furniture in one go. For example:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
/// <summary>The method signature for a custom <see cref="MachineData.InteractMethod"/> method.</summary>
+
// oak table holding decorative bowl
/// <param name="machine">The machine instance for which to produce output.</param>
+
Furniture table = ItemRegistry
/// <param name="location">The location containing the machine.</param>
+
    .Create<Furniture>("(F)1120")
/// <param name="player">The player using the machine.</param>
+
    .SetPlacement(5, 4, 0)
/// <returns>Returns whether the interaction was handled.</returns>
+
    .SetHeldObject(ItemRegistry.Create<Furniture>("(F)1364"));
public static bool InteractWithMachine(Object machine, GameLocation location, Farmer player);
   
</syntaxhighlight>
 
</syntaxhighlight>
 
|-
 
|-
| <samp>HasInput</samp><br /><samp>HasOutput</samp>
+
| <samp>IsTable()</samp>
| ''(Optional)'' Whether to force adding the <samp>machine_input</samp> or <samp>machine_output</samp> [[#New context tags|context tags]] respectively. This isn't needed for most machines, since they'll be set based on the <samp>OutputRules</samp> field. Default false.
+
| Get whether this furniture is a table.
 
|-
 
|-
| <samp>IsIncubator</samp>
+
|rowspan="2"| <samp>FruitTree</samp>
| ''(Optional)'' Whether this machine acts as an incubator when placed in a building, so players can incubate eggs in it. Default false.
+
| <samp>GetQuality()</samp>
 
+
| Get the quality of fruit currently being produced by the fruit tree.
This is used by the [[incubator]] and [[Ostrich Incubator|ostrich incubator]]. The game logic assumes there's only one such machine in each building, so this generally shouldn't be used by custom machines that can be built in a vanilla [[barn]] or [[coop]].
   
|-
 
|-
| <samp>StatsToIncrementWhenLoaded</samp><br /><samp>StatsToIncrementWhenHarvested</samp>
+
| <samp>TryAddFruit()</samp>
| ''(Optional)'' The game stat counters to increment when an item is placed in the machine (<samp>StatsToIncrementWhenLoaded</samp>) or when the processed output is collected (<samp>StatsToIncrementWhenHarvested</samp>). Default none. This consists of a list of models with these fields:
+
| Add a fruit item to the tree based on [[#Custom fruit trees|its data]].
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>IndoorPot</samp>
! effect
+
| <samp>Water()</samp>
 +
| Simplifies watering dirt in the [[Garden Pot|garden pot]].
 
|-
 
|-
| <samp>StatName</samp>
+
| <samp>Object</samp>
| The name of the stat counter field on <samp>Game1.stats</samp>.
+
| <samp>GetBoundingBox()</samp><br /><samp>GetBoundingBoxAt(x, y)</samp>
 +
| Get the pixel collision area for the item placed in the world. These replace the former <samp>getBoundingBox(position)</samp> method.
 
|-
 
|-
| <samp>RequiredItemId</samp>
+
| <samp>Tool</samp>
| ''(Optional)'' If set, only increment the stat if the main input item has this qualified or unqualified item ID.
+
| <samp>isScythe()</samp>
 +
| Equivalent to the previous <samp>MeleeWeapon</samp> method, to simplify common code and avoid needing to special-case <samp>MeleeWeapon</samp> items.
 
|-
 
|-
| <samp>RequiredTags</samp>
+
|rowspan="3"| <samp>Tree</samp>
| ''(Optional)'' If set, only increment the stat if the main input item has ''all'' of these [[Modding:Context tags|context tags]]. You can negate a tag with <samp>!</samp> (like <code>"RequiredTags": [ "bone_item", "!fossil_item" ]</code> for bone items that aren't fossils).
+
| <samp>CheckForNewTexture()</samp>
|}
+
| Reset the tree's texture if it would change based on [[#Custom wild trees|its data]].
 
  −
It's fine to use this with custom machines, but you can only increment built-in stats so it won't be applicable for most custom machines. For example, the vanilla game increments <samp>PiecesOfTrashRecycled</samp> for the [[Recycling Machine|recycling machine]] and <samp>GeodesCracked</samp> for the [[Geode Crusher|geode crusher]].
  −
|}
  −
 
  −
====Interacting with machines in C#====
  −
Stardew Valley 1.6 adds two <samp>Object</samp> fields for reference:
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
   
|-
 
|-
| <samp>lastOutputRuleId</samp>
+
| <samp>GetMaxSizeHere</samp>
| If this is a machine, the output rule ID for the rule being processed by the machine (if any).
+
| Get the maximum size the tree can grow in its current position (e.g. accounting for nearby trees blocking growth).
 
|-
 
|-
| <samp>lastInputItem</samp>
+
| <samp>IsGrowthBlockedByNearbyTree</samp>
| If this is a machine, the item that was dropped into the machine to start the current output (if any).
+
| Get whether growth is blocked because it's too close to another fully-grown tree.
 
|}
 
|}
 +
</li>
 +
<li>Modularized <samp>Object.CheckForAction</samp> to simplify mod patches.</li>
 +
<li>Reworked <samp>Item.getOne()</samp> implementation to avoid common pitfalls. (This only affects mods with custom item classes, or which patch <samp>Item.getOne</samp> or <samp>Item._GetOneFrom</samp>.)</li>
 +
<li>Fixed fruit trees forgetting the growth stage set in their constructor when they're updated overnight.</li>
 +
</ul>
   −
And a few methods for processing items:
+
===Other item changes===
 +
* Added per-object display names (''e.g.'' for custom flavored items). See the <samp>ObjectDisplayName</samp> [[Modding:Item queries#Item spawn fields|item spawn field]], or <samp>object.displayNameFormat</samp> in C#.
 +
* [[Ginger Island#Gem Birds|Item pedestals]] are now normal item, so you can spawn them using a mod like CJB Item Spawner to display items.
 +
* Added optional <samp>Condition</samp> [[Modding:Game state queries|game state query]] field to <samp>Data/SpecialOrders</samp>.
 +
* Item data changes:
 +
** The display name field now exists in English too for <samp>Data/Boots</samp>, <samp>Data/Bundles</samp>, <samp>Data/CookingRecipes</samp>, <samp>Data/CraftingRecipes</samp>, <samp>Data/Furniture</samp>, <samp>Data/Hats</samp>, and <samp>Data/Weapons</samp>.
 +
** The randomly spawned [[The Farm#Stone|stones]], [[The Farm#Wood|twigs]], and [[weeds]] have been formalized into ''litter''. They all now have object type <samp>Litter</samp>, [[Modding:Items#Categories|category]] -999 (<samp>StardewValley.Object.litterCategory</samp>), a relevant display name/description (like ''Gold Stone'' & ''Break apart to obtain gold ore'' instead of ''Stone'' & ''...''), a price of 0 (not sellable), and edibility of -300 (inedible). This also adds all mine ore nodes to <samp>Data/Objects</samp>, so the game no longer creates invalid items to show their sprite. (Doing so in 1.6 will now show an Error Item sprite instead.)
 +
** [[Honey]] items now have the <samp>honey_item</samp> context tag.
 +
** Shirts no longer have a dynamic numeric ID range; every valid shirt is now listed in [[#Custom shirts|<samp>Data/Shirts</samp>]].
 +
** You can now apply a custom buff ID when the item is eaten, via <samp>Data/Objects</samp>'s <samp>Buff</samp> field.
 +
** The type field in <samp>Data/Objects</samp> is no longer checked using substring matching (e.g. the game now uses <code>data.Type == "Fish"</code> instead of <code>typeAndCategory.Contains("Fish")</code>), which may impact mods which depended on that undocumented behavior.
 +
* Crop changes:
 +
** Paddy crops now recheck for nearby water each day, so they'll update if you add/remove a building with water or change the map layout.
 +
** In <samp>Data/Crops</samp>, each harvest option is now self-contained. For example, you can set <samp>HarvestMinStack</samp> without <samp>ExtraHarvestChance</samp>.
 +
* Fish changes:
 +
** <samp>Data/Fish</samp> is no longer translated, so there's only one <samp>Data/Fish.xnb</samp> field. Fish display names are now taken from <samp>Data/Objects</samp>.
 +
** Added a new field (index 13) in <samp>Data/Fish</samp>, which sets whether the fish can be selected for the first-catch tutorial.
 +
* Recipe changes in <samp>Data/CookingRecipes</samp> and <samp>Data/CraftingRecipes</samp>:
 +
** These assets no longer have language variants.
 +
** The display name now supports [[Modding:Tokenizable strings|tokenizable strings]].
 +
** The display name can now be left blank to get it from the first item in the output list.
 +
* Other item logic:
 +
** Missing recipes that should already be unlocked are now added to the player automatically on save load.
 +
** <samp>Data/Bundles</samp> is now loaded later, so content packs can edit it reliably.</samp>
 +
** Chests with <samp>fridge: true</samp> are now treated as mini-fridges for the cooking menu.
 +
** Gift boxes can now contain multiple items.
 +
** Fixed furniture drawn over sitting players if it has no front texture.
 +
** Fixed tool being upgraded by Clint not affected by recursive item search logic.
 +
** Fixed <samp>tool.getOne()</samp> not copying the tool name.
 +
** Fixed cooking menu constantly creating hovered item if the item/recipe names don't match.
 +
 
 +
==What's new for locations & weather==
 +
===Custom locations===
 +
{{/doc status|[[Modding:Location data]]|done=true}}
 +
 
 +
You can now add/edit locations by editing the revamped <samp>Data/Locations</samp> asset. This makes nearly everything in the location configurable — display name, default warp arrival tile, how the location is created, artifact spots / fish / forage / weeds, music, etc.
 +
 
 +
See [[Modding:Location data]] for docs on the new data format.
 +
 
 +
===Custom location contexts===
 +
{{/doc status|[[Modding:Location data]] or a new doc page|done=false}}
 +
 
 +
====Vanilla contexts====
 +
* The game previously had two hardcoded location context enums: <samp>Default</samp> (for the valley) and <samp>Island</samp> (for [[Ginger Island]]). These have been replaced with data models which define the location context settings, loaded from the <samp>Data/LocationContexts</samp> asset.
 +
* [[The Desert|The desert]] is now part of a new <samp>Desert</samp> context (instead of <samp>Default</samp>). Some of the previously hardcoded desert logic (like always sunny weather) is now just part of the context data in <samp>Data/LocationContexts</samp>.
 +
 
 +
====Format====
 +
Custom contexts can be created by editing the new <samp>Data/LocationContexts</samp> asset, and setting the context name in the location's <samp>LocationContext</samp> [[Modding:Maps|map property]].
 +
 
 +
The data asset consists of a string → model lookup, where the key matches the <samp>Name</samp> field and the value is a model with these fields:
 +
 
 +
<dl style="margin-left: 2em;">
 +
<dt>Required fields:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 863: Line 948:  
! effect
 
! effect
 
|-
 
|-
| <samp>IsMachineWorking()</samp>
+
| <samp>Name</samp>
| Get whether the machine is currently processing an item.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the location context.
|-
  −
| <samp>ShouldTimePassForMachine(location)</samp>
  −
| Get whether the machine should be updated in the given location. For example, this will return false for [[Solar Panel|solar panels]] placed indoors, or outdoors on a cloudy day.
  −
|-
  −
| <samp>GetMachineData()</samp>
  −
| Get the underlying machine data from <samp>Data/Machines</samp>.
  −
|-
  −
| <samp>PlaceInMachine(…)</samp>
  −
| Try to place an item in the machine using the rules from <samp>Data/Machines</samp>. This returns a boolean which indicates whether the machine was successfully started.
  −
|-
  −
| <samp>OutputMachine(…)</samp>
  −
| Try to set the machine output given the input item and an optional output rule to apply. Most code should call <samp>PlaceInMachine</samp> instead.
   
|}
 
|}
 +
</dd>
   −
A lot of the generic machine logic is also handled by a new <samp>MachineDataUtility</samp> class, which lets C# mods interact with machine data more directly. For example, you can check which output a machine would produce without actually updating the machine.
+
<dt>Player actions:</dt>
 
+
<dd>
===Custom melee weapon data===
  −
Melee weapons are [[Modding:Items#Weapons|defined in <samp>Data/Weapons</samp>]] like before, but you can now add custom behavior by editing the <samp>Data/AdditionalWeaponProperties</samp> asset. This consists of a string → model lookup, where the key is the unqualified [[#Custom items|item ID]] and the value is a model with these fields:
  −
 
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 889: Line 960:  
! effect
 
! effect
 
|-
 
|-
| <samp>SpecialAttack</samp>
+
| <samp>AllowRainTotem</samp>
| ''(Optional)'' The secondary attack type. This can be one of [[Weapons#Club|<samp>Club</samp>]], [[Weapons#Dagger|<samp>Dagger</samp>]], or [[Weapons#Sword|<samp>Sword</samp>]]. Any other value is ignored.
+
| ''(Optional)'' Whether a [[Rain Totem|rain totem]] can be used to force rain in this context tomorrow. If false, using a rain totem here will show a "''this item can't be used here''" message instead.
 
|-
 
|-
| <samp>Projectiles</samp>
+
| <samp>RainTotemAffectsContext</samp>
| ''(Optional)'' The projectiles fired when the weapon is used, which continue along their path until they hit a monster and cause damage. These always cause 10 damage and use a generic glowing-yellow-ball sprite. This consists of a list of models with these fields (one projectile will fire for each entry in the list):
+
| ''(Optional)'' If set, using a rain totem here will change the weather in the given context ID. For example, rain totems in the desert change weather in the valley.
 +
|-
 +
| <samp>MaxPassOutCost</samp>
 +
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context, the maximum amount of [[gold]] lost. If omitted or set to <samp>-1</samp>, uses the same value as the <samp>Default</samp> context ({{price|1000}} by default).
 +
|-
 +
| <samp>PassOutMail</samp>
 +
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context, the possible [[Modding:Mail data|letter IDs]] to add to their mailbox (if they haven't received it before). If multiple letters are valid, one will be chosen randomly (unless one specifies <samp>SkipRandomSelection</samp>).
 +
 
 +
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 899: Line 978:  
! effect
 
! effect
 
|-
 
|-
| <samp>MinAngleOffset</samp><br /><samp>MaxAngleOffset</samp>
+
| <samp>Id</samp>
| ''(Optional)'' A random offset applied to the direction of the project each time it's fired. Both fields default to 0, in which case it's always shot at the 90° angle matching the player's facing direction.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
|}
+
|-
 +
| <samp>Mail</samp>
 +
| The [[Modding:Mail data|letter ID]] to add.
   −
Note that these are magic projectiles fired when the weapon is used, these aren't [[slingshot]]-style projectiles.
+
The game will look for an existing letter ID in <samp>Data/mail</samp> in this order (where {{t|billed}} is <samp>Billed</samp> if they lost [[gold]] or <samp>NotBilled</samp> otherwise, and {{t|gender}} is <samp>Female</samp> or <samp>Male</samp>):
 +
* <samp>{{t|letter id}}_{{t|billed}}_{{t|gender}}</samp>
 +
* <samp>{{t|letter id}}_{{t|billed}}</samp>
 +
* <samp>{{t|letter id}}</samp>
 +
 
 +
If no match is found in <samp>Data/mail</samp>, the game will send <samp>passedOut2</samp> instead.
 +
 
 +
If the mail ID starts with <samp>passedOut</samp>, <samp>{0}</samp> in the letter text will be replaced with the gold amount lost, and it won't appear in the [[collections]] page.
 +
|-
 +
| <samp>MaxPassOutCost</samp>
 +
| ''(Optional)'' The maximum amount of [[gold]] lost. This is applied after the context's <samp>MaxPassOutCost</samp> (i.e. the context's value is used to calculate the random amount, then this field caps the result). Defaults to unlimited.
 +
|-
 +
| <samp>Condition</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always true.
 +
|-
 +
| <samp>SkipRandomSelection</samp>
 +
| ''(Optional)'' If true, send this mail if the <samp>Condition</samp> matches instead of choosing a random valid mail. Default false.
 
|}
 
|}
 +
|-
 +
| <samp>PassOutLocations</samp>
 +
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context ''and'' they started the day in a different location context, the locations where they'll wake up. (If the player started the day in the same context, they'll wake up in the last bed they slept in instead.)
   −
===Custom museum donations & rewards===
+
If the selected location doesn't contain a bed and doesn't have the [[#New map properties|<samp>AllowWakeUpWithoutBed</samp> map property]], the player will wake up in the farmhouse instead.
You can now add/edit the items which the [[museum]] accepts in donation and gives back in rewards through the new <samp>Data/MuseumRewards</samp> data asset.
  −
 
  −
====Format====
  −
The data asset consists of a string → model lookup, where the key matches the <samp>ID</samp> field and the value is a model with these fields:
      +
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 917: Line 1,014:  
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>Id</samp>
| A key which uniquely identifies the reward group (i.e. a set of items and the reward once they're all donated). The ID should only contain alphanumeric/underscore/dot characters. For custom entries, this should be prefixed with your mod ID like <samp>Example.ModId_GroupName</samp>.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
 
|-
 
|-
| <samp>TargetContextTags</samp>
+
| <samp>Location</samp>
| The items that must be donated to complete this reward group. The player must fulfill every entry in the list to unlock the reward. This consists of a list of models with these fields:
+
| The internal location name.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Position</samp>
! effect
+
| The ''default'' tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. If the location has any bed furniture, they'll be placed in the first bed found instead.
 
|-
 
|-
| <samp>Tag</samp>
+
| <samp>Condition</samp>
| The [[Modding:Context tags|context tag]] for the items to require.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
|-
  −
| <samp>Count</samp>
  −
| The minimum number of items matching the context tags that must be donated.
   
|}
 
|}
   −
For example, an entry with the tag <samp>forage_item</samp> and count 2 will require donating any two forage items.
+
If no locations are specified or none match, the player will wake up in their bed at home.
 
  −
Special case: an entry with the exact values <code>Tag: "", Count: -1</code> passes if the museum is complete (i.e. the player has donated the max number of items).
   
|-
 
|-
| <samp>FlagOnCompletion</samp>
+
| <samp>ReviveLocations</samp>
| ''(Optional if <samp>RewardItemIsSpecial</samp> is true)'' Whether to add the <samp>ID</samp> value to the player's received mail. This is used to track whether the player has collected the reward, and should almost always be true. If this is omitted and <samp>RewardItemIsSpecial</samp> is false, the player will be able collect the reward infinite times. Default false.
+
| ''(Optional)'' If the player just got knocked out in combat, the location names where they'll wake up.
   −
After the reward is collected, you can check this value using the <samp><nowiki>HasFlag</nowiki></samp> condition in [[Modding:Content Patcher|Content Patcher]].
+
This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>RewardEventSeenFlag</samp>
+
! field
| ''(Optional)'' The ID to add to the player's event-seen list when the reward is collected. (You must still specify <samp>FlagOnCompletion</samp> or <samp>RewardItemIsSpecial</samp> either way.)
+
! effect
 
  −
After the reward is collected, you can check this value using the <samp><nowiki>HasSeenEvent</nowiki></samp> condition in [[Modding:Content Patcher|Content Patcher]].
   
|-
 
|-
| <samp>RewardItemId</samp>
+
| <samp>Id</samp>
| ''(Optional)'' The [[#Custom items|qualified item ID]] for the item given to the player when they donate all required items for this group. There's no reward item if omitted.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
 
|-
 
|-
| <samp>RewardItemCount</samp>
+
| <samp>Location</samp>
| ''(Optional)'' The stack size for the <samp>RewardItemId</samp> (if the item supports stacking). Default 1.
+
| The internal location name.
 
|-
 
|-
| <samp>RewardItemIsSpecial</samp>
+
| <samp>Position</samp>
| ''(Optional)'' Whether to mark the <samp>RewardItemId</samp> as a special permanent item, which can't be destroyed/dropped and can only be collected once. Default false.
+
| The tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
 
|-
 
|-
| <samp>RewardItemIsRecipe</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' Whether to give the player a cooking/crafting recipe which produces the <samp>RewardItemId</samp>, instead of the item itself. Ignored if the item type can't be cooked/crafted (i.e. non-object-type items). Default false.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
 
|}
 
|}
   −
====Achievements====
+
If the selected location has a standard [[Modding:Event data|event]] with the exact key <samp>PlayerKilled</samp> (with no <samp>/</samp> or preconditions in the key), that event will play when the player wakes up and the game will apply the lost items or [[gold]] logic. The game won't track this event, so it'll repeat each time the player is revived. If there's no such event, the player will wake up without an event, and no items or gold will be lost.
The ''A Complete Collection'' [[Achievements|achievement]] is automatically adjusted to require any custom donations added too. This is based on the number of donated items though, so removing custom donations later may incorrectly mark the museum complete (since you may have donated enough items to meet the total required).
     −
===Custom fruit trees===
+
If no locations are specified or none match, the player will wake up at [[Harvey's Clinic|Harvey's clinic]].
====Data format====
+
|}
You can now add custom [[Fruit Trees|fruit trees]] by editing the modified <samp>Data/fruitTrees</samp> asset. This consists of a string → string lookup, where the key is the sapling item ID and the value is a slash (<samp>/</samp>)-delimited list of these fields:
+
</dd>
    +
<dt>Season:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! index
   
! field
 
! field
 
! effect
 
! effect
 
|-
 
|-
| 0
+
| <samp>SeasonOverride</samp>
| tree ID
+
| ''(Optional)'' The season which is always active for locations within this context (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>). For example, setting <samp>summer</samp> will make it always [[summer]] there regardless of the calendar season. If not set, the calendar season applies.
| A key which uniquely identifies this tree. For vanilla trees, this matches the spritesheet index. For custom trees, the ID should only contain alphanumeric/underscore/dot characters.
+
|}
 +
</dd>
 +
 
 +
<dt>Weather:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| 1
+
! field
| season
+
! effect
| The season in which the fruit tree bears fruit.
   
|-
 
|-
| 2
+
| <samp>WeatherConditions</samp>
| fruit
+
| ''(Optional)'' The weather logic to apply for locations in this context (ignored if <samp>CopyWeatherFromLocation</samp> is set). Defaults to always sunny. If multiple are specified, the first matching weather is applied.
| The unqualified object ID for the fruit it produces.
+
 
 +
This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| 3
+
! field
| sapling price
+
! effect
| '''Unused.'''
   
|-
 
|-
| 4
+
| <samp>Id</samp>
| sprite index
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
| The tree's row index in the spritesheet (e.g. 0 for the first tree, 1 for the second tree, etc). If omitted, the game will try to parse the item ID as an index.
   
|-
 
|-
| 5
+
| <samp>Weather</samp>
| texture
+
| The [[#Custom weather|weather ID]] to set.
| The asset name for the texture under the game's <samp>Content</samp> folder. Use <samp>\</samp> (or <samp>\\</samp> in JSON) to separate name segments if needed. For example, fruit trees use <samp>TileSheets\fruitTrees</samp> by default.
+
|-
 +
| <samp>Condition</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether to apply the weather. Defaults to always applied.
 +
|}
 +
|-
 +
| <samp>CopyWeatherFromLocation</samp>
 +
| ''(Optional)'' The <samp>Name</samp> (i.e. unique ID) of the location context from which to inherit weather.
 
|}
 
|}
   −
For example, this content pack adds a custom fruit tree, including [[#Custom items|custom items]] for the sapling and fruit:
+
If a [[#Custom passive festivals|passive festival]] is active in any location within this context, the weather is sunny for the entire context regardless of these fields.
   −
{{#tag:syntaxhighlight|<nowiki>
+
</dd>
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        // add fruit + sapling items
  −
        // note: sapling must have an edibility under 0 (usually -300) to be plantable
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/ObjectInformation",
  −
            "Entries": {
  −
                "Example.ModId_Pufferfruit": "Pufferfruit/1200/100/Basic -6/Pufferfruit/An example fruit item.////1/Mods\\Example.ModId\\Objects",
  −
                "Example.ModId_Puffersapling": "Puffersapling/1200/-300/Basic -74/Puffersapling/An example tree sapling.////2/Mods\\Example.ModId\\Objects"
  −
            }
  −
        },
  −
 
  −
        // add fruit tree
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/FruitTrees",
  −
            "Entries": {
  −
                "Example.ModId_Puffersapling": "Example.ModId_Puffertree/spring/Example.ModId_Pufferfruit/1000/0/Mods\\Example.ModId\\FruitTrees"
  −
            }
  −
        },
  −
 
  −
        // add images
  −
        {
  −
            "Action": "Load",
  −
            "Target": "Mods/Example.ModId/FruitTrees, Mods/Example.ModId/Objects",
  −
            "FromFile": "assets/{{TargetWithoutPath}}.png" // assets/FruitTrees.png, assets/Objects.png
  −
        },
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
The fruit trees can then be added to the game by giving the player a sapling item in the usual ways (e.g. from [[#Custom shops|a shop]]).
  −
 
  −
====Fruit items====
  −
The <samp>fruitsOnTree</samp> field was previously the number of fruit on the tree. It's now a list of fruit items instead, so C# mods can make the same fruit tree produce different fruit.
  −
 
  −
===Custom tools===
  −
You can now create/edit [[tools]] by editing the new <samp>Data/Tools</samp> asset. This consists of a string → model lookup, where the key is the unqualified [[#Custom items|item ID]] and the value is a model with these fields:
      +
<dt>Music:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>ClassName</samp>
+
| <samp>DefaultMusic</samp>
| The name of the C# class to construct within the <code>StardewValley.Tools</code> namespace. The class must be a subclass of <samp>StardewValley.Tool</samp>, and have a constructor with no arguments. For example, given a value of <samp>Axe</samp>, the game will create <code>StardewValley.Tools.Axe</code> instances.
+
| ''(Optional)'' The [[#Custom audio|cue ID]] for the music to play when the player is in the location, unless overridden by a <samp>Music</samp> map property. Despite the name, this has a higher priority than the seasonal music fields below. Ignored if omitted.
 
  −
The main values are:
  −
* main tools (<samp>Axe</samp>, <samp>FishingRod</samp>, <samp>Hoe</samp>, <samp>MeleeWeapon</samp>, <samp>MilkPail</samp>, <samp>Pan</samp>, <samp>Pickaxe</samp>, <samp>Shears</samp>, <samp>Wand</samp>, and <samp>WateringCan</samp>);
  −
* a special <samp>GenericTool</samp> type which applies the <samp>Data/Tools</samp> data and only has generic logic, so C# mods can patch in their own logic;
  −
* and two tools cut from the game which may not work correctly (<samp>Lantern</samp> and <samp>Raft</samp>).
   
|-
 
|-
| <samp>Name</samp>
+
| <samp>DefaultMusicCondition</samp>
| The internal name to set for the tool item.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which returns whether the <samp>DefaultMusic</samp> field should be applied (if more specific music isn't playing). Defaults to always true.
 
|-
 
|-
| <samp>DisplayName</samp><br /><samp>Description</samp>
+
| <samp>DefaultMusicDelayOneScreen</samp>
| A [[#Tokenizable string format|tokenizable string]] for the tool's in-game display name and description.
+
| ''(Optional)'' When the player warps and the music changes, whether to silence the music and play the ambience (if any) until the next warp (similar to the default valley locations). Default false.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>Music</samp>
| The asset name for the texture containing the tool's sprite.
+
| ''(Optional)'' A list of [[#Custom audio|cue IDs]] to play before noon in this location unless it's raining, there's a <samp>Music</samp> map property, or the context has a <samp>DefaultMusic</samp> value. If multiple values are specified, the game will play one per day in sequence.
|-
  −
| <samp>SpriteIndex</samp>
  −
| The tool's sprite index within the <samp>Texture</samp>, where 0 is the top row.
  −
|-
  −
| <samp>UpgradeLevel</samp>
  −
| ''(Optional)'' The tool upgrade level. Default <samp>-1</samp>, which keeps the default value set by the tool class.
  −
|-
  −
| <samp>AttachmentSlots</samp>
  −
| ''(Optional)'' The number of attachment slots to enable on the tool. Note that only <samp>FishingRod</samp> tools have the code to render and use attachment slots. Default <samp>-1</samp>, which keeps the default value set by the tool class.
  −
|-
  −
| <samp>SalePrice</samp>
  −
| ''(Optional)'' The default price when the item is sold to the player in a shop. Defaults to <samp>-1</samp>, in which case you should set the price manually in shops.
  −
|-
  −
| <samp>ApplyUpgradeLevelToDisplayName</samp>
  −
| ''(Optional)'' Whether to adjust the <samp>DisplayName</samp> for the usual upgrade levels. For example, the display name for a level one Axe changes to 'Copper Axe'. Default false.
     −
The display name format in English is:
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! upgrade level
+
! field
! display name format
+
! effect
 
|-
 
|-
| 1
+
| <samp>Id</samp>
| Copper {{t|display name}}
+
| ''(Optional)'' A [[Modding:Common data field types#Unique string ID|unique string ID]] which identifies this entry within the list. Defaults to the <samp>Track</samp> value.
 
|-
 
|-
| 2
+
| <samp>Track</samp>
| Steel {{t|display name}}
+
| The [[Modding:Migrate to Stardew Valley 1.6#Custom audio|audio track ID]] to play.
 
|-
 
|-
| 3
+
| <samp>Condition</samp>
| Gold {{t|display name}}
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
|-
  −
| 4
  −
| Iridium {{t|display name}}
   
|}
 
|}
 
|-
 
|-
| <samp>ModData</samp>
+
| <samp>DayAmbience</samp><br /><samp>NightAmbience</samp>
| ''(Optional)'' The mod data values to set when the tool is created, accessible in C# code via the <samp>tool.modData</samp> dictionary. For example:
+
| ''(Optional)'' The [[#Custom audio|cue ID]] for the background ambience to play when there's no music active, depending on the [[Day Cycle|time of day]]. Both default to none.
<syntaxhighlight lang="js">
  −
"ModData": {
  −
    "PowerLevel": 9000
  −
}
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>SetProperties</samp>
+
| <samp>PlayRandomAmbientSounds</samp>
| ''(Optional)'' Set the value of arbitrary properties on the tool class. For example, this would disable the tool animation and require no stamina:
+
| ''(Optional)'' Whether to play random outdoor ambience sounds depending on factors like the season and time of day (e.g. birds, crickets, and mysterious groan sounds in the rain). This is unrelated to the <samp>DayAmbience</samp> and <samp>NightAmbience</samp> fields. Default true.
<syntaxhighlight lang="js">
+
|}
"SetProperties": {
+
</dd>
    "InstantUse": true,
  −
    "IsEfficient": true
  −
}
  −
</syntaxhighlight>
  −
|-
  −
| <samp>UpgradeFrom</samp>
  −
| ''(Optional)'' The requirements to buy this tool from Clint's [[Blacksmith#Upgrade Tools|blacksmith tool upgrade shop]]. If you specify multiple entries, the first one which matches will be applied.
     −
This consists of a list of models with these fields:
+
<dt>Advanced:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>Price</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' The gold price to buy the upgrade. Defaults to 0.
+
| The [[#Custom data fields|custom fields]] for this entry.
|-
+
|}
| <samp>RequireToolId</samp>
+
</dd>
| ''(Optional)'' If set, the [[#Custom items|qualified or unqualified item ID]] for the tool that must be in the player's inventory for the upgrade to appear. The tool will be destroyed when the upgrade is purchased.
+
</dl>
|-
  −
| <samp>TradeItemId</samp>
  −
| ''(Optional)'' If set, the [[#Custom items|qualified or unqualified item ID]] for an extra item that must be traded to upgrade the tool. (For example, many vanilla tools need metal bars.)
  −
|-
  −
| <samp>TradeItemAmount</samp>
  −
| ''(Optional)'' The number of <samp>TradeItemId</samp> required. Defaults to 1.
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this upgrade is available. Defaults to always true.
  −
|}
     −
For example, these are equivalent to the Steel Axe's upgrade settings:
+
===Custom garbage cans===
<syntaxhighlight lang="js">
+
{{/doc status|a new doc page|done=false}}
"UpgradeFrom": [
  −
    {
  −
        "RequireToolId": "(T)CopperAxe",
  −
        "Price": 5000,
  −
        "TradeItemId": "(O)335", // Iron Bar
  −
        "TradeItemAmount": 5
  −
    }
  −
]
  −
</syntaxhighlight>
     −
If you want the tool to always be available, you can just omit the conditions. For example:
+
====Format====
<syntaxhighlight lang="js">
+
You can now add or edit [[Garbage Can|garbage cans]] on any map by editing the new <samp>Data/GarbageCans</samp> asset (see examples below).
"UpgradeFrom": [
  −
    {
  −
        "Price": 5000
  −
    }
  −
]
  −
</syntaxhighlight>
     −
Note that Clint needs a few days to smith the new tool. If you want to sell the tool directly, [[#Custom shops|add it to a regular shop]] instead.
+
The asset consists of a data model with these fields:
|-
  −
| <samp>ConventionalUpgradeFrom</samp>
  −
| ''(Optional)'' If set, prepends an upgrade for the given tool ID to the <samp>UpgradeFrom</samp> field. This applies these rules (based on the <samp>UpgradeLevel</samp> field, not the upgrade level of the specified tool ID):
      
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! upgrade level
+
! field
! price
+
! effect
! items needed
   
|-
 
|-
| 1
+
| <samp>DefaultBaseChance</samp>
| {{price|2000}}
+
| The probability that an item will be found when searching garbage cans, as a value between 0 (never) and 1 (always). If the probability check fails, only items that set <samp>IgnoreBaseChance</samp> can spawn. This can be overridden by the per-garbage-can <samp>BaseChance</samp> field. Default 0.2.
| {{name|Copper Bar|5}}
   
|-
 
|-
| 2
+
| <samp>BeforeAll</samp><br /><samp>AfterAll</samp>
| {{price|5000}}
+
| The items to prepend (<samp>BeforeAll</samp>) or append (<samp>AfterAll</samp>) to the <samp>GarbageCans</samp> → <samp>Items</samp> field for all garbage cans. These work exactly like the items in that field (e.g. subject to the garbage can's base chance).
| {{name|Iron Bar|5}}
   
|-
 
|-
| 3
+
| <samp>GarbageCans</samp>
| {{price|10000}}
+
| The data for individual garbage cans. This consists of a string → model lookup with these fields:
| {{name|Gold Bar|5}}
  −
|-
  −
| 4
  −
| {{price|25000}}
  −
| {{name|Iridium Bar|5}}
  −
|}
  −
 
  −
For example, Iridium Axe specifies this value:
  −
<syntaxhighlight lang="js">
  −
"ConventionalUpgradeFrom": "(T)GoldAxe"
  −
</syntaxhighlight>
  −
|}
  −
 
  −
===Custom wild trees===
  −
You can now create/edit [[Trees|wild trees]] by editing the <samp>Data/WildTrees</samp> asset. This consists of a string → model lookup, where the asset key is the wild tree ID: one of <samp>1</samp> (oak), <samp>2</samp> (maple), <samp>3</samp> (pine), <samp>6</samp> (palm), <samp>7</samp> (mushroom), <samp>8</samp> (mahogany), or a custom string ID defined by a mod. The asset value is a model with these fields:
      
{| class="wikitable"
 
{| class="wikitable"
Line 1,203: Line 1,186:  
! effect
 
! effect
 
|-
 
|-
| <samp>TreeType</samp>
+
| ''entry key''
| The tree ID; this should match the asset key.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this garbage can.
 
|-
 
|-
| <samp>Textures</samp>
+
| <samp>BaseChance</samp>
| The tree textures to show in game. This can be a list containing either a single asset name, or four asset names (for spring, summer, fall, and winter in that order).
+
| ''(Optional)'' If set, overrides the root <samp>DefaultBaseChance</samp> field for this garbage can. Defaults to <samp>DefaultBaseChance</samp>.
 
|-
 
|-
| <samp>SeedItemId</samp>
+
| <samp>Items</samp>
| The [[#Custom items|qualified item ID]] for the seed item.
+
| ''(Optional)'' The items to try spawning when the player searches the garbage can. The first matching item in <samp>BeforeAll</samp> + <samp>Items</samp> + <samp>AfterAll</samp> will be spawned, and any further items will be ignored. Defaults to none.
|-
+
 
| <samp>SeedPlantable</samp>
+
This consists of a list of models with these fields:
| ''(Optional)'' Whether the seed can be planted by the player. If this is false, it can only be spawned automatically via map properties. Default true.
  −
|-
  −
| <samp>GrowthChance</samp>
  −
| ''(Optional)'' The probability each day that the tree will grow to the next stage without [[Tree Fertilizer|tree fertilizer]], as a value from 0 (will never grow) to 1 (will grow every day). Defaults to 0.2 (20% chance).
  −
|-
  −
| <samp>FertilizedGrowthChance</samp>
  −
| ''(Optional)'' Equivalent to <samp>GrowthChance</samp>, but with [[Tree Fertilizer|tree fertilizer]]. Defaults to 1 (100% chance).
  −
|-
  −
| <samp>SeedChance</samp>
  −
| ''(Optional)'' The probability each day that the tree will produce a seed that will drop when the tree is shaken, as a value from 0 (never) to 1 (always). Default 0.05 (5% chance).
  −
|-
  −
| <samp>SeedOnChopChance</samp>
  −
| ''(Optional)'' The probability that a seed will drop when the player chops down the tree, as a value from 0 (never) to 1 (always). Default 0.75 (75% chance).
  −
|-
  −
| <samp>DropWoodOnChop</samp>
  −
| ''(Optional)'' Whether to drop [[wood]] when the player chops down the tree. Default true.
  −
|-
  −
| <samp>DropHardwoodOnLumberChop</samp>
  −
| ''(Optional)'' Whether to drop [[hardwood]] when the player chops down the tree, if they have the [[Skills#Foraging|Lumberjack profession]]. Default true.
  −
|-
  −
| <samp>IsLeafy</samp>
  −
| ''(Optional)'' Whether shaking or chopping the tree causes cosmetic leaves to drop from tree and produces a leaf rustle sound. When a leaf drops, the game will use one of the four leaf sprites in the tree's spritesheet in the slot left of the stump sprite. Default true.
  −
|-
  −
| <samp>IsLeafyInWinter</samp>
  −
| ''(Optional)'' Whether <samp>IsLeafy</samp> also applies in winter. Default false.
  −
|-
  −
| <samp>GrowsInWinter</samp>
  −
| ''(Optional)'' Whether the tree can grow in winter (subject to <samp>GrowthChance</samp> or <samp>FertilizedGrowthChance</samp>). Default false.
  −
|-
  −
| <samp>IsStumpDuringWinter</samp>
  −
| ''(Optional)'' Whether the tree is reduced to a stump in winter and regrows in spring, like the vanilla [[Trees#Mushroom Tree|mushroom tree]]. Default false.
  −
|-
  −
| <samp>AllowWoodpeckers</samp>
  −
| ''(Optional)'' Whether woodpeckers can spawn on the tree. Default true.
  −
|-
  −
| <samp>UseAlternateSeedSprite</samp>
  −
| ''(Optional)'' Whether to render a different tree sprite when it has a seed ready. If true, the tree spritesheet should be double-width with the alternate textures on the right. Default false.
  −
|-
  −
| <samp>DebrisColor</samp>
  −
| ''(Optional)'' The color of the cosmetic wood chips when chopping the tree. The valid values are <samp>12</samp> (brown/woody), <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), <samp>100007</samp> (charcoal / dim gray), or any other value for white. Defaults to brown/woody.
  −
|-
  −
| <samp>AdditionalChopDrops</samp><br /><samp>BushChopDrops</samp><br /><samp>StumpChopDrops</samp>
  −
| ''(Optional)'' The additional items to drop when the tree is chopped. One field applies depending on the tree's current state: <samp>AdditionalChopDrops</samp> for a full-grown tree, <samp>BushChopDrops</samp> for a bush (one step below full-grown), and <samp>StumpChopDrops</samp> for the stump left behind after chopping a full-grown tree. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,261: Line 1,201:  
! effect
 
! effect
 
|-
 
|-
| <samp>ItemId</samp>
+
| ''common fields''
| The [[#Custom items|qualified item ID]].
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by garbage cans.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
| <samp>MinCount</samp><br /><samp>MaxCount</samp>
+
| <samp>IgnoreBaseChance</samp>
| The minimum/maximum number of the item to drop.
+
| ''(Optional)'' Whether this item can spawn even if the <samp>BaseChance</samp> probability check didn't pass. Default false.
 
|-
 
|-
| <samp>Chance</samp>
+
| <samp>IsMegaSuccess</samp>
| ''(Optional)'' The probability that the item will drop, as a value between 0 (never drops) and 1 (always drops). This has no effect on other drops (e.g. if there are ten drops with 100% chance, all ten will drop). Default 1 (100% chance).
+
| ''(Optional)'' Whether to treat this item as a 'mega success' if it's selected, which plays a special <samp>crit</samp> sound and bigger animation. Default false.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>IsDoubleMegaSuccess</samp>
| ''(Optional)'' If set, the drop is only available if the given [[#Game state queries|game state query]] is true.
+
| ''(Optional)'' Whether to treat this item as an 'double mega success' if it's selected, which plays an explosion sound and dramatic animation. Default false.
|}
   
|-
 
|-
| <samp>SpringTapItems</samp><br /><samp>SummerTapItems</samp><br /><samp>FallTapItems</samp><br /><samp>WinterTapItems</samp>
+
| <samp>AddToInventoryDirectly</samp>
| The items produced by [[Tapper|tapping]] the tree in each season, as a list of models with these fields. If multiple items can be produced, the first available one is selected.
+
| ''(Optional)'' Whether to add the item to the player's inventory directly, opening an item grab menu if they don't have room in their inventory. If false, the item will be dropped on the ground next to the garbage can instead. Default false.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>CreateMultipleDebris</samp>
! effect
+
| ''(Optional)'' Whether to split the spawned item into multiple stacks which each have a stack size of one. This has no effect if <samp>AddToInventoryDirectly</samp> is enabled. Default false.
 +
|}
 +
|}
 +
 
 +
If the garbage can being searched doesn't have its own entry under <samp>GarbageCans</samp>, the game will just use the <samp>BeforeAll</samp> and <samp>AfterAll</samp> fields.
 
|-
 
|-
| <samp>PossibleItems<samp>
+
| <samp>CustomFields</samp>
| The possible items to produce, as a list of models with these fields. If there are multiple items listed, one will be chosen at random each time.
+
| The [[#Custom data fields|custom fields]] for this entry.
{| class="wikitable"
+
|}
|-
+
 
! field
+
====Example new garbage can====
! effect
+
You can add garbage cans using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example, this content pack adds a new garbage can entry with the ID <samp>Example.ModId_Carpenter</samp>:
|-
  −
| <samp>ItemId</samp>
  −
| The [[#Custom items|qualified item ID]].
  −
|-
  −
| <samp>MinCount</samp><br /><samp>MaxCount</samp>
  −
| The minimum/maximum number of the item to produce when the tapper is emptied.
  −
|-
  −
| <samp>DaysUntilReady</samp>
  −
| The number of days before the tapper is ready to empty.
  −
|}
  −
|-
  −
| <samp>IsInitialTap</samp>
  −
| ''(Optional)'' Whether this group only applies the first time a tree is tapped. Default false.
  −
|-
  −
| <samp>PreviousItemId</samp>
  −
| ''(Optional)'' If set, the group only applies if the previous item produced by the tapper matches the given [[#Custom items|unqualified item ID]].
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' If set, the group only applies if the given [[#Game state queries|game state query]] is true.
  −
|}
  −
|}
     −
Trees can then be added to the game by...
+
{{#tag:syntaxhighlight|<nowiki>
* spawning them on [[Modding:Maps|map tiles]] by adding <samp>Paths</samp> index 34 to the <samp>Paths</samp> layer, with a <samp>TreeType</samp> tile property with the tree ID;
+
{
* or giving the player a seed item in the usual ways (e.g. from [[#Custom shops|a shop]], [[Modding:Mail data|mail letter]], etc).
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/GarbageCans",
 +
            "TargetField": [ "GarbageCans" ],
 +
            "Entries": {
 +
                "{{ModId}}_Carpenter": {
 +
                    "Items": [
 +
                        // 25% chance of pufferfish
 +
                        {
 +
                            "ID": "{{ModId}}_Pufferfish",
 +
                            "Condition": "RANDOM 0.25",
 +
                            "ItemId": "(O)128"
 +
                        },
   −
===Hats on aquarium fish===
+
                        // else guaranteed random House Plant item
Custom [[Modding:Fish data|fish in aquariums]] can now wear [[hats]], just like vanilla [[Sea Urchin|sea urchins]]. This can be enabled by specifying a new field in <samp>Data/AquariumFish</samp>:
+
                        {
 +
                            "ID": "{{ModId}}_RandomHousePlant",
 +
                            "ItemID": "RANDOM_ITEMS (F) 1376 1390"
 +
                        }
 +
                    ]
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
   −
{| class="wikitable"
+
Then you'd place an <code>Action: Garbage Example.ModId_Carpenter</code> [[Modding:Maps|map tile property]] to mark a tile as a garbage can using this data.
|-
+
 
! index
+
====Example change for existing garbage can====
! field
+
You can edit an existing garbage cans using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example, this content pack adds pufferfish to the Saloon garbage can, and moves it above the dish of the day.
! purpose
+
 
|-
+
Note that this uses <samp>TargetField</samp> to 'move into' the item list for the saloon, and then treat those items as the entry list being edited. Specifying an ID which isn't in the list will add a new entry, just like when editing a regular list asset.
| 7
  −
| hat position
  −
| The pixel position of the hat on the sprite, specified as an object with <samp>X</samp> and <samp>Y</samp> values.
     −
'''Note:''' currently this is only used to check if the fish can wear a hat, and has no effect on its position.
+
{{#tag:syntaxhighlight|<nowiki>
|}
+
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/GarbageCans",
 +
            "TargetField": [ "GarbageCans", "Saloon", "Items" ],
 +
            "Entries": {
 +
                // 25% chance of pufferfish
 +
               
 +
                "{{ModId}}_Pufferfish":{
 +
                    "ID": "{{ModId}}_Pufferfish",
 +
                    "Condition": "RANDOM 0.25",
 +
                    "ItemId": "(O)128"
 +
                }
 +
            },
 +
            "MoveEntries": [
 +
                { "ID": "{{ModId}}_Pufferfish", "BeforeId": "Base_DishOfTheDay" }
 +
            ]
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
   −
===New context tags===
+
====Changes for C# mods====
1.6 adds several new [[Modding:Items#Context tags|item context tags]]:
+
Previously garbage cans were tracked by <samp>Town.garbageChecked</samp>, an array of boolean fields. That approach doesn't work in Stardew Valley 1.6, since we're no longer limited to a specific set of garbage cans in the town map. This has been replaced by <samp>Game1.netWorldState.Value.CheckedGarbage</samp>, which is a hash set of garbage can IDs.
    +
To migrate code:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! context tag
+
! action
! effect
+
! code in 1.5.6
 +
! code in 1.6
 
|-
 
|-
| <samp>campfire_item</samp>
+
| check if a garbage can was searched
| Marks the item as a [[campfire]]. If the item also has the <samp>torch_item</samp> context tag, when it's placed in the world and turned on...
+
| <syntaxhighlight lang="js">
* campfire flames are drawn over it;
+
Town town = (Town)Game1.getLocationFromName("Town");
* if the item is [[Modding:Items#Big craftables|big craftable]], light is emitted from its center instead of the top.
+
if (town.garbageChecked[5])
 +
  ...
 +
</syntaxhighlight>
 +
| <syntaxhighlight lang="js">
 +
if (Game1.netWorldState.Value.CheckedGarbage.Contains("Saloon"))
 +
  ...
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>fish_legendary</samp>
+
| mark a garbage can searched
| Marks the fish as a [[Fish#Legendary Fish|legendary fish]]. For example: it can't be caught again, shows an alternate sprite in the fishing minigame and a 'caught legendary fish' message after catching it, can't be added to a [[Fish Pond|fish pond]], etc.
+
| <syntaxhighlight lang="js">
 +
Town town = (Town)Game1.getLocationFromName("Town");
 +
town.garbageChecked[5] = true;
 +
</syntaxhighlight>
 +
| <syntaxhighlight lang="js">
 +
Game1.netWorldState.Value.CheckedGarbage.Add("Saloon");
 +
</syntaxhighlight>
 +
|}
 +
 
 +
To migrate former vanilla trash can IDs:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>fish_legendary_family</samp>
+
! position
| Marks the fish as part of the [[Quests#Extended Family|legendary fish family]] for the fishing minigame. For example: requires [[Magic Bait|magic bait]], can't catch two at once, smaller bobber bar, 5× XP gain, etc.
+
! ID in 1.5.6
 +
! ID in 1.6
 
|-
 
|-
| <samp>geode_special</samp>
+
| Near [[Jodi]] and [[Kent]]'s house
| Marks the item as a [[geode]] item, and prevents it from being broken open at [[Blacksmith|Clint's blacksmith shop]].
+
| <code>0</code>
 +
| <code>JodiAndKent</code>
 
|-
 
|-
| <samp>item_type_{{t|type}}</samp>
+
| Near [[Emily]] and [[Haley]]'s house
| For an [[Modding:Items#Objects|object-type item]], the type value from the 'type and category' field. (Non-object items always have the exact tag <samp>item_type_</samp> with nothing after the last underscore.) This is automatic and shouldn't be set manually. The tag is checked in a few places (''e.g.'' the [[museum]] to check if an item is an artifact or mineral), but most of the game won't be affected.
+
| <code>1</code>
 +
| <code>EmilyAndHaley</code>
 
|-
 
|-
| <samp>museum_donatable</samp><br /><samp>not_museum_donatable</samp>
+
| Near [[Lewis]]' house
| Set whether the item can be donated to the [[museum]], overriding the vanilla logic.
+
| <code>2</code>
 +
| <code>Mayor</code>
 
|-
 
|-
| <samp>not_placeable</samp><br /><samp>placeable</samp>
+
| Near [[Museum]]
| Sets whether the item can be placed on the ground.
+
| <code>3</code>
 +
| <code>Museum</code>
 
|-
 
|-
| <samp>not_plantable_context_{{t|context ID}}</samp><br /><samp>not_plantable_location_{{t|location name}}</samp><br /><samp>plantable_context_{{t|context ID}}</samp><br /><samp>plantable_greenhouse</samp><br /><samp>plantable_location_{{t|location name}}</samp>
+
| Near [[Blacksmith|Clint's blacksmith]]
| See [[#Custom planting restrictions|''custom planting restrictions'']].
+
| <code>4</code>
 +
| <code>Blacksmith</code>
 
|-
 
|-
| <samp>paddy_crop</samp>
+
| Near [[The Stardrop Saloon|the Saloon]]
| Marks the item as a paddy [[Crops|crop]] like [[Unmilled Rice|rice]] or [[Taro Root|taro]]. This enables paddy-related logic like needing to be planted near water.
+
| <code>5</code>
 +
| <code>Saloon</code>
 
|-
 
|-
| <samp>sign_item</samp>
+
| Near [[Evelyn]] and [[George]]'s house
| Marks the item as a [[Crafting#Signs|sign]], which lets player display items on it or place it on a [[Fish Pond|fish pond]] to show the fish count.
+
| <code>6</code>
 +
| <code>Evelyn</code>
 
|-
 
|-
| <samp>torch_item</samp>
+
| Near [[JojaMart]]
| Marks the item as a [[torch]], which lets the player turn it on/off to emit light.
+
| <code>7</code>
 +
| <code>JojaMart</code>
 +
|}
 +
 
 +
===Custom map actions===
 +
{{/doc status|[[Modding:Maps#Custom_Actions]]|done=true}}
 +
 
 +
C# mods can now handle custom <samp>Action</samp> & <samp>TouchAction</samp> [[Modding:Maps|map properties]] by calling <samp>GameLocation.RegisterTileAction</samp> & <samp>RegisterTouchAction</samp>, and passing a callback which receives the location, map property arguments, player who activated it, and tile position.
 +
 
 +
For example, let's say you want a locked gate which needs a custom key item. You can add a regular <code>TouchAction Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod. See the updated docs for an example.
 +
 
 +
As another example, let's say you want the gate to unlock when the player presses the action key. You can add a regular <code>Action Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod. See the updated docs for an example.
 +
 
 +
===Custom map layers===
 +
{{/doc status|[[Modding:Maps]]|done=true}}
 +
 
 +
You can now add any number of [[Modding:Maps|map layers]] by suffixing a vanilla layer name (i.e. <samp>Back</samp>, <samp>Buildings</samp>, <samp>Front</samp>, or <samp>AlwaysFront</samp>) with an offset. For example, <samp>Back-1</samp> will be drawn before/under <samp>Back</samp>, and <samp>Back2</samp> will be drawn after/over it. You can increment the number to add more layers.
 +
 
 +
This only affects layer rendering. Tile properties must still be set on the original layers.
 +
 
 +
===Custom minecarts===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
You can now extend [[minecart]]s by editing the <samp>Data\Minecarts</samp> data asset.
   −
See also <samp>campfire_item</samp>.
+
This consists of a string → model lookup, where...
|}
+
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the minecart network. When you interact with a minecart, the destinations listed for its network are shown.
 +
* The value is a model with the fields listed below.
   −
Contexts which affect [[#Custom machines|machine processing]]:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! context tag
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>crystalarium_banned</samp>
+
| <samp>Destinations</samp>
| When applied to a gem or mineral item, prevents players from placing it in a [[crystalarium]].
+
| The destinations which the player can travel to from minecarts in this network. This consists of a list of model with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>fairy_dust_banned</samp>
+
! field
| When applied to a machine, prevents players from using [[Fairy Dust|fairy dust]] to speed it up.
+
! effect
 
|-
 
|-
| <samp>is_machine</samp>
+
| <samp>Id</samp>
| Indicates the item has [[#Custom machines|machine logic]]. This is added automatically based on <samp>Data/Machines</samp> and is informational only (it has no effect on the game logic).
+
| A [[Modding:Common data field types#Unique string ID|unique string ID]] for this destination within the network.
 
|-
 
|-
| <samp>keg_juice</samp><br /><samp>keg_wine</samp>
+
| <samp>DisplayName</samp>
| Allows processing the item in a [[keg]] to produce a juice or wine variant.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the destination name shown in the minecart menu. You can use the location's display name with the <samp>LocationName</samp> token (like <code>[LocationName Desert]</code> for the [[desert]]).
 
|-
 
|-
| <samp>machine_input</samp><br /><samp>machine_output</samp>
+
| <samp>TargetLocation</samp>
| Whether the item is a machine which accepts items from the player (<samp>machine_input</samp>) and/or which produces items for the player to collect (<samp>machine_output</samp>). If the [[#Custom machines|machine data]] sets the <samp>ConversionMethod</samp> field, both tags are added since there's no way to know what the method does.
+
| The [[#Custom locations|location ID]] for the destination.
 
  −
These are added automatically based on <samp>Data/Machines</samp> and are informational only (they have no effect on the game logic). The <samp>is_machine</samp> tag is always added if these are.
   
|-
 
|-
| <samp>preserves_jelly</samp><br /><samp>preserves_pickle</samp>
+
| <samp>TargetTile</samp>
| Allows processing the item in a [[Preserves Jar|preserves jar]] to produce a jelly or pickled variant.
+
| The destination tile position within the location, specified as a model with <samp>X</samp> and <samp>Y</samp> fields.
 
|-
 
|-
| <samp>seedmaker_banned</samp>
+
| <samp>TargetDirection</samp>
| When applied to a seed item, prevents players from placing it in a [[Seed Maker|seed maker]].
+
| The direction the player should face after arrival (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>).
 
|-
 
|-
| <samp>tapper_item</samp>
+
| <samp>Condition</samp>
| Marks the item as a [[tapper]] or [[Heavy Tapper|heavy tapper]].
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this minecart destination is available. Defaults to always available.
 
|-
 
|-
| <samp>tapper_multiplier_{{t|multiplier}}</samp>
+
| <samp>Price</samp>
| The multiplier applied to the tapper production speed. For example, <samp>2</samp> will make items take half their base time (''i.e.'' each item will finish in <sup>base time</sup>/<sub>speed multiplier</sub>). Defaults to 1 if omitted.
+
| ''(Optional)'' The gold price that must be paid each time to use this destination. Default none.
|}
  −
 
  −
===Inventory class===
  −
For C# mods, 1.6 adds a new <samp>Inventory</samp> class to manage a list of items. This is used for the <samp>Farmer.items</samp> and <samp>Chest.items</samp> fields. It implements <samp>IList&lt;Item&gt;</samp>, so most existing code should still work fine.
  −
 
  −
This has three main benefits:
  −
<ul>
  −
<li>It has methods to simplify many common operations. For example:
  −
{| class="wikitable"
   
|-
 
|-
! method
+
| <samp>BuyTicketMessage</samp>
! effect
+
| ''(Optional)'' If the destination costs money to use, a [[Modding:Tokenizable strings|tokenizable string]] for the purchase confirmation message shown. If present, <code>{0}</code> is replaced with the purchase price. Defaults to the network's <samp>BuyTicketMessage</samp> field.
 
|-
 
|-
| <code>HasAny()</code>
+
| <samp>CustomFields</samp>
| Get whether the inventory contains any items (ignoring empty slots).
+
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
 +
|}
 
|-
 
|-
| <code>CountItemStacks()</code>
+
| <samp>UnlockCondition</samp>
| Get the number of item stacks in the inventory (ignoring empty slots).
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this minecart network is unlocked. Default always enabled.
 
|-
 
|-
| <code>ContainsId(id)</code>
+
| <samp>LockedMessage</samp>
| Get whether the inventory contains any item with the given qualified or unqualified item ID.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when interacting with a minecart when the <samp>UnlockCondition</samp> false. Defaults to an "''Out of order''" translation.
 
|-
 
|-
| <code>ContainsId(id, minCount)</code>
+
| <samp>ChooseDestinationMessage</samp>
| Get whether the inventory contains items with the given qualified or unqualified item ID, and their combined stack size is at least <samp>minCount</samp>.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when listing destinations to choose from. Defaults to a "''Choose destination:''" translation.
 
|-
 
|-
| <code>CountId(id)</code>
+
| <samp>BuyTicketMessage</samp>
| Get the combined stack size of all items with the given qualified or unqualified item ID.
+
| ''(Optional)'' When a destination costs money to use, a [[Modding:Tokenizable strings|tokenizable string]] for the purchase confirmation message shown. If present, <code>{0}</code> is replaced with the purchase price. Defaults to a "''Buy a ticket for {0}g?''" translation.
|-
+
|}
| <code>GetById(id)</code>
  −
| Get a list of items in the inventory with the given qualified or unqualified item ID.
  −
|-
  −
| <code>ReduceId(id, count)</code>
  −
| Remove the given number of items matching the given qualified or unqualified item ID. This reduces the stack size for matching items until a total of <samp>count</samp> have been removed, and clears any slots which reach a stack size of zero.
  −
|}</li>
  −
<li>Many common operations have been unified, so previously player-only methods can now be used with chests too.</li>
  −
<li>It has an internal index by item ID, so operations like <code>items.ContainsId("(O)128")</code> are much more efficient since they no longer iterate the list.</li>
  −
</ul>
     −
This replaces some previous methods:
+
====Open a minecart menu====
 +
You can use an <samp>Action: MinecartTransport {{o|network ID}} {{o|exclude destination ID}}</samp> [[Modding:Maps|map property]] to open the minecart menu. When the player interacts with the tile, it'll open the menu for the {{o|network ID}} network (default <samp>Default</samp>). if {{o|exclude destination ID}} is specified, the matching destination will be hidden from the list (usually because you're at that minecart). For example, the [[Bus Stop|bus stop]] minecart uses <code>Action: MinecartTransport Default Bus</code>.
   −
{| class="wikitable"
+
From a C# mod, you can call <code>Game1.currentLocation.ShowMineCartMenu(networkId, excludeDestinationId)</code> which works the same way (except that <samp>networkId</samp> is required).
|-
  −
! game class
  −
! old code
  −
! migration
  −
|-
  −
|rowspan="6"| <samp>Farmer</samp>
  −
| <code>getItemCount(id)</code><br /><code>GetTallyOfObject(id)</code><br /><code>GetTallyOfObject(id, isBigCraftable)</code>
  −
| Use <code>items.CountId(id)</code>.
  −
|-
  −
| <code>hasItemInInventory(id, count)</code><br /><code>hasItemInInventoryNamed(name)</code><br /><code>hasItemWithNameThatContains(name)</code>
  −
| Use <code>items.ContainsId(id, count)</code>.
  −
|-
  −
| <code>hasItemInList(list, id, count)</code>
  −
| Use <code>list.ContainsId(id, count)</code>.
  −
|-
  −
| <code>areAllItemsNull()</code>
  −
| Use <code>!items.HasAny()</code>.
  −
|-
  −
| <code>numberOfItemsInInventory()</code>
  −
| Use <code>items.CountItemStacks()</code> to count all items, or <code>Items.Count(p => p is Object)</code> to match this method's actual behavior.
  −
|-
  −
| <code>consumeObject(id, count)</code><br /><code>removeItemsFromInventory(id, count)</code>
  −
| Use <code>items.ReduceId(id, count)</code>.
  −
|-
  −
|rowspan="2"| <samp>Object</samp>
  −
| <code>ConsumeInventoryItem(player, id, count)</code>
  −
| This was somewhat specialized and shouldn't be called by mod code, but the equivalent would be <code>(obj.autoLoadChest?.items ?? player.items).ReduceId(id, count)</code>.
  −
|-
  −
| <code>GetTallyOfObject(player, id)</code>
  −
| This was somewhat specialized and shouldn't be called by mod code, but the equivalent would be <code>(obj.autoLoadChest?.items ?? player.items).CountId(id)</code>.
  −
|}
     −
===ItemContextTagManager class===
+
====Example====
For C# mods, 1.6 adds a new <samp>ItemContextTagManager</samp> class which simplifies working with [[Modding:Items#Context tags|item context tags]] and reduces repeated code.
+
This [[Modding:Content Patcher|Content Patcher]] content pack adds the [[Railroad]] as a minecart destination, complete with a map edit adding a decorative minecart. It is available after the [[Random Events|Earthquake]] has occurred and minecarts have been unlocked.
   −
This provides a few utility methods:
+
{{#tag:syntaxhighlight|<nowiki>
 +
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        // add minecart destination
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/Minecarts",
 +
            "TargetField": [ "Default", "Destinations" ], // for the "Default" network, edit the "Destinations" field
 +
            "Entries": {
 +
                "Railroad": {
 +
                    "Id": "Railroad",
 +
                    "DisplayName": "[LocationName Railroad]",
 +
                    "Condition": "LOCATION_ACCESSIBLE Railroad",
 +
 
 +
                    "TargetLocation": "Railroad",
 +
                    "TargetTile": { "X": 16, "Y": 39 },
 +
                    "TargetDirection": "down",
 +
                }
 +
            }
 +
        },
 +
 
 +
        // add decorative minecart
 +
        {
 +
            "Action": "EditMap",
 +
            "Target": "Maps/Railroad",
 +
            "FromFile": "assets/Custom_Railroad_Minecart.tmx",
 +
            "ToArea": { "X": 15, "Y": 35, "Width": 4, "Height": 5 }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
===Custom passive festivals===
 +
{{/doc status|[[Modding:Festival data]] or a new doc page|done=false}}
 +
 
 +
You can now add or modify passive festivals by editing the <samp>Data/PassiveFestivals</samp> asset.
 +
 
 +
(A ''passive festival'' is a [[festivals|festival]] like the [[Night Market]]. They replace a location for a period of time, the player can enter/leave them anytime, and time continues passing while at the festival.)
 +
 
 +
====Data format====
 +
The <samp>Data/PassiveFestivals</samp> asset consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the festival.
 +
* The value is a model with the fields listed below.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! method
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <code>GetBaseContextTags(id)</code>
+
| <samp>DisplayName</samp>
| Get the base context tags for an item from the <samp>Data/ObjectContextTags</samp> asset. This doesn't include dynamic context tags added by the instance, which you can get via <code>item.GetContextTags()</code>.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the display name shown on the [[calendar]].
 +
|-
 +
| <samp>Season</samp>
 +
| The [[season]] when the festival becomes active.
 
|-
 
|-
| <code>DoesTagQueryMatch(query, tags)</code>
+
| <samp>StartDay</samp><br /><samp>EndDay</samp>
| Get whether a context tag query matches the given tags. For example, <code>ItemContextTagManager.DoesTagQueryMatch("bone_item, !fossil_item", item.GetContextTags())</code> returns true if the item is a bone item but not a fossil (like the [[Bone Flute]]).
+
| The days of month when the festival becomes active.
 
|-
 
|-
| <code>DoAllTagsMatch(requiredTags, actualTags)</code><br /><code>DoAnyTagsMatch(requiredTags, actualTags)</code>
+
| <samp>StartTime</samp>
| Get whether every (<samp>DoAllTagsMatch</samp>) or at least one (<samp>DoAnyTagsMatch</samp) required tag matches the actual item tags. This supports negated required tags like <samp>"!fossil_item"</samp> too.
+
| The time of day when the festival opens each day.
 
|-
 
|-
| <code>DoesTagMatch(requiredTag, actualTags)</code>
+
| <samp>StartMessage</samp>
| Get whether a single tag matches the actual item tags. This supports negated required tags like <samp>"!fossil_item"</samp> too.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the in-game [[wikipedia:Pop-up notification|toast notification]] shown when the festival begins each day.
 
|-
 
|-
| <code>SanitizeContextTag(tag)</code>
+
| <samp>MapReplacements</samp>
| ''(Specialized)'' Replace characters that may appear in item names so they're valid in context tags. For example, <code>SanitizeContextTag("Sam's Boombox")</code> returns <samp>sams_boombox</samp>.
+
| The locations to swap for the duration of the festival. Despite the field name, this swaps '''locations''' (e.g. as added by <samp>CustomLocations</samp> using [[Modding:Content Patcher|Content Patcher]]), and not the location's map asset.
|}
     −
===Other item changes===
+
This is specified as a string → string lookup, where the key is the original location to replace and the value is the new location. Both use the internal location name, as shown by the {{nexus mod|679|Debug Mode}} mod. For example, this swaps the <samp>Beach</samp> location with <samp>BeachNightMarket</samp> during the [[Night Market]]:
* Added optional <samp>Condition</samp> [[#Game state queries|game state query]] field to <samp>Data/SpecialOrders</samp>.
+
<syntaxhighlight lang="js">
* Item data changes:
+
"MapReplacements": {
** The display name field now exists in English too for <samp>Data/Boots</samp>, <samp>Data/Bundles</samp>, <samp>Data/CookingRecipes</samp>, <samp>Data/CraftingRecipes</samp>, <samp>Data/Fish</samp>, and <samp>Data/Furniture</samp>.
+
    "Beach": "BeachNightMarket"
** The randomly spawned [[The Farm#Stone|stones]], [[The Farm#Wood|twigs]], and [[weeds]] have been formalized into ''litter''. They all now have object type <samp>Litter</samp>, [[Modding:Items#Categories|category]] -999 (<samp>Game1.litterCategory</samp>), a relevant display name/description (like ''Gold Stone/Break apart to obtain gold ore'' instead of ''Stone/...''), a price of 0 (not sellable), and edibility of -300 (inedible). In C# code, you can use the new item methods like <samp>item.IsWeeds()</samp> to detect them. This also adds all mine ore nodes to <samp>Data/ObjectInformation</samp>, so the game no longer creates invalid items to show their sprite. (Doing so in 1.6 will now show an Error Item sprite instead.)
+
}
** For C# mods, [[honey]] items now have their <samp>preserve</samp> field set to <samp>Honey</samp> (instead of null) and now have the <samp>honey_item</samp> context tag.
+
</syntaxhighlight>
<ul>
  −
<li>Other item logic: <ul>
  −
<li>The <samp>%item</samp> mail command has a new <samp>%mail id {{t|item id}} {{o|count}}</samp> format which accepts a [[#Custom items|qualified or unqualified item ID]]. This deprecates the <samp>bigobject</samp>, <samp>furniture</samp>, <samp>object</samp>, and <samp>tools</samp> options.</li>
  −
<li>The <samp>Object.performObjectDropInAction</samp> method now applies the <samp>probe</samp> argument much more consistently. This only affects method calls with <samp>probe: true</samp>.</li>
  −
<li>Added new fields & methods for C# mods:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! field/method
+
| <samp>Condition</samp>
! effect
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the festival is enabled (subject to the other fields like <samp>StartDay</samp> and <samp>EndDay</samp>). Defaults to always enabled.
 
|-
 
|-
| <samp>Item.IsRecipe</samp><br /><samp>Item.Quality</samp><br /><samp>Item.Stack</samp></samp><br /><samp>Item.sellToStorePrice()</samp>
+
| <samp>ShowOnCalendar</samp>
| Equivalent to the previous <samp>Object</samp> fields/methods, to simplify common code and avoid needing to special-case <samp>Object</samp> items.
+
| ''(Optional)'' Whether the festival appears on the [[calendar]], using the same iridium-star icon as the [[Calendar#Winter|Night Market]]. Default true.
 
|-
 
|-
| <samp>FishingRod.CanUseBait()</samp><br /><samp>FishingRod.CanUseTackle()</samp><br /><samp>FishingRod.GetBait()</samp><br /><samp>FishingRod.GetTackle()</samp><br /><samp>FishingRod.HasMagicBait()</samp><br /><samp>FishingRod.HasCuriosityLure()</samp>
+
| <samp>DailySetupMethod</samp><br /><samp>CleanupMethod</samp>
| Simplifies working with the fishing rod's [[bait]] and [[tackle]].
+
| ''(Optional)'' A C# method which applies custom logic when the day starts (<samp>DailySetupMethod</samp>) and/or overnight after the last day of the festival (<samp>CleanupMethod</samp>).
 +
 
 +
These must be specified in the form <samp>{{t|full type name}}: {{t|method name}}</samp> (like <samp>ExampleMod.Namespace.Type, ExampleMod: MethodName</samp>). The methods must be static, take zero arguments, and return void.
 
|-
 
|-
| <samp>IndoorPot.Water()</samp>
+
| <samp>CustomFields</samp>
| Simplifies watering dirt in the [[Garden Pot|garden pot]].
+
| The [[#Custom data fields|custom fields]] for this entry.
|-
  −
| <samp>Tool.isScythe()</samp>
  −
| Equivalent to the previous <samp>MeleeWeapon</samp> method, to simplify common code and avoid needing to special-case <samp>MeleeWeapon</samp> items.
   
|}
 
|}
</li>
  −
</ul>
  −
</li>
  −
</ul>
     −
==What's new for locations & weather==
+
====NPC schedules====
===Custom locations===
+
When a passive festival is active, NPCs will check for [[Modding:Schedule data|a schedule entry]] in this order:
You can now add/edit locations by editing the revamped <samp>Data/Locations</samp> asset.
  −
 
  −
The asset consists of a model with these fields:
      
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! syntax
! effect
+
! summary
|- valign="top"
  −
| <samp>CreateLocations</samp>
  −
| The location instances to create when the save is loaded.
  −
 
  −
This consists of a string → model lookup, where...
  −
* The key is a unique identifier for this location, which will be used as the location's <samp>Name</samp> (not <samp>DisplayName</samp>) field. The ID should only contain alphanumeric/underscore/dot characters. For custom locations, this should be prefixed with your mod ID like <samp>Example.ModId_LocationName</samp>.
  −
* The value is a model with the fields listed below.
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>{{t|festival ID}}_{{t|festival day}}</samp>
! effect
+
| Applies on the given date. The {{t|festival day}} is relative, so <samp>1</samp> matches the festival <samp>StartDay</samp>.<br /><small>Example: <samp>NightMarket_3</samp> or <samp>marriage_NightMarket_3</samp></small>
 
|-
 
|-
| <samp>MapPath</samp>
+
| <samp>{{t|festival ID}}</samp>
| The asset name for the map to use for this location.
+
| Applies if there's no date-specific entry.<br /><small>Example: <samp>NightMarket</samp> or <samp>marriage_NightMarket</samp></small>
|-
  −
| <samp>AlwaysActive</samp>
  −
| ''(Optional)'' Whether this location is always synchronized to farmhands in multiplayer, even if they're not in the location. Any location which allows building cabins '''must''' have this enabled to avoid breaking game logic.
  −
|-
  −
| <samp>Type</samp>
  −
| ''(Optional)'' The full name of the C# location class to create. This must be one of the vanilla types to avoid a crash when saving. There are too many to list here, but the most useful types are likely <samp>StardewValley.GameLocation</samp> (default value) and <samp>StardewValley.Locations.DecoratableLocation</samp>.
   
|}
 
|}
|- valign="top"
  −
| <samp>DefaultArtifactSpots</samp>
  −
| The items that can be found when digging artifact spots in any location. See <samp>ArtifactSpots</samp> under <samp>Locations</samp> for info.
  −
|- valign="top"
  −
| <samp>DefaultFish</samp>
  −
| The items that can be found by fishing in any location. See <samp>Fish</samp> under <samp>Locations</samp> for info.
  −
|- valign="top"
  −
| <samp>Locations</samp>
  −
| The gameplay data for locations in the game (regardless of whether they were created using the <samp>CreateLocations</samp> field or some other way).
     −
This consists of a string → model lookup, where...
+
If the NPC is married to a player, they'll add a <samp>marriage_</samp> prefix to the keys (like <samp>marriage_{{t|festival ID}}_{{t|festival day}}</samp>) and ignore any entry without the prefix.
* The key is the internal name of the location to change. (The farm will use <samp>Farm_{{t|type key}}</samp> for a vanilla farm type, or <samp>Farm_{{t|type ID}}</samp> for a custom farm type, or <samp>Farm_Standard</samp> if no type-specific entry was found.)
+
 
* The value is a model with the fields listed below.
+
===Custom weather===
 +
{{/doc status|[[Modding:Weather data]]|done=false}}
 +
 
 +
You can now change the weather algorithm by editing [[#Custom location contexts|location context data]], and (with a C# mod) implement custom weathers.
 +
 
 +
Fields like <samp>Game1.weather</samp> and <samp>Game1.weatherForTomorrow</samp> are now strings to support custom mod weather IDs. The change for vanilla weather has no effect on Content Patcher packs, since the new weather IDs match the ones Content Patcher was using before (i.e. <samp>Sun</samp>, <samp>Rain</samp>, <samp>Snow</samp>, <samp>Storm</samp>, and <samp>Wind</samp>). C# mods may also see a <samp>Festival</samp> weather, while Content Patcher packs will see <samp>Sun</samp> for it. The constants like <samp>Game1.weather_sunny</samp> have the new string values (with new constants like <samp>Game1.legacy_weather_sunny</samp> for the legacy values).
 +
 
 +
The base game will treat an invalid weather as sunny. C# mods can implement custom weather effects using [[Modding:Modder Guide/APIs/Events|normal SMAPI events]] like <samp>UpdateTicked</samp>, or by [[Modding:Modder Guide/APIs/Harmony|patching]] methods like <samp>Game1.ApplyWeatherForNewDay</samp> and <samp>Game1.populateDebrisWeatherArray</samp>.
 +
 
 +
===Custom world maps===
 +
{{/doc status|[[Modding:World map]]|done=true}}
 +
 
 +
[[File:Modding map area.png|thumb|The default world map, with the farm map area highlighted.]]
 +
 
 +
You can now change the world map shown in the game menu by editing the <samp>Data/WorldMap</samp> asset. This lets you...
 +
* add custom maps for certain locations;
 +
* apply texture overlays;
 +
* add/edit tooltips;
 +
* set real-time player marker positioning;
 +
* etc.
 +
 
 +
The game's default map is fully defined in <samp>Data/WorldMap</samp>, including all the display text and conditional changes.
 +
 
 +
===New map properties===
 +
{{/doc status|[[Modding:Maps#Known_map_properties]]|done=true}}
 +
 
 +
1.6 adds several new [[Modding:Maps|map properties]].
    +
====Building construction====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! property
! effect
+
! explanation
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>CanBuildHere T</samp><br />''(valid in any outdoor location)''
| ''(Optional but strongly recommended)'' A [[#Tokenizable string format|tokenizable string]] for the translated location name. This is used anytime the location name is shown in-game for base game logic or mods.
+
| Whether to allow constructing buildings in this location. The game will adjust automatically to account for it (e.g. Robin will let you choose where to build). See [[#Build anywhere|''build anywhere'' in what's new]].
 
|-
 
|-
| <samp>ArtifactSpots</samp>
+
| <samp>BuildConditions {{t|query}}</samp><br />''(valid in any outdoor location)''
| ''(Optional)'' The items that can be found when digging [[Artifact Spot|artifact spots]] in this location.
+
| If <samp>CanBuildHere</samp> is set, an optional [[Modding:Game state queries|game state query]] which indicates whether building is allowed currently.
 
  −
The game combines this with <samp>DefaultArtifactSpots</samp>, then applies them in the order set by their <samp>Precedence</samp> field. (Artifact spot drops can also be listed in [[Modding:Items#Objects|<samp>Data/ObjectInformation</samp>]]'s 'miscellaneous' field; those are applied by the <samp>RANDOM_ARTIFACT_FOR_DIG_SPOT</samp> entry in <samp>DefaultArtifactSpots</samp>.)
  −
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>LooserBuildRestrictions T</samp><br />''(valid in any outdoor location)''
! effect
+
| If set, tiles don't need to be marked <samp>Buildable T</samp> or <samp>Diggable T</samp> in their properties. Tiles can be blocked with <samp>Buildable F</samp> instead. The other restrictions still apply.
 
|-
 
|-
| ''common fields''
+
| <samp>ValidBuildRect {{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp><br />''(valid in any outdoor location)''
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by artifact spot drops.
+
| The tile area within the map where buildings may be placed. If omitted, buildings may be placed in any open space in the map.
 +
|}
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
====Crops====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Chance</samp>
+
! property
| ''(Optional)'' The probability that the item will be dropped if the other fields match, as a decimal value between 0 (never) and 1 (always). Default 1.
+
! explanation
 
|-
 
|-
| <samp>ApplyGenerousEnchantment</samp>
+
| <samp>AllowGiantCrops T</samp>
| ''(Optional)'' Whether to apply the 'Generous' [[Forge#Enchantments|enchantment]], which adds a 50% chance of the item dropping twice. If the enchantment is applied, the item's fields are rerolled for the second drop (e.g. a new random value between <samp>MinStack</samp> and <samp>MaxStack</samp> is selected). Default true.
+
| If set with any non-blank value, [[Crops#Giant Crops|giant crops]] can grow in this location (if crops are also allowed per the [[#Custom crops|crop data]] or [[#Custom location contexts|<samp>PlantableLocations</samp> context field]]).
|-
  −
| <samp>OneDebrisPerDrop</samp>
  −
| ''(Optional)'' Whether to split the dropped item stack into multiple floating debris that each have a stack size of one. For example, if the dropped item has a stack size of 3, this will spawn three separate item stacks. Default true.
  −
|-
  −
| <samp>ContinueOnDrop</samp>
  −
| ''(Optional)'' Whether to continue checking for more items to drop when this item is dropped. Default false.
   
|-
 
|-
| <samp>Precedence</samp>
+
| <samp>DirtDecayChance {{t|chance}}</samp>
| ''(Optional)'' The order in which this entry should be checked, where lower values are checked first. This can be a negative value. Forage with the same precedence are checked in the order listed. Default 0.
+
| The probability that each dirt tile will disappear overnight if it doesn't contain a crop, as a value between 0 (never) and 1 (always). Defaults to 0 (greenhouses), 0.1 (farms), and 1 (anywhere else).
 
  −
For consistency, vanilla artifact drops mostly use these values:
  −
* <samp>-1000</samp>: location items which should override the global priority items (e.g. fossils on Ginger Island);
  −
* <samp>-100</samp>: global priority items (e.g. Qi Beans);
  −
* <samp>0</samp>: normal items;
  −
* <samp>100</samp>: global fallback items (e.g. clay).
   
|}
 
|}
   −
For example, a location with this field will drop 2-4 pufferfish with a 50% chance on summer days:
+
====Farmhouse interior====
<syntaxhighlight lang="js">
  −
"ArtifactSpots": [
  −
    {
  −
          "Condition": "LOCATION_SEASON Here summer",
  −
          "ItemId": "(O)128",
  −
          "MinStack": 2,
  −
          "MaxStack": 4
  −
    }
  −
]
  −
</syntaxhighlight>
  −
|-
  −
| <samp>CrabPotAreas</samp>
  −
| ''(Optional)'' The fishing areas for [[Crab Pot|crab pots]] placed in the location.
  −
 
  −
This consists of a string → model lookup, where the key is the crab pot area ID and the value consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! property
! effect
+
! explanation
 
|-
 
|-
| <samp>FishTypes</samp>
+
| <samp>FarmHouseStarterGift [{{t|id}} {{o|count}}]+</samp>
| A list of fish types that can be caught in this location. This is matched against field index 4 in [[Modding:Fish data|<samp>Data/Fish</samp>]] for 'trap' (i.e. crab pot) fish. The vanilla types are <samp>freshwater</samp> and <samp>ocean</samp>.
+
| The items that should appear in the initial gift box placed in the farmhouse when the save is created. This consists of one or more pairs of item ID (which can be qualified or unqualified) and count. The count is optional on the last entry.
|-
+
 
| <samp>Position</samp>
+
For example, this will add 10 pufferfish (object 128) and a blobfish mask (hat 56):
| ''(Optional)'' The tile area within the location where the crab pot must be placed, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Default null (anywhere).
+
<pre>FarmHouseStarterGift (O)128 10 (H)56 1</pre>
   −
Areas with a <samp>Position</samp> value have priority over those without.
+
If omitted, the default items (usually a 15 parsnip seeds) are added instead.
 
|}
 
|}
|-
  −
| <samp>FishAreas</samp>
  −
| ''(Optional)'' The fishing areas for fish caught with a fishing rod in the location. This provide a quick way to specify the tile areas for fish without repeating the position each time, using the fish <samp>FishAreaId</samp> field.
     −
This consists of a string → model lookup, where the key is the fish area ID and the value consists of a list of models with these fields:
+
====Warps & map positions====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! property
! effect
+
! explanation
 +
|-
 +
| <samp>AllowWakeUpWithoutBed {{t|allow}}</samp>
 +
| Whether the player can wake up in this location without a bed, similar to the island farmhouse. This is typically used with <samp>PassOutLocations</samp> in [[#Custom location contexts|<samp>Data/LocationContexts</samp>]].
 
|-
 
|-
| <samp>Position</samp>
+
| <samp>DefaultWarpLocation {{t|x}} {{t|y}}</samp><br />''(valid in any location)''
| ''(Optional)'' The tile area within the location where the fishing rod's bobber must land to be within this area, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Default null (anywhere).
+
| The default arrival tile, used when a player or NPC is added to the location without a target tile (e.g. using [[Modding:Console commands|debug commands]] like <samp>debug warp</samp> or <samp>debug eventbyid</samp>).
 
+
|-
Areas with a <samp>Position</samp> value have priority over those without.
+
| <samp>PetBowlLocation {{t|x}} {{t|y}}</samp><br />''(valid in the farm)''
 +
| The default position of the pet bowl
 +
|-
 +
| <samp>SpouseRoomPosition {{t|x}} {{t|y}}</samp><br />''(valid in farmhouse)''
 +
| The top-left position at which to place the [[Marriage#Spouse Rooms|spouse room]].
 +
|-
 +
| <samp>TravelingCartPosition {{t|x}} {{t|y}}</samp><br />''(valid in the forest)''
 +
| The top-left position at which to place the [[Traveling Cart]]. This is the top-left corner of the collision box, so the roof will extend two tiles above this tile.
 
|}
 
|}
|-
  −
| <samp>Fish</samp>
  −
| ''(Optional)'' The fish that can be caught in the location.
     −
Unlike other item spawn lists, the game doesn't check fish in the order listed. Instead it first sorts them by their <samp>Priority</samp> field, and then randomly shuffles fish with the same priority.
+
===Other map property changes===
 +
{{/doc status|[[Modding:Maps]]|done=true}}
   −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! map property
! effect
+
! changes
 
|-
 
|-
| ''common fields''
+
| <samp>Arch</samp><br /><samp>asdf</samp><br /><samp>Debris</samp><br /><samp>Fish</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by forage items.
+
| Removed (these were unused).
 
  −
This must return an <samp>Object</samp> item (or subclass of <samp>Object</samp>). If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>Chance</samp>
+
| <samp>FarmHouseFlooring</samp><br /><samp>FarmHouseFurniture</samp><br /><samp>FarmHouseStarterSeedsPosition</samp><br /><samp>FarmHouseWallpaper</samp>
| ''(Optional)'' The probability that the fish will spawn if selected, as a decimal value between 0 (never) and 1 (always). Default 1.
+
| These now work independently. For example, you can now use <samp>FarmHouseFlooring</samp> without needing to set <samp>FarmHouseFurniture</samp> too.
 
|-
 
|-
| <samp>Season</samp>
+
| <samp>Music</samp>
| ''(Optional)'' If set, the specific season when the fish can be caught. This is much more efficient than using <samp>Condition</samp>, but only supports a single season. Defaults to <samp>null</samp> (all seasons).
+
| Deprecated; use the music fields in [[#Custom locations|<samp>Data/Locations</samp>]] instead. This property is only applied if the location has no music in <samp>Data/Locations</samp>. This was removed from all vanilla maps.
 
|-
 
|-
| <samp>FishAreaId</samp>
+
| <samp>NPCWarp</samp><br /><samp>Warp</samp>
| ''(Optional)'' If set, the fish area in which the fish can be caught (as an area ID defined under <samp>FishAreas</samp>). Defaults to <samp>null</samp> (all zones).
+
| Now fault-tolerant. They'll automatically ignore extra spaces, log an informative warning if parsing still fails, and continue with the next warp if possible.
 
|-
 
|-
| <samp>BobberPosition</samp>
+
| <samp>Stumps</samp>
| ''(Optional)'' If set, the tile area within the location where the fishing rod's bobber must land to catch the fish. Default <samp>null</samp> (anywhere).
+
| Now works in all locations.
 
|-
 
|-
| <samp>PlayerPosition</samp>
+
| <samp>UniquePortrait</samp><br /><samp>UniqueSprite</samp>
| ''(Optional)'' If set, the tile area within the location where the player must be standing to catch the fish. Default <samp>null</samp> (anywhere).
+
| Deprecated; use [[#Custom NPC appearance|custom NPC appearances]] instead. These properties will override NPC appearances. This was removed from all vanilla maps.
 +
|}
 +
 
 +
===Tile property changes===
 +
{{/doc status|[[Modding:Maps#Known tile properties]]|done=true}}
 +
 
 +
<ul>
 +
<li>You can now override a tile index property by setting it as a tile property.</li>
 +
<li>Added new [[Modding:Maps|tile properties]]:
 +
{| class="wikitable"
 +
! layer
 +
! property
 +
! explanation
 
|-
 
|-
| <samp>MinFishingLevel</samp>
+
| <samp>Paths</samp>
| ''(Optional)'' The minimum fishing level needed for the fish to appear. Default 0.
+
| <samp>SpawnTree {{t|category}} {{t|ID}} {{t|Growth stage}} {{t|Regrowth stage}}</samp>
 +
| Spawns a tree when the map is created. {{t|category}} may be either <samp>wild</samp> or <samp>fruit</samp>. <samp>wild</samp> will spawn a [[Trees|wild tree]], while <samp>fruit</samp> will spawn a [[Fruit Trees|fruit tree]].  
 +
|}
 +
</li>
 +
<li>Added new <samp>Action</samp> [[Modding:Maps|tile properties]]:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>ApplyDailyLuck</samp>
+
! layer
| ''(Optional)'' Whether to add the player's [[Luck|daily luck]] to the spawn chance. This affects both the <samp>Chance</samp> field and the <samp>Data\Fish</samp> chance, if applicable. Default false.
+
! property
 +
! explanation
 
|-
 
|-
| <samp>CuriosityLureBuff</samp>
+
| <samp>Buildings</samp>
| ''(Optional)'' The value to add to the spawn chance when the player has the [[Curiosity Lure]] equipped, if set to 0 or higher. This affects both the <samp>Chance</samp> field and the <samp>Data\Fish</samp> chance, if applicable. Default -1, which keeps the default behavior (i.e. no effect on the <samp>Chance</samp> field and a scaled boost to the <samp>Data\Fish</samp> chance).
+
| <samp>Action BuildingSilo</samp>
 +
| If a building covers this tile, enables [[silo]] interactions on this tile subject to the building's <samp>HayCapacity</samp> field in <samp>Data/Buildings</samp>.
 
|-
 
|-
| <samp>CatchLimit</samp>
+
| <samp>Buildings</samp>
| ''(Optional)'' The maximum number of this fish which can be caught by each player. This limit is permanent (i.e. once it's reached, that fish will never appear again). For example, legendary fish set this to one. Default -1 (no limit).
+
| <samp>Action BuildingToggleAnimalDoor</samp>
 +
| If a building covers this tile, opens or closes its animal door.
 
|-
 
|-
| <samp>RequireMagicBait</samp>
+
| <samp>Buildings</samp>
| ''(Optional)'' Whether the player must fish with Magic Bait for this fish to spawn. Default false.
+
| <samp>Action Dialogue</samp>
 +
| &#32;
 +
* The message can now be a [[Modding:Tokenizable strings|tokenizable string]].
 +
* Fixed the cursor not changing to the inspection icon when hovering on an <samp>Action Dialogue</samp> tile.
 
|-
 
|-
| <samp>MinDistanceFromShore</samp>
+
| <samp>Buildings</samp>
| ''(Optional)'' The minimum distance from the nearest shore (measured in tiles) at which the fish can be caught, where zero is water directly adjacent to shore.
+
| <samp>Action Forge</samp>
|-
+
| Opens the [[Forge]] menu.
| <samp>MaxDistanceFromShore</samp>
  −
| ''(Optional)'' The maximum distance from the nearest shore (measured in tiles) at which the fish can be caught, where zero is water directly adjacent to shore. Default -1 (no limit).
   
|-
 
|-
| <samp>Precedence</samp>
+
| <samp>Buildings</samp>
| ''(Optional)'' The order in which this entry should be checked, where lower values are checked first. This can be a negative value. Fish with the same precedence are shuffled randomly. Default 0.
+
| <samp>Action None</samp>
 
+
| Does nothing. This is used to mark the tile interactive if the click will be handled separately.
For consistency, vanilla fish mostly use values in these ranges:
  −
* <samp>-1100</samp> to <samp>-1000</samp>: global priority items (e.g. Qi Beans);
  −
* <samp>-200</samp> to <samp>-100</samp>: unique location items (e.g. legendary fish or secret items);
  −
* <samp>-50</samp> to <samp>-1</samp>: normal high-priority items;
  −
* <samp>0</samp>: normal items;
  −
* <samp>1</samp> to <samp>100</samp>: normal low-priority items;
  −
* <samp>1000+</samp>: global fallback items (e.g. trash).
   
|-
 
|-
| <samp>IgnoreFishDataRequirements</samp>
+
| <samp>Buildings</samp>
| ''(Optional)'' Whether to ignore spawn requirements listed in [[Modding:Fish data|<samp>Data/Fish</samp>]], if applicable.
+
| <samp>Action ObeliskWarp {{t|location name}} {{t|x}} {{t|y}} {{o|whether to dismount}}</samp>
 
+
| Warps the player to the specified location name and position with the [[Warp Totem|Obelisk]] animation/sound effects.
The <samp>Data/Fish</samp> requirements are ignored regardless of this field for non-object (<samp>(O)</samp>)-type items, or objects whose ID isn't listed in <samp>Data/Fish</samp>.
   
|-
 
|-
| <samp>SetFlagOnCatch</samp>
+
| <samp>Buildings</samp>
| ''(Optional)'' The mail flag to set for the current player when this fish is successfully caught. Default none.
+
| <samp>Action OpenShop {{t|shop id}} {{o|from direction}} {{o|open time}} {{o|close time}} {{o|owner tile area}}</samp>
 +
| Open the [[#Custom shops|shop]] with the given {{t|shop id}}. All arguments besides the ID are optional:
 +
* {{o|from direction}}: if specified, the player must be standing in this direction relative to the shop (one of <samp>down</samp>, <samp>up</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>none</samp>). Setting this to <samp>none</samp> disables the requirement. The default for most vanilla shops is <samp>down</samp>.
 +
* {{o|open time}} and {{o|close time}}: the start & end times in 26-hour format when the shop is available. Interacting with the tile outside those times does nothing.
 +
* {{o|owner tile area}}: if specified, the tile area which must contain one of the shop owners for the shop to be available. For a custom shop, these are defined by its <samp>Owners</samp> field. This can be specified in two forms: <samp>{{t|x}} {{t|y}}</samp> for a single tile, or <samp>{{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp> for a multi-tile area.
 
|-
 
|-
| <samp>ChanceModifiers</samp>
+
| <samp>Buildings</samp>
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the <samp>Chance</samp> value. Default none.
+
| <samp>Action PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
|-
+
| Immediately start an [[Modding:Event data|event]], subject to the conditions:
| <samp>ChanceModifierMode</samp>
+
* {{o|check preconditions}}: whether to ignore the action if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
| ''(Optional)'' [[#Quantity modifiers|quantity modifier modes]] which indicate what to do if multiple modifiers in the <samp>ChanceModifiers</samp> field apply at the same time. Default <samp>Stack</samp>.
+
* {{o|skip if seen}}: whether to ignore the action if the player has already seen the given event. Default true.
|}
  −
|-
  −
| <samp>Forage</samp>
  −
| ''(Optional)'' The [[forage]] that can spawn in the location.
     −
Unlike other item spawn lists, these entries aren't checked sequentially. Instead, the game...
+
If the event doesn't start for any reason (including the preceding conditions):
# adds every forage entry whose <samp>Condition</samp> matches to a spawn pool;
+
* If {{o|fallback action}} is specified, it'll be run as an action. This can be any <samp>Action</samp> tile property (without the "Action " prefix), like <code>Action PlayEvent 60367 true true PlayEvent 520702 false false</code> to play a different event.
# calculates the number of spawn opportunities as max forage minus current forage;
+
* Otherwise the action is silently ignored.
# then picks a random tile position and forage entry that number of times, checks its <samp>Chance</samp>, and spawns if it matches and the tile has room.
     −
This consists of a list of models with these fields:
+
For example, <code>Action PlayEvent 60367 false false</code> will replay the bus arrival event from the start of the game.
 +
|}
 +
</li>
 +
<li>Added new <samp>TouchAction</samp> [[Modding:Maps|tile properties]]:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! layer
! effect
+
! property
 +
! explanation
 +
|-
 +
| <samp>Back</samp>
 +
| <samp>TouchAction PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
 +
| Equivalent to <samp>Action PlayEvent</samp>, but activated on touch. Note that {{o|fallback action}} is an <samp>Action</samp> tile property, ''not'' a <samp>TouchAction</samp> tile property.
 +
|}</li>
 +
<li>Changed existing tile properties:
 +
{| class="wikitable"
 
|-
 
|-
| ''common fields''
+
! layer
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by forage items.
+
! property
 
+
! reason
This must return an <samp>Object</samp> (<samp>(O)</samp>)-type item. If it uses an [[#Item queries|item query]] that returns multiple items, one will be selected at random. If it returns null or a non-<samp>Object</samp> item, the spawn opportunity will be skipped (with a logged warning if the item type is invalid).
   
|-
 
|-
| <samp>Chance</samp>
+
|rowspan="4"| <samp>Back</samp>
| ''(Optional)'' The probability that the item will spawn if selected, as a decimal value between 0 (never) and 1 (always). Default 1.
+
| <samp>NoSpawn</samp>
 +
| Added <samp>NoSpawn false</samp> form, which disables any previous <samp>NoSpawn</samp> property on the tile. For example, this can be used to enable spawning on a tile which has a <samp>NoSpawn</samp> tile index property.
 
|-
 
|-
| <samp>Season</samp>
+
| <samp>TouchAction Bus</samp>
| ''(Optional)'' The specific season when the forage should apply. This is much more efficient than using <samp>Condition</samp>, but only supports a single season. Defaults to <samp>null</samp> (all seasons).
+
| Removed. This wasn't used by the game or mods.
|}
+
|-
|}
+
| <samp>TouchAction Emote</samp>
 +
| Fixed error if the specified NPC isn't found.
 +
|-
 +
| <samp>Treasure</samp>
 +
| Added <samp>Treasure Item {{t|item ID}}</samp> form which accepts a [[#Custom items|qualified or unqualified item ID]].
 +
|-
 +
|rowspan="2"| <samp>Buildings</samp>
 +
| <samp>Action ItemChest</samp><br /><samp>Action Minecart</samp><br /><samp>Action RemoveChest</samp>
 +
| Removed. These weren't used by the game or mods.
 +
|-
 +
| <samp>Action Kitchen</samp>
 +
| Now works in any location (including those without a fridge).
 
|}
 
|}
 +
</li>
 +
</ul>
   −
===Custom location contexts===
+
===Other location/map changes===
====Vanilla contexts====
+
{{/doc status|[[Modding:Maps]] and other pages as needed|done=false}}
* The game previously had two hardcoded location context enums: <samp>Default</samp> (for the valley) and <samp>Island</samp> (for [[Ginger Island]]). These have been replaced with data models which define the location context settings, loaded from the <samp>Data/LocationContexts</samp> asset.
  −
* [[The Desert|The desert]] is now part of a new <samp>Desert</samp> context (instead of <samp>Default</samp>). Some of the previously hardcoded desert logic (like always sunny weather) is now just part of the context data in <samp>Data/LocationContexts</samp>.
     −
====Format====
+
* Farm data:
Custom contexts can be created by editing the new <samp>Data/LocationContexts</samp> asset, and setting the context name in the location's <samp>LocationContext</samp> [[Modding:Maps|map property]].
+
** Added <samp>SpawnMonstersByDefault</samp> field to <samp>Data/AdditionalFarms</samp> to set the default value of the 'spawn monsters at night' [[Options#Advanced Game Options|advanced save option]].
 
+
** Fixed crash on new-save screen if the farm type's tooltip has no description.
The data asset consists of a string → model lookup, where the key matches the <samp>Name</samp> field and the value is a model with these fields:
+
* General location data:
 
+
** All locations can now have animals. The <samp>IAnimalLocation</samp> is now obsolete and implemented by <samp>GameLocation</samp>.
<dl style="margin-left: 2em;">
+
** Added new [[Modding:Fish data|fishing areas]] to simplify compatibility between fish & map mods (specifically for hilltop farm, wilderness farm, town, and desert).
<dt>Required fields:</dt>
+
** Added a descriptive error when a required location or layer isn't found. Mods can use <samp>map.RequireLayer</samp> and <samp>Game1.RequireLocation</samp> to get a location with similar error-checking.
<dd>
+
** Added <samp>WarpPathfindingCache</samp> for C# mods, which modularizes the NPC warp route logic. You can edit its <samp>IgnoreLocationNames</samp>, <samp>OverrideTargetNames</samp>, and <samp>GenderRestrictions</samp> fields if needed for custom locations.
 +
** Game logic which checks tile indexes is now more fault-tolerant, so it won't crash if an expected tile was edited.
 +
** Finished migrating <samp>DecoratableLocation</samp> flooring/wallpaper areas to string IDs (started in Stardew Valley 1.5.5).
 +
* General map changes:
 +
** Added validation for [[Modding:Maps|map properties and tile properties]]. If the format is invalid, the game will now log a detailed error and skip it.
 +
** Removed unused [[Modding:Maps#Paths layer|path tiles]] in <samp>Maps/paths</samp> and all map files.
 +
* Location context data:
 +
** Building interiors now inherit their parent's location context by default.
 +
** Added <samp>Game1.locationContextData</samp> to cache the data from <samp>Data/LocationContexts</samp>.
 +
** Added constants for the vanilla context IDs like <samp>LocationContexts.IslandId</samp>.
 +
** Added validation for required location context IDs (and <samp>LocationContexts.Require(id)</samp> for mod logic).
 +
** Removed the <samp>Name</samp> field in <samp>Data/LocationContexts</samp>, which duplicated the ID.
 +
<ul>
 +
<li>Added methods to simplify common operations:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! type
 +
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>Name</samp>
+
|rowspan="7"| <samp>Building</samp>
| The unique ID for the location context. This should only contain alphanumeric/underscore/dot characters. For custom contexts, this should be prefixed with your mod ID like <samp>Example.ModId_ContextName</samp>.
+
| <samp>GetParentLocation</samp>
|}
+
| Get the location which contains this building.
</dd>
+
|-
 
+
| <samp>IsInCurrentLocation</samp>
<dt>Player actions:</dt>
+
| Get whether the building is in the same location as the current player.
<dd>
+
|-
{| class="wikitable"
+
| <samp>HasIndoors</samp>
 +
| Get whether the building has an interior location.
 
|-
 
|-
! field
+
| <samp>GetIndoors</samp>
! effect
+
| Get the location within this building, if applicable.
 
|-
 
|-
| <samp>DefaultValidPlantableLocations</samp>
+
| <samp>HasIndoorsName</samp>
| ''(Optional)'' The internal names of the locations where crops can be planted and grown by default (see also [[#Custom planting restrictions|custom planting restrictions]]).
+
| Get whether the building has an interior location and its unique name matches the given value (like <code>building.HasIndoorsName("FarmHouse")</code>).
 
|-
 
|-
| <samp>AllowRainTotem</samp>
+
| <samp>GetIndoorsName</samp>
| ''(Optional)'' Whether a [[Rain Totem]] can be used to force rain in this context tomorrow.
+
| Get the unique name of the location within this building, if applicable.
 
|-
 
|-
| <samp>MaxPassOutCost</samp>
+
| ...
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context, the maximum amount of [[gold]] lost. If omitted or set to <samp>-1</samp>, uses the same value as the <samp>Default</samp> context ({{price|1000}} by default).
+
| ''see also [[#Other building changes|other building changes]] for non-location methods.''
 
|-
 
|-
| <samp>PassOutMail</samp>
+
|rowspan="7"|<samp>Cabin</samp><br /><samp>FarmHouse</samp>
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context, the possible [[Modding:Mail data|letter IDs]] to add to their mailbox (if they haven't received it before). If multiple letters are valid, one will be chosen randomly (unless one specifies <samp>SkipRandomSelection</samp>).
+
| <samp>GetCellar</samp>
 
+
| Get the [[cellar]] location linked to this cabin, if any.
This consists of a list of models with these fields:
+
|-
{| class="wikitable"
+
| <samp>CanAssignFarmhand</samp><br /><samp>AssignFarmhand</samp>
 +
| ''(Cabin only)'' Check whether the cabin is available to assign to a farmhand, or perform the assignment.
 +
|-
 +
| <samp>HasOwner</samp>
 +
| Get whether the home has an assigned player, regardless of whether they've finished creating their character.
 +
|-
 +
| <samp>OwnerId</samp>
 +
| Get the unique ID of the player who owns this home, if any.
 
|-
 
|-
! field
+
| <samp>IsOwnedByCurrentPlayer</samp>
! effect
+
| Get whether the cabin belongs to the current player.
 
|-
 
|-
| <samp>Mail</samp>
+
| <samp>IsOwnerActivated</samp>
| The [[Modding:Mail data|letter ID]] to add.
+
| Get whether the home has an assigned player and they've finished creating their character.
 
  −
The game will look for an existing letter ID in <samp>Data/mail</samp> in this order (where {{t|billed}} is <samp>Billed</samp> if they lost [[gold]] or <samp>NotBilled</samp> otherwise, and {{t|gender}} is <samp>Female</samp> or <samp>Male</samp>):
  −
* <samp>{{t|letter id}}_{{t|billed}}_{{t|gender}}</samp>
  −
* <samp>{{t|letter id}}_{{t|billed}}</samp>
  −
* <samp>{{t|letter id}}</samp>
  −
 
  −
If no match is found in <samp>Data/mail</samp>, the game will send <samp>passedOut2</samp> instead.
  −
 
  −
If the mail ID starts with <samp>passedOut</samp>, <samp>{0}</samp> in the letter text will be replaced with the gold amount lost, and it won't appear in the [[collections]] page.
   
|-
 
|-
| <samp>MaxPassOutCost</samp>
+
| <samp>HasNpcSpouse</samp>
| ''(Optional)'' The maximum amount of [[gold]] lost. This is applied after the context's <samp>MaxPassOutCost</samp> (i.e. the context's value is used to calculate the random amount, then this field caps the result). Defaults to unlimited.
+
| Get whether the player who owns this home is married to any NPC (when used like <samp>HasNpcSpouse()</samp>) or a specific NPC (like <samp>HasNpcSpouse(name)</samp>). This also replaces <samp>shouldShowSpouseRoom()</samp>.
 
|-
 
|-
| <samp>Condition</samp>
+
|rowspan="2"| <samp>Farm</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry is active. Defaults to always true.
+
| <samp>GetStarterFarmhouseLocation</samp>
 +
| Get the default tile position for the farmhouse. (See also <samp>farm.GetMainFarmHouseEntry()</samp>.)
 
|-
 
|-
| <samp>SkipRandomSelection</samp>
+
| <samp>GetStarterPetBowlLocation</samp>
| ''(Optional)'' If true, send this mail if the <samp>Condition</samp> matches instead of choosing a random valid mail. Default false.
+
| Get the default tile position for the pet bowl.
|}
   
|-
 
|-
| <samp>PassOutLocations</samp>
+
|rowspan="19"| <samp>GameLocation</samp>
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context ''and'' they started the day in a different location context, the locations where they'll wake up. (If the player started the day in the same context, they'll wake up in the last bed they slept in instead.)
+
| <samp>AddDefaultBuildings</samp>
 +
| Can be overridden to add custom buildings when the location is created and/or loaded. These can either be re-added whenever they're missing (like the vanilla farmhouse), or only built once on save creation (like the vanilla pre-built cabins).
   −
This consists of a list of models with these fields:
+
This replaces the former <samp>farm.AddModularShippingBin()</samp> method.
{| class="wikitable"
+
|-
 +
| <samp>GetFridge</samp><br /><samp>GetFridgePosition</samp>
 +
| Get the fridge's chest or tile position, if the location has one.
 
|-
 
|-
! field
+
| <samp>GetSeason</samp><br /><samp>GetSeasonIndex</samp><br /><samp>GetSeasonKey</samp>
! effect
+
| Get the local season that applies within the location as an enum, number (like <samp>0</samp> for spring), or string (like <samp>spring</samp>) respectively. For example, it's always summer on [[Ginger Island]].
 
|-
 
|-
| <samp>Location</samp>
+
| <samp>GetWeather</samp><br /><samp>IsDebrisWeatherHere</samp><br /><samp>IsLightningHere</samp><br /><samp>IsRainingHere</samp><br /><samp>IsSnowingHere</samp>
| The internal location name.
+
| Get the current weather in this location's context, regardless of whether the player is indoors and sheltered from it.
 
|-
 
|-
| <samp>Position</samp>
+
| <samp>InDesertContext</samp><br /><samp>InIslandContext</samp><br /><samp>InValleyContext</samp>
| The ''default'' tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. If the location has any bed furniture, they'll be placed in the first bed found instead.
+
| Get whether this location is within the <samp>Island</samp> or <samp>Default</samp> location context respectively.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>IsActiveLocation</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
+
| Get whether this location is actively synced to the current player (see [[Modding:Modder Guide/Game Fundamentals#Farmhand shadow world|farmhand shadow world]]).
|}
  −
 
  −
If no locations are specified or none match, the player will wake up in their bed at home.
   
|-
 
|-
| <samp>ReviveLocations</samp>
+
| <samp>IsTemporary</samp>
| ''(Optional)'' If the player just got knocked out in combat, the location names where they'll wake up.
+
| Get whether this is a temporary location for a festival or minigame. This is cached based on the location name (e.g. locations starting with <samp>Temp</samp> or some other specific names).
 
+
|-
This consists of a list of models with these fields:
+
| <samp>GetLocationContextId</samp>
{| class="wikitable"
+
| Get the ID of the location context in <samp>Data/LocationContexts</samp> which contains this building.
 +
|-
 +
| <samp>GetContainingBuilding</samp>
 +
| Get the building instance which contains this location (like the cabin for a cabin interior), if applicable.
 
|-
 
|-
! field
+
| <samp>GetParentLocation</samp>
! effect
+
| Get the parent location which contains this one (like the farm for a cabin interior), or <samp>null</samp> if it has no parent.
 
|-
 
|-
| <samp>Location</samp>
+
| <samp>GetRootLocation</samp>
| The internal location name.
+
| Get the parent location which contains this one (like the farm for a cabin interior), or the location itself if it has no parent.
 
|-
 
|-
| <samp>Position</samp>
+
| <samp>GetInstancedBuildingInteriors</samp>
| The tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
+
| Get all building interiors within this location which are instanced to the building (i.e. not in <samp>Game1.locations</samp> separately).
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>GetMapPropertySplitBySpaces</samp><br /><samp>GetTilePropertySplitBySpaces</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
+
| Get the value of a map/tile property and split it into individual words. If the map/tile property isn't defined, returns an empty array.
|}
     −
If the selected location has a standard [[Modding:Event data|event]] with the exact key <samp>PlayerKilled</samp> (with no <samp>/</samp> or preconditions in the key), that event will play when the player wakes up and the game will apply the lost items or [[gold]] logic. The game won't track this event, so it'll repeat each time the player is revived. If there's no such event, the player will wake up without an event, and no items or gold will be lost.
+
For example:
 +
<syntaxhighlight lang="c#">
 +
string[] fields = Game1.currentLocation.GetMapPropertySplitBySpaces("ScreenshotRegion");
 +
</syntaxhighlight>
 +
|-
 +
| <samp>HasMapPropertyWithValue</samp>
 +
| Get whether a map property is defined and has a non-empty value.
   −
If no locations are specified or none match, the player will wake up at [[Harvey's Clinic|Harvey's clinic]].
+
For example:
|}
+
<syntaxhighlight lang="c#">
</dd>
+
bool canUseCasks = Game1.currentLocation.HasMapPropertyWithValue("CanCaskHere");
 
+
</syntaxhighlight>
<dt>Season:</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>StoreHayInAnySilo</samp>
! effect
+
| Add hay to any silo with free space (preferring silos in the current location, then the farm, then anywhere).
 
|-
 
|-
| <samp>SeasonOverride</samp>
+
| <samp>TryGetMapProperty</samp>
| ''(Optional)'' The season which is always active for locations within this context (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>). For example, setting <samp>summer</samp> will make it always [[summer]] there regardless of the calendar season. If not set, the calendar season applies.
+
| Get a map property value as a string, if it's defined.
|}
  −
</dd>
     −
<dt>Weather:</dt>
+
For example:
<dd>
+
<syntaxhighlight lang="c#">
{| class="wikitable"
+
if (this.TryGetMapProperty("Warps", out string warps))
 +
{
 +
    // ...
 +
}
 +
</syntaxhighlight>
 
|-
 
|-
! field
+
| <samp>TryGetMapPropertyAs</samp>
! effect
+
| Get a map property and parse it into into a <samp>bool</samp>, <samp>double</samp>, <samp>Point</samp>, <samp>Rectangle</samp>, or <samp>Vector2</samp> value.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
if (!this.TryGetMapPropertyAs("MailboxLocation", out Point position))
 +
{
 +
    position = new Point(68, 16); // default value
 +
}
 +
</syntaxhighlight>
 +
|-
 +
| <samp>removeObjectsAndSpawned</samp>
 +
| Remove all objects, bushes, resource clumps, and terrain features within a tile area.
 +
|-
 +
| <samp>OnBuildingConstructed</samp><br /><samp>OnBuildingMoved</samp><br /><samp>OnBuildingDemolished</samp>
 +
| These methods are called for all players when any player constructs, moves, or demolishes a building.
 +
|-
 +
|rowspan="3"| <samp>LibraryMuseum</samp>
 +
| <samp>HasDonatedArtifacts()</samp>
 +
| Get whether any items have been donated to the [[museum]].
 
|-
 
|-
| <samp>WeatherConditions</samp>
+
| <samp>HasDonatedArtifactAt(tile)</samp>
| ''(Optional)'' The weather logic to apply for locations in this context (ignored if <samp>CopyWeatherFromLocation</samp> is set). Defaults to always sunny. If multiple are specified, the first matching weather is applied.
+
| Get whether any donated item is currently placed at the given tile position within the [[museum]].
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>HasDonatedArtifact(itemId)</samp>
! effect
+
| Get whether an artifact with the given qualified or unqualified item ID has been donated to the [[museum]].
 
|-
 
|-
| <samp>Weather</samp>
+
|rowspan="2"| <samp>MineShaft</samp>
| The [[#Custom weather|weather ID]] to set.
+
| <samp>GetLevelName</samp>
 +
| Get the location name for a generated [[The Mines|mine]] or [[Skull Cavern]] level.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
string locationName = MineShaft.GetLevelName(10); // returns "UndergroundMine10"
 +
Game1.warpFarmer(locationName, 0, 0, false);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>IsGeneratedLevel</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether to apply the weather. Defaults to always applied.
+
| Get whether a location or location name is a generated [[The Mines|mine]] or [[Skull Cavern]] level.
|}
+
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
string locationName = "UndergroundMine10";
 +
bool isMine = MineShaft.IsGeneratedLevel(locationName, out int level); // returns true, 10
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>CopyWeatherFromLocation</samp>
+
| <samp>VolcanoDungeon</samp>
| ''(Optional)'' The <samp>Name</samp> (i.e. unique ID) of the location context from which to inherit weather.
+
| <samp>GetLevelName</samp><br /><samp>IsGeneratedLevel</samp>
 +
| Equivalent to the matching <samp>MineShaft</samp> methods, but for the [[Volcano Dungeon]].
 
|}
 
|}
 +
</li>
 +
</ul>
 +
* Added map/tile property <samp>TryAdd</samp>/<samp>TryGetValue</samp> extensions in <samp>StardewValley.Extensions</samp> for string property values. For example, this lets you do <samp>map.Properties.TryGetValue(key, out string value)</samp>.
 +
* <samp>MineShaft.tryToAddMonster</samp> now returns whether a monster was added.
 +
* <samp>Game1.GetNumberBuildingsConstructed</samp> and <samp>location.getNumberBuildingsConstructed</samp> now have overloads to count all building types and/or specify whether to count under-construction buildings.
 +
* Fixed <samp>location.refurbishMapPortion</samp> copying <samp>Back</samp> source properties to the <samp>Building</samp> target layer.
 +
* Fixed door warps in custom indoor locations not consistently detected by the game.
   −
If a [[#Custom passive festivals|passive festival]] is active in any location within this context, the weather is sunny for the entire context regardless of these fields.
+
==What's new for buildings==
 +
===Custom buildings===
 +
{{/doc status|[[Modding:Blueprint data]]|done=false}}
   −
</dd>
+
You can now add custom buildings by editing the <samp>Data/Buildings</samp> asset. This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the building type.
 +
* The value is a model with the fields listed below.
   −
<dt>Music:</dt>
+
====Required fields====
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,950: Line 2,011:  
! effect
 
! effect
 
|-
 
|-
| <samp>DefaultMusic</samp>
+
| <samp>Name</samp><br /><samp>Description</samp>
| ''(Optional)'' The [[#Custom audio|cue ID]] for the music to play when the player is in the location, unless overridden by a <samp>Music</samp> map property. Despite the name, this has a higher priority than the seasonal music fields below. Ignored if omitted.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the display name and description (e.g. shown in the construction menu).
 
|-
 
|-
| <samp>DefaultMusicCondition</samp>
+
| <samp>Texture</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which returns whether the <samp>DefaultMusic</samp> field should be applied (if more specific music isn't playing). Defaults to always true.
+
| The asset name for the texture under the game's Content folder.
|-
  −
| <samp>DefaultMusicDelayOneScreen</samp>
  −
| ''(Optional)'' When the player warps and the music changes, whether to silence the music and play the ambience (if any) until the next warp (similar to the default valley locations). Default false.
  −
|-
  −
| <samp>SpringMusic</samp><br /><samp>SummerMusic</samp><br /><samp>FallMusic</samp><br /><samp>WinterMusic</samp>
  −
| ''(Optional)'' A list of [[#Custom audio|cue IDs]] to play before noon in this location unless it's raining, there's a <samp>Music</samp> map property, or the context has a <samp>DefaultMusic</samp> value. If multiple values are specified, the game will play one per day in sequence.
  −
|-
  −
| <samp>DayAmbience</samp><br /><samp>NightAmbience</samp>
  −
| ''(Optional)'' The [[#Custom audio|cue ID]] for the background ambience to play when there's no music active, depending on the [[Day Cycle|time of day]]. Both default to none.
  −
|-
  −
| <samp>PlayRandomAmbientSounds</samp>
  −
| ''(Optional)'' Whether to play random outdoor ambience sounds depending on factors like the season and time of day (e.g. birds, crickets, and mysterious groan sounds in the rain). This is unrelated to the <samp>DayAmbience</samp> and <samp>NightAmbience</samp> fields. Default true.
   
|}
 
|}
</dd>
  −
</dl>
  −
  −
===Custom garbage cans===
  −
====Format====
  −
You can now add or edit [[Garbage Can|garbage cans]] on any map by editing the new <samp>Data/GarbageCans</samp> asset (see examples below).
  −
  −
The asset consists of a data model with these fields:
      +
====Construction====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,982: Line 2,024:  
! effect
 
! effect
 
|-
 
|-
| <samp>DefaultBaseChance</samp>
+
| <samp>Builder</samp>
| The probability that an item will be found when searching garbage cans, as a value between 0 (never) and 1 (always). If the probability check fails, only items that set <samp>IgnoreBaseChance</samp> can spawn. This can be overridden by the per-garbage-can <samp>BaseChance</samp> field. Default 0.2.
+
| ''(Optional)'' The NPC from whom you can request construction. The vanilla values are [[Carpenter's Shop|<samp>Robin</samp>]] and [[Wizard's Tower#Buildings|<samp>Wizard</samp>]], but you can specify a different name if a C# mod opens a construction menu for them. Defaults to <samp>Robin</samp>. If omitted, it won't appear in any menu.
 
|-
 
|-
| <samp>BeforeAll</samp><br /><samp>AfterAll</samp>
+
| <samp>BuildCost</samp>
| The items to prepend (<samp>BeforeAll</samp>) or append (<samp>AfterAll</samp>) to the <samp>GarbageCans</samp> → <samp>Items</samp> field for all garbage cans. These work exactly like the items in that field (e.g. subject to the garbage can's base chance).
+
| ''(Optional)'' The gold cost to construct the building. Defaults to {{price|0}}.
 
|-
 
|-
| <samp>GarbageCans</samp>
+
| <samp>BuildMaterials</samp>
| The data for individual garbage cans. This consists of a string → model lookup with these fields:
+
| ''(Optional)'' The materials you must provide to start construction, as a list of models with these fields:
 
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,996: Line 2,037:  
! effect
 
! effect
 
|-
 
|-
| ''entry key''
+
| <samp>Id</samp>
| A key which uniquely identifies this garbage can. The key should only contain alphanumeric/underscore/dot characters. For custom garbage cans, this should be prefixed with your mod ID like <samp>Example.ModId_GarbageCanId</samp>.
+
| ''(Optional)'' The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list. Defaults to the <samp>ItemId</samp> if not specified.
 
|-
 
|-
| <samp>BaseChance</samp>
+
| <samp>ItemId</samp>
| ''(Optional)'' If set, overrides the root <samp>DefaultBaseChance</samp> field for this garbage can. Defaults to <samp>DefaultBaseChance</samp>.
+
| The required item ID (qualified or unqualified).
 +
|-
 +
| <samp>Amount</samp>
 +
| The number of the item required.
 +
|}
 +
|-
 +
| <samp>BuildDays</samp>
 +
| ''(Optional)'' The number of days needed to complete construction (e.g. <samp>1</samp> for a building completed the next day). If set to 0, construction finishes instantly. Defaults to 0.
 +
|-
 +
| <samp>BuildCondition</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the building should be available in the construction menu. Defaults to always available.
 +
|-
 +
| <samp>BuildMenuDrawOffset</samp>
 +
| ''(Optional)'' A pixel offset to apply to the building sprite when drawn in the construction menu. Default none.
 
|-
 
|-
| <samp>Items</samp>
+
| <samp>AdditionalPlacementTiles</samp>
| ''(Optional)'' The items to try spawning when the player searches the garbage can. The first matching item in <samp>BeforeAll</samp> + <samp>Items</samp> + <samp>AfterAll</samp> will be spawned, and any further items will be ignored. Defaults to none.
+
| ''(Optional)'' The extra tiles to treat as part of the building when placing it through the construction menu. For example, the farmhouse uses this to make sure the stairs are clear. This consists of a list of models with these fields:
 
  −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,011: Line 2,063:  
! effect
 
! effect
 
|-
 
|-
| ''common fields''
+
| <samp>TileArea</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by garbage cans.
+
| The tile area relative to the top-left corner of the building, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
 
+
|-
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
| <samp>OnlyNeedsToBePassable</samp>
 +
| ''(Optional)'' Whether this area allows tiles that would normally not be buildable, so long as they are passable. For example, this is used to ensure that an entrance is accessible. Default false.
 +
|}
 +
|-
 +
| <samp>IndoorItems</samp>
 +
| ''(Optional)'' The items to place in the building interior when it's constructed or upgraded. This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>IgnoreBaseChance</samp>
+
! field
| ''(Optional)'' Whether this item can spawn even if the <samp>BaseChance</samp> probability check didn't pass. Default false.
+
! effect
 
|-
 
|-
| <samp>IsMegaSuccess</samp>
+
| <samp>Id</samp>
| ''(Optional)'' Whether to treat this item as a 'mega success' if it's selected, which plays a special <samp>crit</samp> sound and bigger animation. Default false.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
|-
 
|-
| <samp>IsDoubleMegaSuccess</samp>
+
| <samp>ItemId</samp>
| ''(Optional)'' Whether to treat this item as an 'double mega success' if it's selected, which plays an explosion sound and dramatic animation. Default false.
+
| The [[#Custom items|qualified item ID]] for the item to place.
 
|-
 
|-
| <samp>AddToInventoryDirectly</samp>
+
| <samp>Tile</samp>
| ''(Optional)'' Whether to add the item to the player's inventory directly, opening an item grab menu if they don't have room in their inventory. If false, the item will be dropped on the ground next to the garbage can instead. Default false.
+
| The tile position at which to place the item, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
|}
+
|-
|}
+
| <samp>Indestructible</samp>
 
+
| ''(Optional)'' Whether to prevent the player from destroying, picking up, or moving the item. Default false.
If the garbage can being searched doesn't have its own entry under <samp>GarbageCans</samp>, the game will just use the <samp>BeforeAll</samp> and <samp>AfterAll</samp> fields.
+
|}
 +
|-
 +
| <samp>MagicalConstruction</samp>
 +
| ''(Optional)'' Whether the building is magical. This changes the carpenter menu to a mystic theme while this building's blueprint is selected, and completes the construction instantly when placed.
 +
|-
 +
| <samp>AddMailOnBuild</samp>
 +
| ''(Optional)'' A list of [[Modding:Mail data|letter IDs]] to send to all players when the building is constructed for the first time.
 
|}
 
|}
   −
====Example new garbage can====
+
====Upgrades====
You can add garbage cans using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example, this content pack adds a new garbage can entry with the ID <samp>Example.ModId_Carpenter</samp>:
+
{| class="wikitable"
 
+
|-
{{#tag:syntaxhighlight|<nowiki>
+
! field
{
+
! effect
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
|-
    "Changes": [
+
| <samp>BuildingToUpgrade</samp>
        {
+
| ''(Optional)'' The ID of the building for which this is an upgrade, or omit to allow constructing it as a new building. For example, the [[Coop|Big Coop]] sets this to <samp>"Coop"</samp>. Any numbers of buildings can be an upgrade for the same building, in which case the player can choose one upgrade path.
            "Action": "EditData",
+
|-
            "Target": "Data/GarbageCans",
+
| <samp>IndoorItemMoves</samp>
            "TargetField": [ "GarbageCans" ],
+
| ''(Optional)'' When applied as an upgrade to an existing building, the placed items in its interior to move when transitioning to the new map. This is a list of models with these fields:
            "Entries": {
+
{| class="wikitable"
                "Example.ModId_Carpenter": {
+
|-
                    "Items": [
+
! field
                        // 25% chance of pufferfish
+
! effect
                        {
+
|-
                            "ID": "Example.ModId_Pufferfish",
+
| <samp>Id</samp>
                            "Condition": "RANDOM 0.25",
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
                            "ItemId": "(O)128"
+
|-
                        },
+
| <samp>Source</samp>
 +
| The tile position on which any item will be moved.
 +
|-
 +
| <samp>Destination</samp>
 +
| The tile position to which to move the item.
 +
|-
 +
| <samp>Size</samp>
 +
| ''(Optional)'' The tile size of the area to move, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to a 1×1 area. If this is multiple tiles, the <samp>Source</samp> and <samp>Destination</samp> specify the top-left coordinate of the area.
 +
|}
 +
|-
 +
| <samp>UpgradeSignTile</samp>
 +
| ''(Optional)'' The tile position relative to the top-left corner of the building where the upgrade sign will be placed when Robin is building an upgrade, in the form <samp>"{{t|x}}, {{t|y}}"</samp>. Defaults to approximately <samp>"5, 1"</samp> if the building interior type is <samp>Shed</samp>, else <samp>"0, 0"</samp>.
 +
|-
 +
| <samp>UpgradeSignHeight</samp>
 +
| ''(Optional)'' The pixel height of the upgrade sign when Robin is building an upgrade. Defaults to 0.
 +
|}
   −
                        // else guaranteed random House Plant item
+
====Exterior behavior====
                        {
+
{| class="wikitable"
                            "ID": "Example.ModId_RandomHousePlant",
+
|-
                            "ItemID": "RANDOM_ITEMS (F) @has_id_in_base_range 1376 1390"
+
! field
                        }
+
! effect
                    ]
+
|-
                }
+
| <samp>Size</samp>
            }
+
| ''(Optional)'' The building's width and height when constructed, measured in tiles. Defaults to a 1 x 1 area.
        }
+
|-
    ]
+
| <samp>CollisionMap</samp>
}</nowiki>|lang=javascript}}
+
| ''(Optional)'' An ASCII text block which indicates which of the building's tiles the players can walk onto, where each character can be <samp>X</samp> (blocked) or <samp>O</samp> (passable). Defaults to all tiles blocked.
   −
Then you'd place an <code>Action: Garbage Example.ModId_Carpenter</code> [[Modding:Maps|map tile property]] to mark a tile as a garbage can using this data.
+
For example, a [[stable]] covers a 2x4 tile area with the front two tiles passable:
 +
<pre>XXXX
 +
XOOX</pre>
   −
====Example change for existing garbage can====
+
When the collision map is parsed, leading/trailing whitespace is trimmed (both for the entire map and for each line). In JSON, you can specify it in two forms:
You can edit an existing garbage cans using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example, this content pack adds pufferfish to the Saloon garbage can, and moves it above the dish of the day.
+
<syntaxhighlight lang="js">
 +
// single line with \n line breaks
 +
"CollisionMap": "XXXX\nXOOX"
   −
Note that this uses <samp>TargetField</samp> to 'move into' the item list for the saloon, and then treat those items as the entry list being edited. Specifying an ID which isn't in the list will add a new entry, just like when editing a regular list asset.
+
// multi-line with optional indentation
 
+
"CollisionMap": "
{{#tag:syntaxhighlight|<nowiki>
+
     XXXX
{
+
    XOOX
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
"
     "Changes": [
+
</syntaxhighlight>
        {
+
|-
            "Action": "EditData",
+
| <samp>HumanDoor</samp>
            "Target": "Data/GarbageCans",
+
| ''(Optional)'' The position of the door that can be clicked to warp into the building interior. This is measured in tiles relative to the top-left corner tile. Defaults to disabled.
            "TargetField": [ "GarbageCans", "Saloon", "Items" ],
+
|-
            "Entries": {
+
| <samp>AnimalDoor</samp>
                // 25% chance of pufferfish
+
| ''(Optional)'' The position and size of the door that animals use to enter/exit the building, if the building interior is an animal location, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. This is measured in tiles relative to the top-left corner tile. Defaults to disabled.
                {
+
|-
                    "ID": "Example.ModId_Pufferfish",
+
| <samp>AnimalDoorOpenDuration</samp><br /><samp>AnimalDoorCloseDuration</samp>
                    "Condition": "RANDOM 0.25",
+
| ''(Optional)'' The duration of the open/close animation for the animal door, measured in milliseconds. If omitted, the door switches to the open/closed state instantly.
                    "ItemId": "(O)128"
+
|-
                }
+
| <samp>AnimalDoorOpenSound</samp><br /><samp>AnimalDoorCloseSound</samp>
            },
+
| ''(Optional)'' The sound which is played once each time the animal door is opened/closed. Disabled by default.
            "MoveEntries": [
+
|}
                { "ID": "Example.ModId_Pufferfish", "BeforeId": "Base_DishOfTheDay" }
  −
            ]
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
===Custom map actions===
  −
C# mods can now handle custom <samp>Action</samp> & <samp>TouchAction</samp> [[Modding:Maps|map properties]] by calling <samp>GameLocation.RegisterTileAction</samp> & <samp>RegisterTouchAction</samp>, and passing a callback which receives the location, map property arguments, player who activated it, and tile position.
  −
 
  −
For example, let's say you want a locked gate which needs a custom key item. You can add a regular <code>TouchAction Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod:
  −
<syntaxhighlight lang="c#">
  −
internal class ModEntry : Mod
  −
{
  −
    /// <inheritdoc />
  −
    public override void Entry(IModHelper helper)
  −
    {
  −
        GameLocation.RegisterTouchAction("Example.ModId_UnlockGate", this.HandleUnlockGate);
  −
    }
  −
 
  −
    private void HandleUnlockGate(GameLocation location, string[] args, Farmer player, Vector2 tile)
  −
    {
  −
        const string mailFlag = "Example.ModId_GateUnlocked";
  −
        const string keyId = "Example.ModId_GateKey";
  −
 
  −
        // unlock gate if locked
  −
        if (!player.mailReceived.Contains(mailFlag))
  −
        {
  −
            if (!Game1.player.hasItemInInventory(keyId, 1))
  −
            {
  −
                Game1.activeClickableMenu = new DialogueBox("This gate is locked. I wonder where the key is?");
  −
                return;
  −
            }
  −
 
  −
            player.removeFirstOfThisItemFromInventory(keyId);
  −
            player.mailReceived.Add(mailFlag);
  −
        }
  −
 
  −
        // apply open-gate map edit
  −
        IAssetDataForMap mapHelper = this.Helper.Content.GetPatchHelper(location.map).AsMap();
  −
        mapHelper.PatchMap(
  −
            this.Helper.Content.Load<Map>("assets/unlocked-gate.tmx"),
  −
            targetArea: new Rectangle((int)tile.X - 1, (int)tile.Y - 1, 2, 2)
  −
        );
  −
    }
  −
}
  −
</syntaxhighlight>
  −
 
  −
===Custom map areas===
  −
[[File:Modding map area.png|thumb|The valley map, with one map area highlighted.]]
  −
 
  −
You can now add/edit areas on the game menu's map UI, or even replace the entire map for a different world region, by editing the new <samp>Data/InGameMap</samp> asset. For example, this is used to show a different farm on the map depending on the current [[Farm Maps|farm type]].
  −
 
  −
====Concepts====
  −
The game divides the map into three concepts:
  −
 
  −
* A '''map''' is one full world area rendered in one image, like the entire image shown at right.
  −
* A '''map area''' is a smaller section of the map which is linked to one or more in-game locations. The map area might be edited/swapped depending on the context, have its own tooltip(s), or have its own player marker positions. For example, the highlighted area on the image shown at right is swapped depending on the current [[Farm Maps|farm type]].
  −
* A '''group name''' is a unique key shared between all the map areas that are rendered on the same map. For example, if there was a separate map for [[Ginger Island]], all the map areas in the valley group would be hidden.
  −
 
  −
====Format====
  −
The <samp>Data/InGameMap</samp> data asset consists of a string → model lookup, where the key matches the <samp>AreaID</samp> field and the value is a model with these fields:
      +
====Exterior appearance====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 +
|-
 +
| <samp>SourceRect</samp>
 +
| ''(Optional)'' The building's pixel area within the <samp>Texture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to the entire texture.
 +
|-
 +
| <samp>Skins</samp>
 +
| ''(Optional)'' The appearances which can be selected from Robin's menu (like stone/plank/log [[cabin]]s), in addition to the default appearance based on <samp>Texture</samp>. This consists of a list of models with these fields:
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 +
|-
 +
| <samp>Id</samp>
 +
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the skin.
 +
|-
 +
| <samp>Name</samp><br /><samp>Description</samp>
 +
| [[Modding:Tokenizable strings|Tokenizable strings]] for the skin's display name and description.
 +
|-
 +
| <samp>Texture</samp>
 +
| The asset name for the texture under the game's Content folder.
 +
|-
 +
| <samp>Condition</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this skin should be available to apply. This doesn't change buildings which already have it applied. Defaults to always true.
 +
|-
 +
| <samp>BuildDays</samp><br /><samp>BuildCost</samp><br /><samp>BuildMaterials</samp>
 +
| ''(Optional)'' If set, overrides the equivalent field in the building data.
 +
|-
 +
| <samp>ShowAsSeparateConstructionEntry</samp>
 +
| ''(Optional)'' Whether this skin should be shown as a separate building option in the construction menu (like cabins). Default false.
 +
|-
 +
| <samp>Metadata</samp>
 +
| ''(Optional)'' Equivalent to the <samp>Metadata</samp> field on the building. Properties defined in this field are added to the building's metadata when this skin is active, overwriting the previous property with the same name if applicable. Default none.
 +
|}
 +
|-
 +
| <samp>FadeWhenBehind</samp>
 +
| ''(Optional)'' Whether the building should become semi-transparent when the player is behind it. Default true.
 +
|-
 +
| <samp>DrawOffset</samp>
 +
| ''(Optional)'' A pixel offset applied to the building sprite's placement in the world. Default 0.
 +
|-
 +
| <samp>SeasonOffset</samp>
 +
| ''(Optional)'' A pixel offset to apply each season. This is applied to the <samp>SourceRect</samp> position by multiplying the offset by 0 (spring), 1 (summer), 2 (fall), or 3 (winter). Default 0, so all seasons use the same source rect.
 +
|-
 +
| <samp>SortTileOffset</samp>
 +
| ''(Optional)'' A Y tile offset applied when figuring out render layering. For example, a value of <samp>2.5</samp> will treat the building as if it was 2.5 tiles further up the screen for the purposes of layering. Default 0.
 +
|-
 +
| <samp>DrawLayers</samp>
 +
| ''(Optional)'' A list of textures to draw over or behind the building, with support for conditions and animations. This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,157: Line 2,231:  
! effect
 
! effect
 
|-
 
|-
| <samp>AreaID</samp>
+
| <samp>Id</samp>
| A unique identifier for the area. The ID should only contain alphanumeric/underscore/dot characters. For custom areas, this should be prefixed with your mod ID like <samp>Example.ModId_AreaName</samp>.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
|-
 
|-
| <samp>Group</samp>
+
| <samp>SourceRect</samp>
| A unique group key shared between all areas drawn on the same map (see [[#Concepts|concepts]]). When the player is in an area for one group, all map areas with a different group key are hidden automatically. The base valley map added by the base game has the group key <samp>SDV</samp>. This should only contain alphanumeric/underscore/dot characters. For custom groups, this should be prefixed with your mod ID like <samp>Example.ModId_GroupName</samp>.
+
| The pixel area within the <samp>texture</samp> to draw, formatted like <samp>"{{t|x}} {{t|y}} {{t|width}} {{t|height}}"</samp>. If the overlay is animated via <samp>FrameCount</samp>, this is the area of the first frame.
 +
|-
 +
| <samp>DrawPosition</samp>
 +
| The tile position at which to draw the top-left corner of the texture, relative to the building's top-left corner tile.
 
|-
 
|-
 
| <samp>Texture</samp>
 
| <samp>Texture</samp>
| The asset name for the texture to draw when the area is applied to the map.
+
| ''(Optional)'' The asset name of the texture to draw. Defaults to the building's default <samp>Texture</samp> field.
 +
|-
 +
| <samp>DrawInBackground</samp>
 +
| ''(Optional)'' Whether to draw the texture behind the building sprite (i.e. underlay) instead of over it.
 +
|-
 +
| <samp>SortTileOffset</samp>
 +
| ''(Optional)'' A Y tile offset applied when figuring out render layering. For example, a value of <samp>2.5</samp> will treat the texture as if it was 2.5 tiles further up the screen for the purposes of layering. Default 0.
 +
|-
 +
| <samp>OnlyDrawIfChestHasContents</samp>
 +
| ''(Optional)'' The ID of a chest defined in the <samp>Chests</samp> field which must contain items. If it's empty, this overlay won't be rendered. Default none.
 +
|-
 +
| <samp>FrameCount</samp><br /><samp>FramesPerRow</samp><br /><samp>FrameDuration</samp>
 +
| ''(Optional)'' If <samp>FrameCount</samp> is more than one, the building overlay will be animated automatically. For each frame, the <samp>SourceRect</samp> will be offset by its <samp>Width</samp> to the right up to <samp>FramesPerRow - 1</samp> times, and then down by its <samp>Height</samp>. Each frame will be rendered on-screen for <samp>FrameDuration</samp> milliseconds before switching to the next frame.
   −
If set to the exact string <samp>"MOD_FARM"</samp>, the game will apply the texture for the current farm type, regardless of whether it's a vanilla or mod farm type. (The vanilla <samp>DestRect</samp> for the farm area is <samp>"0 43 131 61"</samp>.)
+
For example, if you set <samp>FrameCount</samp> to 6 and <samp>FramesPerRow</samp> to 3, the building will expect the frames to be laid out like this in the spritesheet (where frame 1 matches <samp>SourceRect</samp>):
 
+
<pre>
'''Note:''' this field is required. To add an invisible area, you can set this to a valid texture (e.g. <samp>"LooseSprites\\map"</samp>) and omit <samp>SourceRect</samp> instead.
+
┌───┬───┬───┐
 +
│ 1 │ 2 │ 3 │
 +
├───┼───┼───┤
 +
│ 4 │ 5 │ 6 │
 +
└───┴───┴───┘
 +
</pre>
 
|-
 
|-
| <samp>SourceRect</samp>
+
| <samp>AnimalDoorOffset</samp>
| The pixel area within the <samp>Texture</samp> to draw, formatted like <samp>"{{t|x}} {{t|y}} {{t|width}} {{t|height}}"</samp>. Omit this field to make the area invisible (''e.g.,'' to add zones or tooltips without changing the map).
+
| ''(Optional)'' A pixel offset applied to the draw layer when the animal door is open. While the door is opening, the percentage open is applied to the offset (e.g. 50% open = 50% offset).
 +
|}
 
|-
 
|-
| <samp>DestRect</samp>
+
| <samp>DrawShadow</samp>
| The pixel area within the map which is covered by this area, formatted like <samp>"{{t|x}} {{t|y}} {{t|width}} {{t|height}}"</samp>.
+
| ''(Optional)'' Whether to draw an automatic shadow along the bottom edge of the building's sprite. Default true.
|-
+
|}
| <samp>Zones</samp>
  −
| The in-game locations to match with the map. Each zone can provide one or more of the following:
  −
* match an in-game location to the world map area (via <samp>ValidAreas</samp>);
  −
* match an in-game tile position to the world map pixel position (via <samp>MapTileCorners</samp> and <samp>MapImageCorners</samp>);
  −
* add tooltips and scroll text for different portions of the world map (via <samp>DisplayName</samp>).
     −
This consists of a list models with these fields:
+
====Interior====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,188: Line 2,278:  
! effect
 
! effect
 
|-
 
|-
| <samp>ValidAreas</samp>
+
| <samp>IndoorMap</samp>
| A list of location names. Each location can be one of...
+
| ''(Optional)'' The name of the map asset under <samp>Maps</samp> to load for the building interior. For example, <samp>"Shed"</samp> will load the [[shed]]'s <samp>Maps/Shed</samp> map.
* An internal location name (as shown by the {{nexus mod|679|Debug Mode}} mod). Any location within [[The Mines|the mines]] and the [[Skull Cavern]] will be <samp>Mines</samp> and <samp>SkullCave</samp> respectively, and festivals use the map asset name (e.g. <samp>Town-EggFestival</samp>). For example, the vanilla desert uses <code>"ValidAreas": [ "Desert", "SkullCave", "SandyHouse", "SandyShop", "Club" ]</code>.
  −
* <samp>CONTEXT_Default</samp> for any location in the valley.
  −
* <samp>CONTEXT_Island</samp> for any location on [[Ginger Island]].
   
|-
 
|-
| <samp>MapTileCorners</samp><br /><samp>MapImageCorners</samp>
+
| <samp>IndoorMapType</samp>
| ''(Optional)'' The corner coordinates for the in-game location measured in tiles, and the equivalent map image area measured in pixels. Both use the form <samp>"{{t|top-left x}} {{t|top-left y}} {{t|bottom-right x}} {{t|bottom-right y}}"</samp>.
+
| ''(Optional)'' The full name of the C# location class which will manage the building's interior location. This must be one of the vanilla types to avoid a crash when saving. There are too many to list here, but the most useful types are likely...
 
+
* <samp>StardewValley.AnimalHouse</samp>;
These are used to calculate the position of a player within the map view, given their real position in-game. For example, let's say an area has tile positions <code>(0, 0)</code> through <code>(10, 20)</code>, and map pixel positions <code>(200, 200)</code> through <code>(300, 400)</code>. If the player is standing on tile <code>(5, 10)</code> in-game (in the exact middle of the location), the game would place their marker at pixel <code>(250, 300)</code> on the map (in the exact middle of the map area).
+
* <samp>StardewValley.Locations.Cabin</samp>;
 
+
* <samp>StardewValley.Locations.Cellar</samp>;
If these are omitted, the player marker is simply placed in the center of the parent map area.
+
* <samp>StardewValley.Locations.DecoratableLocation</samp>;
|-
+
* <samp>StardewValley.Locations.FarmCave</samp>;
| <samp>DisplayName</samp>
+
* <samp>StardewValley.Locations.FarmHouse</samp>;
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the scroll text (shown at the bottom of the map when the player is in this area). Defaults to the parent area's <samp>DisplayName</samp>. If this is the exact string <samp>FarmName</samp>, it shows the farm name instead.
+
* <samp>StardewValley.Shed</samp>;
|}
+
* and <samp>StardewValley.SlimeHutch</samp>.
|-
+
Defaults to the generic <samp>StardewValley.GameLocation</samp> class.
| <samp>DisplayName</samp>
+
|-
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the tooltip (shown when the mouse is over the area) and scroll (shown at the bottom of the map when the player is in the location). If omitted or empty, the tooltip/scroll isn't shown. Defaults to empty.
+
| <samp>NonInstancedIndoorLocation</samp>
 +
| ''(Optional)'' The name of the existing global location to treat as the building's interior, like <samp>FarmHouse</samp> and <samp>Greenhouse</samp> for their buildings.
 +
 
 +
Each location can only be used by one building. If the location is already in use (e.g. because the player has two of this building), each subsequent building will use the <samp>IndoorMap</samp> and <samp>IndoorMapType</samp> instead. For example, the first greenhouse will use the global <samp>Greenhouse</samp> location, and any subsequent greenhouse will use a separate instanced location.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>MaxOccupants</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which checks whether the area should be applied (if the group is visible). Defaults to always applied.
+
| ''(Optional)'' The maximum number of animals who can live in this building.
 
|-
 
|-
| <samp>DisplayAsUnknown</samp>
+
| <samp>AllowAnimalPregnancy</samp>
| ''(Optional)'' Whether to replace the tooltip for the area with <samp>???</samp> if the <samp>Condition</samp> isn't met. Default false.
+
| ''(Optional)'' Whether animals can get pregnant and produce offspring in this building. Default false.
 
|-
 
|-
| <samp>IncludeInGroupDetection</samp>
+
| <samp>ValidOccupantTypes</samp>
| ''(Optional)'' Whether to use this area when the game is scanning areas to see which group the player is in. If this is false, it will be ignored even if the player is in the area. Default true.
+
| ''(Optional)'' A list of building IDs whose animals to allow in this building too. For example, <code>[ "Barn", "Coop" ]</code> will allow [[barn]] and [[coop]] animals in this building. Default none.
 
|}
 
|}
   −
====Example====
+
====Item processing====
This [[Modding:Content Patcher|Content Patcher]] content pack adds a full world map for [[Ginger Island]], complete with tooltips and player marker positioning. If the player unlocked the [[Ginger Island#Beach Resort|beach resort]], it applies the beach resort texture on top of the base map.
+
{| class="wikitable"
 
+
|-
{{#tag:syntaxhighlight|<nowiki>
+
! field
{
+
! effect
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
|-
    "Changes": [
+
| <samp>HayCapacity</samp>
        // add world map edits
+
| ''(Optional)'' The amount of hay that can be stored in this building. If built on the [[The Farm|farm]], this works just like [[silo]]s and contributes to the farm's available hay.
        {
+
|-
            "Action": "EditData",
+
| <samp>ItemConversions</samp>
            "Target": "Data/IngameMap",
+
| ''(Optional)'' The item processing rules which take input items and convert them into output items using the inventories defined by <samp>Chests</samp>. This consists of a list of models with these fields:
            "Entries": {
  −
                // the base world map image with tooltips/positioning
  −
                "GingerIsland_BaseMap": {
  −
                    "Group": "GingerIsland",
  −
                    "AreaID": "GingerIsland_BaseMap",
  −
                    "Texture": "Mods/Example.ModId/GingerIsland",
  −
                    "SourceRect": "0 0 300 180",
  −
                    "DestRect": "0 0 300 180",
  −
                    "Zones": [
  −
                        {
  −
                            "ValidAreas": [ "IslandSouth" ],
  −
                            "MapTileCorners": "0 0 42 45",
  −
                            "MapImageCorners": "105 105 231 240",
  −
                            "DisplayName": "{{i18n: map-names.island-south}}"
  −
                        },
  −
                        // ... list each map area here
  −
                    ]
  −
                },
  −
 
  −
                // add beach resort if unlocked
  −
                "GingerIsland_Resort": {
  −
                    "Group": "GingerIsland",
  −
                    "AreaID": "GingerIsland_Resort",
  −
                    "Texture": "Mods/Example.ModId/GingerIsland_Resort",
  −
                    "SourceRect": "0 0 300 180",
  −
                    "DestRect": "0 0 300 180",
  −
                    "Condition": "PLAYER_HAS_FLAG Any Island_Resort"
  −
                }
  −
            }
  −
        },
  −
 
  −
        // load textures
  −
        {
  −
            "Action": "Load",
  −
            "Target": "Mods/Example.ModId/GingerIsland",
  −
            "FromFile": "assets/ginger-island.png"
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
===Custom map layers===
  −
You can now add any number of [[Modding:Maps|map layers]] by suffixing a vanilla layer name (i.e. <samp>Back</samp>, <samp>Buildings</samp>, <samp>Front</samp>, or <samp>AlwaysFront</samp>) with an offset. For example, <samp>Back-1</samp> will be drawn before/under <samp>Back</samp>, and <samp>Back2</samp> will be drawn after/over it. You can increment the number to add more layers.
  −
 
  −
This only affects layer rendering. Tile properties must still be set on the original layers.
  −
 
  −
===Custom minecarts===
  −
You can now add/edit [[minecart]] destinations by editing the <samp>Data\MiscGameData</samp> data asset, which consists of a data model with two relevant fields (listed below).
  −
 
  −
Note that <samp>Data\MiscGameData</samp> contains a single global entry, it isn't a list or dictionary like other assets. For example, Content Patcher would edit <samp>MineCartCondition</samp> as its own entry.
  −
 
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,284: Line 2,324:  
! effect
 
! effect
 
|-
 
|-
| <samp>MineCartCondition</samp>
+
| <samp>Id</samp>
| A [[#Game state queries|game state query]] which indicates whether minecarts in general are unlocked. You usually shouldn't change this value, unless you're changing the overall game progression (e.g. adding an alternative way to unlock minecart access).
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this rule within the current list.
 +
|-
 +
| <samp>RequiredTags</samp>
 +
| A list of [[Modding:Items#Context tags|context tags]] to match against an input item. An item must have ''all'' of these tags to be accepted.
 +
|-
 +
| <samp>SourceChest</samp>
 +
| The ID of the inventory defined in <samp>Chests</samp> from which to take input items.
 
|-
 
|-
| <samp>MineCartDestinations</samp>
+
| <samp>DestinationChest</samp>
| The destinations which the player can travel to from any minecart. This consists of a string → model lookup, where the key is a unique destination ID (only containing alphanumeric/underscore/dot characters, with custom entries prefixed with your mod ID like <samp>Example.ModId_DestinationId</samp>), and the value is a model with these fields:
+
| The ID of the inventory defined in <samp>Chests</samp> in which to store output items.
 +
|-
 +
| <samp>ProducedItems</samp>
 +
| The output items produced when an input item is converted. This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,294: Line 2,343:  
! effect
 
! effect
 
|-
 
|-
| <samp>Location</samp>
+
| ''common fields''
| The [[#Custom locations|location ID]] for the destination.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
| <samp>Tile</samp>
+
| <samp>Chance</samp>
| The destination tile position within the location, specified as a model with <samp>X</samp> and <samp>Y</samp> fields.
+
| ''(Optional)'' The probability that the item will be produced, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 +
|}
 
|-
 
|-
| <samp>Direction</samp>
+
| <samp>RequiredCount</samp>
| The direction the player should face after arrival (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>).
+
| ''(Optional)'' The number of the input item to consume. Default 1.
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>MaxDailyConversions</samp>
| A [[#Tokenizable string format|tokenizable string]] for the destination name shown in the minecart menu. You can use the location's display name with the <samp>LocationName</samp> token (like <code>[LocationName Desert]</code> for the [[desert]]).
+
| ''(Optional)'' The maximum number of the input item which can be processed each day. Each conversion rule has its own separate maximum (e.g. if you have two rules each with a max of 1, then you can convert one of each daily). Set to -1 to allow unlimited conversions. Default 1.
 +
|}
 
|-
 
|-
| <samp>Network</samp>
+
| <samp>Chests</samp>
| ''(Optional)'' An arbitrary ID which groups the destination (along with any others having the same ID) into a separate network. Destinations in a network are only visible if the destination list is opened for that network via the <samp>MinecartTransport {{o|network name}}</samp> [[Modding:Maps|action property]]. If omitted, the minecart is part of the implicit default network.
+
| ''(Optional)'' The input/output inventories that can be accessed from a tile on the building exterior. The allowed items are defined by the separate <samp>ItemConversions</samp> field. This is a list of models with these fields:
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this minecart destination is available. Defaults to always available.
  −
|}
  −
|}
  −
 
  −
===Custom passive festivals===
  −
You can now add or modify passive festivals by editing the <samp>Data/PassiveFestivalData</samp> asset.
  −
 
  −
(A ''passive festival'' is a [[festivals|festival]] like the [[Night Market]]. They replace a location for a period of time, the player can enter/leave them anytime, and time continues passing while at the festival.)
  −
 
  −
====Data format====
  −
The <samp>Data/PassiveFestivalData</samp> asset consists of a string → model lookup, where the key is the unique festival ID, and the value is a model with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,326: Line 2,366:  
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>Id</samp>
| A key which uniquely identifies this festival. For custom festivals, the ID should only contain alphanumeric/underscore/dot characters, and should ideally be prefixed with your mod ID like <samp>Example.ModId_FestivalName</samp>.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this chest within the current list.
 +
 
 +
This is referenced from the <samp>ItemConversions</samp> field.
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>Type</samp>
| A [[#Tokenizable string format|tokenizable string]] for the display name shown on the [[calendar]].
+
| The inventory type. This must be one of:
 +
* <samp>Chest</samp>: show a normal chest UI on click.
 +
* <samp>Collect</samp>: provides items for the player to collect. Clicking the tile will do nothing (if empty), grab the item directly (if it only contains one item), else show a grab-only inventory UI.
 +
* <samp>Load</samp>: lets the player add items for the building to process.
 
|-
 
|-
| <samp>Season</samp>
+
| <samp>Sound</samp>
| The [[season]] when the festival becomes active.
+
| ''(Optional)'' The sound to play once when the player clicks the chest.
 
|-
 
|-
| <samp>StartDay</samp><br /><samp>EndDay</samp>
+
| <samp>InvalidItemMessage</samp><br /><samp>InvalidCountMessage</samp><br /><samp>ChestFullMessage</samp>
| The days of month when the festival becomes active.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] to show when the player tries to add an item to the chest when...
 +
* it isn't a supported item;
 +
* it's supported but they don't have enough in their inventory;
 +
* the chest has no more room to accept it.
 +
If omitted, the player interaction is ignored with no message shown.
 
|-
 
|-
| <samp>StartTime</samp>
+
| <samp>InvalidItemMessageCondition</samp>
| The time of day when the festival opens each day.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether <samp>InvalidItemMessage</samp> should be shown. This can use item-related queries like <samp>ITEM_TYPE</samp>. Defaults to always true.
 
|-
 
|-
| <samp>StartMessage</samp>
+
| <samp>DisplayTile</samp>
| A [[#Tokenizable string format|tokenizable string]] for the in-game [[wikipedia:Pop-up notification|toast notification]] shown when the festival begins each day.
+
| ''(Optional)'' The chest's position on the building exterior, measured in tiles from the top-left corner of the building, specified in the form <samp>"{{t|x}}, {{t|y}}"</samp>. This affects the position of the 'item ready to collect' bubble. If omitted, the bubble is disabled.
 
|-
 
|-
| <samp>MapReplacements</samp>
+
| <samp>DisplayHeight</samp>
| The locations to swap for the duration of the festival. Despite the field name, this swaps '''locations''' (e.g. as added by <samp>CustomLocations</samp> using [[Modding:Content Patcher|Content Patcher]]), and not the location's map asset.
+
| ''(Optional)'' If <samp>DisplayTile</samp> is set, the chest's tile height like <samp>1.5</samp>.
 
+
|}
This is specified as a string → string lookup, where the key is the original location to replace and the value is the new location. Both use the internal location name, as shown by the {{nexus mod|679|Debug Mode}} mod. For example, this swaps the <samp>Beach</samp> location with <samp>BeachNightMarket</samp> during the [[Night Market]]:
  −
<syntaxhighlight lang="js">
  −
"MapReplacements": {
  −
    "Beach": "BeachNightMarket"
  −
}
  −
</syntaxhighlight>
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the festival is enabled (subject to the other fields like <samp>StartDay</samp> and <samp>EndDay</samp>). Defaults to always enabled.
  −
|-
  −
| <samp>ShowOnCalendar</samp>
  −
| ''(Optional)'' Whether the festival appears on the [[calendar]], using the same iridium-star icon as the [[Calendar#Winter|Night Market]]. Default true.
  −
|-
  −
| <samp>DailySetupMethod</samp><br /><samp>CleanupMethod</samp>
  −
| ''(Optional)'' A C# method which applies custom logic when the day starts (<samp>DailySetupMethod</samp>) and/or overnight after the last day of the festival (<samp>CleanupMethod</samp>).
  −
 
  −
These must be specified in the form <samp>{{t|full type name}}.{{t|method name}}</samp>. The methods must be static, take zero arguments, and return void.
   
|}
 
|}
   −
====NPC schedules====
+
====Tile interactions====
When a passive festival is active, NPCs will check for [[Modding:Schedule data|a schedule entry]] in this order:
  −
 
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! syntax
+
! field
! summary
+
! effect
 
|-
 
|-
| <samp>{{t|festival ID}}_{{t|festival day}}</samp>
+
| <samp>ActionTiles</samp>
| Applies on the given date. The {{t|festival day}} is relative, so <samp>1</samp> matches the festival <samp>StartDay</samp>.<br /><small>Example: <samp>NightMarket_3</samp> or <samp>marriage_NightMarket_3</samp></small>
+
| ''(Optional)'' A list of tiles which the player can click to trigger an <samp>Action</samp> [[Modding:Maps|map tile property]]. This consists of a list of models with these fields:
|-
  −
| <samp>{{t|festival ID}}</samp>
  −
| Applies if there's no date-specific entry.<br /><small>Example: <samp>NightMarket</samp> or <samp>marriage_NightMarket</samp></small>
  −
|}
  −
 
  −
If the NPC is married to a player, they'll add a <samp>marriage_</samp> prefix to the keys (like <samp>marriage_{{t|festival ID}}_{{t|festival day}}</samp>) and ignore any entry without the prefix.
  −
 
  −
===Custom planting restrictions===
  −
You can now add [[Modding:Items#Context tags|context tags]] to a [[crops|crop seed]], [[Fruit Trees|fruit tree sapling]], or [[trees|wild tree seed]] to restrict where it can be planted. This is based on these tags:
  −
 
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! tag
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>plantable_greenhouse</samp>
+
| <samp>Id</samp>
| Can always be planted in a [[greenhouse]] (''i.e.,'' locations with <samp>IsGreenhouse</samp>), regardless of any other context tag.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
|-
 
|-
| <samp>plantable_location_{{t|location name}}</samp><br /><samp>not_plantable_location_{{t|location name}}</samp>
+
| <samp>Tile</samp>
| Must or must not be planted in one of these locations. This must be the internal location name (as shown by {{nexus mod|679|Debug Mode}}), lowercase and with any spaces replaced with underscores.
+
| The tile position, relative to the building's top-left corner tile.
 
|-
 
|-
| <samp>plantable_context_{{t|context ID}}</samp><br /><samp>not_plantable_context_{{t|context ID}}</samp>
+
| <samp>Action</samp>
| Must or must not be planted in one of these [[#Custom location contexts|location contexts]]. The context ID must be lowercase, with any spaces replaced with underscores.
+
| The [[Modding:Tokenizable strings|tokenizable string]] for the action to perform, excluding the <samp>Action</samp> prefix. For example, <samp>"Dialogue Hi there @!"</samp> to show a messagebox like "''Hi there <player name>!''". The tokenizable string is expected before the action is raised. See the [[Modding:Maps#Tile properties 2|list of tile properties]] for useful <samp>Action</samp> values.
 
|}
 
|}
 
+
|-
When multiple tags are specified, they're applied in this precedence order:
+
| <samp>DefaultAction</samp>
 
+
| ''(Optional)'' The default tile action if the clicked tile isn't in <samp>ActionTiles</samp>. Default none.
 +
|-
 +
| <samp>TileProperties</samp>
 +
| ''(Optional)'' The [[Modding:Maps|map tile properties]] to set. This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! precedence
+
! field
! rule
+
! effect
! result
   
|-
 
|-
| 1
+
| <samp>Id</samp>
| <samp>plantable_greenhouse</samp> matches
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
| plantable
   
|-
 
|-
| 2
+
| <samp>Name</samp>
| <samp>plantable_location_*</samp> matches
+
| The tile property name to set.
| plantable
   
|-
 
|-
| 2
+
| <samp>Value</samp>
| <samp>not_plantable_location_*</samp> matches<br />''or'' <samp>not_plantable_context_*</samp> matches
+
| ''(Optional)'' The tile property value to set, or omit to set a null value.
| not plantable
   
|-
 
|-
| 3
+
| <samp>Layer</samp>
| <samp>plantable_context_*</samp> or <samp>plantable_location_*</samp> specified but didn't match<br /><small>(<samp>not_*</samp> doesn't affect this rule)
+
| The name of the map layer whose tiles to change.
| not plantable
   
|-
 
|-
| 4
+
| <samp>TileArea</samp>
| current location listed in the context's <samp>DefaultValidPlantableLocations</samp> field
+
| The tiles to which to add the property, relative to the top-left corner of the building's collision box. This is specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
| plantable
+
|}
 
|-
 
|-
| 5
+
| <samp>AdditionalTilePropertyRadius</samp>
| colspan="2"| ''defaults to normal planting logic''
+
| ''(Optional)'' When checking whether the player clicked on a <samp>TileProperties</samp> tile, an added distance around the building at which tile locations may be placed. Default 0, so only tile properties within the normal building bounds will work.
 
|}
 
|}
   −
For example:
+
====Advanced====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! tags
+
! field
 
! effect
 
! effect
! plantable
  −
! reason
   
|-
 
|-
|rowspan="4"| ''none''
+
| <samp>Metadata</samp>
| [[The Farm|Farm]]
+
| ''(Optional)'' A list of custom properties applied to the building, which can optionally be overridden per-skin in the <samp>Skins</samp> field. Default none.
| ☑ plantable
+
 
|rowspan="4"| default behavior
+
The base game recognizes these properties:
 +
{| class="wikitable"
 
|-
 
|-
| [[Greenhouse]]
+
! property
| ☑ plantable
+
! description
 
|-
 
|-
| location listed in its context's <samp>DefaultValidPlantableLocations</samp>
+
| <samp>ChimneyPosition: {{t|x}} {{t|y}}</samp>
| ☑ plantable
+
| ''(Optional)'' The pixel position at which to place a chimney on the building exterior, relative to the top-left corner of the sprite. This will apply the same logic as the farmhouse chimney (e.g. producing smoke if there's a lit fireplace inside the building).
 
|-
 
|-
| [[Bus Stop]]
+
| <samp>ChimneyPosition{{o|upgrade level}}: {{t|x}} {{t|y}}</samp>
|
+
| ''(Optional, for farmhouses/cabins only)'' Override <samp>ChimneyPosition</samp> for the given upgrade level, starting from 0 for the initial farmhouse/cabin. If there's no override for the current upgrade level, the highest override for a lower upgrade level is used (if any). For example, <samp>ChimneyPosition3</samp> would be used for the third house upgrade (and the fourth if there's no <samp>ChimneyPosition4</samp>).
|-
+
|}
|rowspan="2"| <samp>plantable_greenhouse, not_plantable_context_default</samp>
+
 
| [[The Farm|Farm]]
+
This can also contain arbitrary custom properties, which C# mods can read using <samp>building.GetMetadata(key)</samp>.
| ☐
  −
| matches <samp>not_plantable_context_default</samp>
  −
|-
  −
| [[Greenhouse]]
  −
| ☑ plantable
  −
| overridden by <samp>plantable_greenhouse</samp>
   
|-
 
|-
|rowspan="3"| <samp>plantable_location_islandwest</samp>
+
| <samp>BuildingType</samp>
| [[Ginger Island|Island West]]
+
| ''(Optional)'' The full name of the C# type to instantiate for the building instance. Defaults to a generic <samp>Building</samp> instance.
| ☑ plantable
+
 
| matches <samp>plantable_location_islandwest</samp></samp>
+
'''⚠ Caution:''' this is meant to support vanilla building types like <samp>StardewValley.Shed</samp>. Setting this to a non-vanilla type will cause a crash when it's written to the save file, and may cause crashes in multiplayer. If you need custom behavior, consider handling it in C# based on the building type instead of creating a custom subclass; otherwise you'll need a framework mod like {{nexus mod|1348|SpaceCore}} to handle serialization and multiplayer sync.
 
|-
 
|-
| [[Ginger Island|Island South]]
+
| <samp>ModData</samp>
| ☐
+
| ''(Optional)'' A string → string lookup of arbitrary <samp>modData</samp> values to attach to the building when it's constructed.
|rowspan="2"| doesn't match <samp>plantable_location_islandwest</samp></samp>
   
|-
 
|-
| [[The Farm|Farm]]
+
| <samp>CustomFields</samp>
| ☐
+
| The [[#Custom data fields|custom fields]] for this entry.
|-
  −
|rowspan="3"| <samp>plantable_context_island</samp>
  −
| [[Ginger Island|Island West]]
  −
| ☑ plantable
  −
|rowspan="2"| matches <samp>plantable_context_island</samp>
  −
|-
  −
| [[Ginger Island|Island South]]
  −
| ☑ plantable
  −
|-
  −
| [[The Farm|Farm]]
  −
| ☐
  −
| doesn't match <samp>plantable_context_island</samp>
  −
|-
  −
|rowspan="3"| <samp>not_plantable_context_island</samp>
  −
| [[Ginger Island|Island West]]
  −
| ☐
  −
|rowspan="2"| matches <samp>not_plantable_context_island</samp>
  −
|-
  −
| [[Ginger Island|Island South]]
  −
| ☐
  −
|-
  −
| [[The Farm|Farm]]
  −
| ☑ plantable
  −
| default behavior
  −
|-
  −
|rowspan="3"| <samp>plantable_location_town, plantable_location_mountain</samp>
  −
| [[Pelican Town|Town]]
  −
| ☑ plantable
  −
| matches <samp>plantable_location_town</samp>
  −
|-
  −
| [[The Mountain|Mountain]]
  −
| ☑ plantable
  −
| matches <samp>plantable_location_mountain</samp>
  −
|-
  −
| [[The Farm|Farm]]
  −
| ☐
  −
| doesn't match any <samp>plantable_location_*</samp> tags
   
|}
 
|}
   −
===Custom weather===
+
===Build anywhere===
You can now change the weather algorithm by editing [[#Custom location contexts|location context data]], and (with a C# mod) implement custom weathers.
+
{{/doc status|[[Modding:Blueprint data]] and [[Modding:Maps]]|done=false}}
   −
Fields like <samp>Game1.weather</samp> and <samp>Game1.weatherForTomorrow</samp> are now strings to support custom mod weather IDs. The change for vanilla weather has no effect on Content Patcher packs, since the new weather IDs match the ones Content Patcher was using before (i.e. <samp>Sun</samp>, <samp>Rain</samp>, <samp>Snow</samp>, <samp>Storm</samp>, and <samp>Wind</samp>). C# mods may also see a <samp>Festival</samp> weather, while Content Patcher packs will see <samp>Sun</samp> for it. The constants like <samp>Game1.weather_sunny</samp> have the new string values (with new constants like <samp>Game1.legacy_weather_sunny</samp> for the legacy values).
+
* You can now allow building construction for any location using the [[#Map/tile property changes|new <samp>CanBuildHere</samp> and related map properties]]. The game will adjust accordingly (e.g. Robin will let you choose where to construct the building).
 +
* Buildings and animals are no longer hardcoded to the [[The Farm|farm]] location (except [[cabin]]s and the [[farmhouse]] which still are).
 +
* Scything hay will now add hay to silos in any location, and animals will be auto-fed from hay in any location.
   −
The base game will treat an invalid weather as sunny. C# mods can implement custom weather effects using [[Modding:Modder Guide/APIs/Events|normal SMAPI events]] like <samp>UpdateTicked</samp>, or by [[Modding:Modder Guide/APIs/Harmony|patching]] methods like <samp>Game1.ApplyWeatherForNewDay</samp> and <samp>Game1.populateDebrisWeatherArray</samp>.
+
===Other building changes===
 +
{{/doc status|[[Modding:Blueprint data]]|done=false}}
   −
===New map properties===
+
: ''See also: [[#Other location/map changes|other location changes]] for location-related building changes.''
1.6 adds several new [[Modding:Maps|map properties]].
     −
====Warps & map positions====
+
; General building changes
 +
* Building display names & descriptions are now in <samp>Strings/Buildings</samp> for reuse.
 +
* Removed <samp>Data/Blueprints</samp>. This has been replaced by <samp>Data/Buildings</samp> (building data) and <samp>Strings/Buildings</samp> (display names & descriptions).
 +
<ul>
 +
<li>Added methods to simplify common operations:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! property
+
! type
! explanation
+
! method
 +
! effect
 
|-
 
|-
| <samp>DefaultWarpLocation {{t|x}} {{t|y}}</samp><br />''(valid in any location)''
+
|rowspan="7"| <samp>Building</samp>
| The default arrival tile, used when a player or NPC is added to the location without a target tile (e.g. using [[Modding:Console commands|debug commands]] like <samp>debug warp</samp> or <samp>debug eventbyid</samp>).
+
| <samp>CreateInstanceFromId</samp>
|}
+
| Create a building instance from its type ID in <samp>Data/Buildings</samp>. For example:
 
+
<syntaxhighlight lang="c#">
====Audio====
+
Building shippingBin = Building.CreateInstanceFromId("Shipping Bin", Vector2.Zero); // creates an instance of StardewValley.Buildings.ShippingBin
{| class="wikitable"
+
</syntaxhighlight>
 
|-
 
|-
! property
+
| <samp>GetData</samp><br /><samp>TryGetData</samp>
! explanation
+
| Get the data for the building's type from <samp>Data/Building</samp>.
 
|-
 
|-
| <samp>MusicContext {{t|context}}</samp><br />''(valid in any location)''
+
| <samp>GetMetadata</samp>
| The music context for this location. The recommended values are <samp>Default</samp> or <samp>SubLocation</samp>.
+
| Get a value from [[#Custom buildings|the <samp>Metadata</samp> field in <samp>Data/Buildings</samp>]] for this building.
 
  −
Setting <samp>SubLocation</samp> has two effects:
  −
* <samp>SubLocation</samp> has a lower priority than <samp>Default</samp>. In split-screen mode, that means if player A is at a location with a <samp>Default</samp> music context, and player B is a location with a <samp>SubLocation</samp> context, the game will choose player A's music.
  −
* When the player leaves a location with <samp>SubLocation</samp> music, the music will be stopped unless the new location has the same music and music context set.
   
|-
 
|-
| <samp>MusicIgnoreInRain T</samp><br />''(valid in any outdoor location)''
+
| <samp>GetPaintDataKey</samp>
| If set to <samp>T</samp>, the <samp>Music</samp> property is ignored when it's raining in this location.
+
| Get the key in <samp>Data/PaintData</samp> for this building, if it has any.
 
|-
 
|-
| <samp>MusicIgnoreInSpring T</samp><br /><samp>MusicIgnoreInSummer T</samp><br /><samp>MusicIgnoreInFall T</samp><br /><samp>MusicIgnoreInWinter T</samp><br />''(valid in any outdoor location)''
+
| <samp>ReloadBuildingData</samp>
| If set to <samp>T</samp>, the <samp>Music</samp> property is ignored in the given season.
+
| Apply the latest data in <samp>Data/Buildings</samp> to this building.
 
|-
 
|-
| <samp>MusicIgnoreInFallDebris T<br />''(valid in any outdoor location)''
+
| <samp>FinishConstruction</samp>
| If set to <samp>T</samp>, the <samp>Music</samp> property is ignored in fall during windy weather.
+
| If the building is being constructed or upgrade, instantly finish doing so.
 
|-
 
|-
| <samp>MusicIsTownTheme T</samp><br />''(valid in any location)''
+
| <samp>UpdateTransparency</samp>
| If set to <samp>T</samp>, uses the same behavior as [[Pelican Town]]'s music: it will start playing after the day music has finished, and will continue playing while the player travels through indoor areas, but will stop when entering another outdoor area that isn't marked with the same <samp>Music</samp> and <samp>MusicIsTownTheme</samp> properties.
+
| Update the building transparency on tick for the local player's position.
|}
     −
====Crops====
+
This method mainly exists to let mods override/patch the transparency logic.
{| class="wikitable"
   
|-
 
|-
! property
+
| <samp>Farm</samp>
! explanation
+
| <samp>GetMainFarmHouse</samp>
 +
| Get the main [[farmhouse]] building.
 
|-
 
|-
| <samp>AllowGiantCrops T</samp>
+
| <samp>GameLocation</samp>
| If set with any non-blank value, [[Crops#Giant Crops|giant crops]] can grow in this location. (To plant the crop itself, you'll need [[#Custom planting restrictions|custom planting restrictions]] or the [[#Custom location contexts|<samp>DefaultValidPlantableLocations</samp> context field]].)
+
| <samp>OnParentBuildingUpgraded</samp>
 +
| Called when the building containing this location is upgraded, if applicable.
 
|}
 
|}
 +
</li>
 +
</ul>
 +
* Added building <samp>id</samp> field, which uniquely identifies each building in the world.
   −
====Building construction====
+
; [[Junimo Hut|Junimo hut]] changes
 +
* The <samp>JunimoHut.cropHarvestRange</samp> field is now per-building and editable.
 +
 
 +
; [[Fish Pond|Fish pond]] changes
 +
<ul>
 +
<li>In <samp>Data/FishPondData</samp>, added a <samp>Precedence</samp> field which sets the order in which entries are checked for a match (with lower values checked first). This ensures that the fallback entries are checked after specific fish. For consistency, vanilla entries use these values:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! property
+
! precedence
! explanation
+
! used for
 
|-
 
|-
| <samp>CanBuildHere T</samp><br />''(valid in any outdoor location)''
+
| 0<br /><small>(default value)</small>
| Whether to allow constructing buildings in this location. The game will adjust automatically to account for it (e.g. Robin will let you choose where to build). See [[#Build anywhere|''build anywhere'' in what's new]].
+
| specific fish
 
|-
 
|-
| <samp>BuildConditions {{t|query}}</samp><br />''(valid in any outdoor location)''
+
| 100
| If <samp>CanBuildHere</samp> is set, an optional [[#Game state queries|game state query]] which indicates whether building is allowed currently.
+
| custom groups (e.g. desert fish)
 
|-
 
|-
| <samp>LooserBuildRestrictions T</samp><br />''(valid in any outdoor location)''
+
| 500
| If set, tiles don't need to be marked <samp>Buildable T</samp> or <samp>Diggable T</samp> in their properties. Tiles can be blocked with <samp>Buildable F</samp> instead. The other restrictions still apply.
+
| broad fish type (e.g. ocean fish)
 
|-
 
|-
| <samp>ValidBuildRect {{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp><br />''(valid in any outdoor location)''
+
| 1000
| The tile area within the map where buildings may be placed. If omitted, buildings may be placed in any open space in the map.
+
| fallback (e.g. fish category)
 
|}
 
|}
 +
</li>
 +
<li>In <samp>Data/FishPondData</samp>, the reward <samp>ItemId</samp> can now be an [[Modding:Item queries|item query]].</li>
 +
<li>[[Legendary Fish|Legendary fish]] can now be added to [[Fish Pond|fish ponds]] if they have an entry in <samp>Data/FishPondData</samp>.</li>
 +
</ul>
 +
 +
==What's new for NPCs==
 +
===Custom NPCs===
 +
{{/doc status|[[Modding:NPC data]]|done=false}}
 +
 +
[[Modding:NPC data|Custom NPC data]] has been overhauled in 1.6. The new <samp>Data/Characters</samp> asset (which replaces <samp>Data/NPCDispositions</samp> + <samp>Data/spousePatios</samp> + <samp>Data/spouseRooms</samp>) uses a data model format that's easier to edit and understand, and has a lot of fields to customize previously-hardcoded data.
   −
===Other map property changes===
+
====Format====
* The <samp>NPCWarp</samp> and <samp>Warp</samp> properties are now fault-tolerant. They'll automatically ignore extra spaces, log an informative warning if parsing still fails, and continue with the next warp if possible.
+
This consists of a string → model lookup, where...
* Removed many unused map/tile properties like <samp>Arch</samp>, <samp>Debris</samp>, <samp>Fish</samp>, and <samp>asdf</samp>.
+
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the NPC like <samp>Example.ModId_NpcName</samp>, which will be used as the internal <samp>Name</samp> (not <samp>DisplayName</samp>).
 +
* The value is a model with the following fields.
   −
===Tile property changes===
+
<dl style="margin-left: 2em;">
<ul>
+
<dt>Basic info:</dt>
<li>Added new <samp>Action</samp> [[Modding:Maps|tile properties]]:
+
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! layer
+
! field
! property
+
! effect
! explanation
+
|-
 +
| <samp>DisplayName</samp>
 +
| A [[Modding:Tokenizable strings|tokenizable string]] for the NPC's display name.
 
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>Language</samp>
| <samp>Action BuildingSilo</samp>
+
| ''(Optional)'' The language spoken by the NPC. One of <samp>Default</samp> (the default language understood by the player) or <samp>Dwarvish</samp> (which the player can only understand after finding the [[Dwarvish Translation Guide|Dwarvish translation guide]]). Default <samp>Default</samp>.
| If a building covers this tile, enables [[silo]] interactions on this tile subject to the building's <samp>HayCapacity</samp> field in <samp>Data/BuildingsData</samp>.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>Gender</samp>
| <samp>Action BuildingToggleAnimalDoor</samp>
+
| ''(Optional)'' The NPC's gender identity. One of <samp>Female</samp>, <samp>Male</samp>, or <samp>Undefined</samp>. Default <samp>Undefined</samp>.
| If a building covers this tile, opens or closes its animal door.
+
|-
 +
| <samp>Age</samp>
 +
| ''(Optional)'' The general age of the NPC. One of <samp>Child</samp>, <samp>Teen</samp>, or <samp>Adult</samp>. Default <samp>Adult</samp>.
 +
 
 +
This affects generated dialogue lines (e.g. a child might say "stupid" and an adult might say "depressing"), generic dialogue (e.g. a child might respond to dumpster diving with "''Eww... What are you doing?''" and a teen would say "''Um... Why are you digging in the trash?''"), and the gift they choose as [[Feast of the Winter Star]] gift-giver. Children are also excluded from item delivery quests.
 +
|-
 +
| <samp>Manner</samp>
 +
| ''(Optional)'' A measure of the character's general politeness, which affects some generic dialogue lines. One of <samp>Neutral</samp>, <samp>Polite</samp>, or <samp>Rude</samp>. Default <samp>Neutral</samp>.
 +
|-
 +
| <samp>SocialAnxiety</samp>
 +
| ''(Optional)'' A measure of the character's comfort with social situations, which affects some generic dialogue lines. One of <samp>Neutral</samp>, <samp>Outgoing</samp>, or <samp>Shy</samp>. Default <samp>Neutral</samp>.
 +
|-
 +
| <samp>Optimism</samp>
 +
| ''(Optional)'' A measure of the character's overall optimism. One of <samp>Neutral</samp>, <samp>Negative</samp>, or <samp>Positive</samp>. Default <samp>Neutral</samp>.
 
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>BirthSeason</samp>
| <samp>Action Forge</samp>
+
| ''(Optional if non-social)'' The season name (case-sensitive) for the NPC's birthday. One of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>. Default none.
| Opens the [[Forge]] menu.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>BirthDay</samp>
| <samp>Action ObeliskWarp {{t|location name}} {{t|x}} {{t|y}} {{o|whether to dismount}}</samp>
+
| ''(Optional if non-social)'' The day number for the NPC's birthday. Default 0.
| Warps the player to the specified location name and position with the [[Warp Totem|Obelisk]] animation/sound effects.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>HomeRegion</samp>
| <samp>Action OpenShop {{t|shop id}} {{o|from direction}} {{o|open time}} {{o|close time}} {{o|owner tile area}}</samp>
+
| ''(Optional)'' The region of the world in which the NPC lives (one of <samp>Desert</samp>, <samp>Town</samp>, or <samp>Other</samp>). For example, only <samp>Town</samp> NPCs are counted for the introductions [[Quests#List of Story Quests|quest]], can be selected as a secret santa for the [[Feast of the Winter Star]], or get a friendship boost from the [[Luau]]. Default <samp>Other</samp>.
| Open the [[#Custom shops|shop]] with the given {{t|shop id}}. All arguments besides the ID are optional:
  −
* {{o|from direction}}: if specified, the player must be standing in this direction relative to the shop (one of <samp>down</samp>, <samp>up</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>none</samp>). Setting this to <samp>none</samp> disables the requirement. The default for most vanilla shops is <samp>down</samp>.
  −
* {{o|open time}} and {{o|close time}}: the start & end times in 26-hour format when the shop is available. Interacting with the tile outside those times does nothing.
  −
* {{o|owner tile area}}: if specified, the tile area which must contain one of the shop owners for the shop to be available. For a custom shop, these are defined by its <samp>ValidNPCs</samp> field. This can be specified in two forms: <samp>{{t|x}} {{t|y}}</samp> for a single tile, or <samp>{{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp> for a multi-tile area.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>IsDarkSkinned</samp>
| <samp>Action PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}}</samp>
+
| ''(Optional)'' Whether the NPC has dark skin, which affects the chance of children with the player having dark skin too. Default false.
| Immediately start an [[Modding:Event data|event]], subject to the conditions:
+
|}
* {{o|check preconditions}}: whether to ignore the action if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
+
</dd>
* {{o|skip if seen}}: whether to ignore the action if the player has already seen the given event. Default true.
     −
If the event is skipped, the action is silently ignored.
+
<dt>Social features:</dt>
 
+
<dd>
For example, <code>Action PlayEvent 60367 false false</code> will replay the bus arrival event from the start of the game.
  −
|}
  −
</li>
  −
<li>Added new <samp>TouchAction</samp> [[Modding:Maps|tile properties]]:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! layer
+
! field
! property
+
! effect
! explanation
+
|-
 +
| <samp>CanSocialize</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether to enable social features (like birthdays, gift giving, [[friendship]], and an entry in the social tab). Default true.
 +
|-
 +
| <samp>CanBeRomanced</samp>
 +
| ''(Optional)'' Whether the NPC can be dated and romanced. This enables romance features for this NPC (like a 'single' label in the social menu, bouquet gifting, and marriage). Default false.
 
|-
 
|-
| <samp>Back</samp>
+
| <samp>CanReceiveGifts</samp>
| <samp>TouchAction PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
+
| ''(Optional)'' Whether players can give gifts to this NPC. Default true.
| Equivalent to <samp>Action PlayEvent</samp>. If the event is skipped, you can optionally specify another action to call instead after the other parameters, like <code>TouchAction PlayEvent 60367 true true TouchAction PlayEvent 520702 false false</code> to play another event instead.
+
 
|}</li>
+
The NPC must also be social per <samp>CanSocialize</samp> and have an entry in <samp>Data/NPCGiftTastes</samp> to be giftable, regardless of this value.
<li>Dropped support for non-string map & tile properties. Properties set to <samp>bool</samp>, <samp>int</samp>, or <samp>float</samp> will be converted to <samp>string</samp> when the game loads them.</li>
+
|-
<li>The <samp>Treasure</samp> tile property has a new <samp>Treasure Item {{t|item ID}}</samp> format which accepts a [[#Custom items|qualified or unqualified item ID]].
+
| <samp>CanCommentOnPurchasedShopItems</samp>
</ul>
+
| ''(Optional)'' Whether this NPC can comment on items that a player sold to a shop which then resold it to them. If null (or omitted), this will default to true if their <samp>HomeRegion</samp> is set to <samp>Town</samp>.
   −
===Other location/map changes===
+
The NPC must also be social per <samp>CanSocialize</samp> to allow it, regardless of this value.
* Added new [[Modding:Fish data|fishing areas]] to simplify compatibility between fish & map mods (specifically for hilltop farm, wilderness farm, town, and desert)
+
|-
* Added a logged error if the <samp>FarmFishLocationOverride</samp> [[Modding:Maps|map property]] is invalid.
+
| <samp>CanGreetNearbyCharacters</samp>
 +
| ''(Optional)'' Whether this NPC can show a speech bubble greeting nearby players or NPCs, and or be greeted by other NPCs. Default true.
 +
|-
 +
| <samp>CanVisitIsland</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC can visit the [[Ginger Island]] resort once it's unlocked. Default true.
   −
==What's new for buildings==
+
The NPC must also be social per <samp>CanSocialize</samp> to visit the island, regardless of this value.
===Custom buildings===
+
|-
You can now add custom buildings by editing the <samp>Data/BuildingsData</samp> asset. This consists of a string → model lookup, where the key is a unique building ID, and the value is a model with these fields:
+
| <samp>LoveInterest</samp>
 
+
| ''(Optional)'' Unused.
====Required fields====
+
|-
 +
| <samp>Calendar</samp>
 +
| ''(Optional)'' Determines when the NPC's birthday is shown in the [[calendar]]. Possible values:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! value
 
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>HiddenAlways</samp>
| A key which uniquely identifies this building. This should match the asset key. The ID should only contain alphanumeric/underscore/dot characters, and should ideally be prefixed with your mod ID like <samp>Example.ModId_BuildingName</samp>.
+
| They never appear in the calendar.
 
|-
 
|-
| <samp>Name</samp><br /><samp>Description</samp>
+
| <samp>HiddenUntilMet</samp>
| A [[#Tokenizable string format|tokenizable string]] for the display name and description (e.g. shown in the construction menu).
+
| Until the player meets them, they don't appear in the calendar.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>AlwaysShown</samp>
| The asset name for the texture under the game's Content folder.
+
| They always appear in the calendar.
 
|}
 
|}
   −
====Construction====
+
Defaults to <samp>AlwaysShown</samp>.
 +
|-
 +
| <samp>SocialTab</samp>
 +
| ''(Optional)'' Determines how the NPC is shown on the [[friendship|social tab]] when unlocked. Possible values:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! value
 
! effect
 
! effect
 
|-
 
|-
| <samp>Builder</samp>
+
| <samp>HiddenAlways</samp>
| ''(Optional)'' The NPC from whom you can request construction. The vanilla values are [[Carpenter's Shop|<samp>Robin</samp>]] and [[Wizard's Tower#Buildings|<samp>Wizard</samp>]], but you can specify a different name if a C# mod opens a construction menu for them. Defaults to <samp>Robin</samp>. If omitted, it won't appear in any menu.
+
| They never appear in the social tab.
 
|-
 
|-
| <samp>BuildCost</samp>
+
| <samp>HiddenUntilMet</samp>
| ''(Optional)'' The gold cost to construct the building. Defaults to {{price|0}}.
+
| Until the player meets them, they don't appear on the social tab.
 
|-
 
|-
| <samp>BuildMaterials</samp>
+
| <samp>UnknownUntilMet</samp>
| ''(Optional)'' The materials you must provide to start construction, as a list of models with these fields:
+
| Until the player meets them, their name on the social tab is replaced with "???".
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>AlwaysShown</samp>
! effect
+
| They always appear in the social tab (including their name).
 +
|}
 +
 
 +
Defaults to <samp>UnknownUntilMet</samp>.
 
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>SpouseAdopts</samp>
| The required item ID (qualified or unqualified).
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the player will need to adopt children with this spouse, instead of either the player or NPC giving birth. If null, defaults to true for same-gender and false for opposite-gender spouses.
 +
 
 +
The <samp>Target</samp> player is the one they're married to.
 
|-
 
|-
| <samp>Amount</samp>
+
| <samp>SpouseWantsChildren</samp>
| The number of the item required.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the spouse will ask to have children. Defaults to true.
|}
+
 
 +
The <samp>Target</samp> player is the one they're married to.
 
|-
 
|-
| <samp>BuildDays</samp>
+
| <samp>SpouseGiftJealousy</samp>
| ''(Optional)'' The number of days needed to complete construction (e.g. <samp>1</samp> for a building completed the next day). If set to 0, construction finishes instantly. Defaults to 0.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the [[Marriage#Jealousy|spouse will get jealous of gifts to other NPCs]]. Defaults to true.
 +
 
 +
The <samp>Target</samp> player is the one they're married to, and the <samp>Target</samp> item is the one that was gifted.
 
|-
 
|-
| <samp>BuildCondition</samp>
+
| <samp>SpouseGiftJealousyFriendshipChange</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the building should be available in the construction menu. Defaults to always available.
+
| ''(Optional)'' The [[Friendship|friendship point]] effect when the <samp>SpouseGiftJealously</samp> is triggered. Default -30.
 
|-
 
|-
| <samp>AdditionalPlacementTiles</samp>
+
| <samp>SpouseRoom</samp>
| ''(Optional)'' The extra tiles to treat as part of the building when placing it through the construction menu. For example, the farmhouse uses this to make sure the stairs are clear. This consists of a list of models with these fields:
+
| ''(Optional)'' The [[Marriage#Spouse Rooms|NPC's spouse room]] in the farmhouse when the player marries them, if applicable. If this is omitted for a marriageable NPC, they'll use Abigail's spouse room by default.
 +
 
 +
This consists of a model with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,714: Line 2,735:  
! effect
 
! effect
 
|-
 
|-
| <samp>Tile</samp>
+
| <samp>MapAsset</samp>
| The tile position relative to the top-left corner of the building, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
+
| ''(Optional)'' The asset name for the spouse room map. The <samp>Map/</samp> prefix is added automatically and shouldn't be included. Defaults to <samp>spouseRooms</samp>.
 +
|-
 +
| <samp>MapSourceRect</samp>
 +
| ''(Optional)'' The tile area within the <samp>MapAsset</samp> containing the spouse's room. This should usually be a 6x9 tile area, though the game will try to adjust to a different size. Specified as a model with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to <samp>(0, 0, 6, 9)</samp>.
 
|}
 
|}
 
|-
 
|-
| <samp>IndoorItems</samp>
+
| <samp>SpousePatio</samp>
| ''(Optional)'' The items to place in the building interior when it's constructed or upgraded. This consists of a list of models with these fields:
+
| ''(Optional)'' The [[Marriage#Spouse Outside Area|NPC's patio area]] on the farm when the player marries them, if any. Default none.
 +
 
 +
This consists of a model with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,725: Line 2,751:  
! effect
 
! effect
 
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>MapAsset</samp>
| The [[#Custom items|qualified item ID]] for the item to place.
+
| ''(Optional)'' The asset name for the patio area. The <samp>Map/</samp> prefix is added automatically and shouldn't be included. Defaults to <samp>spousePatios</samp>.
 +
|-
 +
| <samp>MapSourceRect</samp>
 +
| ''(Optional)'' The tile area within the <samp>MapAsset</samp> containing the spouse's patio area. This must be a 4x4 tile area. Specified as a model with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to <samp>(0, 0, 4, 4)</samp>.
 
|-
 
|-
| <samp>Tile</samp>
+
| <samp>SpriteAnimationFrames</samp>
| The tile position at which to place the item, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
+
| ''(Optional)'' The spouse's animation frames when they're in the patio. Each frame is an array containing [0] the sprite index in their spritesheet, and [1] the optional duration in milliseconds (default 100). If omitted or empty, the NPC won't be animated.
 +
 
 +
For example, here is Abigail playing the flute:
 +
<syntaxhighlight lang="js">
 +
"SpriteAnimationFrames": [
 +
    [16, 500], // show index 16 for 500ms
 +
    [17, 500],
 +
    [18, 500],
 +
    [19]      // if duration is omitted, defaults to 100ms
 +
]
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Indestructible</samp>
+
| <samp>SpriteAnimationPixelOffset</samp>
| ''(Optional)'' Whether to prevent the player from destroying, picking up, or moving the item. Default false.
+
| ''(Optional)'' The pixel offset to apply to the NPC's sprite when they're animated in the patio, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. This is ignored if the NPC isn't animated via <samp>SpriteAnimationFrames</samp>. Default none.
 
|}
 
|}
 
|-
 
|-
| <samp>MagicalConstruction</samp>
+
| <samp>SpouseFloors</samp><br /><samp>SpouseWallpapers</samp>
| ''(Optional)'' Whether the building is magical. This changes the carpenter menu to a mystic theme while this building's blueprint is selected, and completes the construction instantly when placed.
+
| ''(Optional)'' The floors and wallpapers which the NPC may randomly apply to the farmhouse when married to the player. If omitted or empty, the NPC will randomly choose a base floor (0–39) or wallpaper (0–111).
 +
|-
 +
| <samp>IntroductionsQuest</samp>
 +
| ''(Optional)'' Whether to include this NPC in [[Quests#List of Story Quests|the ''introductions'' quest]]. If <samp>null</samp> (or omitted), this will default to true if the <samp>HomeRegion</samp> field is set to <samp>Town</samp>.
 +
|-
 +
| <samp>ItemDeliveryQuests</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this NPC can give item delivery quests. If <samp>null</samp> (or omitted), this will default to true if the <samp>HomeRegion</samp> field is set to <samp>Town</samp>.
 +
 
 +
The NPC must also be social per <samp>CanSocialize</samp> to allow it, regardless of this value.
 
|-
 
|-
| <samp>AddMailOnBuild</samp>
+
| <samp>PerfectionScore</samp>
| ''(Optional)'' A list of [[Modding:Mail data|letter IDs]] to send to all players when the building is constructed for the first time.
+
| ''(Optional)'' Whether to include this NPC when checking whether the player has max friendships with every NPC for the perfection score. Default true.
|}
     −
====Upgrades====
+
The NPC must also be social per <samp>CanSocialize</samp> to be counted, regardless of this value.
 +
|-
 +
| <samp>EndSlideShow</samp>
 +
| ''(Optional)'' How the NPC appears in the end-game perfection slide show. Possible values:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! value
 
! effect
 
! effect
 
|-
 
|-
| <samp>BuildingToUpgrade</samp>
+
| <samp>Hidden</samp>
| ''(Optional)'' The ID of the building for which this is an upgrade, or omit to allow constructing it as a new building. For example, the [[Coop|Big Coop]] sets this to <samp>"Coop"</samp>. Any numbers of buildings can be an upgrade for the same building, in which case the player can choose one upgrade path.
+
| The NPC doesn't appear in the slide show.
 +
|-
 +
| <samp>MainGroup</samp>
 +
| The NPC is added to the main group of NPCs which walk across the screen.
 +
|-
 +
| <samp>TrailingGroup</samp>
 +
| The NPC is added to the trailing group of NPCs which follow the main group.
 +
|}
 +
 
 +
Defaults to <samp>MainGroup</samp>.
 
|-
 
|-
| <samp>IndoorItemMoves</samp>
+
| <samp>FriendsAndFamily</samp>
| ''(Optional)'' When applied as an upgrade to an existing building, the placed items in its interior to move when transitioning to the new map. This is a list of models with these fields:
+
| ''(Optional)'' The NPC's closest friends and family, as a dictionary where the key is the other NPC's internal name and the value is an optional tokenizable string for the name to use in dialogue text (like 'mom'). Default none.
 +
 
 +
This affects generic dialogue for revealing likes and dislikes to family members, and may affect <samp>inlaw_&lt;NPC&gt;</samp> dialogues. This isn't necessarily comprehensive.
 +
|}
 +
</dd>
 +
 
 +
<dt>Dumpster diving:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,758: Line 2,823:  
! effect
 
! effect
 
|-
 
|-
| <samp>Source</samp>
+
| <samp>DumpsterDiveEmote</samp>
| The tile position on which any item will be moved.
+
| ''(Optional)'' The emote ID to show above the NPC's head when they see a player rummaging through trash. See [[Modding:event data#Emotes|emote IDs]]. If omitted or <samp>null</samp>, the default depends on the NPC's age: a child will show sad (28), a teen will show a question mark (8), and an adult will show angry (12).
 +
|-
 +
| <samp>DumpsterDiveFriendshipEffect</samp>
 +
| ''(Optional)'' The friendship point change if this NPC sees a player rummaging through trash. Default -25.
 +
|}</dd>
 +
 
 +
<dt>Festivals:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Destination</samp>
+
! field
| The tile position to which to move the item.
+
! effect
 
|-
 
|-
| <samp>Size</samp>
+
| <samp>FlowerDanceCanDance</samp>
| ''(Optional)'' The tile size of the area to move, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to a 1×1 area. If this is multiple tiles, the <samp>Source</samp> and <samp>Destination</samp> specify the top-left coordinate of the area.
+
| ''(Optional)'' Whether players can ask the NPC to dance at the Flower Dance festival. The possible values are <samp>true</samp> (can always ask), <samp>false</samp> (can never ask), or <samp>null</samp> (can ask if they're romanceable). Default <samp>null</samp>.
|}
+
 
 +
If the NPC can dance, you should also add the [[Modding:NPC data#Overworld_sprites|dance sprite frames]] and <samp>FlowerDance_Decline</samp> [[Modding:Dialogue|dialogue text]]. You can optionally set the <samp>FlowerDance_Accept</samp> dialogue too (though NPCs have a default accept dialogue if not).
 
|-
 
|-
| <samp>UpgradeSignTile</samp>
+
| <samp>WinterStarParticipant</samp>
| ''(Optional)'' The tile position relative to the top-left corner of the building where the upgrade sign will be placed when Robin is building an upgrade, in the form <samp>"{{t|x}}, {{t|y}}"</samp>. Defaults to approximately <samp>"5, 1"</samp> if the building interior type is <samp>Shed</samp>, else <samp>"0, 0"</samp>.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this NPC can give and receive gifts at the [[Feast of the Winter Star]]. If <samp>null</samp> (or omitted), this will default to true if the <samp>HomeRegion</samp> field is set to <samp>Town</samp>.
 
|-
 
|-
| <samp>UpgradeSignHeight</samp>
+
| <samp>WinterStarGifts</samp>
| ''(Optional)'' The pixel height of the upgrade sign when Robin is building an upgrade. Defaults to 0.
+
| At the [[Feast of the Winter Star]], the possible gifts this NPC can give to players. A matching entry is selected at random.
|}
     −
====Exterior behavior====
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,781: Line 2,854:  
! effect
 
! effect
 
|-
 
|-
| <samp>Size</samp>
+
| ''common fields''
| ''(Optional)'' The building's width and height when constructed, measured in tiles. Defaults to a 1 x 1 area.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields.
|-
+
 
| <samp>CollisionMap</samp>
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
| ''(Optional)'' An ASCII text block which indicates which of the building's tiles the players can walk onto, where each character can be <samp>X</samp> (blocked) or <samp>O</samp> (passable). Defaults to all tiles blocked.
+
|}
 +
|}
   −
For example, a [[stable]] covers a 2x4 tile area with the front two tiles passable:
+
<dt>Spawn rules:</dt>
<pre>XXXX
+
<dd>
XOOX</pre>
  −
 
  −
When the collision map is parsed, leading/trailing whitespace is trimmed (both for the entire map and for each line). In JSON, you can specify it in two forms:
  −
<syntaxhighlight lang="js">
  −
// single line with \n line breaks
  −
"CollisionMap": "XXXX\nXOOX"
  −
 
  −
// multi-line with optional indentation
  −
"CollisionMap": "
  −
    XXXX
  −
    XOOX
  −
"
  −
</syntaxhighlight>
  −
|-
  −
| <samp>HumanDoor</samp>
  −
| ''(Optional)'' The position of the door that can be clicked to warp into the building interior. This is measured in tiles relative to the top-left corner tile. Defaults to disabled.
  −
|-
  −
| <samp>AnimalDoor</samp>
  −
| ''(Optional)'' The position and size of the door that animals use to enter/exit the building, if the building interior is an animal location, specified in the form <samp>"{{t|x}} {{t|y}} {{t|width}} {{t|height}}"</samp>. This is measured in tiles relative to the top-left corner tile. Defaults to disabled.
  −
|-
  −
| <samp>AnimalDoorOpenDuration</samp><br /><samp>AnimalDoorCloseDuration</samp>
  −
| ''(Optional)'' The duration of the open/close animation for the animal door, measured in milliseconds. If omitted, the door switches to the open/closed state instantly.
  −
|-
  −
| <samp>AnimalDoorOpenSound</samp><br /><samp>AnimalDoorCloseSound</samp>
  −
| ''(Optional)'' The sound which is played once each time the animal door is opened/closed. Disabled by default.
  −
|}
  −
 
  −
====Exterior appearance====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,822: Line 2,868:  
! effect
 
! effect
 
|-
 
|-
| <samp>SourceRect</samp>
+
| <samp>UnlockConditions</samp>
| ''(Optional)'' The building's pixel area within the <samp>Texture</samp>, in the form <samp>"{{t|x}} {{t|y}} {{t|width}} {{t|height}}"</samp> (like <samp>"0 0 112 128"</samp>). Defaults to the entire texture.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC should be added to the world, checked when loading a save and when ending each day. This only affects whether the NPC is added when missing; returning false won't remove an NPC that's already been added. Defaults to true.
 +
|-
 +
| <samp>SpawnIfMissing</samp>
 +
| ''(Optional)'' Whether to add this NPC to the world if they're missing (if the <samp>UnlockConditions</samp> match and <samp>HomeLocation</samp> is valid). Default true.
 
|-
 
|-
| <samp>Skins</samp>
+
| <samp>Home</samp>
| ''(Optional)'' The appearances which can be selected from Robin's menu (like stone/plank/log [[cabin]]s), in addition to the default appearance based on <samp>Texture</samp>. This consists of a list of models with these fields:
+
| ''(Optional)'' The default place where this NPC spawns and returns each day. If there are multiple entries, the first matching one is used.
 +
 
 +
This consists of a list of models with these fields:  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,833: Line 2,884:  
|-
 
|-
 
| <samp>ID</samp>
 
| <samp>ID</samp>
| A key which uniquely identifies the skin. The ID should only contain alphanumeric/underscore/dot characters. For custom skins, it should be prefixed with your mod ID like <samp>Example.ModId_SkinName</samp>.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
|-
 
|-
| <samp>Name</samp><br /><samp>Description</samp>
+
| <samp>Location</samp>
| [[#Tokenizable string format|Tokenizable strings]] for the skin's display name and description.
+
| ''(Optional)'' The internal name for the home location where this NPC spawns and returns each day. Default none.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>Tile</samp>
| The asset name for the texture under the game's Content folder.
+
| ''(Optional)'' The tile position within the home location where this NPC spawns and returns each day. Specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to <samp>(0, 0)</samp>.
 
|-
 
|-
| <samp>Metadata</samp>
+
| <samp>Direction</samp>
| ''(Optional)'' Equivalent to the <samp>Metadata</samp> field on the building. Properties defined in this field are added to the building's metadata when this skin is active, overwriting the previous property with the same name if applicable. Default none.
+
| ''(Optional)'' The default direction the NPC faces when they start each day. The possible values are <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, and <samp>up</samp>. Defaults to <samp>up</samp>.
 +
|-
 +
| <samp>Condition</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry can be selected. Default true.
 +
|}
 
|}
 
|}
 +
</dd>
 +
 +
<dt>Appearance & sprite:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>FadeWhenBehind</samp>
+
! field
| ''(Optional)'' Whether the building should become semi-transparent when the player is behind it. Default true.
+
! effect
 
|-
 
|-
| <samp>DrawOffset</samp>
+
| <samp>TextureName</samp>
| ''(Optional)'' A pixel offset applied to the building sprite's placement in the world. Default 0.
+
| ''(Optional)'' The '''last segment''' of the NPC's portrait and sprite asset names. For example, set to <samp>Abigail</samp> to use <samp>Portraits/Abigail</samp> and <samp>Characters/Abigail</samp> respectively. Defaults to the internal NPC name.
 
|-
 
|-
| <samp>SeasonOffset</samp>
+
| <samp>Appearance</samp>
| ''(Optional)'' A pixel offset to apply each season. This is applied to the <samp>SourceRect</samp> position by multiplying the offset by 0 (spring), 1 (summer), 2 (fall), or 3 (winter). Default 0, so all seasons use the same source rect.
+
| ''(Optional)'' The portrait/sprite textures to use.
|-
+
 
| <samp>SortTileOffset</samp>
+
This can list any number of appearance options. They'll be sorted by <samp>Precedence</samp> value (with lower values taking priority), then filtered to those whose fields match. If multiple matching appearances have precedence, one entry is randomly chosen based on their relative weight. This randomization is stable per day, so the NPC always makes the same choice until the next day. If a portrait/sprite can't be loaded (or no appearances match), the NPC will use the default asset based on <samp>TextureName</samp>.
| ''(Optional)'' A Y tile offset applied when figuring out render layering. For example, a value of <samp>2.5</samp> will treat the building as if it was 2.5 tiles further up the screen for the purposes of layering. Default 0.
+
 
|-
+
The NPC rechecks this field each time they change location.
| <samp>DrawLayers</samp>
+
 
| ''(Optional)'' A list of textures to draw over or behind the building, with support for conditions and animations. This consists of a list of models with these fields:
+
This consists of a list of models with these fields:  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,864: Line 2,924:  
! effect
 
! effect
 
|-
 
|-
| <samp>SourceRect</samp>
+
| <samp>Id</samp>
| The pixel area within the <samp>texture</samp> to draw, formatted like <samp>"{{t|x}} {{t|y}} {{t|width}} {{t|height}}"</samp>. If the overlay is animated via <samp>FrameCount</samp>, this is the area of the first frame.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 +
|-
 +
| <samp>Season</samp>
 +
| ''(Optional)'' The season in which this appearance should be used (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>), or omit for any season. Defaults to any season.
 
|-
 
|-
| <samp>DrawPosition</samp>
+
| <samp>Indoors</samp><br /><samp>Outdoors</samp>
| The tile position at which to draw the top-left corner of the texture, relative to the building's top-left corner tile.
+
| ''(Optional)'' Whether this appearance should be used when indoors and/or outdoors. Both default to true.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' The asset name of the texture to draw. Defaults to the building's default <samp>Texture</samp> field.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry can be selected. Default true.
 
|-
 
|-
| <samp>DrawInBackground</samp>
+
| <samp>Portrait</samp><br /><samp>Sprite</samp>
| ''(Optional)'' Whether to draw the texture behind the building sprite (i.e. underlay) instead of over it.
+
| ''(Optional)'' The asset name for the portraits and/or sprites texture to load. If omitted or it can't be loaded, it will default to the default asset per the <samp>Texture</samp> field.
 
|-
 
|-
| <samp>SortTileOffset</samp>
+
| <samp>IsIslandAttire</samp>
| ''(Optional)'' A Y tile offset applied when figuring out render layering. For example, a value of <samp>2.5</samp> will treat the texture as if it was 2.5 tiles further up the screen for the purposes of layering. Default 0.
+
| ''(Optional)'' Whether this is island beach attire worn at the resort. Default false.
 +
 
 +
This is mutually exclusive: NPCs will never wear it in other contexts if it's true, and will never wear it as island attire if it's false.
 +
|-
 +
| <samp>Precedence</samp>
 +
| ''(Optional)'' The order in which this entry should be checked, where lower values are checked first. This can be a negative value. Default 0.
 +
|-
 +
| <samp>Weight</samp>
 +
| ''(Optional)'' If multiple entries with the same <samp>Precedence</samp> match, the relative weight to use when randomly choosing one. Default 1.
 +
 
 +
For example, let's say two appearance entries match: one has a weight of 2, and the other has a weight of 1. Their probability of being chosen is 2/3 and 1/3 respectively.
 +
|}
 +
 
 +
'''Note:''' the default textures based on <samp>TextureName</samp> must still exist, even if you use this field to override them.
 
|-
 
|-
| <samp>OnlyDrawIfChestHasContents</samp>
+
| <samp>MugShotSourceRect</samp>
| ''(Optional)'' The name of a chest defined in the <samp>Chests</samp> field which must contain items. If it's empty, this overlay won't be rendered. Default none.
+
| ''(Optional)'' The 16x24-pixel area in the character's sprite texture to show as their mug shot icon in the calendar, social menu, and other contexts. Defaults to part of their first sprite.
 
|-
 
|-
| <samp>FrameCount</samp><br /><samp>FramesPerRow</samp><br /><samp>FrameDuration</samp>
+
| <samp>Size</samp>
| ''(Optional)'' If <samp>FrameCount</samp> is more than one, the building overlay will be animated automatically. For each frame, the <samp>SourceRect</samp> will be offset by its <samp>Width</samp> to the right up to <samp>FramesPerRow - 1</samp> times, and then down by its <samp>Height</samp>. Each frame will be rendered on-screen for <samp>FrameDuration</samp> milliseconds before switching to the next frame.
+
| ''(Optional)'' The pixel size of the individual sprites in their overworld sprite spritesheet. Specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to <samp>(16, 32)</samp>.
   −
For example, if you set <samp>FrameCount</samp> to 6 and <samp>FramesPerRow</samp> to 3, the building will expect the frames to be laid out like this in the spritesheet (where frame 1 matches <samp>SourceRect</samp>):
+
'''Note:''' sizes bigger than 16×32 will cause issues like broken spawning, pathfinding, misalignment in the [[perfection]] end-game slide show, etc.
<pre>
+
|-
┌───┬───┬───┐
+
| <samp>Breather</samp>
│ 1 │ 2 │ 3 │
+
| ''(Optional)'' Whether the chest on the NPC's overworld sprite puffs in and out as they breathe. Default true</samp>.
├───┼───┼───┤
+
|-
│ 4 │ 5 │ 6 │
+
| <samp>BreathChestRect</samp>
└───┴───┴───┘
+
| ''(Optional)'' A [[Modding:Common data field types#Rectangle|rectangle]] pixel area within the spritesheet which expands and contracts to simulate breathing, relative to the top-left corner of the source rectangle for their current sprite. Omit to calculate it automatically. This should be omitted for most NPCs, unless they have a non-standard size.
</pre>
   
|-
 
|-
| <samp>AnimalDoorOffset</samp>
+
| <samp>BreathChestPosition</samp>
| ''(Optional)'' A pixel offset applied to the draw layer when the animal door is open. While the door is opening, the percentage open is applied to the offset (e.g. 50% open = 50% offset).
+
| ''(Optional)'' A [[Modding:Common data field types#Point|point]] pixel offset to apply to the NPC's <samp>BreathChestPosition</samp> when drawn over the NPC. Omit to calculate it automatically. This should be omitted for most NPCs, unless they have a non-standard size.
|}
   
|-
 
|-
| <samp>DrawShadow</samp>
+
| <samp>Shadow</samp>
| ''(Optional)'' Whether to draw an automatic shadow along the bottom edge of the building's sprite. Default true.
+
| ''(Optional)'' The options for the shadow to draw under the NPC, or omit to apply the default shadow behavior.
|}
+
 
 +
This consists of a model with these fields:
   −
====Interior====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,908: Line 2,982:  
! effect
 
! effect
 
|-
 
|-
| <samp>IndoorMap</samp>
+
| <samp>Visible</samp>
| ''(Optional)'' The name of the map asset under <samp>Maps</samp> to load for the building interior. For example, <samp>"Shed"</samp> will load the [[shed]]'s <samp>Maps/Shed</samp> map.
+
| ''(Optional)'' Whether the shadow should be drawn. Default true.
 +
|-
 +
| <samp>Offset</samp>
 +
| ''(Optional)'' A [[Modding:Common data field types#Point|point]] pixel offset applied to the shadow position. Default zero.
 
|-
 
|-
| <samp>IndoorMapType</samp>
+
| <samp>Scale</samp>
| ''(Optional)'' The full name of the C# location class which will manage the building's interior location. This must be one of the vanilla types to avoid a crash when saving. There are too many to list here, but the most useful types are likely...
+
| ''(Optional)'' The scale at which to draw the shadow. Default 1.
* <samp>StardewValley.AnimalHouse</samp>;
+
 
* <samp>StardewValley.Locations.Cabin</samp>;
+
This is a multiplier applied to the default shadow scale, which can change based on factors like whether the NPC is jumping. For example, <samp>0.5</samp> means half the size it'd be drawn if you didn't specify a scale.
* <samp>StardewValley.Locations.Cellar</samp>;
+
|}
* <samp>StardewValley.Locations.DecoratableLocation</samp>;
  −
* <samp>StardewValley.Locations.FarmCave</samp>;
  −
* <samp>StardewValley.Locations.FarmHouse</samp>;
  −
* <samp>StardewValley.Locations.Shed</samp>;
  −
* and <samp>StardewValley.Locations.SlimeHutch</samp>.
  −
Defaults to the generic <samp>StardewValley.GameLocation</samp> class.
   
|-
 
|-
| <samp>NonInstancedIndoorLocation</samp>
+
| <samp>EmoteOffset</samp>
| ''(Optional)'' The name of the existing global location to treat as the building's interior, like <samp>FarmHouse</samp> and <samp>Greenhouse</samp> for their buildings.
+
| ''(Optional)'' A [[Modding:Common data field types#Point|point]] pixel offset applied to emote drawn over the NPC. Default zero.
 
  −
Each location can only be used by one building. If the location is already in use (e.g. because the player has two of this building), each subsequent building will use the <samp>IndoorMap</samp> and <samp>IndoorMapType</samp> instead. For example, the first greenhouse will use the global <samp>Greenhouse</samp> location, and any subsequent greenhouse will use a separate instanced location.
   
|-
 
|-
| <samp>MaxOccupants</samp>
+
| <samp>ShakePortraits</samp>
| ''(Optional)'' The maximum number of animals who can live in this building.
+
| ''(Optional)'' The portrait indexes which should shake when displayed. Default none.
 
|-
 
|-
| <samp>AllowAnimalPregnancy</samp>
+
| <samp>KissSpriteIndex</samp>
| ''(Optional)'' Whether animals can get pregnant and produce offspring in this building. Default false.
+
| ''(Optional)'' If the NPC can be married, the sprite index within their <samp>Texture</samp> to use when kissing a player. Default 28.
 
|-
 
|-
| <samp>ValidOccupantTypes</samp>
+
| <samp>KissSpriteFacingDirection</samp>
| ''(Optional)'' A list of building IDs whose animals to allow in this building too. For example, <code>[ "Barn", "Coop" ]</code> will allow [[barn]] and [[coop]] animals in this building. Default none.
+
| ''(Optional)'' Whether the character is facing right (true) or left (false) in their <samp>KissSpriteIndex</samp>. The sprite will be flipped as needed to face the player. Default true.
 
|}
 
|}
 +
</dd>
   −
====Item processing====
+
<dt>[[Secrets#Gift Log|Hidden gift log emote]]:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,944: Line 3,015:  
! effect
 
! effect
 
|-
 
|-
| <samp>HayCapacity</samp>
+
| <samp>HiddenProfileEmoteSound</samp>
| ''(Optional)'' The amount of hay that can be stored in this building. If built on the [[The Farm|farm]], this works just like [[silo]]s and contributes to the farm's available hay.
+
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the [[#Custom audio|cue ID]] for the sound played when clicking the sprite. Defaults to <samp>drumkit6</samp>.
 
|-
 
|-
| <samp>ItemConversions</samp>
+
| <samp>HiddenProfileEmoteDuration</samp>
| ''(Optional)'' The item processing rules which take input items and convert them into output items using the inventories defined by <samp>Chests</samp>. This consists of a list of models with these fields:
+
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], how long the animation plays measured in milliseconds. Defaults to 4000 (4 seconds).
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>HiddenProfileEmoteStartFrame</samp>
! effect
+
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the index within the NPC's overworld sprite spritesheet at which the animation starts. If omitted for a vanilla NPC, the game plays a default animation specific to that NPC; if omitted for a custom NPC, the game just shows them walking while facing down.
 
|-
 
|-
| <samp>RequiredTags</samp>
+
| <samp>HiddenProfileEmoteFrameCount</samp>
| A list of [[Modding:Items#Context tags|context tags]] to match against an input item. An item must have ''all'' of these tags to be accepted.
+
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the number of frames in the animation. The first frame corresponds to <samp>HiddenProfileEmoteStartFrame</samp>, and each subsequent frame will use the next sprite in the spritesheet. Default 1.
 +
 
 +
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
 
|-
 
|-
| <samp>SourceChest</samp>
+
| <samp>HiddenProfileEmoteFrameDuration</samp>
| The name of the inventory defined in <samp>Chests</samp> from which to take input items.
+
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], how long each animation frame is shown on-screen before switching to the next one, measured in milliseconds. Default 200.
|-
+
 
| <samp>DestinationChest</samp>
+
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
| The name of the inventory defined in <samp>Chests</samp> in which to store output items.
+
|}
|-
+
</dd>
| <samp>ProducedItems</samp>
+
 
| The output items produced when an input item is converted. This consists of a list of models with these fields:
+
<dt>Advanced:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,970: Line 3,043:  
! effect
 
! effect
 
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>CustomFields</samp>
| The [[#Custom items|qualified item ID]].
+
| The [[#Custom data fields|custom fields]] for this entry.
 
|-
 
|-
| <samp>MinCount</samp><br /><samp>MaxCount</samp>
+
| <samp>FormerCharacterNames</samp>
| The minimum/maximum number of the item to produce.
+
| ''(Optional)'' The former NPC names which may appear in save data. If matched, the game will rename the NPC and update related data (e.g. friendship).
|-
+
 
| <samp>Chance</samp>
+
A former name is only applied if:
| ''(Optional)'' The probability that the item will be produced, as a value between 0 (never drops) and 1 (always drops). This has no effect on other output items (e.g. if there are ten outputs with 100% chance, all ten will be produced). Default 1 (100% chance).
+
# it doesn't match a current ID in <samp>Data/Characters</samp>;
 +
# the save has an NPC with the former name;
 +
# the save doesn't already have an NPC with the new name.
 +
 
 +
For example:
 +
<syntaxhighlight lang="js">
 +
"FormerCharacterNames": [ "SomeOldName" ]
 +
</syntaxhighlight>
 +
 
 +
Former names can have any format, but they must be '''globally''' unique. They can't match the ID or <samp>FormerCharacterNames</samp> of any other NPC in <samp>Data/Characters</samp> (whether vanilla or custom).
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>FestivalVanillaActorIndex</samp>
| ''(Optional)'' If set, the output is only available if the given [[#Game state queries|game state query]] is true.
+
| ''(Optional, Specialized)'' The NPC's index in the <samp>Maps/characterSheet</samp> tilesheet, if applicable. This is used for placing vanilla NPCs in festivals from the map; custom NPCs should use the <samp>&lt;layer&gt;_additionalCharacters</samp> field in the festival data instead.
|}
  −
|-
  −
| <samp>RequiredCount</samp>
  −
| ''(Optional)'' The number of the input item to consume. Default 1.
  −
|-
  −
| <samp>MaxDailyConversions</samp>
  −
| ''(Optional)'' The maximum number of the input item which can be processed each day. Each conversion rule has its own separate maximum (e.g. if you have two rules each with a max of 1, then you can convert one of each daily). Set to -1 to allow unlimited conversions. Default 1.
  −
|}
  −
|-
  −
| <samp>Chests</samp>
  −
| ''(Optional)'' The input/output inventories that can be accessed from a tile on the building exterior. The allowed items are defined by the separate <samp>ItemConversions</samp> field. This is a list of models with these fields:
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>Name</samp>
  −
| A name for this chest, referenced from the <samp>ItemConversions</samp> field. Each chest must have a unique name within one building's chest list (but they don't need to be globally unique).
  −
|-
  −
| <samp>Type</samp>
  −
| The inventory type. This must be one of:
  −
* <samp>Chest</samp>: show a normal chest UI on click.
  −
* <samp>Collect</samp>: provides items for the player to collect. Clicking the tile will do nothing (if empty), grab the item directly (if it only contains one item), else show a grab-only inventory UI.
  −
* <samp>Load</samp>: lets the player add items for the building to process.
  −
|-
  −
| <samp>Sound</samp>
  −
| ''(Optional)'' The sound to play once when the player clicks the chest.
  −
|-
  −
| <samp>InvalidItemMessage</samp><br /><samp>InvalidCountMessage</samp><br /><samp>ChestFullMessage</samp>
  −
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] to show when the player tries to add an item to the chest when...
  −
* it isn't a supported item;
  −
* it's supported but they don't have enough in their inventory;
  −
* the chest has no more room to accept it.
  −
If omitted, the player interaction is ignored with no message shown.
  −
|-
  −
| <samp>DisplayTile</samp>
  −
| ''(Optional)'' The chest's position on the building exterior, measured in tiles from the top-left corner of the building, specified in the form <samp>"{{t|x}}, {{t|y}}"</samp>. This affects the position of the 'item ready to collect' bubble. If omitted, the bubble is disabled.
  −
|-
  −
| <samp>DisplayHeight</samp>
  −
| ''(Optional)'' If <samp>DisplayTile</samp> is set, the chest's tile height like <samp>1.5</samp>.
  −
|}
   
|}
 
|}
 +
</dd>
 +
</dl>
 +
 +
====Examples====
 +
For example, this content pack adds a new ''Amabel'' NPC with full social features:
 +
 +
{{#tag:syntaxhighlight|<nowiki>
 +
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/Characters",
 +
            "Entries": {
 +
                "{{ModId}}_Amabel": {
 +
                    "DisplayName": "Amabel", // this would normally use {{i18n:}} to support translations
 +
                    "BirthSeason": "Fall",
 +
                    "BirthDay": 14,
 +
                    "HomeRegion": "Town",
 +
                    "Gender": "Female",
 +
                    "Age": "Teen",
 +
                    "Manner": "Rude",
 +
                    "SocialAnxiety": "Outgoing",
 +
                    "Optimism": "Neutral",
 +
 +
                    "CanBeRomanced": true,
 +
                    "LoveInterest": "Abigail",
 +
 +
                    "Home": [
 +
                        {
 +
                            "Id": "Default",
 +
                            "Location": "SeedShop",
 +
                            "Tile": { "X": 1, "Y": 9 },
 +
                            "Direction": "Left"
 +
                        }
 +
                    ]
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 +
You can also add non-social NPCs which don't have birthdays or friendship points, accept gifts, give quests, etc:
 +
{{#tag:syntaxhighlight|<nowiki>
 +
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/Characters",
 +
            "Entries": {
 +
                "{{ModId}}_Belwick": {
 +
                    "DisplayName": "Belwick", // this would normally use {{i18n:}} to support translations
 +
 +
                    "SocialTab": "HiddenAlways",
 +
                    "CanSocialize": "FALSE",
 +
                    "IntroductionsQuest": false,
 +
                    "PerfectionScore": false,
 +
                    "EndSlideShow": true
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 +
===Custom NPC appearance===
 +
{{/doc status|[[Modding:NPC data]]|done=false}}
 +
 +
Each NPC can now have any number of custom portraits/sprites in <samp>Data/Characters</samp> with arbitrary conditions. This lets mods add features like indoor/outdoor outfits without the performance impact of reloading textures. If multiple outfits apply, the game will choose between them with a day-stable randomization.
 +
 +
For example, you can load indoor/outdoor outfits for a custom NPC to swap between automatically:
 +
<syntaxhighlight lang="js">
 +
// add base indoor/outdoor sprites
 +
{
 +
    "Action": "Load",
 +
    "Target": "Characters/Johnny_Indoor, Characters/Johnny_Outdoor, Portraits/Johnny_Indoor, Portraits/Johnny_Outdoor",
 +
    "FromFile": "assets/{{Target}}.png"
 +
},
 +
 +
// apply any overlays needed
 +
{
 +
    "Action": "EditImage",
 +
    "Target": "Characters/Johnny_Indoor, Portraits/Johnny_Indoor",
 +
    "FromFile": "assets/overlays/{{Target}}_married.png",
 +
    "When": {
 +
        "Spouse": "Johnny"
 +
    }
 +
},
 +
 +
// add NPC
 +
{
 +
    "Action": "EditData",
 +
    "Target": "Data/Characters",
 +
    "Entries": {
 +
        "SomeMod.Id_Johnny": {
 +
            ...,
 +
            "Appearance": [
 +
                {
 +
                    "Id": "Outdoors",
 +
                    "Indoors": false,
 +
                    "Portrait": "Portraits/Johnny_Outdoor",
 +
                    "Sprite": "Characters/Johnny_Outdoor"
 +
                },
 +
                {
 +
                    "Id": "Default",
 +
                    "Portrait": "Portraits/Johnny_Indoor",
 +
                    "Sprite": "Characters/Johnny_Indoor"
 +
                }
 +
            ]
 +
        }
 +
    }
 +
}
 +
</syntaxhighlight>
 +
 +
See the <samp>Appearance</samp> field in [[#Custom NPCs|custom NPC data]] for more info.
 +
 +
===Custom farm animals===
 +
{{/doc status|[[Modding:Animal data]]|done=true}}
 +
 +
You can now create and edit [[Animals|farm animals]] by editing the revamped <samp>Data/FarmAnimals</samp> asset. This changes to a data model, adds built-in support for custom animals, and allows far more customizability per animal (like its size, growth, produce, appearance and sounds, etc).
 +
 +
===Custom pets===
 +
{{/doc status|[[Modding:Pets]]|done=true}}
 +
 +
* You can now create and customize [[Animals#Cat or Dog|pet]]s & pet breeds by editing the new <samp>Data/Pets</samp> asset.*
 +
* The pet bowl is now a building which can be constructed or moved. Each pet is assigned to an available pet bowl. For C# mods, each pet now has a <samp>guid</samp> field populated with a unique ID, and each pet bowl has a <samp>petGuid</samp> field which tracks its owner (see the <samp>PetBowl::HasPet()</samp> and <samp>PetBowl::FindPet()</samp> methods).
 +
* In the [[Modding:Event data#Basic format|event character setup]], you can now use <samp>pet</samp> to add a pet of the player's selected type. Its actor name will be <samp>PetActor</samp> in other event commands. This supersedes <samp>cat</samp> (with name <samp>Cat</samp>) and <samp>dog</samp> (with name <samp>Dog</samp>), though those still work too.
 +
* For C# mods:
 +
** All pets now use a generic <samp>Pet</samp> class, instead of <samp>Cat</samp> or <samp>Dog</samp>. The pet type is tracked by the pet's <samp>petType</samp> field.
 +
** The player's preferred pet type is tracked by <samp>Game1.player.whichPetType</samp>. The former <samp>catPerson</samp> field is now readonly and checks that field.
 +
** Added <samp>Pet.type_cat</samp> and <samp>Pet.type_dog</samp> constants for the default pet types.
 +
 +
===Custom monster eradication goals===
 +
{{/doc status|a new doc page|done=false}}
 +
 +
: ''See also: [[#Monster eradication goal flag changes|Monster eradication goal flag changes]].''
 +
 +
You can now add/edit [[Adventurer's Guild]] monster eradication goals by editing the new <samp>Data/MonsterSlayerQuests</samp> data asset.
 +
 +
This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the monster eradication goal.
 +
* The value is a model with the fields listed below.
   −
====Tile interactions====
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>ActionTiles</samp>
  −
| ''(Optional)'' A list of tiles which the player can click to trigger an <samp>Action</samp> [[Modding:Maps|map tile property]]. This consists of a list of models with these fields:
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>Tile</samp>
  −
| The tile position, relative to the building's top-left corner tile.
  −
|-
  −
| <samp>Action</samp>
  −
| The [[#Tokenizable string format|tokenizable string]] for the action to perform, excluding the <samp>Action</samp> prefix. For example, <samp>"Dialogue Hi there @!"</samp> to show a messagebox like "''Hi there <player name>!''". The tokenizable string is expected before the action is raised. See the [[Modding:Maps#Tile properties 2|list of tile properties]] for useful <samp>Action</samp> values.
  −
|}
  −
|-
  −
| <samp>DefaultAction</samp>
  −
| ''(Optional)'' The default tile action if the clicked tile isn't in <samp>ActionTiles</samp>. Default none.
  −
|-
  −
| <samp>TileProperties</samp>
  −
| ''(Optional)'' The [[Modding:Maps|map tile properties]] to set. This consists of a list of models with these fields:
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>LayerName</samp>
  −
| The name of the map layer whose tiles to change.
  −
|-
  −
| <samp>Tiles</samp>
  −
| The tile properties to set on the layer, as a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,064: Line 3,212:  
! effect
 
! effect
 
|-
 
|-
| <samp>Tile</samp>
+
| <samp>DisplayName</samp>
| The tile position, relative to the building's top-left corner tile.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the goal's display name, shown on the board in the Adventurer's Guild.
 
|-
 
|-
| <samp>Key</samp>
+
| <samp>Targets</samp>
| The tile property name to set.
+
| A list of [[Modding:Monster data#Monster IDs|monster IDs]] that are counted towards the <samp>Count</samp>.
 
|-
 
|-
| <samp>Value</samp>
+
| <samp>Count</samp>
| ''(Optional)'' The tile property value to set, or omit to set a null value.
+
| The total number of monsters (matching the <samp>Targets</samp>) which must be defeated to complete this goal.
|}
  −
|}
   
|-
 
|-
| <samp>AdditionalTilePropertyRadius</samp>
+
| <samp>RewardItemId</samp>
| ''(Optional)'' When checking whether the player clicked on a <samp>TileProperties</samp> tile, an added distance around the building at which tile locations may be placed. Default 0, so only tile properties within the normal building bounds will work.
+
| ''(Optional)'' The [[#Custom items|qualified ID]] for the item that can be collected from [[Gil]] when this goal is completed. Default none.
|}
  −
 
  −
====Advanced====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>RewardItemPrice</samp>
! effect
+
| ''(Optional)'' The price of the <samp>RewardItemId</samp> in [[Marlon]]'s shop after the goal is completed, or -1 to disable buying it from Marlon. Default -1.
 
|-
 
|-
| <samp>Metadata</samp>
+
| <samp>RewardDialogue</samp><br /><samp>RewardDialogueFlag</samp>
| ''(Optional)'' A list of custom properties applied to the building, which can optionally be overridden per-skin in the <samp>Skins</samp> field. Default none.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for custom [[Gil]] dialogue shown when talking to him after completing the goal, and an optional [[Modding:Mail data|mail flag]] to set when the player has seen the dialogue. Both default to none.
 +
 
 +
If there are reward items, they're shown after this dialogue.
 +
 
 +
If <samp>RewardDialogue</samp> is used without <samp>RewardDialogueFlag</samp>, then this dialogue will be shown each time the reward menu is opened after completing the goal, until the player collects the reward items. If the <samp>RewardItems</samp> isn't set, this can safely be omitted since the goal will be marked collected immediately.
   −
The base game recognizes these properties:
+
This doesn't send a letter; see <samp>RewardMail</samp> or <samp>RewardMailAll</samp> for that.
{| class="wikitable"
   
|-
 
|-
! property
+
| <samp>RewardFlag</samp><br /><samp>RewardFlagAll</samp>
! description
+
| ''(Optional)'' The [[Modding:Mail data|mail flag ID]] to set for the current player (<samp>RewardFlag</samp>) or all players (<samp>RewardFlagAll</samp>) when talking to [[Gil]] after completing the goal. Default none.
 +
 
 +
Note that <samp>RewardFlag</samp> is usually not needed, since the game will also set a <samp>Gil_{{t|goal ID}}</samp> flag regardless.
 +
 
 +
This doesn't send a letter; see <samp>RewardMail</samp> or <samp>RewardMailAll</samp> for that.
 
|-
 
|-
| <samp>ChimneyPosition: {{t|x}} {{t|y}}</samp>
+
| <samp>RewardMail</samp><br /><samp>RewardMailAll</samp>
| ''(Optional)'' The pixel position at which to place a chimney on the building exterior, relative to the top-left corner of the sprite. This will apply the same logic as the farmhouse chimney (e.g. producing smoke if there's a lit fireplace inside the building).
+
| ''(Optional)'' The mail letter ID to add to the mailbox tomorrow for the current player (<samp>RewardMail</samp>) or all players (<samp>RewardMailAll</samp>). Default none.
 
|-
 
|-
| <samp>ChimneyPosition{{o|upgrade level}}: {{t|x}} {{t|y}}</samp>
+
| <samp>CustomFields</samp>
| ''(Optional, for farmhouses/cabins only)'' Override <samp>ChimneyPosition</samp> for the given upgrade level, starting from 0 for the initial farmhouse/cabin. If there's no override for the current upgrade level, the highest override for a lower upgrade level is used (if any). For example, <samp>ChimneyPosition3</samp> would be used for the third house upgrade (and the fourth if there's no <samp>ChimneyPosition4</samp>).
+
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
   −
This can also contain arbitrary custom properties, which C# mods can read using <samp>building.GetMetadata(key)</samp>.
+
===Custom phone calls===
|-
+
{{/doc status|a new doc page|done=false}}
| <samp>BuildingType</samp>
  −
| ''(Optional)'' The full name of the C# type to instantiate for the building instance. Defaults to a generic <samp>Building</samp> instance. Note that using a non-vanilla building type will cause a crash when trying to write the building to the save file.
  −
|-
  −
| <samp>ModData</samp>
  −
| ''(Optional)'' A string → string lookup of arbitrary <samp>modData</samp> values to attach to the building when it's constructed.
  −
|-
  −
| <samp>ConvertBuildingOffset</samp>
  −
| ''(Optional)'' Only used when migrating pre-1.6 buildings to 1.6, specifically to adjust for the barn's footprint being reduced by one tile in the back.
  −
|}
     −
===Build anywhere===
+
Mods can now extend the [[telephone]] with custom calls (both incoming calls, and phone numbers which the player can call).
Buildings and animals are no longer hardcoded to the [[The Farm|farm]] location (except [[cabin]]s and the [[farmhouse]] which still are). You can allow building construction for any location using the [[#Map/tile property changes|new <samp>CanBuildHere</samp> and related map properties]]. The game will adjust accordingly (e.g. Robin will let you choose where to construct the building).
     −
==What's new for NPCs==
+
====Incoming calls====
===Custom NPC data===
+
You can add or customize incoming calls by editing the <samp>Data/IncomingPhoneCalls</samp> asset.
[[Modding:NPC data|Custom NPCs were already possible]], but 1.6 extends that with a new <samp>Data/AdditionalNPCData</samp> data asset to customize previously hardcoded game logic and specify some data for NPCs that aren't in <samp>Data/NPCDispositions</samp>.
     −
This consists of a string → model lookup, where the key is the internal NPC name (i.e. the same key as <samp>Data/NPCDispositions</samp> if any), and the value is a model with these fields:
+
This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the incoming call data.
 +
* The value is a model with the fields listed below.
   −
<dl style="margin-left: 2em;">
  −
<dt>Main info:</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,130: Line 3,267:  
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>Dialogue</samp>
| The internal NPC name. This should match the entry key.
+
| The dialogue text to show when the player answers the phone. This can use the full [[Modding:Dialogue|dialogue format]] (including questions and different dialogue based on the selected answer).
 +
|-
 +
| <samp>FromNpc</samp>
 +
| ''(Optional)'' The internal name of the NPC making the call. If specified, that NPC's name and portrait will be shown.
 +
|-
 +
| <samp>FromPortrait</samp>
 +
| ''(Optional)'' The asset name for the portrait spritesheet to display (like <samp>Portraits/Abigail</samp>). If <samp>FromNpc</samp> is specified too, this overrides the portrait from that NPC. If both <samp>FromNpc</samp> and <samp>FromDisplayName</samp> are null, this portrait will be shown with the display name "???".
 +
|-
 +
| <samp>FromDisplayName</samp>
 +
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the calling NPC's display name. If <samp>FromNpc</samp> is specified too, this overrides the display name from that NPC.
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>MaxCalls</samp>
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the NPC's display name. Defaults to the display name in <samp>Data/NPCDispositions</samp> (if any), else the internal NPC name.
+
| ''(Optional)'' The maximum number of times a player can receive this phone call, or <samp>-1</samp> for no limit. Default 1.
 
|-
 
|-
| <samp>Size</samp>
+
| <samp>TriggerCondition</samp><br /><samp>RingCondition</samp>
| ''(Optional)'' The pixel size of the individual sprites in their overworld sprite spritesheet. Specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to <samp>(16, 32)</samp>.
+
| ''(Optional)'' If set, a game state query which indicates whether to trigger this phone call (<samp>TriggerCondition</samp>) or whether the phone rings when this call is received (<samp>RingCondition</samp>).
   −
'''Note:''' sizes bigger than 16×32 may break NPC spawning and pathfinding.
+
Whether a player receives this call depends on both fields: <samp>TriggerCondition</samp> is checked on the main player before sending the call to all players, then <samp>RingCondition</samp> is checked on each player to determine whether the phone rings for them.
 
|-
 
|-
| <samp>UnlockConditions</samp>
+
| <samp>IgnoreBaseChance</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the NPC should be added to the world, checked when loading a save and when ending each day. This only affects whether the NPC is added when missing; returning false won't remove an NPC that's already been added. Defaults to true.
+
| ''(Optional)'' Whether to ignore the 1% base chance when checking whether to trigger an incoming call. If true, the game will check if this call can be received regardless of the base chance. Default false.
 
|-
 
|-
| <samp>TextureName</samp>
+
| <samp>SimpleDialogueSplitBy</samp>
| ''(Optional)'' The '''last segment''' of the NPC's portrait and sprite asset names. For example, set to <samp>Abigail</samp> to use <samp>Portraits/Abigail</samp> and <samp>Characters/Abigail</samp> respectively. Defaults to the internal NPC name.
+
| ''(Optional, specialized)'' If set, marks the call as having a simple dialogue string without an NPC name and portrait, with lines split into multiple boxes by this substring. For example, <code>"SimpleDialogueSplitBy": "#"</code> will split <code>Box A#Box B#Box C</code> into three consecutive dialogue boxes.
 +
 
 +
You should omit this in most cases, and use the regular dialogue format in <samp>Dialogue</samp> to split lines if needed. This is mainly intended to support some older vanilla phone calls.
 
|-
 
|-
| <samp>Breather</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' Whether the chest on the NPC's overworld sprite puffs in and out as they breathe. Default true</samp>.
+
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
</dd>
     −
<dt>Spawn info:</dt>
+
====Custom handlers in C#====
<dd>
+
C# mods can implement <samp>StardewValley.PhoneCalls.IPhoneHandler</samp> and add it to <samp>Phone.PhoneHandlers</samp> for full control over both incoming and outgoing calls:
 +
 
 +
<syntaxhighlight lang="c#">
 +
/// <summary>The mod entry point.</summary>
 +
internal sealed class ModEntry : Mod
 +
{
 +
    /// <inheritdoc />
 +
    public override void Entry(IModHelper helper)
 +
    {
 +
        Phone.PhoneHandlers.Add(new CustomPhoneHandler());
 +
    }
 +
}
 +
 
 +
/// <summary>A custom phone handler.</summary>
 +
internal sealed class CustomPhoneHandler : IPhoneHandler
 +
{
 +
    ...
 +
}
 +
</syntaxhighlight>
 +
 
 +
See <samp>StardewValley.PhoneCalls.DefaultPhoneHandler</samp> in the [[Modding:Modder Guide/Get Started#decompile|decompiled game code]] for an example implementation.
 +
 
 +
===Custom shops===
 +
{{/doc status|[[Modding:Shops]]|done=true}}
 +
 
 +
You can now create and edit shops via the new <samp>Data/Shops</samp> asset. See [[Modding:Shops]] for documentation and examples.
 +
 
 +
===Dialogue changes===
 +
{{/doc status|[[Modding:Dialogue]]|done=false}}
 +
 
 +
<ul>
 +
<li>Added new [[Modding:Dialogue|dialogue]] keys:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! asset
! effect
+
! key format
 +
! description
 
|-
 
|-
| <samp>ForceSpawn</samp>
+
|rowspan="22"| <samp>Characters/Dialogue/&lt;name&gt;</samp>
| ''(Optional)'' Whether to add this NPC to the world even if they don't have an entry in <samp>Data/NPCDispositions</samp>. If true, you must specify <samp>DefaultLocation</samp> to avoid errors. Defaults to false.
   
|-
 
|-
| <samp>DefaultLocation</samp>
+
| <samp>AcceptBirthdayGift_{{t|id}}</samp><br /><samp>AcceptBirthdayGift_{{t|tag}}</samp><br /><samp>AcceptBirthdayGift_{{t|taste}}</samp><br /><samp>AcceptBirthdayGift_Negative</samp><br /><samp>AcceptBirthdayGift_Positive</samp><br /><samp>AcceptBirthdayGift</samp>
| ''(Optional)'' The internal name for the home location where this NPC spawns and returns each day. Defaults to the value specified in <samp>Data/NPCDispositions</samp> (if any), else causes an error.
+
| Shown when receiving a birthday gift from the player. If omitted, defaults to the generic translations for all NPCs.
|-
+
 
| <samp>DefaultTile</samp>
+
The first matching dialogue is used in this order:
| ''(Optional)'' The tile position within the home location where this NPC spawns and returns each day. Specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to the tile specified in <samp>Data/NPCDispositions</samp> (if any), else <samp>(0, 0)</samp>.
+
# by item ID (like <samp>AcceptBirthdayGift_(O)128</samp>);
|-
+
# by context tag (like <samp>AcceptBirthdayGift_category_fish</samp>);
| <samp>Direction</samp>
+
# by gift taste (one of <samp>AcceptBirthdayGift_Loved</samp>, <samp>AcceptBirthdayGift_Liked</samp>, <samp>AcceptBirthdayGift_Neutral</samp>, <samp>AcceptBirthdayGift_Disliked</samp>, or <samp>AcceptBirthdayGift_Hated</samp>);
| ''(Optional)'' The default direction the NPC faces when they start each day. The possible values are <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, and <samp>up</samp>. Defaults to the value specified in <samp>Data/NPCDispositions</samp> (if any), else <samp>up</samp>.
+
# <samp>AcceptBirthdayGift_Negative</samp> (hated or disliked gift) or <samp>AcceptBirthdayGift_Positive</samp> (neutral, liked, or loved gift);
|}
+
# for all items (via <samp>AcceptBirthdayGift</samp>).
</dd>
     −
<dt>Social features:</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>AcceptBouquet</samp>
! effect
+
| Shown when the NPC accepts a [[bouquet]] from the player. Defaults to a generic dialogue.
 
|-
 
|-
| <samp>SocializeConditions</samp>
+
| <samp>AcceptGift_{{t|id}}</samp><br /><samp>AcceptGift_{{t|tag}}</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether to enable social features (like birthdays, gift giving, [[friendship]], and an entry in the social tab). Defaults to true (except for monsters, horses, pets, and Junimos).
+
| Shown when receiving a non-birthday gift from the player. This can be by item ID (like <samp>AcceptGift_(O)128</samp>) or context tag (like <samp>AcceptGift_category_fish</samp>). If omitted, defaults to the dialogue in <samp>Data/NPCGiftTastes</samp>.
 
|-
 
|-
| <samp>Visibility</samp>
+
| <samp>DumpsterDiveComment</samp>
| ''(Optional)'' Determines how the NPC is shown on the [[friendship|social tab]] when unlocked. Possible values:
+
| Shown when the NPC catches the player digging through a trash can. Defaults to a generic dialogue based on the NPC's age.
{| class="wikitable"
   
|-
 
|-
! value
+
| <samp>HitBySlingshot</samp>
! effect
+
| Shown when the player shoots them with a [[slingshot]]. Defaults to a generic dialogue.
 
|-
 
|-
| <samp>HiddenAlways</samp>
+
| <samp>RejectBouquet_Divorced</samp><br /><samp>RejectBouquet_NotDatable</samp><br /><samp>RejectBouquet_NpcAlreadyMarried</samp><br /><samp>RejectBouquet_VeryLowHearts</samp><br /><samp>RejectBouquet_LowHearts</samp><br /><samp>RejectBouquet</samp>
| They never appear in the social tab.
+
| Shown when the NPC rejects a [[bouquet]].
 +
 
 +
A specific dialogue is shown if possible:
 +
* <samp>RejectBouquet_Divorced</samp>: the NPC won't accept this bouquet because you divorced them.
 +
* <samp>RejectBouquet_NotDatable</samp>: the NPC isn't romanceable.
 +
* <samp>RejectBouquet_NpcAlreadyMarried</samp>: the NPC is already married to another player. You can use <samp>{0}</samp> in the dialogue for the other player's name.
 +
* <samp>RejectBouquet_VeryLowHearts</samp>: you have less than 4 hearts with the NPC.
 +
* <samp>RejectBouquet_LowHearts</samp>: you have less than 8 hearts with the NPC.
 +
 
 +
If the specific dialogue isn't set, the game will use the <samp>RejectBouquet</samp> dialogue (if set), else it'll default to generic dialogue for each case.
 
|-
 
|-
| <samp>Hidden</samp>
+
| <samp>RejectGift_Divorced</samp>
| Until the player meets them, they don't appear on the social tab.
+
| Shown when the NPC rejects a gift because you divorced them.
 
|-
 
|-
| <samp>Default</samp>
+
| <samp>RejectItem_{{t|id}}</samp><br /><samp>RejectItem_{{t|tag}}</samp>
| Until the player meets them, their name on the social tab is replaced with "???".
+
| If set, the NPC will refuse to accept any matching item and show this dialogue instead. This can be by item ID (like <samp>RejectItem_(O)128</samp>) or context tag (like <samp>RejectItem_category_fish</samp>). This can prevent gifting, movie tickets, bouquets, mermaid pendants, etc. However it won't prevent accepting an item for an active quest or special order.
 
|-
 
|-
| <samp>Friend</samp>
+
| <samp>RejectMermaidPendant_Divorced</samp><br /><samp>RejectMermaidPendant_NeedHouseUpgrade</samp><br /><samp>RejectMermaidPendant_NotDatable</samp><br /><samp>RejectMermaidPendant_NpcWithSomeoneElse</samp><br /><samp>RejectMermaidPendant_PlayerWithSomeoneElse</samp><br /><samp>RejectMermaidPendant_Under8Hearts</samp><br /><samp>RejectMermaidPendant_Under10Hearts</samp><br /><samp>RejectMermaidPendant_Under10Hearts_AskedAgain</samp><br /><samp>RejectMermaidPendant</samp>
| They always appear in the social tab (including their name).
+
| Shown when the NPC rejects a [[Mermaid's Pendant|mermaid's pendant]].
|}
+
 
 +
A specific dialogue is shown if possible. The cases are checked in this order:
 +
# <samp>RejectMermaidPendant_PlayerWithSomeoneElse</samp>: the player is already engaged or married to someone else. You can use <samp>{0}</samp> in the dialogue for the player's spouse name.
 +
# <samp>RejectMermaidPendant_NotDatable</samp>: the NPC isn't romanceable.
 +
# <samp>RejectMermaidPendant_Divorced</samp>: you divorced them, so they won't accept gifts or proposals from you.
 +
# <samp>RejectMermaidPendant_NpcWithSomeoneElse</samp>: the NPC is already engaged or married to someone else. You can use <samp>{0}</samp> in the dialogue for the other player's name.
 +
# <samp>RejectMermaidPendant_Under8Hearts</samp>: you have under 8 hearts with the NPC.
 +
# <samp>RejectMermaidPendant_Under10Hearts</samp>: you have under 10 hearts with the NPC.
 +
# <samp>RejectMermaidPendant_Under10Hearts_AskedAgain</samp>: you have under 10 hearts with the NPC, and asked again after they already said no. (Defaults to the previous dialogue if not set.)
 +
# <samp>RejectMermaidPendant_NeedHouseUpgrade</samp>: you need to upgrade your house before they can accept.
   −
Defaults to <samp>Default</samp>.
+
If the specific dialogue isn't set, the game will use the <samp>RejectMermaidPendant</samp> dialogue (if set), else it'll default to generic dialogue for each case.
 
|-
 
|-
| <samp>ExcludeFromIntroductionsQuest</samp>
+
| <samp>RejectMovieTicket_AlreadyInvitedBySomeoneElse</samp><br /><samp>RejectMovieTicket_AlreadyWatchedThisWeek</samp><br /><samp>RejectMovieTicket_Divorced</samp><br /><samp>RejectMovieTicket_DontWantToSeeThatMovie</samp><br /><samp>RejectMovieTicket</samp>
| ''(Optional)'' Whether this NPC will be ignored for the [[Quests#List of Story Quests|''introductions'' quest]]. Default false if the NPC is in <samp>Data/NPCDispositions</samp>, else true.
+
| Show when the NPC rejects a [[Movie Ticket|movie ticket]].
|}
+
 
</dd>
+
A specific dialogue is shown if possible:
 +
* <samp>RejectMovieTicket_AlreadyInvitedBySomeoneElse</samp>: someone else already invited the NPC to a movie. You can use <samp>{0}</samp> in the dialogue for the other player's name.
 +
* <samp>RejectMovieTicket_AlreadyWatchedThisWeek</samp>: the NPC already watched a movie this week.
 +
* <samp>RejectMovieTicket_Divorced</samp>: you divorced the NPC, so they won't accept gifts from you.
 +
* <samp>RejectMovieTicket_DontWantToSeeThatMovie</samp>: the movie data marks that NPC as unwilling to watch it (e.g. kids for horror movies).
   −
<dt>[[Secrets#Gift Log|Hidden gift log emote]]:</dt>
+
If the specific dialogue isn't set, the game will use the <samp>RejectMovieTicket</samp> dialogue (if set), else it'll default to generic dialogue for each case.
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>SpouseFarmhouseClutter</samp>
! effect
+
| Shown by an NPC spouse when they couldn't pathfind to their kitchen standing spot in the farmhouse.
 
|-
 
|-
| <samp>HiddenProfileEmoteSound</samp>
+
| <samp>SpouseGiftJealous</samp>
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the [[#Custom audio|cue ID]] for the sound played when clicking the sprite. Defaults to <samp>drumkit6</samp>.
+
| Shown by an NPC spouse when you gave a gift to another eligible NPC of the same gender as your spouse (unless it's their birthday). You can use <samp>{0}</samp> in the dialogue for the other NPC's name, and <samp>{1}</samp> for the gifted item name.
 
|-
 
|-
| <samp>HiddenProfileEmoteDuration</samp>
+
| <samp>Spouse_MonstersInHouse</samp>
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], how long the animation plays measured in milliseconds. Defaults to 4000 (4 seconds).
+
| Shown by an NPC spouse when they're in the farmhouse and there's a monster close to them.
 
|-
 
|-
| <samp>HiddenProfileEmoteStartFrame</samp>
+
| <samp>SpouseStardrop</samp>
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the index within the NPC's overworld sprite spritesheet at which the animation starts. If omitted for a vanilla NPC, the game plays a default animation specific to that NPC; if omitted for a custom NPC, the game just shows them walking while facing down.
+
| Shown when receiving the [[stardrop]] from your spouse.
 
|-
 
|-
| <samp>HiddenProfileEmoteFrameCount</samp>
+
| <samp>Fair_Judging</samp>
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the number of frames in the animation. The first frame corresponds to <samp>HiddenProfileEmoteStartFrame</samp>, and each subsequent frame will use the next sprite in the spritesheet. Default 1.
+
| Shown at the [[Stardew Valley Fair]] while Lewis is judging the grange displays. If omitted, the NPC will keep their normal festival dialogue.
 +
 
 +
If this is set without <samp>Fair_Judged*</samp>, the NPC will keep this dialogue after judging is done.
   −
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
+
''This replaces the previously hardcoded translations in <samp>Strings/StringsFromCSFiles</samp>: <samp>Event.cs.1602</samp> (Marnie), <samp>Event.cs.1604</samp> (Pierre), and <samp>Event.cs.1606</samp> (Willy).''
 
|-
 
|-
| <samp>HiddenProfileEmoteFrameDuration</samp>
+
| <samp>Fair_Judged_PlayerLost_PurpleShorts</samp><br /><samp>Fair_Judged_PlayerLost_Skipped</samp><br /><samp>Fair_Judged_PlayerLost</samp><br /><samp>Fair_Judged_PlayerWon</samp><br /><samp>Fair_Judged</samp>
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], how long each animation frame is shown on-screen before switching to the next one, measured in milliseconds. Default 200.
+
| Shown at the [[Stardew Valley Fair]] after Lewis finishes judging the grange displays.
   −
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
+
The first matching dialogue is used in this order:
|}
+
# <samp>Fair_Judged_PlayerLost_PurpleShorts</samp>: the player put the [[Secrets#Lucky Purple Shorts|lucky purple shorts]] in their display (which is an automatic loss).  Defaults to <samp>Fair_Judged_PlayerLost</samp> if omitted.
</dd>
+
# <samp>Fair_Judged_PlayerLost_Skipped</samp>: the player didn't put anything in their display. Defaults to <samp>Fair_Judged_PlayerLost</samp> if omitted.
</dl>
+
# <samp>Fair_Judged_PlayerLost</samp> or <samp>Fair_Judged_PlayerWon</samp>: the player didn't/did win first place. Defaults to <samp>Fair_Judged</samp> if omitted.
 +
# <samp>Fair_Judged</samp>: shown if a more specific dialogue didn't match. If omitted, the NPC will keep their current dialogue.
   −
===Custom farm animals===
+
''These replace the previously hardcoded translations in <samp>Strings/StringsFromCSFiles</samp>: <samp>Event.cs.1591</samp> (Pierre when he won), <samp>Event.cs.1593</samp> (Pierre when the player won), <samp>Event.cs.1595</samp> (Marnie), <samp>Event.cs.1597</samp> (Willy), and <samp>Event.cs.1600</samp> (Marnie for the purple shorts).''
You can now create and edit [[Animals|farm animals]] via the new <samp>Data/AdditionalFarmAnimalData</samp> asset. This supercedes <samp>Data/FarmAnimals</samp>, which is ignored if the animal exists in <samp>Data/AdditionalFarmAnimalData</samp> (except for the [[perfection]] summit event, which only uses the original animals in <samp>Data/FarmAnimals</samp>).
+
|-
 +
| <samp>FlowerDance_Accept_Roommate</samp><br /><samp>FlowerDance_Accept_Spouse</samp><br /><samp>FlowerDance_Accept</samp>
 +
| Shown at the [[Flower Dance]] when the NPC agrees to dance. The game will prefer the <samp>_Roommate</samp> (if roommates) or <samp>_Spouse</samp> (if married) variant if applicable, else it'll check for the normal key. If omitted, defaults to a generic accept dialogue.
   −
This consists of a string → model lookup, where the key matches the <samp>ID</samp> field, and the value is a model with these fields:
+
''This replaces the previously hardcoded translations in <samp>Strings/StringsFromCSFiles</samp> (<samp>Event.cs.1613</samp>, <samp>Event.cs.1615</samp>, <samp>Event.cs.1617</samp>, <samp>Event.cs.1619</samp>, <samp>Event.cs.1621</samp>, <samp>Event.cs.1623</samp>, <samp>Event.cs.1625</samp>, <samp>Event.cs.1627</samp>, <samp>Event.cs.1629</samp>, and <samp>Event.cs.1631</samp>).''
 
  −
====Main info====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>FlowerDance_Decline</samp>
! effect
+
| Shown at the [[Flower Dance]] when the NPC declines to dance. This replaces the former <samp>danceRejection</samp> key (which still works as a fallback).
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>WinterStar_GiveGift_Before_Roommate</samp><br /><samp>WinterStar_GiveGift_Before_Spouse</samp><br /><samp>WinterStar_GiveGift_Before</samp><br /><samp>WinterStar_GiveGift_After_Roommate</samp><br /><samp>WinterStar_GiveGift_After_Spouse</samp><br /><samp>WinterStar_GiveGift_After</samp>
| The unique farm animal ID. For custom farm animals, this should be prefixed with your mod ID like <samp>Example.ModId_FarmAnimalName</samp>.
+
| Shown at the [[Feast of the Winter Star]] when the NPC gives the player their gift (before and after the player opens it). The game will prefer the <samp>_Roommate</samp> (if roommates) or <samp>_Spouse</samp> (if married) variant if applicable, else it'll check for the normal key. If omitted, the before/after dialogues each separately default to a generic translation for all NPCs.
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>WinterStar_ReceiveGift_{{t|id}}</samp><br /><samp>WinterStar_ReceiveGift_{{t|tag}}</samp><br /><samp>WinterStar_ReceiveGift</samp>
| A [[#Tokenizable string format|tokenizable string]] for the animal type's display name.
+
| Shown at the [[Feast of the Winter Star]] when receiving their gift from the player. This can be by item ID (like <samp>WinterStar_ReceiveGift_(O)128</samp>), context tag (like <samp>WinterStar_ReceiveGift_category_fish</samp>), or for any item (like <samp>WinterStar_ReceiveGift</samp>). If omitted, defaults to the generic translation for all NPCs.
 
|-
 
|-
| <samp>House</samp>
+
| <samp>WipedMemory</samp>
| The [[#Custom buildings|building ID]] for the main building type that houses this animal. The animal will also be placeable in buildings whose <samp>ValidOccupantTypes</samp> field contains this value.
+
| Shown the first time you talk to the NPC after erasing their memory using the [[Dark Shrine of Memory]].
 
|}
 
|}
 +
</li>
 +
<li>Added new [[Modding:Dialogue|dialogue]] commands:
 +
{| class="wikitable"
 +
|-
 +
! command
 +
! description
 +
|- id="gender-switch"
 +
| <samp>${male^female}$</samp><br /><samp>${male^female^non-binary}$</samp>
 +
| Change text depending on the player's gender. This largely supersedes the <samp>^</samp> dialogue token (which still works), and is supported in many more places than that token. This is applied before most other commands or parsing, so it can safely be used in cases where <samp>^</samp> might have a different meaning (e.g. mail text). For example: <code>Ahoy there ${lad^lass}$!</code> or <code>Ahoy there ${lad^lass^matey}$!</code>.
   −
====Animal shop====
+
You can optionally use <samp>¦</samp> instead of <samp>^</samp>, in which case any <samp>^</samp> characters are left as-is.
These fields affect how this farm animal type is shown in [[Marnie's Ranch|Marnie's animal shop]]. Animals are automatically listed if they have a valid <samp>PurchasePrice</samp> value.
     −
{| class="wikitable"
+
Note that the non-binary value is only used if a mod overrides the player's gender, since the in-game UI only allows male or female.
 
|-
 
|-
! field
+
| <samp>$action {{t|action}}</samp>
! effect
+
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>$action AddMoney 500</samp> to add {{price|500}} to the current player.
 
|-
 
|-
| <samp>PurchasePrice</samp>
+
| <samp>$query {{t|query}}#{{t|if true}}&#124;{{t|if false}}</samp>
| ''(Optional if not purchaseable)'' Half the cost to purchase the animal (the actual price is double this value), or a negative value to disable purchasing this animal type. Default -1.
+
| Show different dialogue text depending on the [[Modding:Game state queries|game state query]] in {{t|query}}. For example:
 +
<syntaxhighlight lang="js">
 +
"Mon": "$query !PLAYER_VISITED_LOCATION Current Mine#Did you know there's an old abandoned mine up in the mountain? Apparently it's crawling with monsters!|I heard you went into the old mines up in the mountain!#Did you find anything tasty?$h"
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>ShopTexture</samp>
+
| <samp>$t {{t|topic ID}} {{o|day length}}</samp>
| ''(Optional if not purchaseable)'' The asset name for the icon texture to show in shops. Defaults to <samp>LooseSprites/Cursors</samp> or <samp>LooseSprites/Cursors2</samp> based on the animal's position within the loaded data (but using the default isn't recommended if it's purchaseable).
+
| Add a [[Modding:Dialogue#Conversation topics|conversation topic]] for the next {{o|day length}} days (default 4 days).
 
|-
 
|-
| <samp>ShopSourceRect</samp>
+
| <samp>$v {{t|event id}} {{o|check preconditions}} {{o|skip if seen}}</samp>
| ''(Optional if not purchaseable)'' The pixel area within the <samp>ShopTexture</samp> to draw, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. This should be 32 pixels wide and 16 high. Ignored if <samp>ShopTexture</samp> isn't set.
+
| Immediately start an [[Modding:Event data|event]] and end the current dialogue, subject to the conditions:
|-
+
* {{o|check preconditions}}: whether to ignore the command if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
| <samp>RequiredBuilding</samp>
+
* {{o|skip if seen}}: whether to ignore the command if the player has already seen the given event. Default true.
| ''(Optional)'' The building that needs to be built on the farm for this animal to be available to purchase. Buildings that are upgraded from this building are valid too. Default none.
+
 
|-
+
If the event is not played, the dialogue continues to the next line instead.
| <samp>UnlockCondition</samp>
+
 
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the farm animal is available in the shop menu. Default always unlocked.
+
For example, <code>$v 60367 false false</code> will replay the bus arrival event from the start of the game. <code>$v SomeMod.Test true false#$b#Wow! Good timing!$1</code> will play the event "SomeMod.Test" if the player meets the precondition requirements. If they do not, the dialogue "Wow! Good timing!$1" will play instead.
|-
  −
| <samp>ShopDisplayName</samp>
  −
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the display name shown in the shop menu. Defaults to the <samp>DisplayName</samp> field.
  −
|-
  −
| <samp>ShopDescription</samp>
  −
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the tooltip description shown in the shop menu. Defaults to none.
  −
|-
  −
| <samp>ShopMissingBuildingDescription</samp>
  −
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] which overrides <samp>ShopDescription</samp> if the <samp>RequiredBuilding</samp> isn't built. Defaults to none.
  −
|-
  −
| <samp>Genders</samp>
  −
| ''(Optional)'' The possible genders for the animal type. Currently this only affects the text shown after purchasing the animal, like "''Great! I'll send little &lt;name&gt; to [his/her] new home right away''". Default <samp>Female</samp>.
     −
The possible values are:
+
Note: The command will only work if it is at the very start of the dialogue. Adding any dialogue or other commands before it will cause it not to trigger the event and display the event commands as dialogue instead.
 +
|}
 +
</li>
 +
<li>Improved dialogue commands:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! command
! effect
+
! changes
 
|-
 
|-
| <samp>Male</samp><br /><samp>Female</samp>
+
| <samp>$p</samp>
| Farm animals of this type are always male or always female.
+
| You can now check multiple answer IDs. For example, this will show the first dialogue if the player chose dialogue answer 17, 18, or 19:
|-
+
<pre>$p 17|18|19#I guess you think nothing would happen, right?$u|Maybe a wicked ghost would appear!</pre>
| <samp>MaleOrFemale</samp>
+
|}</li>
| The gender of each animal is randomized based on its internal unique ID.
+
<li>[[Modding:Dialogue#Response IDs|Dialogue response IDs]] are now [[Modding:Common data field types#Unique string ID|unique string IDs]].</li>
|}
+
<li>[[Secrets#Item Spawn Cheat|Item spawn codes]] now use string item IDs. That means you can spawn any item using its [[#Custom items|qualified item ID]] (like <code>[(F)1664]</code> for a [[Mystic Rug]]), but can no longer prepend zeros (e.g. <code>[128]</code> is a pufferfish but <code>[0128]</code> is an error item).</li>
|-
+
<li>For C# mods, <samp>Dialogue</samp> now tracks the translation key used to build it (when applicable). For example, you can detect when the player is rejected at the [[Flower Dance]] (derived from {{github|spacechase0/StardewValleyMods|Three-Heart Dance Partner}}):
| <samp>AlternatePurchaseTypes</samp>
+
<syntaxhighlight lang="c#">
| ''(Optional)'' The possible variants for this farm animal (e.g. chickens can be Brown Chicken, Blue Chicken, or White Chicken). This consists of a list of models with these fields:
+
private void OnMenuChanged(object sender, MenuChangedEventArgs e)
{| class="wikitable"
+
{
|-
+
    bool isDanceRejection =
! field
+
        Game1.currentLocation?.currentEvent?.FestivalName == "Flower Dance"
! effect
+
        && e.NewMenu is DialogueBox dialogueBox
|-
+
        && dialogueBox.characterDialogue is {} dialogue
| <samp>AnimalIDs</samp>
+
        && dialogue.TranslationKey == $"Characters\\Dialogue\\{dialogue.speaker?.Name}:danceRejection";
| A list of animal IDs to spawn instead of the main <samp>ID</samp> field. If multiple are listed, one is chosen at random on purchase.
+
}
|-
+
</syntaxhighlight>
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this variant entry is available. Default always enabled.
  −
|}
     −
If multiple are listed, the first available variant is returned. Default none.
+
For C# mods that create <samp>Dialogue</samp> instances directly, there's a few ways to do it now:
|}
+
<syntaxhighlight lang="c#">
 +
// from a translation key
 +
var dialogue = new Dialogue(npc, "Strings\\StringsFromCSFiles:Utility.cs.5360");
   −
====Hatching====
+
// from custom text (with or without a translation key)
{| class="wikitable"
+
var dialogue = new Dialogue(npc, null, "Some arbitrary text to show as-is");
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>EggItemIds</samp>
  −
| ''(Optional)'' A list of the [[#Custom items|object IDs]] that can be placed in the [[incubator]] or [[Ostrich Incubator|ostrich incubator]] to hatch this animal. If the animal's <samp>House</samp> field doesn't match the current building, the entry will be ignored. Default none.
  −
|-
  −
| <samp>IncubationTime</samp>
  −
| ''(Optional)'' How long eggs incubate before they hatch. Default 9000 minutes.
  −
|-
  −
| <samp>IncubatorParentSheetOffset</samp>
  −
| ''(Optional)'' An offset applied to the incubator's sprite index when it's holding an egg. Default 1.
     −
The vanilla values are:
+
// from a translation with tokens
{| class="wikitable"
+
var dialogue = Dialogue.FromTranslation(npc, "Data\\ExtraDialogue:PurchasedItem_2_QualityLow_Willy", whatToCallPlayer, particle, i.DisplayName);
 +
</syntaxhighlight>
 +
 
 +
You can also easily add fallback logic using <samp>Dialogue.TryGetDialogue</samp> or <samp>npc.TryGetDialogue</samp>. For example:
 +
<syntaxhighlight lang="c#">
 +
Dialogue dialogue =
 +
    npc.TryGetDialogue($"rejection_{itemId}_{locationName}_{x}_{y}")
 +
    ?? npc.TryGetDialogue($"rejection_{itemId}_{locationName}")
 +
    ?? npc.TryGetDialogue($"rejection_{itemId}")
 +
    ?? new Dialogue(npc, "Strings\\StringsFromCSFiles:NPC.cs.3971");
 +
</syntaxhighlight>
 +
</li>
 +
<li>For C# mods, added a <samp>dialogue.sideEffects</samp> field to run code when the dialogue is displayed.</li>
 +
<li>The 'reveal taste' dialogue command now uses the format <samp>%revealtaste:{{t|npc name}}:{{t|item ID}}</samp> to support item IDs. (The previous <samp>%revealtaste{{t|npc name}}{{t|item index}}</samp> format still works to support old content packs, but the item index can only be a number.)</li>
 +
<li>NPCs no longer override the portrait for a gift taste dialogue that uses a portrait command explicitly.</li>
 +
<li>Fixed unknown [[Modding:Dialogue|dialogue]] commands starting with <samp>$</samp> being parsed as a portrait number when not numeric.</li>
 +
<li>Fixed NPCs only using a <code>{day name}{hearts}_{year}</code> dialogue if they also have a <code>{day name}{hearts}</code> one.</li>
 +
<li>Fixed NPCs only using the <code>MovieInvitation</code> dialogue key in English.</li>
 +
</ul>
 +
 
 +
===Schedule changes===
 +
{{/doc status|[[Modding:Schedule data]]|done=false}}
 +
 
 +
<ul>
 +
<li>Schedule keys are now case-insensitive.</li>
 +
<li>Added a new <samp>{{t|day of week}}_{{t|min hearts}}</samp> schedule key.</li>
 +
<li>Added an <samp>NPC.ScheduleKey</samp> field which always matches their loaded schedule.</li>
 +
<li>Schedule commands now trim surrounding whitespace, so they can be multilined for readability. For example:
 +
<syntaxhighlight lang="js">"Wed": "
 +
    1000 ArchaeologyHouse 11 9 0/
 +
    1800 Town 47 87 0/
 +
    2200 SeedShop 1 9 3 abigail_sleep
 +
"</syntaxHighlight></li>
 +
<li>Removed an unintended schedule fallback to a <samp>{season}_spring_{hearts}</samp> key. It'll skip to the <samp>spring</samp> default instead.</li>
 +
<li>Schedules are now fault-tolerant:
 +
* Fixed crash if a selected schedule can't be parsed. The NPC now logs an error and continues with the next fallback instead.
 +
* Fixed crash if certain hardcoded schedules aren't present (like Penny's <samp>marriageJob</samp> or Pam's <samp>bus</samp>).
 +
* Fixed error if a schedule command is empty.</li>
 +
</ul>
 +
 
 +
===Other NPC changes===
 +
{{/doc status|[[Modding:NPC data]] as needed|done=false}}
 +
 
 +
<ul>
 +
<li>Added <samp>Game1.characterData</samp> and <samp>Game1.farmAnimalData</samp> to read NPC/animal info without constantly reloading the <samp>Data/Characters</samp> or <samp>Data/FarmAnimals</samp> asset.</li>
 +
<li>All translated NPC names are now in <samp>Strings/NPCNames</samp>.
 +
<li>Added new fields & methods for C# mods:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
! offset
+
! type
! [[incubator]]
+
! field/method
! [[Ostrich Incubator|ostrich incubator]]
+
! effect
 
|-
 
|-
| 0
+
|rowspan="2"| <samp>AdventureGuild</samp>
| empty incubator
+
| <samp>IsComplete(data)</samp>
| empty incubator
+
| Get whether an [[Adventurer's Guild]] monster eradication goal has been completed, regardless of whether the player collected its rewards yet.
 +
|-
 +
| <samp>HasCollectedReward(player, id)</samp>
 +
| Get whether a given player has completed an [[Adventurer's Guild]] monster eradication goal and collected its rewards. For example:
 +
<syntaxhighlight lang="c#">
 +
bool isPhoneUnlocked = AdventureGuild.HasCollectedReward(Game1.player, "Gil_FlameSpirits");
 +
</syntaxhighlight>
 
|-
 
|-
| 1
+
| <samp>AnimalHouse</samp>
| small white egg
+
| <samp>adoptAnimal</samp>
| large brown egg
+
| Add an animal to this location and set the location as the animal's home.
 
|-
 
|-
| 2
+
| <samp>AnimatedSprite</samp>
| small brown egg
+
| <samp>Owner</samp>
| ''invalid'' (will show [[Junimo Chest|Junimo chest]] sprite)
+
| The NPC which owns the sprite.
|}
   
|-
 
|-
| <samp>BirthText</samp>
+
|rowspan="3"| <samp>Character</samp>
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the message shown when entering the building after the egg hatched. Defaults to the text "<samp>???</samp>".
+
| <samp>IsVillager</samp>
|}
+
| Whether this is an NPC-type villager (i.e. not a monster, horse, pet, player's child, etc). In other words, this checks whether the NPC would use data from <samp>Data/Characters</samp> (regardless of whether they currently have an entry in the asset).
 
  −
====Growth====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>StandingPixel</samp>
! effect
+
| The character's cached pixel position within the current location, based on the center pixel of their bounding box.
 
|-
 
|-
| <samp>DaysToMature</samp>
+
| <samp>Tile</samp><br /><samp>TilePoint</samp>
| ''(Optional)'' The number of days until a freshly purchased/born animal becomes an adult and begins producing items. Default 1.
+
| The character's cached tile position within their current location. <samp>Tile</samp> is their exact non-integer position, and <samp>TilePoint</samp> is their integer tile position.
 
|-
 
|-
| <samp>CanGetPregnant</samp>
+
|rowspan="7"| <samp>FarmAnimal</samp>
| ''(Optional)'' Whether an animal can [[Animals#Animal Births|produce a child]] (regardless of gender). Default false.
+
| <samp>isAdult</samp>
|}
+
| Get whether the farm animal is fully grown (opposite of <samp>isBaby()</samp>).
 
  −
====Produce====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>CanGetProduceWithTool</samp>
! effect
+
| Get whether the farm animal's produce can be collected with a given tool (e.g. milk pail for a cow).
 +
|-
 +
| <samp>CanLiveIn</samp>
 +
| Get whether the animal can be added to a building.
 
|-
 
|-
| <samp>ProduceItemIds</samp><br /><samp>DeluxeProduceItemIds</samp>
+
| <samp>GetDisplayName</samp><br /><samp>GetShopDescription</samp>
| ''(Optional)'' The items produced by the animal when it's an adult. The <samp>DeluxeProduceItemIds</samp> field only applies if the <samp>Deluxe*</samp> fields match. Both default to none.
+
| Get the translated display name or shop description for this animal.
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>GetHarvestType</samp>
! effect
+
| Get whether the animal's produce is dropped or collected with a tool.
 
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>growFully</samp>
| The [[#Custom items|''unqualified'' object ID]] of the item to produce.
+
| Instantly age the animal to adulthood if it's still a baby.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>ReloadTextureIfNeeded</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this item can be produced now. Defaults to always true.
+
| Update the animal sprite based on the current state + data.
 
|-
 
|-
| <samp>MinimumFriendship</samp>
+
| rowspan="2"| <samp>Farmer</samp>
| ''(Optional)'' The minimum friendship points with the animal needed to produce this item. Default 0.
+
| <samp>GetDisplayPants</samp><br /><samp>GetDisplayShirt</samp>
|}
+
| Get the texture and sprite index to draw for the player's pants or shirt. This accounts for override clothing, worn clothing, and the default clothing drawn when the farmer isn't wearing anything.
   −
If multiple items can be produced, one is chosen at random (with deluxe items taking priority if applicable).
+
For example:
 +
<syntaxhighlight lang="c#">
 +
Game1.player.GetDisplayShirt(out Texture2D texture, out int spriteIndex);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>DaysToProduce</samp>
+
| <samp>CanDyePants</samp><br /><samp>CanDyeShirt</samp>
| ''(Optional)'' The number of days between item productions. For example, setting <samp>1</samp> will produce an item every other day. Default 1.
+
| Get whether the currently equipped pants or shirt can be [[Dyeing|dyed]].
 
|-
 
|-
| <samp>ProduceOnMature</samp>
+
| <samp>Monster</samp>
| ''(Optional)'' Whether an item is produced on the day the animal becomes an adult. Default false.
+
| <samp>GetDisplayName(name)</samp>
 +
| Get the translated display name for a monster type.
 
|-
 
|-
| <samp>QualityBoostProfession</samp>
+
|rowspan="4"| <samp>NPC</samp>
| ''(Optional)'' The internal ID of a [[Skills|profession]] which increases the chance of higher-quality produce. This has the same effect as the [[Skills#Farming|Coopmaster and Shepherd professions]], and doesn't stack with them. Defaults to the Coopmaster profession for an animal whose <samp>House</samp> value is <samp>Coop</samp>, else the Shepherd profession.
+
| <samp>CanReceiveGifts</samp>
 +
| Get whether this NPC can receive gifts from the player (regardless of whether they've already received one today).
 
|-
 
|-
| <samp>ProduceSpeedProfession</samp>
+
| <samp>GetData</samp><br /><samp>NPC.TryGetData</samp>
| ''(Optional)'' The internal ID of a [[Skills|profession]] which reduces the <samp>DaysToProduce</samp> by one. Defaults to none.
+
| Get the underlying data from <samp>Data/Characters</samp> for this NPC, if any.
 
|-
 
|-
| <samp>ProduceSpeedBoostFriendship</samp>
+
| <samp>NPC.GetDisplayName(name)</samp>
| ''(Optional)'' The minimum friendship points needed to reduce the <samp>DaysToProduce</samp> by one. Defaults to no reduction based on friendship.
+
| Get the translated display name in the current language for an NPC by their internal name.
 
|-
 
|-
| <samp>DeluxeProduceMinimumFriendship</samp>
+
| <samp>hasDarkSkin</samp>
| ''(Optional)'' The minimum friendship points needed to produce the <samp>DeluxeProduceItemId</samp>. Default 200.
+
| Whether this character has dark skin for the purposes of child genetics.
 
|-
 
|-
| <samp>DeluxeProduceCareDivisor</samp><br /><samp>DeluxeProduceLuckMultiplier</samp>
+
| <samp>Pet</samp>
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] which change the probability of producing the <samp>DeluxeProduceItemId</samp>, based on this formula:
+
| <samp>GetPetData</samp><br /><samp>TryGetData</samp>
<pre>
+
| Get the underlying data from <samp>Data/Pets</samp> for this pet, if any.
if happiness > 200:
+
|-
  happiness_modifier = happiness * 1.5
+
| <samp>ShopMenu</samp>
else if happiness > 100:
+
| <samp>ShopId</samp>
  happiness_modifier = 0
+
| A key which identifies the current shop. This may be the unique shop ID in <samp>Data/Shops</samp> for a standard shop, <samp>Dresser</samp> or <samp>FishTank</samp> for furniture, etc. This is guaranteed to be set to a relevant shop ID.
else
  −
  happiness_modifier = happiness - 100
     −
((friendship + happiness_modifier) / DeluxeProduceCareDivisor) + (daily_luck * DeluxeProduceLuckMultiplier)
+
This replaces the former <samp>shopContext</samp> field, and will usually have the same value in cases where that was set to a unique shop ID.
</pre>
+
|-
 +
| <samp>Utility</samp>
 +
| <samp>getAllVillagers</samp>
 +
| Get all villager NPCs (excluding horses, pets, monsters, player children, etc). This works just like <samp>getAllCharacters</samp> with an added filter.
 +
|}
 +
</li>
 +
<li>NPCs now update on save loaded when their home data changes.</li>
 +
<li><samp>NPC.reloadSprite()</samp> now has an argument to only reload the appearance, without changing other data.</li>
 +
<li><samp>Utility.getAllCharacters()</samp> now returns a plain <samp>List&lt;NPC&gt;</samp> value instead of a custom <samp>DisposableList&lt;NPC&gt;</samp>, so you can use normal LINQ querying on it.</li>
 +
<li><samp>Utility.GetHorseWarpRestrictionsForFarmer(player)</samp> now returns an enum (which is more efficient and easier for mods to patch), and added a new <samp>Utility.GetHorseWarpErrorMessage(restrictions)</samp> method to get the error message to show for it.</li>
 +
<li><samp>Farmer.hasAFriendWithHeartLevel</samp> now has an optional max-hearts argument.</li>
 +
<li>Removed most <samp>FarmAnimal</samp> fields/properties which just mirror the underlying data.</li>
 +
<li>Removed invalid item IDs in <samp>Data/NPCGiftTastes</samp>.</li>
 +
<li>Fixed NPCs sometimes duplicated on save load (particularly if their home location changed).</li>
 +
<li>Fixed child NPCs like [[Jas]] or [[Vincent]] ignoring relative titles like "mom" in <samp>Data/NPCDispositions</samp> (now <samp>Data/Characters</samp>) for reveal-gift-taste dialogues.</li>
 +
<li>Fixed custom NPCs ignoring dialogue when they use a subclass of <samp>NPC</samp>.</li>
 +
<li>Fixed monsters not loading their display name from <samp>Data/Monsters</samp> for English players.</li>
 +
<li>Fixed player children not applying the <samp>IsInvisible</samp> flag.</li>
 +
</ul>
   −
Specifically:
+
==What's new for everything else==
* <samp>DeluxeProduceCareDivisor</samp> reduces the bonus from friendship and happiness, so a lower value ''increases'' the probability of producing the deluxe item. Default 1200.
+
===Buff overhaul===
* <samp>DeluxeProduceLuckMultiplier</samp> increases the effect of [[Luck|daily luck]]. Default 0.
+
{{/doc status|a new doc page|done=false}}
   −
For example, given a friendship of 102 and happiness of 150, the probability with the default field values will be <code>((102 + 0) / 1200) + (daily_luck * 0) = (102 / 1200) = 0.085</code> or 8.5%.
+
: ''See also: [[#Custom buffs|custom buffs]].''
   −
See [[Animals#Produce]] for more info on the calculation.
+
1.6 rewrites buffs to work more consistently and be more extensible:
|-
  −
| <samp>HarvestType</samp>
  −
| ''(Optional)'' How produced items are collected from the animal. The valid values are:
  −
{| class="wikitable"
  −
|-
  −
! value
  −
! effect
  −
|-
  −
| <samp>DropOvernight</samp>
  −
| The item is placed on the ground in the animal's home building overnight.
  −
|-
  −
| <samp>HarvestWithTool</samp>
  −
| The item is collected from the animal directly based on the <samp>HarvestTool</samp> field.
  −
|}
     −
Default <samp>DropOvernight</samp>.
+
* Buff logic is unified into <samp>Game1.player.buffs</samp>, which is the single source of truth for buff data. This replaces the previous <samp>player.added*</samp> and <samp>player.appliedBuffs</samp> fields, <samp>BuffsDisplay</samp> logic, enchantment stat bonuses, and boots/ring attribute changes on (un)equip.
|-
+
* This also removes limitations on buff types (e.g. buffs can add weapon bonuses and weapons can add attribute buffs) and buffable equipment (e.g. equipped tools can have buffs too).
| <samp>HarvestTool</samp>
+
* Buff effects are now fully recalculated when they change, to fix a range of longstanding bugs like attribute drift and double-debuffs. Just like before, the buffs are managed locally; only the buff IDs and aggregate attribute effects are synced.
| ''(Optional)'' The [[#Custom items|tool ID]] with which produced items can be collected from the animal, if the <samp>HarvestType</samp> is set to <samp>HarvestWithTool</samp>. The values recognized by the vanilla tools are <samp>MilkPail</samp> and <samp>Shears</samp>. Default none.
  −
 
  −
|}
     −
====Audio & sprite====
+
'''For C# mods:'''
{| class="wikitable"
+
* Each buff now has a unique string ID. You can apply a new buff with the same ID to replace it (so you no longer need to manually find and remove previous instances of the buff).
|-
+
* The buff duration can now be set to <samp>Buff.ENDLESS</samp> to remove the duration. It'll last all day until the player sleeps.
! field
+
* You can add standard buff effects to any equipment by overriding <samp>Item.AddEquipmentEffects</samp>, or add custom behaviour/buffs by overriding <samp>Item.onEquip</samp> and <samp>Item.onUnequip</samp>.
! effect
+
* You can add custom food or drink buffs by overriding <samp>Item.GetFoodOrDrinkBuffs()</samp>.
 +
* The <samp>Buff</samp> constructor now supports a custom icon texture, sprite index, display name, description, and millisecond duration to fully support custom buffs.
 +
* You can change how buff attributes are displayed (or add new attributes) by extending the <samp>BuffsDisplay.displayAttributes</samp> list.
 +
* You can have invisible buffs by setting <samp>buff.visible = false</samp>.
 +
 
 +
For example, here's how to add a custom buff which adds +3 speed:
 +
 
 +
<syntaxhighlight lang="c#">
 +
Buff buff = new Buff(
 +
    id: "Example.ModId_ZoomZoom",
 +
    displayName: "Zoom Zoom", // can optionally specify description text too
 +
    iconTexture: this.Helper.ModContent.Load<Texture2D>("assets/zoom.png"),
 +
    iconSheetIndex: 0,
 +
    duration: 30_000, // 30 seconds
 +
    effects: new BuffEffects()
 +
    {
 +
        Speed = { 10 } // shortcut for buff.Speed.Value = 10
 +
    }
 +
);
 +
Game1.player.applyBuff(buff);
 +
</syntaxhighlight>
 +
 
 +
You can also implement your own custom effects in code by checking if the buff is active, like <code>Game1.player.hasBuff("Example.ModId_ZoomZoom")</code>.
 +
 
 +
===Custom audio===
 +
{{/doc status|[[Modding:Audio]]|done=true}}
 +
 
 +
You can now add or edit music tracks or sound effects by editing the new <samp>Data/AudioChanges</samp> asset. New cues are added to the game's soundbank, so they can be used anywhere normal audio can be used (e.g. the <samp>Music</samp> [[Modding:Maps|map property]]). This supports <samp>.ogg</samp> and <samp>.wav</samp> files, and the vanilla audio features (e.g. randomizing audio from one ID).
 +
 
 +
Audio is also more fault-tolerant in 1.6: the game no longer crashes when playing audio which doesn't exist, it now logs an error and returns a default quiet click sound instead. (If you use <code>try..catch</code> to check if an audio cue exists, you should check <code>Game1.soundbank.Exists(name)</code> instead.)
 +
 
 +
===Custom buffs===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
: ''See also: [[#Buff overhaul|buff overhaul]].''
 +
 
 +
You can now define custom buffs by editing the new <samp>Data/Buffs</samp> asset. You can then use the buff from other places like <samp>Data/Object</samp>'s <samp>Buff</samp> field or the C# <samp>Buff</samp> constructor.
 +
 
 +
This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the buff.
 +
* The value is a model with the fields listed below.
 +
 
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>DisplayName</samp>
 +
| A [[Modding:Tokenizable strings|tokenizable string]] for the buff name.
 
|-
 
|-
| <samp>Sound</samp>
+
| <samp>Description</samp>
| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound produced by the animal (e.g. when pet). Default none.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the buff name. Default none.
 
|-
 
|-
| <samp>BabySound</samp>
+
| <samp>IsDebuff</samp>
| ''(Optional)'' Overrides <samp>Sound</samp> field when the animal is a baby. Has no effect if <samp>Sound</samp> isn't specified. Default none.
+
| ''(Optional)'' >Whether this buff counts as a debuff, so its duration should be halved when wearing a [[Sturdy Ring|sturdy ring]]. Default false.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>GlowColor</samp>
| ''(Optional)'' The asset name for the animal's spritesheet. Defaults to <samp>Animals/{{t|ID}}</samp> (like <samp>Animals/Goat</samp> for a [[goat]]).
+
| ''(Optional)'' The glow color to apply to the player. See [[#Color fields|color format]]. Default none.
 
|-
 
|-
| <samp>HarvestedTexture</samp>
+
| <samp>Duration</samp>
| ''(Optional)'' Overrides <samp>Texture</samp> if the animal doesn't currently have an item ready to collect (like the [[sheep]]'s sheared sprite). Default none.
+
| The duration in milliseconds for which the buff should be active. This can be set to value <samp>-2</samp> for a buff that should last for the rest of the day.
 
|-
 
|-
| <samp>BabyTexture</samp>
+
| <samp>MaxDuration</samp>
| ''(Optional)'' Overrides <samp>Texture</samp> and <samp>HarvestedTexture</samp> when the animal is a baby. Default none.
+
| ''(Optional)'' The maximum buff duration in milliseconds. If specified and larger than <samp>Duration</samp>, a random value between <samp>Duration</samp> and <samp>MaxDuration</samp> will be selected for each buff. Default none.
 
|-
 
|-
| <samp>UseFlippedRightForLeft</samp>
+
| <samp>IconTexture</samp>
| ''(Optional)'' When the animal is facing left, whether to use a flipped version of their right-facing sprite. Default false.
+
| The asset name for the texture containing the buff's sprite.
 
|-
 
|-
| <samp>SpriteWidth</samp><br /><samp>SpriteHeight</samp>
+
| <samp>IconSpriteIndex</samp>
| ''(Optional)'' The pixel height & width of the animal's sprite (before the in-game pixel zoom). Both default to 16.
+
| ''(Optional)'' The sprite index for the buff icon within the <samp>IconTexture</samp>. Default 0.
 
|-
 
|-
| <samp>Skins</samp>
+
| <samp>Effects</samp>
| ''(Optional)'' A list of alternate appearances. If specified, a skin is chosen at random when the animal is purchased. This consists of a list of models with these fields:
+
| ''(Optional)'' The buff attributes to apply. Default none.
 +
 
 +
This consists of a model with any combination of these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 +
|-
 +
| <samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MiningLevel</samp>
 +
| ''(Optional)'' An amount applied to the matching [[Skills|skill level]] while the buff is active. This can be negative for a debuff. Default 0.
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>Attack</samp><br /><samp>Defense</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>Speed</samp>
| A key which uniquely identifies the skin for this animal type. The ID should only contain alphanumeric/underscore/dot characters. For custom skins, this should be prefixed with your mod ID like <samp>Example.ModId_SkinName</samp>.
+
| ''(Optional)'' An amount applied to the player's [[attack]], [[defense]], [[Magnetism|magnetic radius]], maximum [[Energy|stamina]], or [[speed]] while the buff is active. This can be negative for a debuff. Default 0.
 +
|}
 
|-
 
|-
| <samp>Weight</samp>
+
| <samp>ActionsOnApply</samp>
| ''(Optional)'' A multiplier for the probability to choose this skin when an animal is purchased. For example, <samp>2.0</samp> will double the chance this skin is selected relative to the other skins. Default <samp>1.0</samp>.
+
| ''(Optional)'' Run any number of [[Modding:Trigger actions|trigger action strings]] when the buff is applied to the current player. For example, this increments a player stat:
 +
<syntaxhighlight lang="js">
 +
"ActionsOnApply": [
 +
    "IncrementStat {{ModId}}_NumberEaten 1"
 +
]
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Texture</samp><br /><samp>HarvestedTexture</samp><br /><samp>BabyTexture</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' Overrides the equivalent main field when this skin is selected. Defaults to the main field's value.
+
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.  
|}
   
|}
 
|}
   −
====Behavior====
+
===Custom data fields===
 +
{{/doc status|[[Modding:Common data field types#Custom fields]]|done=true}}
 +
 
 +
Many data assets now have a <samp>CustomFields</samp> field. This is ignored by the game, but lets mods add their own data (e.g. to enable mod framework features).
 +
 
 +
For example, a content pack can [[#Custom crops|add a crop]] with custom fields:
 +
{{#tag:syntaxhighlight|<nowiki>
 +
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/Crops",
 +
            "Entries": {
 +
                "Example.Id_CucumberSeeds": {
 +
                    "Seasons": [ "summer" ],
 +
                    "DaysInPhase": [ 1, 2, 2, 2 ],
 +
                    "HarvestItemId": "Example.Id_Cucumber",
 +
                    "Texture": "{{InternalAssetKey: assets/crops.png}}",
 +
                    "SpriteIndex": 0,
 +
 
 +
                    "CustomFields": {
 +
                        "Example.FrameworkMod/WetTexture": "{{InternalAssetKey: assets/crops-wet.png}}"
 +
                    }
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
And then a C# mod could handle the custom field if it's set:
 +
<syntaxhighlight lang="c#">
 +
if (Game1.currentLocation.IsRainingHere())
 +
{
 +
    CropData data = crop.GetData();
 +
    if (data != null && data.CustomFields.TryGetValue("Example.FrameworkMod/WetTexture", out string textureName))
 +
    {
 +
        // do magic
 +
    }
 +
}
 +
</syntaxhighlight>
 +
 
 +
See <samp>CustomFields</samp> in the docs for each asset type to see if it's supported. Besides the sections listed on this page, custom fields were also added to <samp>Data/AdditionalFarms</samp>, <samp>Data/AdditionalLanguages</samp>, <samp>Data/FishPondData</samp>, <samp>Data/HomeRenovations</samp>, <samp>Data/Movies</samp>, and <samp>Data/SpecialOrders</samp>.
 +
 
 +
See [[Modding:Common data field types#Custom fields]] for the main docs.
 +
 
 +
===Custom giant crops===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
You can now add/edit [[Crops#Giant Crops|giant crops]] by editing the <samp>Data/GiantCrops</samp> data asset.
 +
 
 +
This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the giant crop.
 +
* The value is a model with the fields listed below.
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,515: Line 3,862:  
! effect
 
! effect
 
|-
 
|-
| <samp>CanSwim</samp>
+
| <samp>FromItemId</samp>
| ''(Optional)'' Whether animals on the farm can swim in water once they've been pet. Default false.
+
| The [[#Custom items|item ID]] (qualified or unqualified) for the harvest ID of the regular crop which can turn into this giant crop. For example, <samp>(O)254</samp> is [[melon]].
|-
+
 
| <samp>BabiesFollowAdults</samp>
+
Any number of giant crops can use the same <samp>FromItemId</samp> value. The first giant crop whose other fields match (if any) will spawn.
| ''(Optional)'' Whether baby animals can follow nearby adults. Default false.
  −
|-
  −
| <samp>Pessimism</samp>
  −
| ''(Optional)'' An amount subtracted from the [[Animals#Mood|mood boost]] when a player pets the animal, before the [[Skills#Farming|Coopmaster or Shepherd profession]] bonus is applied. Default -1 (i.e. ''improves'' mood by one 1 point).
   
|-
 
|-
| <samp>Price</samp>
+
| <samp>HarvestItems</samp>
| ''(Optional)'' The price when [[Animals#Selling Animals|the player sells the animal]], before the friendship boost. Default 0.
+
| The items which can be dropped when you break the giant crop. If multiple items match, they'll all be dropped.
|}
     −
====Other====
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,534: Line 3,876:  
! effect
 
! effect
 
|-
 
|-
| <samp>StatToIncrementOnProduce</samp>
+
| ''common fields''
| ''(Optional)'' The game stat counters to increment when the animal produces an item. Default none. This consists of a list of models with these fields:
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for harvest items.
{| class="wikitable"
+
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
! field
+
| <samp>Chance</samp>
! effect
+
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 
|-
 
|-
| <samp>StatName</samp>
+
| <samp>ForShavingEnchantment</samp>
| The name of the stat counter field on <samp>Game1.stats</samp>.
+
| ''(Optional)'' Whether this item is only dropped for [[Enchantments#Tool enchantments|Shaving enchantment]] drops (<samp>true</samp>), only when the giant crop is broken (<samp>false</samp>), or both (<samp>null</samp>). Default both.
 
|-
 
|-
| <samp>RequiredTags</samp>
+
| <samp>ScaledMinStackWhenShaving</samp><br /><samp>ScaledMaxStackWhenShaving</samp>
| ''(Optional)'' A comma-delimited list of [[Modding:Items#Context tags|context tags]] required on the main input item. The stat is only incremented if the item has ''all'' of these. You can negate a tag with <samp>!</samp> (like <code>bone_item,!fossil_item</code> for bone items that aren't fossils). Defaults to always enabled.
+
| ''(Optional)'' If set, the min/max stack size when this item is dropped due to the [[Forge#Enchantments|shaving enchantment]], scaled to the tool's power level.
 +
 
 +
This value is multiplied by the health deducted by the tool hit which triggered the enchantment. For example, an iridium axe which reduced the giant crop's health by 3 points will produce three times this value per hit.
 +
 
 +
If both fields are set, the stack size is randomized between them. If only one is set, it's applied as a limit after the generic fields. If neither is set, the generic <samp>MinStack</samp>/<samp>MaxStack</samp> fields are applied as usual without scaling.
 
|}
 
|}
 
|-
 
|-
| <samp>UpDownPetHitboxTileSize</samp><br /><samp>LeftRightPetHitboxTileSize</samp>
+
| <samp>Texture</samp>
| ''(Optional)'' The animal sprite's [[Modding:Modder Guide/Game Fundamentals#Tiles|tile]] size in the world when the player is clicking to pet them, specified in the form <samp>{{t|width}}, {{t|height}}</samp>. The <samp>UpDownPetHitboxTileSize</samp> applies when the animal is facing up or down, and <samp>LeftRightPetHitboxTileSize</samp> applies when facing left or right. The values can be fractional (''e.g.'' cows have a width of 1.75). Both default to a 1×1 tile.
+
| The asset name for the texture containing the giant crop's sprite.
 +
|-
 +
| <samp>TexturePosition</samp>
 +
| ''(Optional)'' The top-left pixel position of the sprite within the <samp>Texture</samp>, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to (0, 0).
 +
|-
 +
| <samp>TileSize</samp>
 +
| ''(Optional)'' The area in tiles occupied by the giant crop, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. This affects both its sprite size (which should be 16 pixels per tile) and the grid of crops needed for it to grow. Note that giant crops are drawn with an extra tile's height. Defaults to (3, 3).
 +
|-
 +
| <samp>Health</samp>
 +
| ''(Optional)'' The health points that must be depleted to break the giant crop. The number of points depleted per [[axe]] chop depends on the axe power level. Default 3.
 
|-
 
|-
| <samp>BabyUpDownPetHitboxTileSize</samp><br /><samp>BabyLeftRightPetHitboxTileSize</samp>
+
| <samp>Chance</samp>
| ''(Optional)'' Overrides <samp>UpDownPetHitboxTileSize</samp> and <samp>LeftRightPetHitboxTileSize</samp> respectively before the animal is an adult. Both default to 1×1 tile.
+
| ''(Optional)'' The percentage chance that a given grid of crops will grow into the giant crop each night, as a value between 0 (never) and 1 (always). Default 0.01 (1%).
 +
 
 +
Note that the chance is checked for each giant crop that applies. If three giant crops each have a 1% chance of spawning for the same crop, then there's a 3% chance that one of them will spawn.
 
|-
 
|-
| <samp>MeatID</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' Sets the animal's unused meat ID field when purchased. Default none.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this giant crop is available to spawn. Defaults to always true.
 +
|-
 +
| <samp>CustomFields</samp>
 +
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
   −
===Custom pets===
+
===Custom jukebox tracks===
====Format====
+
{{/doc status|a new doc page|done=false}}
You can now create and edit [[Animals#Cat or Dog|pet]]s and pet breeds via the new <samp>Data/PetsData</samp> asset. This consists of a string → model lookup, where the key matches the <samp>ID</samp> field, and the value is a model with these fields:
+
 
 +
You can now change [[jukebox]] audio tracks by editing the new <samp>Data/JukeboxTracks</samp> data asset.
 +
 
 +
This consists of a string → model lookup, where...
 +
* The key is the [[#Custom audio|audio cue ID]] to play (case-sensitive).
 +
* The value is a model with the fields listed below.
 +
 
 +
If the player has heard a music track not listed in <samp>Data/JukeboxTracks</samp>, it's automatically available with the title set to the cue name. To disable a track, add an entry with <samp>"Available": false</samp>.
    
{| class="wikitable"
 
{| class="wikitable"
Line 3,567: Line 3,935:  
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>Name</samp>
| The unique pet ID. (This is for the pet type like <samp>Cat</samp> or <samp>Dog</samp>, not the breed.) For custom pets, this should be prefixed with your mod ID like <samp>Example.ModId_PetName</samp>.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the music track's in-game title. Defaults to the ID.
 
|-
 
|-
| <samp>BarkSound</samp>
+
| <samp>Available</samp>
| The [[#Custom audio|cue ID]] for the pet's occasional 'bark' sound.
+
| ''(Optional)'' Whether the track should be shown in the jukebox menu. This can be <samp>true</samp> (always shown), <samp>false</samp> (never shown), or <samp>null</samp> (show if the player has heard it before). Default <samp>null</samp>.
 +
 
 +
Tracks with <samp>"Available": true</samp> are listed first in the jukebox menu.
 
|-
 
|-
| <samp>ContentSound</samp>
+
| <samp>AlternativeTrackIds</samp>
| The [[#Custom audio|cue ID]] for the sound which the pet makes when you pet it.
+
| ''(Optional)'' A list of other cue names for this audio track (not case-sensitive). If the player has heard any of these track IDs, this entry is available in the menu. Default none.
|-
  −
| <samp>Behaviors</samp>
  −
| The pet's possible actions and behaviors, defined as the states in a state machine. Essentially the pet will be in one state at any given time, which also determines which state they can transition to next. For example, a cat can transition from <samp>Walk</samp> to <samp>BeginSitDown</samp>, but it can't skip instantly from <samp>Walk</samp> to <samp>SitDownLick</samp>.
     −
This consists of a list of models with these fields:
+
For example, this can be used when renaming a track to keep it unlocked for existing players:
 +
<syntaxhighlight lang="js">
 +
"{{ModId}}_TrackName": {
 +
    "Name": "{{i18n: track-name}}",
 +
    "AlternativeTrackIds": [ "OldTrackName" ]
 +
}
 +
</syntaxhighlight>
 +
|}
 +
 
 +
===Custom movies===
 +
{{/doc status|[[Modding:Movie theater data]]|done=false}}
 +
 
 +
: ''See also: [[#Custom movie concessions|custom movie concessions]].''
 +
 
 +
[[Modding:Movie theater data#Movie data|Movie data]] was previously very limited and prone to mod conflicts, since (a) we needed incrementing movie IDs like <samp>spring_movie_3</samp>, (b) we were limited to one movie per season, and (c) all sprites for each movie had to be in the vanilla <samp>LooseSprites/Movies</samp> spritesheet.
 +
 
 +
Stardew Valley 1.6 revamps how movies work to address those limitations.
    
<dl>
 
<dl>
<dt>Required fields:</dt>
+
<dt>Movie selection</dt>
 +
<dd><p>Movies were previously selected based on a specific ID pattern: <samp>spring_movie_0</samp> would play in spring the year you built the movie theater, <samp>spring_movie_1</samp> would play in spring the next year, etc. That meant it'd take two in-game years to see the first custom movie, and ID conflicts had to be managed manually.</p>
 +
 
 +
In 1.6, we can now have multiple movies per month based on the new fields listed below. If multiple movies can play in the same season, each movie will be shown for an equal block of days within the month (e.g. four movies will each play for seven consecutive days). If there are more movies than days, 28 movies will be chosen at random to play that month.</dd>
 +
 
 +
<dt>New data fields</dd>
 
<dd>
 
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
Line 3,589: Line 3,977:  
! effect
 
! effect
 
|-
 
|-
| <samp>Name</samp>
+
| <samp>Seasons</samp>
| A unique name for the state. This only needs to be unique within the pet type (e.g. <samp>Cat</samp> and <samp>Dog</samp> can have different behaviors with the same name).
+
| ''(Optional)'' The seasons when the movie should play, or omit for any season. For example:
|}
+
<syntaxhighlight lang="js">"Seasons": [ "Spring", "Summer" ]</syntaxhighlight>
</dd>
+
|-
 +
| <samp>YearModulus</samp><br /><samp>YearRemainder</samp>
 +
| ''(Optional)'' If set, plays the movie on alternating years based on the formula <samp>theater_age % modulus == remainder</samp>, where <samp>theater_age</samp> is the number of years since the movie theater was built. If omitted, the movie plays in any year.
 +
 
 +
For example:
   −
<dt>Direction:</dt>
+
<syntaxhighlight lang="js">
<dd>
+
// play in the first year, and every second year thereafter
{| class="wikitable"
+
"YearModulus": 2,
 +
"YearRemainder": 0
 +
</syntaxhighlight>
 +
<syntaxhighlight lang="js">
 +
// play in the second year, and every second year thereafter
 +
"YearModulus": 2,
 +
"YearRemainder": 1
 +
</syntaxhighlight>
 
|-
 
|-
! field
+
| <samp>Texture</samp>
! effect
+
| ''(Optional)'' The asset name for the movie poster and screen images, or omit to use <samp>LooseSprites\Movies</samp>.
 +
 
 +
This must be a spritesheet with one 490×128 pixel row per movie. A 13×19 area in the top-left corner of the row should contain the movie poster. With a 16-pixel offset from the left edge, there should be two rows of five 90×61 pixel movie screen images, with a six-pixel gap between each image. (The movie doesn't need to use all of the image slots.)
 
|-
 
|-
| <samp>Direction</samp>
+
| <samp>CranePrizes</samp>
| ''(Optional)'' The specific direction to face at the start of this state (one of <samp>left</samp>, <samp>right</samp>, <samp>up</samp>, or <samp>down</samp>), unless overridden by <samp>RandomizeDirection</samp>.
+
| ''(Optional)'' The items to add to the [[Movie Theater#Crane Game|crane game]] prize pool on days when this movie is playing, if any.
|-
  −
| <samp>RandomizeDirection</samp>
  −
| ''(Optional)'' Whether to point the pet in a random direction at the start of this state (overriding the <samp>Direction</samp> if specified). Default false.
  −
|-
  −
| <samp>IsSideBehavior</samp>
  −
| ''(Optional)'' Whether to constrain the pet's facing direction to left and right while the state is active. Default false.
  −
|}
  −
</dd>
     −
<dt>Movement:</dt>
+
This consists of a list of models with these fields:
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,619: Line 4,011:  
! effect
 
! effect
 
|-
 
|-
| <samp>WalkInDirection</samp>
+
| ''common fields''
| ''(Optional)'' Whether to walk in the pet's facing direction. Default false.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 +
|-
 +
| <samp>Rarity</samp>
 +
| ''(Optional)'' The prize pool to add the item to. The possible values are <samp>1</samp> (common), <samp>2</samp> (rare), and <samp>3</samp> (deluxe). Default <samp>1</samp>.
 +
|}
 
|-
 
|-
| <samp>MoveSpeed</samp>
+
| <samp>ClearDefaultCranePrizeGroups</samp>
| ''(Optional)'' Overrides the pet's <samp>MoveSpeed</samp> field while this state is active. Default -1 (which uses the pet's <samp>MoveSpeed</samp> value).
+
| ''(Optional)'' The prize pools whose default items to discard, so only those specified by <samp>CranePrizes</samp> are available. Default none.
 +
 
 +
For example:
 +
<syntaxhighlight lang="js">"ClearDefaultCranePrizeGroups": [ 2, 3 ]</syntaxhighlight>
 
|}
 
|}
 
</dd>
 
</dd>
   −
<dt>Audio:</dt>
+
<dt>Other changes</dt>
 
<dd>
 
<dd>
{| class="wikitable"
+
* <samp>Data/Movies</samp>, <samp>Data/Concessions</samp>, and <samp>Data/MoviesReactions</samp> no longer have language variants. Instead translations were moved into <samp>Strings/*</samp> assets, and the data assets use [[Modding:Tokenizable strings|tokenizable strings]] to get text.
|-
+
* <samp>Data/Movies</samp> is now a list instead of a dictionary. The order determines the order movies are shown within a season. Content packs can edit them the same way as before.
! field
+
* Added a <samp>debug movieSchedule {{o|year}}</samp> command to help troubleshoot movie selection.
! effect
+
* Added methods for C# mods: <samp>MovieTheater.GetMovieToday()</samp>, <samp>GetUpcomingMovie()</samp>, and <samp>GetUpcomingMovie(afterDate)</samp>.
|-
+
</dd>
| <samp>SoundOnStart</samp>
+
</dl>
| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound to play when the state starts. If set to <samp>BARK</samp>, the pet's <samp>BarkSound</samp> (or breed's <samp>BarkOverride</samp>) field is used. Defaults to none.
+
 
|-
+
For example, this content pack adds a new 'Pufferchick II' movie which plays in winter every third year:
| <samp>SoundRange</samp><br /><samp>SoundRangeFromBorder</samp>
+
{{#tag:syntaxhighlight|<nowiki>
| ''(Optional)'' When set, the <samp>SoundOnStart</samp> is only audible if the pet is within this many tiles away from the player (<samp>SoundRange</samp>) or past the border of the screen (<samp>SoundRangeFromBorder</samp>). Default -1 (no distance check).
+
{
|-
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
| <samp>SoundIsVoice</samp>
+
    "Changes": [
| ''(Optional)'' Whether to mute the <samp>SoundOnStart</samp> when the 'mute animal sounds' option is set. Default false.
+
        {
|}
+
            "Action": "EditData",
</dd>
+
            "Target": "Data/Movies",
 +
            "Entries": {
 +
                "{{ModId}}_PufferchickII": {
 +
                    "Id": "{{ModId}}_PufferchickII", // must specify ID again when creating a new entry
 +
 
 +
                    "Seasons": [ "winter" ],
 +
                    "YearModulus": 3,
 +
                    "YearRemainder": 0,
 +
 
 +
                    "Title": "Pufferchick II", // display text should usually use {{i18n}} for translations in actual usage
 +
                    "Description": "A sequel to the breakthrough adventure anime Pufferchick. The world is saved; what happens next?",
 +
                    "Tags": [ "family", "adventure" ],
 +
 
 +
                    "Texture": "{{InternalAssetKey: assets/movie.png}}", // an image in your content pack
 +
                    "SheetIndex": 0,
 +
 
 +
                    "Scenes": [ ... ]
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
===Custom wedding event===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
The [[Marriage#The Wedding|wedding]] event can now be changed by editing the <samp>Data\Weddings</samp> data asset, which consists of a data model with two relevant fields (listed below).
   −
<dt>Behavior transitions:</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,652: Line 4,077:  
! effect
 
! effect
 
|-
 
|-
| <samp>AnimationEndBehaviorChanges</samp><br /><samp>TimeoutBehaviorChanges</samp><br /><samp>PlayerNearbyBehaviorChanges</samp><br /><samp>RandomBehaviorChanges</samp><br /><samp>JumpLandBehaviorChanges</samp>
+
| <samp>EventScript</samp>
| ''(Optional)'' A list of possible behavior transitions to start when the criteria are achieved. If multiple transitions are listed, a random one will be selected. If omitted, it won't affect behavior transitions.
+
| The [[Modding:Event data|event scripts]] which play the wedding. The game will use the script for the spouse NPC/player if it exists, otherwise it'll use the default script.
   −
These are triggered when this behavior's animation finishes (<samp>AnimationEndBehaviorChanges</samp>), when the set duration ends (<samp>TimeoutBehaviorChanges</samp>), when the player is within 2 tiles of the pet (<samp>PlayerNearbyBehaviorChanges</samp>), randomly at the start of each frame based on the <samp>RandomBehaviorChangeChance</samp> field (<samp>RandomBehaviorChanges</samp>), and when the pet finishes a jump (<samp>JumpLandBehaviorChanges</samp>).
+
This consists of a string → string dictionary, where...
 +
* The key is an NPC internal name (like <samp>Abigail</samp>), unique player ID, or <samp>default</samp> for the default script (which handles marrying either an NPC or player);
 +
* The value is a [[Modding:Tokenizable strings|tokenizable strings]] for the event script to play.
   −
These consist of a list of models with these fields:
+
The event scripts also have access to three extra tokens:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! token
 
! effect
 
! effect
 
|-
 
|-
| <samp>Behavior</samp><br /><samp>LeftBehavior</samp><br /><samp>RightBehavior</samp><br /><samp>UpBehavior</samp><br /><samp>DownBehavior</samp>
+
| <samp>[SetupContextualWeddingAttendees]</samp>
| The name of the behavior to start. The pet will check for a behavior field matching its current facing direction first, then try the <samp>Behavior</samp>. If none are specified, the current behavior will continue unchanged.
+
| The concatenated <samp>Setup</samp> values for each of the <samp>Attendees</samp> present in the wedding.
 
|-
 
|-
| <samp>OutsideOnly</samp>
+
| <samp>[ContextualWeddingCelebrations]</samp>
| ''(Optional)'' Whether the transition can only happen if the pet is outside. Default false.
+
| The concatenated <samp>Celebration</samp> values for each of the <samp>Attendees</samp> present in the wedding.
 
|-
 
|-
| <samp>Weight</samp>
+
| <samp>[SpouseActor]</samp>
| ''(Optional)'' The option's weight when randomly choosing a behavior, relative to other behaviors in the list (e.g. <samp>2</samp> is twice as likely as <samp>1</samp>). Default 1.
+
| The actor ID for the NPC or other player being married (like <samp>Abigail</samp> for an NPC or <samp>farmer2</samp> for a player). This can be used in event commands like <code>faceDirection [SpouseActor] 1</code>.
 +
 
 +
(You can also use <samp>spouse</samp> as an actor ID, but that will only work when marrying an NPC.)
 
|}
 
|}
 
|-
 
|-
| <samp>Duration</samp><br /><samp>MinimumDuration</samp><br /><samp>MaximumDuration</samp>
+
| <samp>Attendees</samp>
| ''(Optional)'' The millisecond duration until the pet transitions to a behavior in the <samp>TimeoutBehaviorChanges</samp> field, if set. You must specify either a specific duration, or an inclusive minimum-to-maximum range in which the game will choose a random duration. If omitted, the behavior won't have a duration limit.
+
| The other NPCs which should attend the wedding (unless they're the spouse). This consists of a string → model lookup, where the key is the internal NPC name, and the value is a model with these fields:
|-
  −
| <samp>RandomBehaviorChangeChance</samp>
  −
| ''(Optional)'' The random probability at the start of each frame that the pet will transition to a behavior in the <samp>RandomBehaviorChanges</samp> field, if set. Specified as a value between 0 (never) and 1 (always). Default 0.
  −
|}
  −
</dd>
  −
 
  −
<dt>Animation and per-frame sounds:</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,688: Line 4,109:  
! effect
 
! effect
 
|-
 
|-
| <samp>Animation</samp>
+
| <samp>ID</samp>
| ''(Optional)'' The animation frames to play while this state is active. This consists of a list of models with these fields:
+
| The internal NPC name.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Setup</samp>
! effect
+
| The NPC's tile position and facing direction when they attend. This is equivalent to field index 2 in the [[Modding:Event data#Basic format|event basic data]].
 
|-
 
|-
| <samp>Frame</samp>
+
| <samp>Celebration</samp>
| The frame index in the animation. This should be an incremental number starting at 0.
+
| ''(Optional)'' The [[Modding:Event data|event script]] to run during the celebration, like <samp>faceDirection Pierre 3 true</samp> which makes Pierre turn to face left. This can contain any number of script commands.
 
|-
 
|-
| <samp>Duration</samp>
+
| <samp>Condition</samp>
| The millisecond duration for which the frame should be kept on-screen before continuing to the next frame.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC should attend. Defaults to true.
 
|-
 
|-
| <samp>HitGround</samp>
+
| <samp>IgnoreUnlockConditions</samp>
| ''(Optional)'' Whether to play the footstep sound for the tile under the pet when the frame starts. Default false.
+
| ''(Optional)'' Whether to add the NPC even if their entry in <samp>Data/Characters</samp> has an <samp>UnlockConditions</samp> field which doesn't match. Default false.
|-
  −
| <samp>Jump</samp>
  −
| ''(Optional)'' Whether the pet should perform a small hop when the frame starts, including a 'dwop' sound. Default false.
  −
|-
  −
| <samp>Sound</samp>
  −
| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound to play when the animation starts or loops. If set to <samp>BARK</samp>, the pet's <samp>BarkSound</samp> (or breed's <samp>BarkOverride</samp>) field is used. Defaults to none.
  −
|-
  −
| <samp>SoundRange</samp><br /><samp>SoundRangeFromBorder</samp><br /><samp>SoundIsVoice</samp>
  −
| See description for the equivalent behavior fields, but applies to the frame's <samp>Sound</samp> field instead.
   
|}
 
|}
|-
  −
| <samp>Shake</samp>
  −
| ''(Optional)'' The millisecond duration for which to shake the pet when the state starts. Default 0.
  −
|-
  −
| <samp>LoopMode</samp>
  −
| ''(Optional)'' What to do when the last animation frame is reached while the behavior is still active. The possible values are <samp>Hold</samp> (keep the last frame visible until the animation ends), <samp>Loop</samp> (restart from the first frame), or <samp>None</samp> (equivalent to <samp>Loop</samp>). Default <samp>None</samp>.
  −
|-
  −
| <samp>AnimationMinimumLoops</samp><br /><samp>AnimationMaximumLoops</samp>
  −
| ''(Optional)'' The minimum and maximum number of times to play the animation. Both must be specified to have any effect. The game will choose an inclusive random value between them. Both default to -1 (don't repeat animation).
  −
|}
  −
</dd>
  −
</dl>
  −
|-
  −
| <samp>Breeds</samp>
  −
| The cosmetic breeds which can be selected in the character customization menu when creating a save. This consists of a list of models with these fields:
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>ID</samp>
  −
| The unique ID for the breed within the pet type.
  −
|-
  −
| <samp>Texture</samp>
  −
| The asset name for the breed spritesheet for the pet's in-game sprite. This should be 128 pixels wide, and 256 (cat) or 288 (dog) pixels high.
  −
|-
  −
| <samp>IconTexture</samp>
  −
| The asset name for the breed icon texture, shown on the character customization screen and in-game menu. This should be a 16x16 pixel icon.
  −
|-
  −
| <samp>IconSourceRect</samp>
  −
| The icon's pixel area within the <samp>IconTexture</samp>, in the form <samp>"{{t|x}} {{t|y}} {{t|width}} {{t|height}}"</samp> (like <samp>"0 0 16 16"</samp>).
  −
|-
  −
| <samp>BarkOverride</samp>
  −
| ''(Optional)'' Override the pet's <samp>BarkSound</samp> field for this breed, if set.
  −
|-
  −
| <samp>VoicePitch</samp>
  −
| ''(Optional)'' The [[wikipedia:Pitch (music)|pitch]] applied to the pet's bark sound, measured as a decimal value relative to 1. Defaults to 1.
  −
|}
  −
|-
  −
| <samp>MoveSpeed</samp>
  −
| ''(Optional)'' How quickly the pet can move. Default 2.
  −
|-
  −
| <samp>SleepOnBedChance</samp><br /><samp>SleepNearBedChance</samp><br /><samp>SleepOnRugChance</samp>
  −
| ''(Optional)'' The percentage chances for the locations where the pet will sleep each night, as a decimal value between 0 (never) and 1 (always). Each value is checked in the order listed at left until a match is found. If none of them match, the pet will choose a random empty spot in the farmhouse; if none was found, it'll sleep next to its pet bowl outside.
  −
|-
  −
| <samp>RepeatContentSoundAfter</samp>
  −
| ''(Optional)'' The number of milliseconds until the <samp>ContentSound</samp> is repeated once. This is used by the dog, who pants twice when pet. Defaults to -1 (disabled).
   
|}
 
|}
   −
====Pet bowl====
+
===Game state queries===
The pet bowl is now a building which can be constructed or moved. Each pet is assigned to an available pet bowl.
+
{{/doc status|[[Modding:Game state queries]]|done=true}}
 +
 
 +
A ''game state query'' is a new vanilla way to specify conditions for some content like [[#Custom shops|shop data]], inspired by [[Modding:Content Patcher|Content Patcher]]'s conditions.
   −
For C# mods, each pet now has a <samp>guid</samp> field populated with a unique ID, and each pet bowl has a <samp>petGuid</samp> field which tracks its owner (see the <samp>PetBowl::HasPet()</samp> and <samp>PetBowl::FindPet()</samp> methods).
+
===Gender changes===
 +
{{/doc status|[[Modding:Dialogue]]|done=false}}
   −
===Custom monster eradication goals===
+
* Added an [[#gender-switch|''inline gender-switch token'']] to change text depending on the player's gender. This reduces duplicate text, works in more places than the <samp>^</samp> dialogue token, works in mail and other places where <samp>^</samp> has a different meaning, and supports non-binary gender.
You can now add/edit [[Adventurer's Guild]] monster eradication goals by editing the new <samp>Data/MonsterSlayerQuestData</samp> data asset. This consists of a string → model lookup, where the key is a unique ID for the monster eradication goal, and the value is a model with these fields:
+
* For C# mod authors, added a unified <samp>Gender</samp> field for players and NPCs with the possible values <samp>Male</samp>, <samp>Female</samp>, and <samp>Unspecified</samp>. This replaces <samp>Farmer.isMale</samp> and the numeric NPC gender constants. Note that vanilla still only sets players to male or female, though mods can override it.
 +
* Gender-specific clothing variants can now be worn by any gender.
 +
* Removed French-only support for using <samp>^</samp> dialogue token in non-dialogue text. This is superseded by the new inline gender-switch command.
   −
{| class="wikitable"
+
===Item queries===
|-
+
{{/doc status|[[Modding:Item queries]]|done=true}}
! field
+
 
! effect
+
''Item queries'' are a new built-in way to choose one or more items dynamically, instead of specifying a single item ID. These are used in various places like [[#Custom machines|machine data]] and [[#Custom shops|shop data]].
|-
  −
| <samp>ID</samp>
  −
| A key which uniquely identifies this goal. The ID should only contain alphanumeric/underscore/dot characters, and custom goal IDs should ideally be prefixed with your mod ID like <samp>Example.ModId_GoalName</samp>.
  −
|-
  −
| <samp>DisplayName</samp>
  −
| A [[#Tokenizable string format|tokenizable string]] for the goal's display name, shown on the board in the Adventurer's Guild.
  −
|-
  −
| <samp>Targets</samp>
  −
| A list of [[Modding:Monster data#Monster IDs|monster IDs]] that are counted towards the <samp>Count</samp>.
  −
|-
  −
| <samp>Count</samp>
  −
| The total number of monsters (matching the <samp>Targets</samp>) which must be defeated to complete this goal.
  −
|-
  −
| <samp>RewardItemId</samp>
  −
| ''(Optional)'' The [[#Custom items|qualified item ID]] for the item that can be collected from [[Gil]] when this goal is completed. There's no reward item if omitted.
  −
|-
  −
| <samp>RewardItemPrice</samp>
  −
| ''(Optional)'' The price of the <samp>RewardItemId</samp> in [[Marlon]]'s shop, or -1 to disable buying it from Marlon. Default -1.
  −
|-
  −
| <samp>RewardMail</samp>
  −
| ''(Optional)'' The [[Modding:Mail data|mail flag ID]] to set for all players when [[Gil]]'s reward menu is opened and this goal is complete. The players won't see a letter in their mailbox, even if it matches a letter ID. None is set if omitted.
  −
|-
  −
| <samp>RewardMailDialogue</samp>
  −
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for [[Gil]]'s dialogue when the <samp>RewardMail</samp> is set. This has no effect if <samp>RewardMail</samp> isn't set. No extra dialogue is shown if omitted.
  −
|}
     −
===Custom shops===
+
For example, a shop can sell a random [[House Plant|house plant]] using the <samp>RANDOM_ITEMS</samp> query:
====Format====
+
<syntaxhighlight lang="js">
You can now create and edit shops via the new <samp>Data/Shops</samp> asset. This consists of a string → model lookup, where the key is a unique ID for the shop (using a globally unique ID which includes your mod ID like <samp>ExampleMod.Id_ShopName</samp> for custom shops), and the value is a model with these fields:
+
{
 +
    "ItemId": "RANDOM_ITEMS (F) 1376 1390",
 +
    "MaxItems": 1
 +
}
 +
</syntaxhighlight>
   −
{| class="wikitable"
+
===Item spawn fields===
|-
+
{{/doc status|[[Modding:Item queries#Item spawn fields]]|done=true}}
! field
  −
! effect
  −
|-
  −
| <samp>Items</samp>
  −
| The items to add to the shop inventory. This consists of a list of values with these fields:
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| ''common fields''
  −
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by shop items.
     −
Notes:
+
Several data assets (like [[#Custom machines|machines]] and [[#Custom shops|shops]]) let you configure items to create using item queries. For consistency, these all share a set of common fields.
* If set to an [[#Item queries|item query]] which returns multiple items, all of them will be added to the shop.
  −
* The <samp>MinStack</samp> and <samp>MaxStack</samp> fields apply to the item after it's purchased, and have no effect on the price or <samp>Stock</samp> limit.
  −
* If the player found [[Pierre's Missing Stocklist]], season conditions in the <samp>Condition</samp> field are ignored in [[Pierre's General Store]].
  −
|-
  −
| <samp>Price</samp>
  −
| ''(Optional)'' The gold price to purchase the item from the shop. Defaults to the item's normal price, or zero if <samp>TradeItemId</samp> is specified.
  −
|-
  −
| <samp>TradeItemId</samp><br /><samp>TradeItemAmount</samp>
  −
| ''(Optional)'' The [[#Custom items|qualified or unqualified item ID]] and amount which must be traded to purchase this item. Defaults to no item and 1 respectively.
     −
If both <samp>Price</samp> and <samp>TradeItemId</samp> are specified, the player will have to provide both to get the item.
+
===Color fields===
|-
+
{{/doc status|[[Modding:Common data field types#Color]]|done=true}}
| <samp>ApplyDifficultyModifier</samp>
+
 
| ''(Optional)'' Whether to multiply the price by the difficulty modifier, which reduces the price for higher [[options|profit margins]]. This can be <samp>true</samp> (always apply it), <samp>false</samp> (never apply it), or <samp>null</samp> (apply for certain items like saplings). This is applied before any quantity modifiers. Default <samp>null</samp>.
+
1.6 adds a standardized color format used in various data fields. This can be a color name, hexadecimal color code, or 8-bit RGB color code.
 +
 
 +
For example, you can set debris color in [[#Custom wild trees|<samp>Data/WildTrees</samp>]]:
 +
<syntaxhighlight lang="js">
 +
"DebrisColor": "White"
 +
</syntaxhighlight>
 +
 
 +
===<samp>modData</samp> field changes===
 +
The <samp>modData</samp> fields are dictionaries of arbitrary string values which are synchronized in multiplayer and persisted in the save file, so mods can store custom data about the instances. The game already has the field for buildings, characters (including NPCs and players), items, locations, and terrain features.
 +
 
 +
Stardew Valley 1.6...
 +
* Adds <samp>modData</samp> fields to the <samp>Crop</samp>, <samp>Projectile</samp>, and <samp>Quest</samp> types too.
 +
* Moves <samp>ModDataDictionary</samp> into the <samp>StardewValley.Mods</samp> namespace.
 +
* Fixes <samp>Item.modData</samp> not copied when performing special equipment replacement (e.g. for the [[Pans|copper pan]] work as a hat).
 +
 
 +
===Quantity modifiers===
 +
{{/doc status|[[Modding:Common data field types#Quantity_modifiers]]|done=true}}
 +
 
 +
''Quantity modifiers'' apply dynamic changes to a numeric field in a data asset like [[#Custom shops|<samp>Data/Shops</samp>]] or [[#Custom machines|<samp>Data/Machines</samp>]]. For example, you can multiply a shop item's price or increase a machine output's quality. You can specify any number of modifiers for the same field.
 +
 
 +
===Tokenizable string format===
 +
{{/doc status|[[Modding:Tokenizable strings]]|done=true}}
 +
 
 +
Stardew Valley 1.6 adds ''tokenizable strings'', which support any combination of literal text and token values. That includes a set of built-in tokens like <samp>FarmName</samp>, <samp>LocalizedText</samp>, etc.
 +
 
 +
For example, previously you often needed to load text from a [[Modding:Common data field types#Translation key|translation key]]. With this new format, you can use the literal text directly in the asset instead (including [[Modding:Content Patcher|Content Patcher]] tokens):
 +
 
 +
<syntaxhighlight lang="js">
 +
// before
 +
"Dialogue": "Strings\\StringsFromCSFiles:ShopMenu.cs.11488",
 +
 
 +
// after: any combination of literal text and tokens
 +
"Dialogue": "Welcome to Pierre's, {{PlayerName}}! How is [FarmName] doing?",
 +
</syntaxhighlight>
 +
 
 +
Tokenizable strings are only usable in specific fields (as indicated in their wiki or code docs).
 +
 
 +
See [[Modding:Tokenizable strings]] for usage.
 +
 
 +
===[[Modding:Event data|Event]] changes===
 +
{{/doc status|[[Modding:Event data]]|done=false}}
 +
 
 +
====High-level changes====
 +
* Event IDs are now [[Modding:Common data field types#Unique string ID|unique string IDs]], so mods can use a unique key instead of hoping no other mod uses the same number. Unconditional events must have an empty precondition in their key (like <samp>"Example.ModId_EventName/"</samp>) to distinguish them from forks.
 +
* Event/festival commands with a direction argument now allow both case-insensitive names (like <samp>up</samp>) and numeric values.
 +
* Event script errors are now logged (in addition to being shown in the chatbox like before).
 +
* For C# mods:
 +
** You can now add custom event preconditions & commands using new <samp>Event</samp> methods (<samp>RegisterPrecondition</samp>, <samp>RegisterPreconditionAlias</samp>, <samp>RegisterCommand</samp>, and <samp>RegisterCommandAlias</samp>).
 +
** Added <samp>Event.fromAssetName</samp>, which indicates which data asset (if any) the event was loaded from.
 +
** Added <samp>Game1.eventsSeenSinceLastLocationChange</samp> to track the events that played since the player arrived in their current location.
 +
 
 +
====Precondition changes====
 +
<ul>
 +
<li>Added validation for preconditions. If a format or assumption is invalid, the game now logs a detailed error.</li>
 +
<li>Added case-insensitive readable names for all preconditions. For example, <code>j 4/t 800 1300/a 0 54/H</code> can now optionally be written <code>daysPlayed 4/time 800 1300/tile 0 54/isHost</code>.
 +
{{collapse|list of new names|content=
 +
List of new event precondition names:
 +
<pre>
 +
alias | readable name
 +
----- | ------------------------------
 +
*    | WorldState
 +
*n    | HostOrLocalMail
 +
a    | Tile
 +
b    | ReachedMineBottom
 +
B    | SpouseBed
 +
C    | CommunityCenterOrWarehouseDone
 +
c    | FreeInventorySlots
 +
D    | Dating
 +
e    | SawEvent
 +
f    | Friendship
 +
g    | Gender
 +
H    | IsHost
 +
h    | MissingPet
 +
Hn    | HostMail
 +
i    | HasItem
 +
j    | DaysPlayed
 +
J    | JojaBundlesDone
 +
L    | InUpgradedHouse
 +
m    | EarnedMoney
 +
M    | HasMoney
 +
N    | GoldenWalnuts
 +
n    | LocalMail
 +
O    | Spouse
 +
p    | NpcVisibleHere
 +
q    | ChoseDialogueAnswers
 +
r    | Random
 +
R    | Roommate
 +
S    | SawSecretNote
 +
s    | Shipped
 +
t    | Time
 +
u    | DayOfMonth
 +
v    | NpcVisible
 +
w    | Weather
 +
x    | SendMail
 +
y    | Year
 +
</pre>
 +
And for deprecated preconditions (e.g. <code>NotSeason</code> is superseded by <code>!Season</code>):
 +
<pre>
 +
alias | readable name
 +
----- | ---------------------------------
 +
*l    | NotHostOrLocalMail
 +
A    | NotActiveDialogueEvent
 +
d    | NotDayOfWeek
 +
F    | NotFestivalDay
 +
Hl    | NotHostMail
 +
k    | NotSawEvent
 +
l    | NotLocalMail
 +
o    | NotSpouse
 +
Rf    | NotRoommate
 +
U    | NotUpcomingFestival
 +
X    | NotCommunityCenterOrWarehouseDone
 +
z    | NotSeason
 +
</pre>
 +
}}
 +
</li>
 +
<li>Event & preconditions are now quote-aware, so you can escape spaces and slashes in arguments like <code>/G "SEASON Spring"/</code>.</li>
 +
<li>Added new preconditions:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>IgnoreShopPriceModifiers</samp>
+
! precondition
| ''(Optional)'' Whether to ignore the shop's <samp>PriceModifiers</samp> field for this item. This has no effect on the item's equivalent field. Default false.
+
! description
 
|-
 
|-
| <samp>AvailableStockModifiers</samp><br /><samp>PriceModifiers</samp>
+
| <samp>!</samp>
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the <samp>AvailableStock</samp> or <samp>Price</samp> values.
+
| Prefixing <samp>!</samp> to any other precondition will now invert it. For example, <code>!spouse Abigail</code> will match if the player is ''not'' married to Abigail.
 
  −
Notes:
  −
* The price modifiers stack with the <samp>PriceModifiers</samp> field on the shop (unless <samp>IgnoreStorePriceModifiers</samp> is true).
   
|-
 
|-
| <samp>AvailableStockModifierMode</samp><br /><samp>PriceModifierMode</samp>
+
| <samp>ActiveDialogueEvent {{t|id}}</samp>
| ''(Optional)'' [[#Quantity modifiers|quantity modifier modes]] which indicate what to do if multiple modifiers in the <samp>AvailableStockModifiers</samp> or <samp>PriceModifiers</samp> field apply at the same time. Default <samp>Stack</samp>.
+
| The special dialogue event with the given ID (including [[Modding:Dialogue#Conversation_topics|Conversation Topics]]) is in progress.
 
|-
 
|-
| <samp>AvoidRepeat</samp>
+
| <samp>DayOfWeek {{t|day}}+</samp>
| ''(Optional)'' Whether to avoid adding this item to the shop if it would duplicate one that was already added. If the item ID is randomized, this will choose a value that hasn't already been added to the shop if possible. Default false.
+
| Today is one of the specified days (may specify multiple days). This can be a case-insensitive three-letter abbreviation (like <samp>Mon</samp>) or full name (like <samp>Monday</samp>).
 
|-
 
|-
| <samp>AvailableStock</samp>
+
| <samp>FestivalDay</samp>
| ''(Optional)'' The maximum number of the item which can be purchased in one day. Default unlimited.
+
| Today is a [[Festivals|festival]] day.
 
|-
 
|-
| <samp>AvailableStockLimit</samp>
+
| <samp>GameStateQuery {{t|query}}</samp>
| ''(Optional)'' If <samp>Stock</samp> is set, how the limit is applied in multiplayer. This has no effect on recipes.
+
| A [[Modding:Game state queries|game state query]] matches, like <code>G !WEATHER Here Sun</code> for 'not sunny in this location'.
 
  −
The possible values are:
  −
{| class="wikitable"
   
|-
 
|-
! value
+
| <samp>Season {{t|season}}+</samp>
! effect
+
| The current season is one of the given values (may specify multiple seasons).
 
|-
 
|-
| <samp>Global</samp>
+
| <samp>Skill {{t|skill name}} {{t|min level}}</samp>
| The limit applies to every player in the world. For example, if the <samp>Stock</samp> was <samp>1</samp> and a player bought it, no other players could buy one.
+
| The current farmer has reached at least {{t|min level}} for the given {{t|skill name}} (one of <samp>Combat</samp>, <samp>Farming</samp>, <samp>Fishing</samp>, <samp>Foraging</samp>, <samp>Luck</samp>, or <samp>Mining</samp>).
 
|-
 
|-
| <samp>Player</samp>
+
| <samp>UpcomingFestival {{t|day offset}}</samp>
| Each player has a separate <samp>Stock</samp> limit. For example, if the <samp>Stock</samp> was <samp>1</samp>, each player could buy one.
+
| A [[Festivals|festival]] day will occur within the given number of days.
 +
|}</li>
 +
<li>Changed specific preconditions:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>None</samp>
+
! name
| Ignore the <samp>Stock</samp> value. This is used for items that adjust their own stock via code (e.g. by checking mail).
+
! changes
|}
+
|-
 
+
| <samp>ChoseDialogueAnswers</samp> (<samp>q</samp>)
Default <samp>Global</samp>.
+
| &#32;
|}
+
* Fixed precondition ignoring every second answer ID.
 
|-
 
|-
| <samp>SalableItemTags</samp>
+
| <samp>InUpgradedHouse</samp> (<samp>L</samp>)
| ''(Optional)'' A list of [[Modding:Items#Context tags|context tags]] for items which the player can sell to to this shop. Default none.
+
| &#32;
 +
* Added optional argument for the min upgrade level.
 
|-
 
|-
| <samp>Owners</samp>
+
| <samp>MissingPet</samp> (<samp>h</samp>)
| ''(Optional)'' The portrait and dialogue to show in the shop menu UI.
+
| &#32;
 
+
* You can now specify any pet type ID.
When the [[#Map/tile property changes|<samp>Action OpenShop</samp> tile property]] specifies {{o|owner tile area}}, the first NPC within the tile area which matches an owner entry is used; if no NPCs match, the shop isn't opened. If <samp>Owners</samp> is omitted, the shop is opened regardless of whether an NPC is present, and no portrait or dialogue is shown.
+
* You can now omit the argument to check for a pet of any type.
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>NotDayOfWeek</samp> (<samp>d</samp>)
! effect
+
| &#32;
 +
* You can now specify a full name like <samp>Monday</samp>.
 +
* The day of week is now case-insensitive.
 
|-
 
|-
| <samp>Name</samp>
+
| <samp>NotSeason</samp> (<samp>z</samp>)
| One of...
+
| &#32;
* the internal name for the NPC who must be in range to use this entry;
+
* You can now list values (like <code>notSeason spring summer fall</code> instead of <code>notSeason fall/notSeason winter/notSeason fall</code>).
* <samp>AnyOrNone</samp> to use this entry regardless of whether any NPC is within the shop area;
  −
* <samp>Any</samp> to use this entry if ''any'' NPC is within the shop area;
  −
* <samp>None</samp> to use this entry if ''no'' NPC is within the shop area.
   
|-
 
|-
| <samp>Id</samp>
+
| <samp>ReachedMineBottom</samp> (<samp>b</samp>)
| ''(Optional)'' An ID for this entry within the shop. This only needs to be unique within the current shop's owner list. Defaults to the <samp>Name</samp> value.
+
| &#32;
 +
* Argument is now optional (default 1).
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>SendMail</samp> (<samp>x</samp>)
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this owner entry is available. If omitted, it's always available.
+
| &#32;
 +
* Deprecated; see [[#Send-mail (x) precondition deprecated|''Send-mail (x) precondition deprecated'']] for more info.
 
|-
 
|-
| <samp>Portrait</samp>
+
| <samp>Tile</samp> (<samp>a</samp>)
| ''(Optional)'' One of...
+
| &#32;
* the internal name of the NPC whose portrait to show;
+
* Now also works when the player isn't currently warping, in which case it checks their current tile instead of their warp arrival tile.
* the asset name of the portrait spritesheet to display.
+
|}</li>
 +
</ul>
   −
If omitted, defaults to the portrait for the NPC matching the <samp>Name</samp> field (if any). If set to a value which doesn't match an NPC or texture asset name, the portrait is disabled.
+
====Command changes====
 +
<ul>
 +
<li>Added validation for event commands. If a format or assumption is invalid, the game now logs a detailed error and (if applicable) skips the command, instead of crashing or silently ignoring it. This also means event arguments are stricter (e.g. you can no longer set a true/false field to an invalid value, inner quotes in quoted arguments now need to be escaped, etc).</li>
 +
<li>Event commands are now quote-aware, so you can escape spaces and slashes in arguments like <code>/speak "I'm running A/B tests"/</code>.</li>
 +
<li>Event commands now trim surrounding whitespace, so they can be multilined for readability. Line breaks must be before or after the <samp>/</samp> delimiter. For example:
 +
<syntaxhighlight lang="js">
 +
"SomeEventId/": "
 +
    none/
 +
    -1000 -1000/
 +
    farmer 5 7 0/
 +
    ...
 +
"
 +
</syntaxHighlight>
 +
This can be also combined with the [[Modding:Event data#Comments|comment syntax]] to add notes. For example:
 +
<syntaxhighlight lang="js">
 +
"SomeEventId/": "
 +
    none/            -- music/
 +
    -1000 -1000/    -- initial viewport position/
 +
    farmer 5 7 0/    -- actor positions/
 +
    ...
 +
"
 +
</syntaxHighlight>
 +
</li>
 +
<li>You can now mark NPCs optional in event commands by suffixing their name with <code>?</code>. For example, <code>jump Kent?</code> won't log an error if Kent is missing. When used in the initial event positions, the NPC is only added in they exist in <samp>Data/Characters</samp> and their <samp>UnlockConditions</samp> match.</li>
 +
<li>Added new event commands:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Dialogues</samp>
+
! command
| ''(Optional)'' A list of possible dialogues if this entry is selected. Each day one dialogue will be randomly chosen to show in the shop UI. Each dialogue consists of a model with these fields:
+
! description
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>action {{t|action}}</samp>
! effect
+
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>action AddMoney 500</samp> to add {{price|500}} to the current player.
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>addItem {{t|item ID}} {{o|count}} {{o|quality}}</samp>
| An ID for this dialogue. This only needs to be unique within the current dialogue list. For a custom entry, you should use a unique ID which includes your mod ID like <samo>ExampleMod.Id_DialogueName</samp>.
+
| Add an item to the player inventory (or open a grab menu if their inventory is full). The {{t|item ID}} is the [[#Custom items|qualified or unqualified item ID]], and {{o|quality}} is a [[Modding:Items#Quality|numeric quality value]].
 
|-
 
|-
| <samp>Dialogue</samp>
+
| <samp>addSpecialOrder {{t|order ID}}</samp><br /><samp>removeSpecialOrder {{t|order ID}}</samp>
| The dialogue text to show, as a [[#Tokenizable string format|tokenizable string]]. The resulting text is parsed using the [[Modding:Dialogue|dialogue format]].
+
| Add or remove a special order to the player team. This affects all players, since special orders are shared.
 
|-
 
|-
| <samp>RandomDialogue</samp>
+
| <samp>eventSeen {{t|event ID}} {{o|seen}}</samp>
| ''(Optional)'' A list of dialogue texts to randomly choose from, using the same format as <samp>Dialogue</samp>. If set, <samp>Dialogue</samp> is optional and ignored. Each entry in the list has an equal probability of being chosen, and the choice is persisted for the current day. For example:
+
| Add or remove an event ID from the player's list of seen events, based on {{o|seen}} (default <samp>true</samp> to add).
<syntaxhighlight lang="js">
  −
"RandomDialogue": [
  −
    "[LocalizedText Strings\StringsFromCSFiles:ShopMenu.cs.11469]",
  −
    "[LocalizedText Strings\StringsFromCSFiles:ShopMenu.cs.11470]",
  −
    "[LocalizedText Strings\StringsFromCSFiles:ShopMenu.cs.11471]"
  −
]
  −
</syntaxhighlight>
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the dialogue should be available. If omitted, the dialogue is always available.
  −
|}
     −
This can be set to an empty list (<code>"Dialogues": []</code>) to disable the dialogue text entirely. If omitted, defaults to a generic "''Have a look at my wares''" text.
+
An event can mark ''itself'' unseen using <samp>eventSeen {{t|event ID}} false</samp>. This takes effect immediately (i.e. the event won't be added to the list when it completes), but the game will prevent the event from playing again until the player changes location to avoid event loops. The event will still replay when re-entering the location.
|}
   
|-
 
|-
| <samp>Currency</samp>
+
| <samp>mailToday {{t|mail key}}</samp>
| ''(Optional)'' The currency in which all items in the shop should be priced. The valid values are 0 (money), 1 (star tokens), 2 (Qi coins), and 4 (Qi gems). Default 0. For item trading, see <samp>TradeItemId</samp> for each item.
+
| Adds a letter to the mailbox immediately, given the {{t|mail key}} in <samp>Data/Mail</samp>.
 
|-
 
|-
| <samp>OpenSound</samp>
+
| <samp>questionAnswered {{t|answer ID}} {{o|answered}}</samp>
| ''(Optional)'' The [[#Custom audio|audio cue ID]] to play when the shop menu is opened. Defaults to <samp>dwop</samp>.
+
| Add or remove an answer ID from the player's list of chosen dialogue answers, based on {{o|answered}} (default <samp>true</samp> to add).
 
|-
 
|-
| <samp>PurchaseSound</samp>
+
| <samp>replaceWithClone {{t|NPC name}}</samp>
| ''(Optional)'' The [[#Custom audio|audio cue ID]] to play when an item is purchased normally. Defaults to <samp>purchaseClick</samp>.
+
| Replace an NPC already in the event with a temporary copy. This allows changing the NPC for the event without affecting the real NPC.
 +
 
 +
For example, this event changes Marnie's name/portrait only within the event:
 +
<syntaxhighlight lang="js">
 +
"Some.ModId_ExampleEvent/": "continue/64 15/farmer 64 15 2 Marnie 64 17 0/replaceWithClone Marnie/changeName Marnie Pufferchick/changePortrait Marnie Pufferchick/[...]/end"
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>purchaseRepeatSound</samp>
+
| <samp>setSkipActions {{o|actions}}</samp>
| ''(Optional)'' The [[#Custom audio|audio cue ID]] to play when accumulating a stack to purchase (e.g. by holding right-click on PC). Defaults to <samp>purchaseRepeat</samp>.
+
| Set [[Modding:Trigger actions|trigger actions]] that should run if the player skips the event. You can list multiple actions delimited with <samp>#</samp>, or omit {{o|actions}} so no actions are run. When the player skips, the last <samp>setSkipActions</samp> before that point is applied.
 +
 
 +
For example, this adds the [[Garden Pot|garden pot]] recipe and item to the player if the event is skipped, but avoids adding the item if the event already did it:
 +
<pre>
 +
/setSkipActions AddCraftingRecipe Current "Garden Pot"#AddItem (BC)62
 +
/skippable
 +
/...
 +
/addItem (BC)62
 +
/setSkipActions AddCraftingRecipe Current "Garden Pot"
 +
</pre>
 +
 
 +
Skip actions aren't applied if the event completes normally without being skipped.
 
|-
 
|-
| <samp>PriceModifiers</samp>
+
| <samp>stopSound {{t|sound ID}} {{o|immediate}}</samp>
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the sell price for items in this shop. See also <samp>PriceModifiers</samp> under <samp>Items</samp>.
+
| Stop a sound started with the <samp>startSound</samp> command. This has no effect if the sound has already stopped playing on its own (or hasn't been started). If you started multiple sounds with the same ID, this will stop all of them (e.g. <code>startSound fuse/startSound fuse/stopSound fuse</code>).
 +
 
 +
By default the sound will stop immediately. For looping sounds, you can pass <samp>false</samp> to the {{o|immediate}} argument to stop the sound when it finishes playing the current iteration instead (e.g. <code>stopSound fuse false</code>).
 
|-
 
|-
| <samp>PriceModifierMode</samp>
+
| <samp>temporaryAnimatedSprite ...</samp>
| ''(Optional)'' A [[#Quantity modifiers|quantity modifier mode]] which indicates what to do if multiple modifiers in the <samp>PriceModifiers</samp> field apply at the same time. This only affects that specific field, it won't affect price modifiers under <samp>Items</samp>. Default <samp>Stack</samp>.
+
| Add a temporary animated sprite to the event, using these space-delimited fields:
|-
  −
| <samp>VisualTheme</samp>
  −
| ''(Optional)'' The visual theme to apply to the shop UI, or omit to use the default theme. The first matching theme is applied. All fields are optional and will fallback to the default theme.
  −
 
  −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 +
! index
 
! field
 
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>Condition</samp>
+
| 0
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this theme should be applied. Defaults to always true.
+
| <samp>texture</samp>
 +
| The asset name for texture to draw.
 
|-
 
|-
| <samp>WindowBorderTexture</samp><br /><samp>WindowBorderSourceRect</samp>
+
| 1&ndash;4
| ''(Optional)'' The texture asset name, and the pixel area within it, for the shop window border. Defaults to <samp>LooseSprites\Cursors</samp> at (384, 373) with size 18×18.
+
| <samp>rectangle</samp>
 +
| The pixel area within the <samp>texture</samp> to draw, in the form <samp>{{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp>.
 
|-
 
|-
| <samp>PortraitBackgroundTexture</samp><br /><samp>PortraitBackgroundSourceRect</samp>
+
| 5
| ''(Optional)'' The texture asset name, and the pixel area within it, for the NPC portrait background. Defaults to <samp>LooseSprites\Cursors</samp> at (603, 414) with size 74×74.
+
| <samp>interval</samp>
 +
| The millisecond duration for each frame in the animation.
 
|-
 
|-
| <samp>DialogueBackgroundTexture</samp><br /><samp>DialogueBackgroundSourceRect</samp>
+
| 6
| ''(Optional)'' The texture asset name, and the pixel area within it, for the NPC dialogue background. Defaults to <samp>Maps\MenuTiles</samp> at (0, 256) with size 60×60.
+
| <samp>frames</samp>
 +
| The number of frames in the animation.
 
|-
 
|-
| <samp>DialogueColor</samp><br /><samp>DialogueShadowColor</samp>
+
| 7
| ''(Optional)'' The sprite text color for the dialogue text. This can be any of the [https://docs.microsoft.com/en-us/previous-versions/windows/xna/ff433752(v=xnagamestudio.42) <samp>Color</samp> field names], like <samp>ForestGreen</samp>. Defaults to the game's standard text color.
+
| <samp>loops</samp>
 +
| The number of times to repeat the animation.
 
|-
 
|-
| <samp>ItemRowBackgroundTexture</samp><br /><samp>ItemRowBackgroundSourceRect</samp>
+
| 8&ndash;9
| ''(Optional)'' The texture asset name, and the pixel area within it, for the item row background in the shop inventory. Defaults to <samp>LooseSprites\Cursors</samp> at (384, 396) with size 15×15.
+
| <samp>tile</samp>
 +
| The tile position at which to draw the sprite, in the form <samp>{{t|x}} {{t|y}}</samp>.
 
|-
 
|-
| <samp>ItemRowBackgroundHoverColor</samp>
+
| 10
| ''(Optional)'' The color tint to apply to the item row background in the shop inventory when the cursor is hovering over it, or <samp>White</samp> for no tint. This can be any of the [https://docs.microsoft.com/en-us/previous-versions/windows/xna/ff433752(v=xnagamestudio.42) <samp>Color</samp> field names], like <samp>ForestGreen</samp>. Defaults to <samp>Wheat</samp>.
+
| <samp>flicker</samp>
 +
| Causes the sprite to flicker in and out of view repeatedly. (one of <samp>true</samp> or <samp>false</samp>).
 
|-
 
|-
| <samp>ItemRowTextColor</samp>
+
| 11
| ''(Optional)'' The sprite text color for the item text. This can be any of the [https://docs.microsoft.com/en-us/previous-versions/windows/xna/ff433752(v=xnagamestudio.42) <samp>Color</samp> field names], like <samp>ForestGreen</samp>. Defaults to the game's standard text color.
+
| <samp>flip</samp>
 +
| Whether to flip the sprite horizontally when it's drawn (one of <samp>true</samp> or <samp>false</samp>).
 
|-
 
|-
| <samp>ItemIconBackgroundTexture</samp><br /><samp>ItemIconBackgroundSourceRect</samp>
+
| 12
| ''(Optional)'' The texture asset name, and the pixel area within it, for the background behind the item icons. Defaults to <samp>LooseSprites\Cursors</samp> at (296, 363) with size 18×18.
+
| <samp>sort tile Y</samp>
 +
| The tile Y position to use in the layer depth calculation, which affects which sprite is drawn on top if two sprites overlap. The larger the number, the higher layer the sprite is on.
 
|-
 
|-
| <samp>ScrollUpTexture</samp><br /><samp>ScrollUpSourceRect</samp>
+
| 13
| ''(Optional)'' The texture asset name, and the pixel area within it, for the up arrow icon above the scrollbar. Defaults to <samp>LooseSprites\Cursors</samp> at (421, 459) with size 11×12.
+
| <samp>alpha fade</samp>
 +
| Fades out the sprite based on alpha set. The larger the number, the faster the fade out. 1 is instant.  
 
|-
 
|-
| <samp>ScrollDownTexture</samp><br /><samp>ScrollDownSourceRect</samp>
+
| 14
| ''(Optional)'' The texture asset name, and the pixel area within it, for the down arrow icon beneath the scrollbar. Defaults to <samp>LooseSprites\Cursors</samp> at (421, 472) with size 11×12.
+
| <samp>scale</samp>
 +
| A multiplier applied to the sprite size (in addition to the normal 4× pixel zoom).
 
|-
 
|-
| <samp>ScrollBarFrontTexture</samp><br /><samp>ScrollBarFrontSourceRect</samp>
+
| 15
| ''(Optional)'' The texture asset name, and the pixel area within it, for the sliding scrollbar foreground. Defaults to <samp>LooseSprites\Cursors</samp> at (435, 463) with size 6×10.
+
| <samp>scale change</samp>
 +
| Changes the scale based on the multiplier applied on top of the normal zoom. Continues endlessly.
 +
|-
 +
| 16
 +
| <samp>rotation</samp>
 +
| The rotation to apply to the sprite, measured in [[wikipedia:radians|radians]].
 
|-
 
|-
| <samp>ScrollBarBackTexture</samp><br /><samp>ScrollBarBackSourceRect</samp>
+
| 17
| ''(Optional)'' The texture asset name, and the pixel area within it, for the scrollbar background. Defaults to <samp>LooseSprites\Cursors</samp> at (403, 383) with size 6×6.
+
| <samp>rotation change</samp>
 +
| Continuously rotates the sprite, causing it to spin. The speed is determined by input value.
 +
|-
 +
| 18+
 +
| ''flags''
 +
| Any combination of these space-delimited flags:
 +
* <samp>color {{t|color}}</samp>: apply a [[#Color fields|standard color]] to the sprite.
 +
* <samp>hold_last_frame</samp>: after playing the animation once, freeze the last frame as long as the sprite is shown.
 +
* <samp>ping_pong</samp>: Causes the animation frames to play forwards and backwards alternatingly. Example: An animation with the frames 0, 1, 2 will play "0 1 2 0 1 2" without the ping_pong flag and play "0 1 2 1 0" with the ping_pong flag.
 +
* <samp>motion {{t|x}} {{t|y}}</samp>: Sprite moves based on the values set. Numbers can be decimals or negative.
 +
* <samp>acceleration {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
 +
* <samp>acceleration_change {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
 
|}
 
|}
 +
|-
 +
| <samp>translateName {{t|actor}} {{t|translation key}}</samp>
 +
| Set the display name for an NPC in the event to match the given translation key.
 +
|-
 +
| <samp>warpFarmers [{{t|x}} {{t|y}} {{t|direction}}]+ {{t|default offset}} {{t|default x}} {{t|default}} {{t|direction}}</samp>
 +
| Warps connected players to the given [[Modding:Modder Guide/Game Fundamentals#Tiles|tile coordinates]] and [[Modding:Event data#Directions|numeric directions]]. The {{t|x}} {{t|y}} {{t|direction}} triplet is repeated for each connected player (e.g. the first triplet is for the main player, second triplet is for the first farmhand, etc). The triplets are followed by an offset direction (one of <samp>up</samp>, <samp>down</samp>, <samp>left</samp>, or <samp>right</samp>), and a final triplet which defines the default values used by any other player.
 
|}
 
|}
 
+
</li>
====Open a custom shop====
+
<li>Fixed some commands assuming a boolean argument is true if present, regardless of its value. This affects the <samp>changeToTemporaryMap</samp>, <samp>emote</samp>, <samp>extendSourceRect</samp>, <samp>faceDirection</samp>, <samp>globalFade</samp>, <samp>globalFadeToClear</samp>, <samp>positionOffset</samp>, and <samp>warp</samp> commands.</li>
You can place an [[#Map/tile property changes|<samp>Action OpenShop</samp> tile property]] on the map, which will open the given shop ID when the player clicks it.
+
<li>Fixed some commands assuming any value except the exact case-sensitive string <samp>true</samp> is false. This affects the <samp>animate</samp>, <samp>glow</samp>, <samp>hideShadow</samp>, <samp>ignoreMovementAnimation</samp>, <samp>temporaryAnimatedSprite</samp>, <samp>temporarySprite</samp>, and <samp>viewport</samp> commands.</li>
 
+
<li>Fixed some commands silently ignoring values they can't parse as the expected type. This affects the <samp>addItem</samp>, <samp>makeInvisible</samp>, and <samp>removeItem</samp> commands.</li>
In C# code, you can get the inventory for a custom shop using <code>Utility.GetShopStock("shop id here")</code>, open a shop menu using <code>Utility.OpenShopMenu("shop id", …)</code>, and add temporary items to an open menu using <code>shopMenu.AddForSale(…)</code>. The ID of the opened shop is stored in the shop menu's <samp>storeContext</samp> field.
+
<li>Fixed crash when some commands are passed <samp>farmer[number]</samp> for a player who's not available, or <samp>farmer[number]</samp> when they expect <samp>farmer</samp>.</li>
 
+
<li>Fixed some commands not taking into account custom farmer actors when checking <samp>farmer*</samp> actor IDs.</li>
====Examples====
+
<li>Fixed warp-out event commands able to use NPC-only or gendered warps. They now use a valid warp for the player if possible.</li>
You can add or replace entire shops. For example, this content pack adds a shop that sells ice cream in summer, and pufferfish all year:
+
<li>Changed specific commands:
 
+
{| class="wikitable"
{{#tag:syntaxhighlight|<nowiki>
+
|-
{
+
! command
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
! changes
    "Changes": [
+
|-
        {
+
| <samp>addCookingRecipe</samp>
            "Action": "EditData",
+
| Fixed error if player already knows the recipe.
            "Target": "Data/Shops",
+
|-
            "Entries": {
+
| <samp>addMailReceived</samp>
                "Example.ModId_CustomShop": {
+
| &#32;
                    "Owners": [
+
* Renamed to <samp>mailReceived</samp>. (The old name is now an alias, so it'll still work.)
                        {
+
* You can now remove a mail received by setting the optional third argument to false, like <samp>mailReceived {{t|id}} false</samp>.
                            "Name": "Any",
  −
                            "Dialogues": [
  −
                                // dialogue on sunny summer days
  −
                                {
  −
                                    "Id": "Example.ModId_SunnySummer",
  −
                                    "Condition": "SEASON Summer, WEATHER Sun",
  −
                                    "Dialogue": "Ice-cream is perfect for a day like this."
  −
                                },
  −
 
  −
                                // dialogue any other time
  −
                                {
  −
                                    "Id": "Example.ModId_Default",
  −
                                    "Dialogue": "Welcome to the only place in town for pufferfish!"
  −
                                }
  −
                            ]
  −
                        }
  −
                    ],
  −
 
  −
                    "Items": [
  −
                        // ice-cream in summer, default price
  −
                        {
  −
                            "Id": "Example.ModId_IceCream",
  −
                            "Condition": "SEASON Summer",
  −
                            "ItemId": "(O)233"
  −
                        },
  −
 
  −
                        // pufferfish for 1000g, limited to one per day per player
  −
                        {
  −
                            "Id": "Example.ModId_PufferFish",
  −
                            "ItemId": "(O)128",
  −
                            "Price": 1000,
  −
                            "AvailableStock": 1,
  −
                            "AvailableStockLimit": "Player"
  −
                        }
  −
                    ]
  −
                }
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
You can also add, replace, edit, or reorder items in a specific shop by targeting the shop's <samp>Items</samp> field. For example, this removes Trout Soup (item #219) and adds Pufferfish above bait (item #685):
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/Shops",
  −
            "TargetField": [ "FishShop", "Items" ],
  −
            "Entries": {
  −
                "(O)219": null,
  −
                "Example.ModId_Pufferfish": {
  −
                    "Id": "Example.ModId_Pufferfish",
  −
                    "ItemId": "(O)128",
  −
                    "Price": 2000
  −
                }
  −
            },
  −
            "MoveEntries": [
  −
                { "Id": "Example.ModId_Pufferfish", "BeforeId": "(O)685" }
  −
            ]
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
====Vanilla shop IDs====
  −
Vanilla shops are now defined in <samp>Data/Shops</samp> too (except a few special cases like [[:Category:Dressers|dressers]] and home renovations), using these shop IDs:
  −
 
  −
{| class="wikitable sortable"
   
|-
 
|-
! shop
+
| <samp>addTemporaryActor</samp>
! ID
+
| &#32;
 +
* Underscores in the asset name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>addTemporaryActor "White Chicken" …</code>.
 +
* Underscores in the display name are no longer replaced with spaces. You should quote arguments containing spaces instead.
 +
* Argument 9 ({{o|animal name}}) is now {{o|override name}}, and can be used to set the name for non-animals too.
 
|-
 
|-
| [[Abandoned House|Abandoned house shop]]
+
| <samp>animate</samp>
| <samp>HatMouse</samp>
+
| Underscores in the NPC name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>animate "Mr Qi" …</code>.
 
|-
 
|-
| [[Adventurer's Guild]]
+
| <samp>ambientLight</samp>
| <samp>AdventureShop</samp> (regular shop)<br /><samp>AdventureGuildRecovery</samp> (item recovery service)
+
| Removed four-argument form (which was unused and had confusing behavior). The other versions of <samp>ambientLight</samp> still work like before.
 
|-
 
|-
| [[Casino]]
+
| <samp>awardFestivalPrize</samp>
| <samp>Casino</samp>
+
| Added support for arbitrary item IDs, like <code>awardFestivalPrize (O)128</code> for a pufferfish.
 
|-
 
|-
| [[Blacksmith|Clint's blacksmith shop]]
+
| <samp>changeLocation</samp>
| <samp>Blacksmith</samp> (regular shop)<br /><samp>ClintUpgrade</samp> (tool upgrades)
+
| It now updates the event position offset if needed.
 
|-
 
|-
| [[Desert Trader|Desert trader]]
+
| <samp>changeName</samp>
| <samp>DesertTrade</samp>
+
| Underscores in the NPC name are no longer replaced with spaces. You should quote arguments containing spaces instead, like <code>changeName Leo "Neo Leo"</code>.
 
|-
 
|-
| [[Dwarf#Shop|Dwarf's shop]]
+
| <samp>changePortrait</samp><br /><samp>changeSprite</samp>
| <samp>Dwarf</samp>
+
| You can now omit the suffix argument to reset the NPC back to their normal portrait/sprite.
 
|-
 
|-
| [[Harvey's Clinic|Harvey's clinic]]
+
| <samp>faceDirection</samp>
| <samp>Hospital</samp>
+
| You can now specify the direction in words, like <samp>faceDirection up</samp>
 
|-
 
|-
| [[Ice Cream Stand|Ice-cream stand]]
+
| <samp>ignoreMovementAnimation</samp>
| <samp>IceCreamStand</samp>
+
| &#32;
 +
* Fixed its ''ignore'' argument being ignored.
 +
* Underscores in the NPC name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>ignoreMovementAnimation "Mr Qi" …</code>.
 
|-
 
|-
| [[Island Trader|Island trader]]
+
| <samp>itemAboveHead</samp>
| <samp>IslandTrade</samp>
+
| Added support for arbitrary item IDs, like <code>itemAboveHead (O)128</code> for a pufferfish.
 
|-
 
|-
| [[Joja Mart]]
+
| <samp>makeInvisible</samp>
| <samp>Joja</samp>
+
| Fixed terrain features not hidden when using the default area size.
 
|-
 
|-
| [[Krobus|Krobus' shop]]
+
| <samp>playSound</samp>
| <samp>ShadowShop</samp>
+
| Sounds started via <samp>playSound</samp> now stop automatically when the event ends.
 
|-
 
|-
| [[Marnie's Ranch|Marnie's ranch]]
+
| <samp>removeItem</samp>
| <samp>AnimalShop</samp>
+
| Added argument for an optional count, like <code>removeItem (O)128 10</code> to remove 10 pufferfish.
 
|-
 
|-
| [[Pierre's General Store|Pierre's general store]]
+
| <samp>speak</samp>
| <samp>SeedShop</samp>
+
| Fixed friendship & socialize quest not updated when calling it with a translation key.
 +
|}</li>
 +
<li>Removed some commands:
 +
{| class="wikitable"
 +
|-
 +
! command
 +
! changes
 
|-
 
|-
| [[Carpenter's Shop|Robin's carpenter shop]]
+
| <samp>addToTable</samp>
| <samp>Carpenter</samp>
+
| Removed (it was unused and worked in counterintuitive ways).
 
|-
 
|-
| [[Saloon|Stardrop Saloon]]
+
| <samp>addTool</samp>
| <samp>Saloon</samp>
+
| Removed (it was unused and only supported the [[Return Scepter|return scepter]]). Use <samp>addItem</samp> instead, which supports adding tools.
 
|-
 
|-
| [[Oasis|Sandy's Oasis shop]]
+
| <samp>grabObject</samp>
| <samp>Sandy</samp>
+
| Removed (it was unused and broken).
 
|-
 
|-
| [[Traveling Cart|Traveling cart]]
+
| <samp>showRivalFrame</samp><br /><samp>taxVote</samp>
| <samp>Traveler</samp>
+
| Removed (they were part of unimplemented features).
 
|-
 
|-
| [[Fish Shop|Willy's fish shop]]
+
| <samp>weddingSprite</samp>
| <samp>FishShop</samp>
+
| Removed (it was broken and unused).
 
|}
 
|}
 +
</ul>
   −
Festival shops are also defined in <samp>Data/Shops</samp> now, though they can still be defined in the pre-1.6 way for backwards compatibility.
+
====Festival changes====
{| class="wikitable sortable"
+
* Festivals can now have a custom festival-started notification message by setting the <samp>startedMessage</samp> field in <samp>Data/Festivals/*</samp> to a [[Modding:Tokenizable strings|tokenizable string]].
 +
* Festivals now set the event ID to a value like <samp>festival_fall16</samp>, instead of <samp>-1</samp>.
 +
* All in-festival data fields now support [[Modding:Festival data#Year variants|year variants]].
 +
* Fixed NPCs getting duplicated in festivals if they're added to the <samp>set-up</samp> fields multiple times. Subsequent entries now move them instead.
 +
* Fixed [[Modding:Festival data#Year variants|year variants]] for festival <samp>set-up</samp> field being appended to the main script instead of replacing it.
 +
 
 +
====Send-mail (<samp>x</samp>) precondition deprecated====
 +
Using the <samp>x</samp> event precondition as a way to send mail is now deprecated (but still works). You should use [[#Trigger actions|trigger actions]] instead to perform actions like that.
 +
 
 +
All vanilla events which used it have been replaced by equivalent trigger actions. This event IDs below no longer exist; if you check them (e.g. via <samp>HasSeenEvent</samp>), you'll need to check the new action or the mail flag they set instead.
 +
{| class="wikitable"
 
|-
 
|-
! festival shop
+
! old event ID
! ID
+
! new action ID
 +
! mail flag
 
|-
 
|-
| [[Dance of the Moonlight Jellies]]
+
| <samp>68</samp>
| <samp>Festival_DanceOfTheMoonlightJellies_Pierre</samp>
+
| <samp>Mail_Mom_5K</samp>
 +
| <samp>mom1</samp>
 
|-
 
|-
| [[Egg Festival]]
+
| <samp>69</samp>
| <samp>Festival_EggFestival_Pierre</samp>
+
| <samp>Mail_Mom_15K</samp>
 +
| <samp>mom2</samp>
 
|-
 
|-
| [[Festival of Ice]]
+
| <samp>70</samp>
| <samp>Festival_FestivalOfIce_TravelingMerchant</samp>
+
| <samp>Mail_Mom_32K</samp>
 +
| <samp>mom3</samp>
 
|-
 
|-
| [[Feast of the Winter Star]]
+
| <samp>71</samp>
| <samp>Festival_FeastOfTheWinterStar_Pierre</samp>
+
| <samp>Mail_Mom_120K</samp>
 +
| <samp>mom4</samp>
 
|-
 
|-
| [[Flower Dance]]
+
| <samp>72</samp>
| <samp>Festival_FlowerDance_Pierre</samp>
+
| <samp>Mail_Dad_5K</samp>
 +
| <samp>dad1</samp>
 
|-
 
|-
| [[Luau]]
+
| <samp>73</samp>
| <samp>Festival_Luau_Pierre</samp>
+
| <samp>Mail_Dad_15K</samp>
 +
| <samp>dad2</samp>
 
|-
 
|-
| [[Night Market]] (decoration boat)
+
| <samp>74</samp>
| <samp>Festival_NightMarket_DecorationBoat</samp>
+
| <samp>Mail_Dad_32K</samp>
 +
| <samp>dad3</samp>
 
|-
 
|-
| [[Night Market]] (magic boat)
+
| <samp>75</samp>
| <samp>Festival_NightMarket_MagicBoat_Day1</samp><br /><samp>Festival_NightMarket_MagicBoat_Day2</samp><br /><samp>Festival_NightMarket_MagicBoat_Day3</samp>
+
| <samp>Mail_Dad_120K</samp>
 +
| <samp>dad4</samp>
 
|-
 
|-
| [[Spirit's Eve]]
+
| <samp>76</samp>
| <samp>Festival_SpiritsEve_Pierre</samp>
+
| <samp>Mail_Tribune_UpAndComing</samp>
 +
| <samp>newsstory</samp>
 
|-
 
|-
| [[Stardew Valley Fair]]
+
| <samp>706</samp>
| <samp>Festival_StardewValleyFair_StarTokens</samp>
+
| <samp>Mail_Pierre_Fertilizers</samp>
|}
+
| <samp>fertilizers</samp>
 
+
|-
And two special 'shops':
+
| <samp>707</samp>
{| class="wikitable sortable"
+
| <samp>Mail_Pierre_FertilizersHighQuality</samp>
 +
| <samp>fertilizers2</samp>
 +
|-
 +
| <samp>909</samp>
 +
| <samp>Mail_Robin_Woodchipper</samp>
 +
| <samp>WoodChipper</samp>
 +
|-
 +
| <samp>2111194</samp>
 +
| <samp>Mail_Emily_8heart</samp>
 +
| <samp>EmilyClothingTherapy</samp>
 +
|-
 +
| <samp>2111294</samp>
 +
| <samp>Mail_Emily_10heart</samp>
 +
| <samp>EmilyCamping</samp>
 +
|-
 +
| <samp>2346091</samp>
 +
| <samp>Mail_Alex_10heart</samp>
 +
| <samp>joshMessage</samp>
 +
|-
 +
| <samp>2346092</samp>
 +
| <samp>Mail_Sam_10heart</samp>
 +
| <samp>samMessage</samp>
 +
|-
 +
| <samp>2346093</samp>
 +
| <samp>Mail_Harvey_10heart</samp>
 +
| <samp>harveyBalloon</samp>
 +
|-
 +
| <samp>2346094</samp>
 +
| <samp>Mail_Elliott_10heart</samp>
 +
| <samp>elliottBoat</samp>
 +
|-
 +
| <samp>2346095</samp>
 +
| <samp>Mail_Elliott_8heart</samp>
 +
| <samp>elliottReading</samp>
 +
|-
 +
| <samp>2346096</samp>
 +
| <samp>Mail_Penny_10heart</samp>
 +
| <samp>pennySpa</samp>
 
|-
 
|-
! item
+
| <samp>2346097</samp>
! ID
+
| <samp>Mail_Abigail_8heart</samp>
 +
| <samp>abbySpiritBoard</samp>
 
|-
 
|-
| [[Catalogue]]
+
| <samp>3333094</samp>
| <samp>Catalogue</samp>
+
| <samp>Mail_Pierre_ExtendedHours</samp>
 +
| <samp>pierreHours</samp>
 
|-
 
|-
| [[Furniture Catalogue]]
+
| <samp>3872126</samp>
| <samp>Furniture Catalogue</samp>
+
| <samp>Mail_Willy_BackRoomUnlocked</samp>
 +
| <samp>willyBackRoomInvitation</samp>
 
|}
 
|}
   −
===Dialogue changes===
+
===[[Modding:Mail data|Mail]] changes===
 +
{{/doc status|[[Modding:Mail data]]|done=false}}
 +
 
 
<ul>
 
<ul>
<li>For C# mods, <samp>Dialogue</samp> now tracks the translation key used to build it (when applicable). For example, you can detect when the player is rejected at the [[Flower Dance]] (derived from {{github|spacechase0/StardewValleyMods|Three-Heart Dance Partner}}):
+
<li>Mail can now have multiple items attached (using multiple <samp>%item</samp> commands). When the player grabs the top item, the next one will appear in the slot to grab next.</li>
<syntaxhighlight lang="c#">
+
<li>Added mail commands:
private void OnMenuChanged(object sender, MenuChangedEventArgs e)
+
{| class="wikitable"
{
+
|-
    bool isDanceRejection =
+
! command
        Game1.currentLocation?.currentEvent?.FestivalName == "Flower Dance"
+
! effect
        && e.NewMenu is DialogueBox dialogueBox
+
|-
        && dialogueBox.characterDialogue is {} dialogue
+
| <samp>%action {{t|action}}%%</samp>
        && dialogue.TranslationKey == $"Characters\\Dialogue\\{dialogue.speaker?.Name}:danceRejection";
+
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>%action AddMoney 500%%</samp> to add {{price|500}} to the current player.
}
+
|}</li>
 +
<li>Improved mail commands:
 +
{| class="wikitable"
 +
|-
 +
! command
 +
! changes
 +
|-
 +
| <samp>%item</samp>
 +
| &#32;
 +
* Added <samp>%item id {{t|item id}} {{o|count}}</samp> form which accepts a [[#Custom items|qualified or unqualified item ID]]. If multiple items are listed (''e.g.,'' <samp>%item id (BC)12 3 (O)34 5 %%</samp>) one set will be picked randomly. This deprecates the <samp>bigobject</samp>, <samp>furniture</samp>, <samp>object</samp>, and <samp>tools</samp> options.
 +
* Added <samp>%item specialOrder {{t|order id}} {{o|immediately}}</samp> form to attach a special order to the letter.
 +
* Added optional {{t|key}} argument to <samp>%item cookingRecipe {{t|key}}</samp>, to learn a specific [[Modding:Recipe data|cooking recipe]]. The previous <samp>%item cookingRecipe</samp> form (without a key) works the same way as before.
 +
* The type argument is now case-insensitive.
 +
* Fixed <samp>%item craftingRecipe</samp> not supporting recipe IDs containing underscores. It now checks for an exact match first, then tries replacing underscores with spaces like before, then logs a warning if neither was found instead of adding an invalid recipe.
 +
|}</li>
 +
<li>All wallet items are now tracked via mail flags. That adds these mail flags: <samp>HasClubCard</samp>, <samp>HasDarkTalisman</samp>, <samp>HasDwarvishTranslationGuide</samp>, <samp>HasMagicInk</samp>, <samp>HasMagnifyingGlass</samp>, <samp>HasRustyKey</samp>, <samp>HasSkullKey</samp>, <samp>HasSpecialCharm</samp>, <samp>HasTownKey</samp>, and <samp>HasUnlockedSkullDoor</samp>.</li>
 +
<li>Fixed letter viewer error when opening an invalid letter.</li>
 +
</ul>
 +
 
 +
===Stat changes for C# mods===
 +
The tracked stats API (e.g. <code>Game1.stats</code> and <code>Game1.player.stats</code>) has been overhauled.
 +
 
 +
In particular, all stats are now in the underlying stat dictionary. If you use a stat field directly (like <code>stats.dirtHoed</code>), you'll need to use the property (like <code>stats.DirtHoed</code>) or method (like <code>stats.Get(StatsKey.DirtHoed)</code>). This lets the game or mods access all stats in a standard way without reflection. 1.6 also adds <samp>StatsKey</samp> constants for all stats tracked by the game.
 +
 
 +
The <samp>stats</samp> API has also been redesigned:
 +
{| class="wikitable"
 +
|-
 +
! member
 +
! comments
 +
|-
 +
| <samp>Values</samp>
 +
| The numeric metrics tracked by the game. This replaces <samp>stats_dictionary</samp>.
 +
|-
 +
| <samp>Get(key)</samp>
 +
| Get the value of a tracked stat. This replaces <samp>getStat</samp>.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
uint daysPlayed = Game1.stats.Get(StatKeys.DaysPlayed);
 
</syntaxhighlight>
 
</syntaxhighlight>
 +
|-
 +
| <samp>Set(key, value)</samp>
 +
| Set the new value of a tracked stat. This method is new.
   −
For C# mods that create <samp>Dialogue</samp> instances directly, there's a few ways to do it now:
+
For example:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
// from a translation key
+
Game1.stats.Set(StatKeys.ChildrenTurnedToDoves, 5);
var dialogue = new Dialogue(npc, "Strings\\StringsFromCSFiles:Utility.cs.5360");
+
</syntaxhighlight>
 +
|-
 +
| <samp>Increment(key)</samp><br /><samp>Increment(key, amount)</samp>
 +
| Add the given amount to the stat (default 1), and return the new stat value. This improves on the original <samp>incrementStat</samp>.
   −
// from custom text (with or without a translation key)
+
For example:
var dialogue = new Dialogue(npc, null, "Some arbitrary text to show as-is");
+
<syntaxhighlight lang="c#">
 
+
uint stepsTaken = Game1.stats.Increment(StatKeys.StepsTaken);
// from a translation with tokens
  −
var dialogue = Dialogue.FromTranslation(npc, "Data\\ExtraDialogue:PurchasedItem_2_QualityLow_Willy", whatToCallPlayer, particle, i.DisplayName);
   
</syntaxhighlight>
 
</syntaxhighlight>
 +
|}
   −
You can also easily add fallback logic using <samp>Dialogue.TryGetDialogue</samp> or <samp>npc.TryGetDialogue</samp>. For example:
+
This can also be used to track custom mod stats, they doesn't need to be stats normally tracked by the game. Custom stats should be prefixed with your mod's unique ID to avoid conflicts:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
Dialogue dialogue =
+
Game1.stats.Set("Your.ModId_CustomStat", 5);
    npc.TryGetDialogue($"rejection_{itemId}_{locationName}_{x}_{y}")
  −
    ?? npc.TryGetDialogue($"rejection_{itemId}_{locationName}")
  −
    ?? npc.TryGetDialogue($"rejection_{itemId}")
  −
    ?? new Dialogue(npc, "Strings\\StringsFromCSFiles:NPC.cs.3971");
   
</syntaxhighlight>
 
</syntaxhighlight>
</li>
  −
<li>The 'reveal taste' dialogue command now uses the format <samp>%revealtaste:{{t|npc name}}:{{t|item ID}}</samp> to support item IDs. (The previous <samp>%revealtaste{{t|npc name}}{{t|item index}}</samp> format still works to support old content packs, but the item index can only be a number.)</li>
  −
<li>Fixed NPCs only using a <code>{day name}{hearts}_{year}</code> dialogue if they also have a <code>{day name}{hearts}</code> one.</li>
  −
<li>Fixed NPCs only using the <code>MovieInvitation</code> dialogue key in English.</li>
  −
</ul>
     −
===Schedule changes===
+
And finally, setting a stat to 0 now removes it from the stats dictionary (since that's the default for missing stats).
* Added an <samp>NPC.ScheduleKey</samp> field which always matches their loaded schedule.
  −
* Removed an unintended schedule fallback to a <samp>{season}_spring_{hearts}</samp> key. It'll skip to the <samp>spring</samp> default instead.
  −
* Schedules are now fault-tolerant:
  −
** Fixed crash if a selected schedule can't be parsed. The NPC now logs an error and continues with the next fallback instead.
  −
** Fixed crash if certain hardcoded schedules aren't present (like Penny's <samp>marriageJob</samp> or Pam's <samp>bus</samp>).
  −
* For C# mods, removed the <samp>dayOfMonth</samp> parameter in <samp>NPC.getSchedule()</samp>. This was misleading since it used <samp>Game1.dayOfMonth</samp> in all but one line regardless.
     −
==What's new for everything else==
+
===New C# utility methods===
===Buff overhaul===
+
Stardew Valley 1.6 adds several new methods to simplify common logic.
1.6 rewrites buffs to work more consistently and be more extensible:
+
 
 +
====Argument handling====
 +
The new <samp>ArgUtility</samp> class handles splitting, reading, and validating <samp>string[]</samp> argument lists. The main methods are:
   −
* Buff logic is unified into <samp>Game1.player.buffs</samp>, which is the single source of truth for buff data. This replaces the previous <samp>player.added*</samp> and <samp>player.appliedBuffs</samp> fields, <samp>BuffsDisplay</samp> logic, enchantment stat bonuses, and boots/ring attribute changes on (un)equip.
+
; Splitting arrays&#58;
* This also removes limitations on buff types (e.g. buffs can add weapon bonuses and weapons can add attribute buffs) and buffable equipment (e.g. equipped tools can have buffs too).
+
: {| class="wikitable"
* Buff effects are now fully recalculated when they change, to fix a range of longstanding bugs like attribute drift and double-debuffs. Just like before, the buffs are managed locally; only the buff IDs and aggregate attribute effects are synced.
+
|-
 +
! <samp>ArgUtility</samp> method
 +
! effect
 +
|-
 +
| <samp>SplitBySpace</samp>
 +
| Split space-separated arguments in a string. This automatically ignores extra spaces, so <samp>" x &nbsp;y "</samp> and <samp>"x y"</samp> are equivalent. For example:
 +
<syntaxhighlight lang="c#">
 +
string[] fields = ArgUtility.SplitBySpace("a b c");
 +
string secondField = fields[1]; // "b"
 +
</syntaxhighlight>
 +
|-
 +
| <samp>SplitBySpaceAndGet</samp>
 +
| Get the value at an index in a space-delimited string (if found), else return the default value. For example:
   −
'''For C# mods:'''
+
<syntaxhighlight lang="c#">
* Each buff now has a unique string ID. You can apply a new buff with the same ID to replace it (so you no longer need to manually find and remove previous instances of the buff).
+
string thirdField = ArgUtility.SplitBySpaceAndGet("a b c", 2); // "c"
* You can add standard buff effects to any equipment by overriding <samp>Item.AddEquipmentEffects</samp>, or add custom behaviour/buffs by overriding <samp>Item.onEquip</samp> and <samp>Item.onUnequip</samp>.
+
string invalidFieldA = ArgUtility.SplitBySpaceAndGet("a b c", 5); // null
* You can add custom food or drink buffs by overriding <samp>Item.GetFoodOrDrinkBuffs()</samp>.
+
string invalidFieldB = ArgUtility.SplitBySpaceAndGet("a b c", 5, defaultValue: "boop"); // "boop"
* The <samp>Buff</samp> constructor now supports a custom icon texture, sprite index, display name, description, and millisecond duration to fully support custom buffs.
+
</syntaxhighlight>
* You can change how buff attributes are displayed (or add new attributes) by extending the <samp>BuffsDisplay.displayAttributes</samp> list.
     −
For example, here's how to add a custom buff which adds +3 speed:
+
This is more efficient than <samp>SplitBySpace</samp> when you only need a single value, but it's slower if you need multiple values.
 +
|-
 +
| <samp>SplitBySpaceQuoteAware</samp>
 +
| Split space-separated arguments in a string, with support for using quotes to protect spaces within an argument. See <samp>SplitQuoteAware</samp> below for info on quote handling.
    +
For example:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
Buff buff = new Buff(
+
string buildingName = ArgUtility.SplitBySpaceQuoteAware("BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"")[1]; // Junimo Hut
    buff_id: "Example.ModId/ZoomZoom",
  −
    display_name: "Zoom Zoom", // can optionally specify description text too
  −
    icon_texture: this.Helper.Content.Load<Texture2D>("assets/zoom.png"),
  −
    icon_sheet_index: 0,
  −
    duration: 30_000, // 30 seconds
  −
    buff_effects: new BuffEffects()
  −
    {
  −
        speed = { 10 } // shortcut for buff.speed.Value = 10
  −
    }
  −
);
  −
Game1.player.applyBuff(buff);
   
</syntaxhighlight>
 
</syntaxhighlight>
 +
|-
 +
| <samp>SplitQuoteAware</samp>
 +
| Split delimited arguments in a string, with support for using quotes to protect delimiters within an argument.
   −
You can also implement your own custom effects in code by checking if the buff is active, like <code>Game1.player.hasBuff("Example.ModId/ZoomZoom")</code>.
+
A quote in the text causes any delimiter to be ignored until the next quote, unless it's escaped like <code>\"</code>. Unescaped quotes are removed from the string. (Remember that backslashes need to be escaped in C# or JSON strings, like <code>"\\"</code> for a single backslash.)
   −
===Custom audio===
+
For example:
You can now add or edit [[Modding:Audio|music tracks or sound effects]] (called ''cues'') by editing the <samp>Data/AudioCueModificationData</samp> asset. New cues are added to the game's soundbank, so they can be used anywhere normal audio can be used (e.g. the <samp>Music</samp> [[Modding:Maps|map property]]).
+
<syntaxhighlight lang="c#">
 +
ArgUtility.SplitQuoteAware("A,B,C", ',');        // [ "A", "B", "C" ]
 +
ArgUtility.SplitQuoteAware("A,\"B,C\",D", ','); // [ "A", "B,C", "D" ]
 +
ArgUtility.SplitQuoteAware("A,\\\"B,C", ',');    // [ "A", "\"B", "C" ]
 +
</syntaxhighlight>
   −
====Format====
+
You can also set the optional arguments for more advanced cases. For example, [[Modding:Game state queries|game state queries]] use this to split twice:
The <samp>Data/AudioCueModificationData</samp> asset consists of a string → model lookup, where the key matches the <samp>ID</samp>, and the value is a model with the fields below.
+
<syntaxhighlight lang="c#">
 +
string gameStateQuery = "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\", SEASON Spring";
   −
Entries in this asset describe an '''override''' applied to the soundbank. The override is applied permanently for the current game session, even if the asset is edited to remove it. Overriding a cue will reset all values to the ones specified.
+
string[] queries = ArgUtility.SplitQuoteAware(gameStateQuery, ',', StringSplitOptions.RemoveEmptyEntries, keepQuotesAndEscapes: true); // [ "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"", "SEASON Spring" ]
 +
string buildingName = ArgUtility.SplitBySpaceQuoteAware(queries[0]); // Junimo Hut
 +
</syntaxhighlight>
 +
|-
 +
| <samp>EscapeQuotes</samp>
 +
| Escape quotes in a string so they're ignored by methods like <samp>SplitQuoteAware</samp>.
   −
{| class="wikitable"
+
This isn't idempotent (e.g. calling it twice will result in double-escaped quotes).
 
|-
 
|-
! field
+
| <samp>UnsplitQuoteAware</samp>
 +
| Combine an array of arguments into a single string with a custom delimiter, using quotes where needed to escape delimiters within an argument. Calling <samp>SplitQuoteAware</samp> on the resulting string with the same delimiter will produce the original values.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
string args = ArgUtility.UnsplitQuoteAware(new[] { "A", "B C", "D" }, ' '); // A "B C" D
 +
</syntaxhighlight>
 +
 
 +
This isn't idempotent (e.g. calling it twice will result in double-escaped quotes).
 +
|}
 +
 
 +
; Reading arrays&#58;
 +
: {| class="wikitable"
 +
|-
 +
! <samp>ArgUtility</samp> method
 
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>HasIndex</samp>
| A unique cue ID, used when playing the sound in-game. The ID should only contain alphanumeric/underscore/dot characters. For custom audio cues, this should be prefixed with your mod ID like <samp>Example.ModId_AudioName</samp>.
+
| Get whether an index is within the bounds of the array. For example:
 +
<syntaxhighlight lang="c#">
 +
string[] fields = ArgUtility.SplitByString("10 5");
 +
bool inRange = ArgUtility.HasIndex(fields, 1); // true (index 1 has the value '5')
 +
</syntaxhighlight>
 +
|-
 +
| <samp>Get</samp><br /><samp>GetBool</samp><br /><samp>GetDirection</samp><br /><samp>GetEnum</samp><br /><samp>GetFloat</samp><br /><samp>GetInt</samp>
 +
| Get the value at a position in an array, parsed as the relevant type (e.g. a string, boolean, [[Modding:Event data#Directions|direction]], enum, etc). If the index isn't in the array or the value can't be parsed as the expected type, returns a default value.
 +
 
 +
For example, code like this:
 +
<syntaxhighlight lang="c#">
 +
int value = fields.Length > 4 && int.TryParse(fields[4], out int parsed)
 +
    ? parsed
 +
    : -1;
 +
</syntaxhighlight>
 +
 
 +
Can now be rewritten like this:
 +
<syntaxhighlight lang="c#">
 +
int value = ArgUtility.GetInt(fields, 4, -1);
 +
</syntaxhighlight>
 +
|-
 +
| <samp>TryGet</samp><br /><samp>TryGetBool</samp><br /><samp>TryGetDirection</samp><br /><samp>TryGetEnum</samp><br /><samp>TryGetFloat</samp><br /><samp>TryGetInt</samp><br /><samp>TryGetPoint</samp><br /><samp>TryGetRectangle</samp><br /><samp>TryGetVector2</samp>
 +
| Try to get a parsed value from an array by its index. If it's not found or can't be converted to the expected value, it sets the <samp>out string error</samp> argument so you can log an error if needed.
 +
 
 +
For example, this parses a numeric value from a space-delimited string:
 +
<syntaxhighlight lang="c#">
 +
string[] fields = ArgUtility.SplitByString("10 35");
 +
if (ArgUtility.TryGetInt(fields, 1, out int value, out string error))
 +
    this.Helper.Monitor.Log($"Parsed value: {value}"); // "Parsed value: 35"
 +
else
 +
    this.Helper.Monitor.Log($"Failed parsing value: {error}", LogLevel.Warn);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>FilePaths</samp>
+
| <samp>TryGetOptional</samp><br /><samp>TryGetOptionalBool</samp><br /><samp>TryGetOptionalDirection</samp><br /><samp>TryGetOptionalEnum</samp><br /><samp>TryGetOptionalFloat</samp><br /><samp>TryGetOptionalInt</samp><br /><samp>TryGetOptionalRemainder</samp>
| A list of file paths (not asset names) from which to load the audio. These can be absolute paths or relative to the game's <samp>Content</samp> folder. Each file can be <samp>.ogg</samp> or <samp>.wav</samp>. If you list multiple paths, a random one will be chosen each time it's played.
+
| Equivalent to <samp>TryGet*</samp>, except that it'll return a default value if the argument is missing. For example:
 +
<syntaxhighlight lang="c#">
 +
string[] fields = ArgUtility.SplitByString("10");
 +
if (ArgUtility.TryGetOptionalInt(fields, 1, out int value, out error, defaultValue: 99))
 +
    this.Helper.Monitor.Log($"Parsed value: {value}"); // "Parsed value: 99"
 +
else
 +
    this.Helper.Monitor.Log($"Failed parsing value: {error}", LogLevel.Warn);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Category</samp>
+
| <samp>GetRemainder</samp><br /><samp>TryGetRemainder</samp><br /><samp>TryGetOptionalRemainder</samp>
| The [[Modding:Audio#Category list|audio category]], which determines which volume slider in the game options applies. This should be one of <samp>Default</samp>, <samp>Music</samp>, <samp>Sound</samp>, <samp>Ambient</samp>, or <samp>Footsteps</samp> (see [[Modding:Audio#Category list|a description of each category]]). Defaults to <samp>Default</samp>.
+
| Similar to the previous methods, but gets arguments starting from an index as a concatenated string. For example:
 +
<syntaxhighlight lang="c#">
 +
string[] fields = ArgUtility.SplitByString("A B C D E F");
 +
if (ArgUtility.TryGetRemainder(fields, 2, out string remainder, out string error))
 +
    this.Helper.Monitor.Log($"Remainder: {remainder}"); // "Remainder: C D E F"
 +
else
 +
    this.Helper.Monitor.Log($"Failed getting remainder: {error}", LogLevel.Warn);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>StreamedVorbis</samp>
+
| <samp>GetSubsetOf</samp>
| Whether the audio should be streamed from disk when it's played, instead of being loaded into memory ahead of time. This is only possible for [[wikipedia:Vorbis|Ogg Vorbis]] (<samp>.ogg</samp>) files, which otherwise will be decompressed in-memory on load. Default false.
+
| Get a slice of the input array. For example:
 +
<syntaxhighlight lang="c#">
 +
string[] subset1 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 1); // B, C, D
 +
string[] subset2 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 1, length: 2); // B, C
 +
</syntaxhighlight>
 +
 
 +
This is fault-tolerant as long as <samp>startAt</samp> isn't negative. For example:
 +
<syntaxhighlight lang="c#">
 +
string[] subset2 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 100); // <empty array>
 +
string[] subset1 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 1, length: 100); // B, C, D
 +
</syntaxhighlight>
 +
|}
   −
This is a tradeoff between memory usage and performance, so you should consider which value is best for each audio cue:
+
====Content assets====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>true</samp>
+
| <samp>LocalizedContentManager.DoesAssetExist</samp>
| Reduces memory usage when the audio cue isn't active, but increases performance impact when it's played. Playing the audio multiple times will multiply the memory and performance impact while they're active, since each play will stream a new instance. Recommended for longer audio cues (like music or ambient noise), or cues that are rarely used in a specific scenario (e.g. a sound that only plays once in an event).
+
| Get whether an asset exists in the game's <samp>Content</samp> folder or is provided through [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example:
 +
<syntaxhighlight lang="c#">
 +
bool exists = Game1.content.DoesAssetExist<Map>("Maps/Town");
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>false</samp>
+
| <samp>LocalizedContentManager.IsValidTranslationKey</samp>
| Increases memory usage (since it's fully loaded into memory), but reduces performance impact when it's played. It can be played any number of times without affecting memory or performance (it'll just play the cached audio). Recommended for sound effects, or short audio cues that are played occasionally.
+
| Get whether a string is a translation key in the form <samp>{{t|asset name}}:{{t|key}}</samp>, and the asset and key both exist. For example:
|}
+
<syntaxhighlight lang="c#">
|-
+
bool exists = Game1.content.IsValidTranslationKey("Strings\\NPCNames:Abigail");
| <samp>Looped</samp>
+
</syntaxhighlight>
| Whether the audio cue loops continuously until stopped. Default false.
  −
|-
  −
| <samp>UseReverb</samp>
  −
| Whether to apply a [[wikipedia:Reverberation|reverb]] effect to the audio. Default false.
   
|}
 
|}
   −
====Example====
+
====Filtering====
This content pack adds a new music cue to the game, and plays it when the player enters the bus stop:
+
The game now has an optimized <samp>RemoveWhere</samp> method for O(n) filtering on <samp>NetCollection</samp>, <samp>NetDictionary</samp>, <samp>NetList</samp>, and (via extension) <samp>IDictionary</samp>. This also deprecates <samp>Filter</samp> methods where they existed.
   −
{{#tag:syntaxhighlight|<nowiki>
+
For example:
{
+
<syntaxhighlight lang="c#">
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
int dirtTilesRemoved = Game1.currentLocation.terrainFeatures.RemoveWhere(pair => pair.Value is HoeDirt);
    "Changes": [
+
</syntaxhighlight>
        // add music cue
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/AudioCueModificationData",
  −
            "Entries": {
  −
                "Example.ModId_Music": {
  −
                    "ID": "Example.ModId_Music",
  −
                    "Category": "Music",
  −
                    "FilePaths": [ "{{AbsoluteFilePath: assets/music.ogg}}" ],
  −
                    "StreamedVorbis": true,
  −
                    "Looped": true
  −
                }
  −
            }
  −
        },
  −
 
  −
        // add to bus stop
  −
        {
  −
            "Action": "EditMap",
  −
            "Target": "Maps/BusStop",
  −
            "MapProperties": {
  −
                "Music": "Example.ModId_Music"
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
     −
====Other changes====
+
====Game paths====
* The game no longer crashes when playing audio which doesn't exist. It now logs an error and returns a default quiet click sound instead. (If you use <code>try..catch</code> to check if an audio cue exists, you should check <code>Game1.soundbank.Exists(name)</code> instead.)
+
The game folder paths were previously hardcoded throughout the code. These are now centralized with a few methods:
 
  −
===Custom giant crops===
  −
You can now add/edit [[Crops#Giant Crops|giant crops]] by editing the <samp>Data/GiantCrops</samp> data asset. This consists of a string → model lookup, where the key matches the <samp>ID</samp> and the value is a model with these fields:
      
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>Program.GetLocalAppDataFolder</samp><br /><samp>Program.GetAppDataFolder</samp>
| The unqualified item ID produced by the underlying crop (''i.e.'' the [[Modding:Crop data|'index of harvest' field in <samp>Data/Crops</samp>]]). The giant crop has a chance of growing when there's a grid of fully-grown crops which produce this item ID in a grid of <samp>TileSize</samp> tiles.
+
| Get the absolute path to the game's app data folder (which contains the [[saves|<Samp>Saves</samp> folder]]) or local app data folder (which contains <samp>ErrorLogs</samp> and <samp>Screenshots</samp>). These methods are equivalent on Windows, but different on Linux/macOS.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>Program.GetSavesFolder</samp>
| The asset name for the texture containing the giant crop's sprite.
+
| Get the absolute path to the game's [[saves|<samp>Saves</samp> folder]].
 
|-
 
|-
| <samp>Corner</samp>
+
| <samp>Game1.GetScreenshotFolder</samp>
| ''(Optional)'' The top-left pixel position of the sprite within the <samp>Texture</samp>, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to (0, 0).
+
| Get the absolute path to the game's <samp>Screenshots</samp> folder.
|-
  −
| <samp>TileSize</samp>
  −
| ''(Optional)'' The area in tiles occupied by the giant crop, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. This affects both its sprite size (which should be 16 pixels per tile) and the grid of crops needed for it to grow. Note that giant crops are drawn with an extra tile's height. Defaults to (3, 3).
  −
|-
  −
| <samp>Chance</samp>
  −
| ''(Optional)'' The percentage chance a given grid of crops will grow into the giant crop each night, as a value between 0 (never) and 1 (always).  Default 0.01.
   
|-
 
|-
| <samp>HarvestedItemId</samp>
+
| <samp>options.GetFilePathForDefaultOptions</samp>
| ''(Optional)'' The item ID which is harvested when you break the giant crop. Defaults to the <samp>ID</samp>.
+
| Get the absolute path to the game's <samp>default_options</samp> file.
|-
  −
| <samp>MinYields</samp>
  −
| ''(Optional)'' The minimum number of the <samp>HarvestedItemId</samp> to drop when the giant crop is broken.
  −
|-
  −
| <samp>MaxYields</samp>
  −
| ''(Optional)'' The maximum number of the <samp>HarvestedItemId</samp> to drop when the giant crop is broken. Default 21.
   
|}
 
|}
   −
===Custom wedding event===
+
====Hash sets====
The [[Marriage#The Wedding|wedding]] event can now be changed by editing the <samp>Data\MiscGameData</samp> data asset, which consists of a data model with two relevant fields (listed below).
+
Since the [[#Hash set fields|game now uses hash sets]], it has a few extensions for working with them:
 
  −
Note that <samp>Data\MiscGameData</samp> contains a single global entry, it isn't a list or dictionary like other assets. For example, Content Patcher would edit <samp>WeddingEvent</samp> as its own entry.
      
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>WeddingEvent</samp>
+
| <samp>AddRange</samp>
| The [[Modding:Event data|event]] script which plays the wedding. The default script automatically handles marrying either an NPC or player, but mods can edit it conditionally to run a custom script (e.g. if the player is marrying their custom NPC).
+
| Add all the values from a list or enumerable to the set.
 +
|-
 +
| <samp>RemoveWhere</samp>
 +
| Remove all values matching a condition.
 
|-
 
|-
| <samp>WeddingContextualAttendees</samp>
+
| <samp>Toggle</samp>
| The other NPCs which should attend the wedding (unless they're the spouse). This consists of a string → model lookup, where the key is the internal NPC name, and the value is a model with these fields:
+
| Add or remove a value in the set based on a boolean. For example:
 +
<syntaxhighlight lang="c#">
 +
public bool hasClubCard
 +
{
 +
    get { return mailReceived.Contains("HasClubCard"); }
 +
    set { mailReceived.Toggle("HasClubCard", value); }
 +
}
 +
</syntaxhighlight>
 +
|}
 +
 
 +
====Iteration====
 +
The new <samp>Utility.ForEach*</samp> methods let you check every thing of a type in the game world quickly and efficiently (with minimal allocations, boxing, etc). These are significantly faster than equivalent code using LINQ or <samp>yield</samp> methods.
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>Utility.ForEachBuilding</samp>
| The internal NPC name.
+
| Perform an action for each building in the game world.
 +
|-
 +
| <samp>Utility.ForEachCharacter</samp><br /><samp>Utility.ForEachVillager</samp>
 +
| Perform an action for each NPC in the game world. <samp>ForEachCharacter</samp> matches all NPC types (villagers, horses, pets, monsters, player children, etc), while <samp>ForEachVillager</samp> only matches villager NPCs like [[Abigail]].
 +
|-
 +
| <samp>Utility.ForEachCrop</samp>
 +
| Perform an action for each crop in the game world planted in the ground or in a [[Garden Pot|garden pot]].
 
|-
 
|-
| <samp>Setup</samp>
+
| <samp>Utility.ForEachItem</samp>
| The NPC's tile position and facing direction when they attend. This is equivalent to field index 2 in the [[Modding:Event data#Basic format|event basic data]].
+
| Perform an action for each item in the game world, including items within items (e.g. in a chest or on a table), hats placed on children, items in player inventories, etc.
 
|-
 
|-
| <samp>Celebration</samp>
+
| <samp>Utility.ForEachItemIn</samp>
| ''(Optional)'' The [[Modding:Event data|event script]] to run during the celebration, like <samp>faceDirection Pierre 3 true</samp> which makes Pierre turn to face left. This can contain any number of script commands.
+
| Perform an action for each item within a given location, including items within items (e.g. in a chest or on a table).
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>Utility.ForEachLocation</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the NPC should attend. Defaults to true.
+
| Perform an action for each location in the game world, optionally including building interiors and generated [[The Mines|mine]] or [[Volcano Dungeon|volcano]] levels.
|}
   
|}
 
|}
   −
===Game state queries===
+
For example, this code counts how many parsnips are planted everywhere in the world:
A ''game state query'' is a vanilla way to specify conditions for some content like [[#Custom shops|shop data]], inspired by [[Modding:Content Patcher|Content Patcher]]'s conditions. A query consists of a comma-delimited list of conditions in the form {{t|type}} {{o|arguments}}, where {{t|type}} is case-sensitive. The type can be prefixed with <code>!</code> to negate it. The query is true if it's null/blank, or if every listed condition exists and is true. For example, <code>!SEASON Spring, WEATHER Here sunny</code> is true on sunny non-[[spring]] days.
+
<syntaxhighlight lang="c#">
 +
int parsnips = 0;
 +
Utility.ForEachCrop(crop =>
 +
{
 +
    if (crop.IndexOfHarvest == "24")
 +
        parsnips++;
 +
    return true; // whether to keep iterating after this crop
 +
});
 +
</syntaxhighlight>
   −
'''⚠''' Game state queries are partly case-sensitive. While some values are case-insensitive (e.g. both <code>SEASON Spring</code> and <code>SEASON spring</code> will work), this isn't consistent. Using the exact capitalization is recommended to avoid issues.
+
Or you could replace all instances of an obsolete item with a new one:
 +
<syntaxhighlight lang="c#">
 +
Utility.ForEachItem((item, remove, replaceWith) =>
 +
{
 +
    if (item.QualifiedItemId == "(O)OldId")
 +
    {
 +
        Item newItem = ItemRegistry.Create("(O)NewId", item.Stack, item.Quality);
 +
        replaceWith(newItem);
 +
    }
   −
====Conditions====
+
    return true;
<dl>
+
});
<dt>Date & time</dt>
+
</syntaxhighlight>
<dd>
+
C# mods which add custom item types can override <samp>Item.ForEachItem</samp> to add support for nested items.
 +
 
 +
====Randomization====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Condition
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>DAY_OF_MONTH {{t|day}}</samp>
+
| <samp>Utility.CreateDaySaveRandom</samp>
| The day of month. This can be an integer between 0 and 28, or <samp>even</samp>/<samp>odd</samp> to match on any even/odd day.
+
| Creates a <samp>Random</samp> instance using the most common seed (based on the save ID and total days played).
 
|-
 
|-
| <samp>DAY_OF_WEEK {{t|day}}</samp>
+
| <samp>Utility.CreateRandom</samp><br /><samp>Utility.CreateRandomSeed</samp>
| The day of week. This can be an integer between 0 (Sunday) and 6 (Saturday), three-letter English name (like <samp>Fri</samp>), or full English name (like <samp>Friday</samp>).
+
| Creates a <samp>Random</samp> (or seed for a <samp>Random</samp>) by combining the given seed values, which can be any numeric type.
 
|-
 
|-
| <samp>DAYS_PLAYED {{t|count}}</samp>
+
| <samp>Utility.TryCreateIntervalRandom</samp>
| Whether at least {{t|count}} days have been played in the current save (including the current one). This always increments in sync with the date in the base game, but when mods change the in-game date, they may or may not update this value.
+
| Get an RNG which produces identical results for all RNGs created with the same sync key during the given interval (one of <samp>tick</samp>, <samp>day</samp>, <samp>season</samp>, or <samp>year</samp>), including between players in multiplayer mode.
 +
 
 +
For example, this will return the same number each time it's called until the in-game day changes:
 +
<syntaxhighlight lang="c#">
 +
public int GetDailyRandomNumber()
 +
{
 +
    Utility.TryCreateIntervalRandom("day", "example sync key", out Random random, out _);
 +
    return random.Next();
 +
}
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>IS_FESTIVAL_DAY {{o|day offset}}</samp>
+
| <samp>Utility.TryGetRandom</samp>
| Whether there's a festival today, with an optional {{o|day offset}} (e.g. 1 for tomorrow).
+
| Get a random entry from a dictionary.
 
|-
 
|-
| <samp>IS_PASSIVE_FESTIVAL_OPEN {{t|id}}</samp>
+
| <samp>random.Choose</samp>
| Whether a [[#Custom passive festivals|passive festival]] with the given ID is active today, and the current time is within its opening hours.
+
| Choose a random option from the values provided:
 +
<syntaxhighlight lang="c#">
 +
string npcName = Game1.random.Choose("Abigail", "Penny", "Sam");
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>IS_PASSIVE_FESTIVAL_TODAY {{t|id}}</samp>
+
| <samp>random.ChooseFrom</samp>
| Whether a [[#Custom passive festivals|passive festival]] with the given ID is active today.
+
| Choose a random option from a list or array:
 +
<syntaxhighlight lang="c#">
 +
string[] names = new[] { "Abigail", "Penny", "Sam" };
 +
string npcName = Game1.random.ChooseFrom(names);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>SEASON {{t|season}}+</samp>
+
| <samp>random.NextBool</samp>
| The season (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>). You can specify multiple possible values (like <samp>SEASON spring summer</samp> for spring ''or'' summer).
+
| Randomly choose <samp>true</samp> or <samp>false</samp>. For example:
|-
+
<syntaxhighlight lang="c#">
| <samp>TIME {{t|min}} {{t|max}}</samp>
+
bool flipSprite = Game1.random.NextBool();
| Whether the current time is between {{t|min}} and {{t|max}} inclusively, specified in [[Modding:Modder Guide/Game Fundamentals#Time format|26-hour time]]. Each value can be set to 0 or less to ignore it (''e.g.'' <samp>TIME 900 -1</samp> for 9am or later).
+
</syntaxhighlight>
|-
+
 
| <samp>YEAR {{t|min year}}</samp>
+
You can optionally set the probability of <samp>true</samp>:
| Whether the year is equal '''or more than''' the given value. For example, <code>YEAR 2</code> is true in year 2 and all later years.
+
<syntaxhighlight lang="c#">
 +
bool flipSprite = Game1.random.NextBool(0.8);
 +
</syntaxhighlight>
 
|}
 
|}
</dd>
     −
<dt>World</dt>
+
====Other====
<dd>
+
Here are some of the other new methods:
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Condition
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>CAN_BUILD_CABIN</samp>
+
| <samp>Game1.getOfflineFarmhands()</samp>
| Whether players can build more [[cabin]]s (i.e. they haven't reached the maximum number of player slots yet).
+
| Get all farmhands who aren't connected to the game.
 
|-
 
|-
| <samp>CAN_BUILD_FOR_CABINS {{t|building ID}}</samp>
+
| <samp>Game1.PerformActionWhenPlayerFree</samp>
| Whether there are fewer of the given building constructed than there are cabins.
+
| Calls the provided callback next time the player is free (e.g. no menu or event is up, not using a tool, etc). If the player is already free, it's run immediately.
 +
 
 +
For example, if you receive your first geode from a fishing chest, this is used to show the geode-received animation & animation when it closes.
 
|-
 
|-
| <samp>FARM_CAVE {{t|type}}</samp>
+
| <samp>Game1.createRadialDebris_MoreNatural</samp>
| The current [[The Farm#The Cave|farm cave]] (one of <samp>Bats</samp>, <samp>Mushrooms</samp>, or <samp>None</samp>).
+
| Scatter item debris around a position with a more randomized distribution than <samp>createRadialDebris</samp>.
 
|-
 
|-
| <samp>FARM_NAME {{t|name}}</samp>
+
| <samp>Object.GetCategoryColor</samp><br /><samp>Object.GetCategoryDisplayName</samp>
| The name of the farm.
+
| Get the color and display name for the given category number when it's shown in a tooltip.
 
|-
 
|-
| <samp>FARM_TYPE {{t|type}}</samp>
+
| <samp>Utility.distanceFromScreen</samp>
| The [[Farm Maps|farm type]]. The {{t|type}} can be one of...
+
| Get the pixel distance between a position in the world and the player's screen viewport, where 0 is within the viewport.
* a numeric ID for a vanilla farm type: <samp>1</samp> (standard), <samp>2</samp> (riverland), <samp>3</samp> (forest), <samp>4</samp> (hilltop), <samp>4</samp> (combat), <samp>5</samp> (four corners), or <samp>6</samp> (beach);
  −
* a readable key for a vanilla farm type: <samp>Standard</samp>, <samp>Beach</samp>, <samp>Forest</samp>, <samp>FourCorners</samp>, <samp>Hilltop</samp>, <samp>Riverland</samp>, or <samp>Wilderness</samp>;
  −
* or the ID for a custom farm type.
   
|-
 
|-
| <samp>FOUND_ALL_LOST_BOOKS</samp>
+
| <samp>Utility.DrawErrorTexture</samp>
| Whether all the [[Lost Books]] for the [[museum]] have been found.
+
| Draw the game's missing-texture image (🚫) to the screen, stretched to fit a given pixel area.
 
|-
 
|-
| <samp>IS_COMMUNITY_CENTER_COMPLETE</samp>
+
| <samp>Utility.DrawSquare</samp>
| Whether the [[Community Center|community center]] has been repaired.
+
| Draw a square to the screen with a background color and/or borders.
 
|-
 
|-
| <samp>IS_CUSTOM_FARM_TYPE</samp>
+
| <samp>Utility.GetEnumOrDefault</samp>
| Whether the [[Farm Maps|farm type]] is a custom one created by a mod. (This returns false for mods which edit/replace a vanilla farm type.)
+
| Get an enum value if it's valid, else get a default value. This is mainly used to validate input from data files.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
NpcGender gender = (NPCGender)999999;
 +
gender = Utility.GetEnumOrDefault(gender, Gender.Male); // returns Gender.Male since there's no enum constant with value 999999
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>IS_HOST</samp>
+
| <samp>Utility.getRandomNpcFromHomeRegion</samp>
| Whether the current player is the main/host player.
+
| Get a random social NPC based on their <samp>HomeRegion</samp> value in [[#Custom NPCs|<samp>Data/Characters</samp>]]. For example, this gets a random NPC for the <samp>Town</samp> home region:
 +
<syntaxhighlight lang="c#">
 +
NPC npc = Utility.getRandomNpcFromHomeRegion(NPC.region_town);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>IS_ISLAND_NORTH_BRIDGE_FIXED</samp>
+
| <samp>Utility.isFestivalDay</samp>
| Whether the [[Ginger Island#Island North|North Ginger Island]] bridge to the dig site has been repaired.
+
| This method existed before 1.6, but you can now omit arguments to check today instead of a specific date:
 +
<syntaxhighlight lang="c#">
 +
bool festivalToday = Utility.isFestivalToday();
 +
</syntaxhighlight>
 +
 
 +
Or check for a festival in specific location context:
 +
<syntaxhighlight lang="c#">
 +
bool desertFestivalToday = Utility.isFestivalToday(LocationContexts.DesertId);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>IS_JOJA_MART_COMPLETE</samp>
+
| <samp>Utility.IsPassiveFestivalDay</samp>
| Whether the [[Joja Warehouse|Joja warehouse]] has been built.
+
| This method existed before 1.6, but now can now omit arguments to check today instead of a specific date:
 +
<syntaxhighlight lang="c#">
 +
bool passiveFestivalToday = Utility.IsPassiveFestivalDay();
 +
</syntaxhighlight>
 +
 
 +
Or check for a specific passive festival:
 +
<syntaxhighlight lang="c#">
 +
bool nightMarketToday = Utility.IsPassiveFestivalDay("NightMarket");
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>IS_MULTIPLAYER</samp>
+
| <samp>Utility.TryGetPassiveFestivalData</samp><br /><samp>Utility.TryGetPassiveFestivalDataForDay</samp>
| Whether the game is currently in multiplayer mode (regardless of whether there's multiple players connected).
+
| Get the [[#Custom passive festivals|passive festival data]] for the given ID or date.
 
|-
 
|-
| <samp>IS_VISITING_ISLAND {{t|name}}</samp>
+
| <samp>Utility.TryParseDirection</samp>
| Whether the named NPC is visiting [[Ginger Island]] today.
+
| Parse a string into a direction value (like <samp>Game1.down</samp>), if it's valid. This supports case-insensitive direction names (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>) or [[Modding:Event data#Directions|numeric values]].
 
|-
 
|-
| <samp>LOCATION_ACCESSIBLE {{t|name}}</samp>
+
| <samp>Utility.TryParseEnum</samp>
| Whether the given location is accessible (one of <samp>CommunityCenter</samp>, <samp>JojaMart</samp>, or <samp>Railroad</samp>). Returns true for any other name, regardless of whether it's accessible.
+
| Parse a string into an enum value if possible, case-insensitively. Unlike [https://learn.microsoft.com/en-us/dotnet/api/system.enum.tryparse <samp>Enum.TryParse</samp>], an invalid numeric value won't be cast:
 +
<syntaxhighlight lang="c#">
 +
Enum.TryParse("999999", out DayOfWeek day);        // true, even though there's no matching DayOfWeek value
 +
Utility.TryParseEnum("999999", out DayOfWeek day); // false
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>LOCATION_CONTEXT {{t|location}}</samp>
+
| <samp>Utility.fuzzyCompare</samp>
| The location context name for the [[#Target location|given location]].
+
| Get whether a term is a fuzzy match for a search query. Returns the numeric match priority (where lower values are a better match), or null if the term doesn't match the query.
 
|-
 
|-
| <samp>LOCATION_IS_MINES {{t|location}}</samp><br /><samp>LOCATION_IS_SKULL_CAVE {{t|location}}</samp>
+
| <samp>rectangle.GetPoints</samp><br /><samp>rectangle.GetVectors</samp>
| Whether the [[#Target location|given location]] is in [[The Mines|the mines]] or [[Skull Cavern]].
+
| Get all the integer coordinates within a given <samp>Rectangle</samp>. For example:
 +
<syntaxhighlight lang="c#">
 +
var tileArea = new Rectangle(0, 0, 2, 2);
 +
Point[] tiles = tileArea.GetPoints(); // (0, 0), (1, 0), (0, 1), (1, 1)
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>LOCATION_SEASON {{t|location}} [{{t|season}}]+</samp>
+
| <samp>Utility.GetDeterministicHashCode</samp>
| Whether the [[#Target location|given location]] is in one of the given seasons (which can be <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>). This accounts for the <samp>SeasonOverride</samp> field in the [[#Custom location contexts|location's context data]].
+
| ''(Specialized)'' Get a [https://en.wikipedia.org/wiki/Hash_function hash code] for a string key or numeric values. Unlike [https://learn.microsoft.com/en-us/dotnet/api/system.object.gethashcode <samp>string.GetHashCode</samp>] or [https://learn.microsoft.com/en-us/dotnet/api/system.hashcode.combine <samp>HashCode.Combine</samp>], this produces a consistent hash for the same inputs between sessions and connected players.
 
  −
For example, this is valid in spring ''or'' summer: <code>LOCATION_SEASON Here spring summer</code>.
   
|-
 
|-
| <samp>MUSEUM_DONATIONS {{t|min count}} {{o|object type}}+</samp>
+
| <samp>Utility.WrapIndex</samp>
| Whether at least {{t|min count}} items have been donated (by any player) to the [[museum]]. This can optionally be filtered by the object type field, like <samp>MUSEUM_DONATIONS 40 Arch Minerals</samp> to require at least 40 artifacts and minerals combined.
+
| Constrain an index to a range by wrapping out-of-bounds values to the other side (e.g. last index + 1 is the first index, and first index - 1 is the last one).
|-
  −
| <samp>WEATHER {{t|location}} {{t|weather}}</samp>
  −
| The weather ID in the [[#Target location|given location]]. The weather can be one of <samp>Festival</samp>, <samp>Rain</samp>, <samp>Snow</samp>, <samp>Storm</samp>, <samp>Sun</samp>, <samp>Wind</samp>, or a [[#Custom weather|custom weather ID]].
  −
|-
  −
| <samp>WORLD_STATE_FIELD {{t|name}} {{t|value}}</samp>
  −
| Whether a property on <samp>Game1.netWorldState</samp> has the given value. Some useful values not covered by their own query:
     −
{| class="wikitable"
+
For example:
|-
+
<syntaxhighlight lang="c#">
! name
+
string[] values = new[] { "0", "1", "2" };
! effect
+
int index = Utility.WrapIndex(-1, values.Length); // 2
|-
+
</syntaxhighlight>
| <samp>GoldenCoconutCracked</samp>
  −
| Whether the player has cracked open any [[Golden Coconut]]s (<samp>true</samp> or <samp>false</samp>).
  −
|-
  −
| <samp>GoldenWalnutsFound</samp><br /><samp>GoldenWalnuts</samp>
  −
| The total number of [[Golden Walnut]]s found or held by any player. To check how many one player currently holds, see the <samp>PLAYER_HAS_ITEM</samp> query.
  −
|-
  −
| <samp>IsGoblinRemoved</samp>
  −
| Whether the [[Henchman]] has been removed, so the player can access [[Witch's Hut]] (<samp>true</samp> or <samp>false</samp>).
  −
|-
  −
| <samp>IsSubmarineLocked</samp>
  −
| Whether the [[Night Market]] submarine is currently in use by a player (<samp>true</samp> or <samp>false</samp>).
  −
|-
  −
| <samp>LostBooksFound</samp>
  −
| The total number of [[Lost Book]]s found or held by any player.
  −
|-
  −
| <samp>MinesDifficulty</samp><br /><samp>SkullCavesDifficulty</samp>
  −
| The current [[The Mines#Shrine of Challenge|Shrine of Challenge]] difficulty level for the [[The Mines|mine]] or [[Skull Cavern]] (a numeric value, where <samp>0</samp> is the default level when the shrine is deactivated).
  −
|-
  −
| <samp>MiniShippingBinsObtained</samp>
  −
| The number of times the player has obtained a [[Mini-Shipping Bin]].
  −
|-
  −
| <samp>ParrotPlatformsUnlocked</samp>
  −
| Whether the player has unlocked [[Ginger Island]] parrot platforms, regardless of whether they've completed them (<samp>true</samp> or <samp>false</samp>).
  −
|-
  −
| <samp>ServerPrivacy</samp>
  −
| The [[multiplayer]] connection privacy mode (<samp>InviteOnly</samp> or <samp>FriendsOnly</samp>).
  −
|-
  −
| <samp>ShuffleMineChests</samp>
  −
| The value of the 'mine rewards' [[Options|game option]] (<samp>Default</samp> or <samp>Remixed</samp>).
  −
|-
  −
| <samp>WeatherForTomorrow</samp>
  −
| The weather ID for tomorrow in the main valley area.
  −
|-
  −
| <samp>VisitsUntilY1Guarantee</samp>
  −
| The number of times the [[Traveling Cart]] will visit before [[Red Cabbage]] is guaranteed to drop.
   
|}
 
|}
   −
For example, the [[Traveling Cart]] shop uses a <code>WORLD_STATE_FIELD VisitsUntilY1Guarantee 0</code> condition to check if it should guarantee a [[Red Cabbage]] item.
+
===Static delegate builder===
|-
+
For C# mods, <samp>StaticDelegateBuilder</samp> is a specialized class which converts a method name into an optimized delegate which can be called by code. This is used by vanilla code to optimize methods referenced in assets like [[#Custom machines|<samp>Data/Machines</samp>]].
| <samp>WORLD_STATE_ID {{t|id}}</samp>
+
 
| Whether any world state flag with the given {{t|id}} is set.
+
For example, given a static method like this:
|}
+
<syntaxhighlight lang="c#">
</dd>
+
public static bool OutputDeconstructor(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady) { ... }
 +
</syntaxhighlight>
 +
 
 +
And a delegate which matches it:
 +
<syntaxhighlight lang="c#">
 +
public delegate bool MachineOutputDelegate(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady);
 +
</syntaxhighlight>
   −
<dt>Player info & progress</dt>
+
You can create an optimized delegate and call it like this:
<dd>
+
<syntaxhighlight lang="c#">
{| class="wikitable"
+
if (StaticDelegateBuilder.TryCreateDelegate("StardewValley.Object.OutputDeconstructor", out MachineOutputDelegate method, out string error))
|-
+
    return method(this, inputItem, probe, outputData, out minutesUntilMorning);
! Condition
+
else
! effect
+
    Game1.log.Warn($"Machine {ItemId} has invalid output method: {error}");
|-
+
</syntaxhighlight>
| <samp>MINE_LOWEST_LEVEL_REACHED {{t|level}}</samp>
+
 
| Whether any player has reached at least level {{t|level}} in [[The Mines|the mines]].
+
The <samp>TryCreateDelegate</samp> method will cache created delegates, so calling it again will just return the same delegate instance.
|-
+
 
| <samp>PLAYER_COMBAT_LEVEL {{t|player}} {{t|level}}</samp><br /><samp>PLAYER_FARMING_LEVEL {{t|player}} {{t|level}}</samp><br /><samp>PLAYER_FISHING_LEVEL {{t|player}} {{t|level}}</samp><br /><samp>PLAYER_FORAGING_LEVEL {{t|player}} {{t|level}}</samp><br /><samp>PLAYER_LUCK_LEVEL {{t|player}} {{t|level}}</samp><br /><samp>PLAYER_MINING_LEVEL {{t|player}} {{t|level}}</samp>
+
===Game logging changes===
| Whether the [[#Target player|specified player(s)]] have a [[skills|skill level]] of at least {{t|level}}, including the effects of buffs which raise them.
+
The game now writes debug output through an internal <samp>Game1.log</samp> wrapper, instead of using <samp>Console.WriteLine</samp> directly. For example:
|-
+
<syntaxhighlight lang="c#">
| <samp>PLAYER_CURRENT_MONEY {{t|player}} {{t|amount}}</samp>
+
// old code
| Whether the [[#Target player|specified player(s)]] have at least {{t|amount}} gold.
+
Console.WriteLine("Error playing sound: " + ex);
|-
+
 
| <samp>PLAYER_FARMHOUSE_UPGRADE {{t|player}} {{t|level}}</samp>
+
// new code
| Whether the [[#Target player|specified player(s)]] have upgraded their [[farmhouse]] or [[cabin]] to at least the given level (see [https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#FarmhouseUpgrade possible levels]).
+
Game1.log.Error("Error playing sound.", ex);
|-
+
</syntaxhighlight>
| <samp>PLAYER_GENDER {{t|player}} {{t|gender}}</samp>
+
 
| Whether the [[#Target player|specified player(s)]] are <samp>Male</samp> or <samp>Female</samp>.
+
This has a few benefits:
 +
* For vanilla players, the game no longer uses time & resources writing to a console that's not visible anyway.
 +
* For modded players, SMAPI can now...
 +
** distinguish between the game's debug/warn/error messages (so many warnings/errors that would previously appear as hidden <samp>TRACE</samp> messages will now be shown with the correct level);
 +
** apply its formatting rules to exceptions logged by the game too;
 +
** redirect game output much more efficiently without console interception.
 +
 
 +
===Other changes===
 +
====Audio====
 +
<ul>
 +
<li>Added <samp>Game1.sounds</samp>, which unifies the high-level sound effect logic (e.g. distance fading and multiplayer sync).</li>
 +
<li>Added <samp>silence</samp> [[Modding:Audio|audio cue]] for music. This is different from <samp>none</samp> in that it suppresses both town music and ambient sounds.</li>
 +
<li>Added <samp>Game1.soundBank.Exists(cueName)</samp> method to check if an audio cue exists.</li>
 +
<li>Added <samp>Game1.playSound</samp> overloads to get the audio cue being played.</li>
 +
<li>Added <samp>character.playNearbySoundAll</samp> and <samp>playNearbySoundAllLocal</samp> methods to play a sound for players near the player/character.</li>
 +
<li>Added position argument to <samp>DelayedAction.playSoundAfterDelay</samp>.</li>
 +
<li>Removed <samp>NetAudioCueManager</samp> and <samp>Game1.locationCues</samp> (unused).</li>
 +
<li>Unified the methods for playing normal/pitched/positional sounds (which also adds support for pitched non-synced & pitched positional sounds):
 +
{| class="wikitable"
 
|-
 
|-
| <samp>PLAYER_HAS_ACHIEVEMENT {{t|player}} {{t|achievement id}}</samp>
+
! old methods
| Whether the [[#Target player|specified player(s)]] have unlocked a specific achievement ID. The valid IDs are listed in [[Modding:Achievement data|<samp>Data/Achievements</samp>]], plus a few Steam achievement IDs that aren't listed.
+
! new method
 
|-
 
|-
| <samp>PLAYER_HAS_ALL_ACHIEVEMENTS {{t|player}}</samp>
+
| <samp>Game1.playSound</samp><br /><samp>Game1.playSoundAt</samp><br /><samp>Game1.playSoundPitched</samp>
| Whether the [[#Target player|specified player(s)]] have unlocked every achievement listed in [[Modding:Achievement data|<samp>Data/Achievements</samp>]]. This doesn't count the extra Steam achievement IDs that aren't listed in that file.
+
| <samp>Game1.playSound</samp>
 
|-
 
|-
| <samp>PLAYER_HAS_CAUGHT_FISH {{t|player}} {{t|id}}</samp>
+
| <samp>GameLocation.playSound</samp><br /><samp>GameLocation.playSoundAt</samp><br /><samp>GameLocation.playSoundPitched</samp>
| Whether the [[#Target player|specified player(s)]] have caught at least one fish with the given ID.
+
| <samp>GameLocation.playSound</samp>
 
|-
 
|-
| <samp>PLAYER_HAS_CONVERSATION_TOPIC {{t|player}} {{t|id}}</samp>
+
| <samp>GameLocation.localSound</samp><br /><samp>GameLocation.localSoundAt</samp>
| Whether the [[#Target player|specified player(s)]] have a [[Modding:Dialogue#Conversation topics|conversation topic]] with the ID {{t|id}} active.
+
| <samp>GameLocation.localSound</samp>
 
|-
 
|-
| <samp>PLAYER_HAS_CRAFTING_RECIPE {{t|player}} {{t|recipe name}}</samp><br /><samp>PLAYER_HAS_COOKING_RECIPE {{t|player}} {{t|recipe name}}</samp>
+
| <samp>NetAudio.Play</samp><br /><samp>NetAudio.PlayAt</samp><br /><samp>NetAudio.PlayPitched</samp>
| Whether the [[#Target player|specified player(s)]] know the crafting/cooking recipe identified by its internal name (spaces allowed). For example, <code>PLAYER_HAS_CRAFTING_RECIPE CURRENT Field Snack</code>.
+
| <samp>NetAudio.Play</samp>
 
|-
 
|-
| <samp>PLAYER_HAS_DIALOGUE_ANSWER {{t|player}} {{t|id}}</samp>
+
| <samp>NetAudio.PlayLocal</samp><br /><samp>NetAudio.PlayLocalAt</samp>
| Whether the [[#Target player|specified player(s)]] have chosen the given dialogue answer in a previous dialogue.
+
| <samp>NetAudio.PlayLocal</samp>
 +
|}</li>
 +
</ul>
 +
 
 +
====Debug commands====
 +
{{/doc status|[[Modding:Console commands]]|done=true}}
 +
 
 +
<ul>
 +
<li>All debug commands are now quote-aware, so you can pass spaces in arguments like <code>debug build "Junimo Hut"</code>.</li>
 +
<li>Added new [[Modding:Console commands|debug commands]]:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>PLAYER_HAS_FLAG {{t|player}} {{t|id}}</samp>
+
! command
| Whether the [[#Target player|specified player(s)]] have the given [[Modding:Mail data|mail flag]] set (with spaces allowed in the {{t|id}}).
+
! description
 
|-
 
|-
| <samp>PLAYER_HAS_ITEM {{t|player}} {{t|item}} {{o|count}}</samp>
+
| <samp>action {{t|action}}</samp>
| Whether the [[#Target player|specified player(s)]] have at least one of a normal item (not bigcraftable, furniture, etc) in their inventory. The {{t|item}} can be <samp>858</samp> (Qi Gems), <samp>73</samp> (Walnuts), or the [[#Custom items|qualified or unqualified item ID]].
+
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>action AddMoney 500</samp> to add {{price|500}} to the current player.
 
|-
 
|-
| <samp>PLAYER_HAS_PROFESSION {{t|player}} {{t|profession id}}</samp>
+
| <samp>artifactSpots</samp>
| Whether the [[#Target player|specified player(s)]] have the given [[Skills|profession]] ID.
+
| Spawn an [[Artifact Spot|artifact spot]] in each empty tile around the player.
 
|-
 
|-
| <samp>PLAYER_HAS_READ_LETTER {{t|player}} {{t|id}}</samp>
+
| <samp>endEvent</samp> / <samp>ee</samp>
| Whether the [[#Target player|specified player(s)]] have read a letter, where {{t|id}} is the internal mail ID (spaces allowed). For example, <code>PLAYER_HAS_READ_LETTER Any Visited_Island</code>.
+
| Immediately end the current event or festival, applying the event's skip logic (if any). The event is marked seen, but you can rewatch it using the <samp>eventById</samp> command if needed.
 +
 
 +
This replaces the pre-1.6 commands (<samp>ee</samp>, <samp>endEvent</samp>/<samp>leaveEvent</samp>, and <samp>eventOver</samp>) which worked in different ways and had side-effects like restarting the event or clearing the player's mail.
 
|-
 
|-
| <samp>PLAYER_HAS_SECRET_NOTE {{t|player}} {{t|id}}</samp>
+
| <samp>exportShops</samp>
| Whether the [[#Target player|specified player(s)]] have read a secret note, where {{t|id}} is the secret note's integer ID.
+
| Export a summary of what's in every shop in the game, taking into account their current conditions. This is saved to a file on disk, and the file path shown in the console.
 
|-
 
|-
| <samp>PLAYER_HAS_SEEN_EVENT {{t|player}} {{t|id}}</samp>
+
| <samp>filterLoadMenu</samp> / <samp>flm</samp>
| Whether the [[#Target player|specified player(s)]] have seen the event with given {{t|id}}.
+
| ''Syntax: <samp>filterLoadMenu {{t|search text}}''
 +
 
 +
Filter the current list of saves to those whose player name or farm name contains the given text.
 
|-
 
|-
| <samp>PLAYER_HAS_TOWN_KEY {{t|player}}</samp>
+
| <samp>forcebuild</samp>
| Whether the [[#Target player|specified player(s)]] have the [[Key To The Town|town key]].
+
| Equivalent to <samp>build</samp>, but disables all safety checks so you can build in a location that wouldn't normally allow buildings, build on top of farm animals or placed objects, etc.
 
|-
 
|-
| <samp>PLAYER_HAS_TRASH_CAN_LEVEL {{t|player}} {{t|level}}</samp>
+
| <samp>gamequery</samp> / <samp>gq</samp>
| Whether the [[#Target player|specified player(s)]] have the given [[Trash Cans|trash can upgrade level]]. The specified level must match exactly (e.g. if the player has level 2, <code>PLAYER_HAS_TRASH_CAN_LEVEL Current 1</code> won't match). The {{t|level}} can be <samp>0</samp> (base), <samp>1</samp> (copper), <samp>2</samp> (steel), <samp>3</samp> (gold), or <samp>4</samp> (iridium).
+
| ''Syntax:'' <samp>gq {{t|query}}</samp>
 +
 
 +
Check whether the given [[Modding:Game state queries|game state query]] matches in the current context. For example:
 +
<pre>
 +
gq !SEASON Spring, WEATHER Here Sun
 +
> Result: true.
 +
</pre>
 
|-
 
|-
| <samp>PLAYER_LOCATION_CONTEXT {{t|player}} {{t|location context}}</samp>
+
| <samp>itemquery</samp> / <samp>iq</samp>
| Whether the [[#Target player|specified player(s)]] are in the given [[#Custom location contexts|location context]].
+
| ''Syntax:'' <samp>iq {{t|query}}</samp>
 +
 
 +
Open a shop menu with all the items matching an [[Modding:Item queries|item query]] (all items free). For example:
 +
* <samp>debug iq ALL_ITEMS</samp> shows all items;
 +
* <samp>debug iq ALL_ITEMS (W)</samp> shows all weapons;
 +
* <samp>debug iq (O)128</samp> shows a pufferfish (object 128);
 +
* <samp>debug iq FLAVORED_ITEM Wine (O)128</samp> shows Pufferfish Wine.
 
|-
 
|-
| <samp>PLAYER_LOCATION_NAME {{t|player}} {{t|location name}}</samp><br /><samp>PLAYER_LOCATION_UNIQUE_NAME {{t|player}} {{t|location name}}</samp>
+
| <samp>logFile</samp>
| Whether the [[#Target player|specified player(s)]] are in the given location, using the name or unique instanced name (you can see both names in-game using the {{nexus mod|679|Debug Mode}} mod). The {{t|location name}} value doesn't recognize [[#Target location|target location keywords]] like <samp>Here</samp>.
+
| Begin writing debug messages to a log file at <samp>%appdata%/StardewValley/ErrorLogs/game-latest.txt</samp> to simplify troubleshooting. You can also enter <samp>/logtext</samp> into the in-game chatbox to enable it.
 +
 
 +
This does nothing if SMAPI is installed, since the debug messages are already saved to SMAPI's log.
 
|-
 
|-
| <samp>PLAYER_MOD_DATA {{t|player}} {{t|key}} {{t|value}}</samp>
+
| <samp>logSounds</samp>
| Whether the [[#Target player|specified player(s)]] have a <samp>player.modData</samp> entry added by a mod with the given {{t|key}} and {{t|value}}.
+
| Log info about each sound effect played to the SMAPI console window.
 
|-
 
|-
| <samp>PLAYER_MONEY_EARNED {{t|player}} {{t|amount}}</samp>
+
| <samp>movieSchedule {{o|year}}</samp>
| Whether the [[#Target player|specified player(s)]] have earned at least {{t|amount}} gold.
+
| Lists the movies that will play in a given {{o|year}} (default this year), with the dates they'll play.
 
|-
 
|-
| <samp>PLAYER_SHIPPED_BASIC_ITEM {{t|player}} {{t|item ID}} {{o|min count}}</samp>
+
| <samp>qualifiedid</samp>
| Whether the [[#Target player|specified player(s)]] have shipped the given item at least {{o|min count}} times (or once if the min isn't specified). This only works for the items tracked by the game for shipping stats (shown in the [[Shipping#Collection|shipping collections menu]]).
+
| Print the held item's display name and [[#Custom items|qualified item ID]].
 
|-
 
|-
| <samp>PLAYER_SPECIAL_ORDER_ACTIVE {{t|player}} {{t|order id}}</samp>
+
| <samp>search</samp>
| Whether the [[#Target player|specified player(s)]] have the given [[Special Orders|special order]] active.
+
| ''Syntax:'' <samp>search {{o|term}}</samp>
 +
 
 +
List all debug commands that match the given search term (or all debug commands if the search term is omitted). For example:
 +
<pre>debug search backpack
 +
> Found 2 debug commands matching search term 'backpack':
 +
    - Backpack
 +
    - FillBackpack (fbp, fill, fillbp)</pre>
 
|-
 
|-
| <samp>PLAYER_SPECIAL_ORDER_RULE_ACTIVE {{t|player}} {{t|rule id}}</samp>
+
| <samp>setFarmEvent</samp> / <samp>sfe</samp>
| Whether the [[#Target player|specified player(s)]] have a special rule active for a [[Special Orders|special order]]. Some vanilla rules are...
+
| ''Syntax:'' <samp>setFarmEvent {{t|event id}}</samp>
 +
 
 +
Queue an [[Random Events#Farm events|overnight farm event]] if one doesn't plan naturally instead. The {{t|event id}} can be one of...
 +
* <samp>dogs</samp>;
 +
* [[Random Events#Earthquake|<samp>earthquake</samp>]];
 +
* [[Random Events#The Crop Fairy|<samp>fairy</samp>]];
 +
* [[Random Events#Meteorite|<samp>meteorite</samp>]];
 +
* [[Random Events#Stone Owl|<samp>owl</samp>]];
 +
* [[Random Events#Strange Capsule|<samp>ufo</samp>]];
 +
* [[Random Events#The Witch|<samp>witch</samp>]].
   −
{| class="wikitable"
+
Note that even if the farm event runs, it may exit without doing anything (e.g. rare events like <samp>ufo</samp> have extra condition checks when the start).
 
|-
 
|-
! rule ID
+
| <samp>shop</samp>
! effect
+
| ''Syntax:'' <samp>shop {{t|shop ID}} {{o|owner name}}</samp>
 +
 
 +
Open a [[#Custom shops|shop defined in <samp>Data/Shops</samp>]], regardless of whether one of the owners is nearby. Specifying {{o|owner name}} will use that NPC, otherwise the command will find the closest valid NPC if possible (else open with no NPC).
 
|-
 
|-
| <samp>DROP_QI_BEANS</samp>
+
| <samp>skinBuilding</samp> / <samp>bsm</samp>
| The player can find [[Qi Beans]] for the ''Qi's Crop'' order.
+
| If the player is standing right under a building, open a menu to change the building appearance.
 
|-
 
|-
| <samp>LEGENDARY_FAMILY</samp>
+
| <samp>testwedding</samp>
| The player catch the new legendary fish for the ''Extended Family'' order.
+
| Immediately play the [[Marriage#The Wedding|wedding]] event. This requires the player to be married first - to test specific NPCs, <samp>debug marry</samp> the NPC followed by this command.
 
|-
 
|-
| <samp>MINE_HARD</samp><br /><samp>SC_HARD</samp>
+
| <samp>thishouseupgrade</samp> / <samp>thishouse</samp> / <samp>thu</samp>
| Raises the difficulty level of the mines or [[Skull Cavern]].
+
| Equivalent to <samp>houseupgrade</samp>, but can be used to upgrade another player's house by running it from inside or just south of its exterior.
 
|-
 
|-
| <samp>SC_NO_FOOD</samp>
+
| <samp>toggleCheats</samp>
| The player can't eat food in the [[Skull Cavern]].
+
| Enable or disable entering debug commands into the in-game chat (prefixed with <samp>/</samp>).
|}
   
|-
 
|-
| <samp>PLAYER_STAT {{t|player}} {{t|stat name}} {{t|min value}}</samp>
+
| <samp>tokens</samp>
| Whether a stat counter for the [[#Target player|specified player(s)]] has at least the given value. The available stat names are...
+
| ''Syntax:'' <samp>tokens {{t|tokenized string}}</samp>
* <samp>averageBedtime</samp>;
  −
* <samp>beachFarmSpawns</samp>;
  −
* <samp>beveragesMade</samp>;
  −
* <samp>boatRidesToIsland</samp>;
  −
* <samp>bouldersCracked</samp>;
  −
* <samp>caveCarrotsFound</samp>;
  −
* <samp>cheeseMade</samp>;
  −
* <samp>chickenEggsLayed</samp>;
  −
* <samp>childrenTurnedToDoves</samp>;
  −
* <samp>coalFound</samp>;
  −
* <samp>coinsFound</samp>;
  −
* <samp>copperFound</samp>;
  −
* <samp>cowMilkProduced</samp>;
  −
* <samp>cropsShipped</samp>;
  −
* <samp>daysPlayed</samp>;
  −
* <samp>diamondsFound</samp>;
  −
* <samp>dirtHoed</samp>;
  −
* <samp>duckEggsLayed</samp>;
  −
* <samp>exMemoriesWiped</samp>;
  −
* <samp>fishCaught</samp>;
  −
* <samp>geodesCracked</samp>;
  −
* <samp>giftsGiven</samp>;
  −
* <samp>goatCheeseMade</samp>;
  −
* <samp>goatMilkProduced</samp>;
  −
* <samp>goldFound</samp>;
  −
* <samp>goodFriends</samp>;
  −
* <samp>hardModeMonstersKilled</samp>;
  −
* <samp>individualMoneyEarned</samp>;
  −
* <samp>iridiumFound</samp>;
  −
* <samp>ironFound</samp>;
  −
* <samp>itemsCooked</samp>;
  −
* <samp>itemsCrafted</samp>;
  −
* <samp>itemsForaged</samp>;
  −
* <samp>itemsShipped</samp>;
  −
* <samp>monstersKilled</samp>;
  −
* <samp>mysticStonesCrushed</samp>;
  −
* <samp>notesFound</samp>;
  −
* <samp>otherPreciousGemsFound</samp>;
  −
* <samp>piecesOfTrashRecycled</samp>;
  −
* <samp>preservesMade</samp>;
  −
* <samp>prismaticShardsFound</samp>;
  −
* <samp>questsCompleted</samp>;
  −
* <samp>rabbitWoolProduced</samp>;
  −
* <samp>rocksCrushed</samp>;
  −
* <samp>seedsSown</samp>;
  −
* <samp>sheepWoolProduced</samp>;
  −
* <samp>slimesKilled</samp>;
  −
* <samp>starLevelCropsShipped</samp>;
  −
* <samp>stepsTaken</samp>;
  −
* <samp>sticksChopped</samp>;
  −
* <samp>stoneGathered</samp>;
  −
* <samp>stumpsChopped</samp>;
  −
* <samp>timesEnchanted</samp>;
  −
* <samp>timesFished</samp>;
  −
* <samp>timesUnconscious</samp>;
  −
* <samp>totalMoneyGifted</samp>;
  −
* <samp>trashCansChecked</samp>;
  −
* <samp>trufflesFound</samp>;
  −
* <samp>walnutsFound</samp>;
  −
* <samp>weedsEliminated</samp>.
  −
|}
  −
</dd>
     −
<dt>Player relationships</dt>
+
Parses a [[Modding:Tokenizable strings|tokenizable string]] and prints its output. For example:
<dd>
+
<pre>
 +
tokens [LocalizedText Strings\StringsFromCSFiles:MapPage.cs.11064 [EscapedText [FarmName]]]
 +
> Result: "Lon Lon Farm"
 +
</pre>
 +
|-
 +
| <samp>worldMapLines</samp>
 +
| Toggles the [[Modding:World map#Debug view|world map's debug view]].
 +
|}</li>
 +
<li>Improved existing debug commands:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Condition
+
! command
! effect
+
! changes
 +
|-
 +
| <samp>build</samp>
 +
| Removed custom space handling; quote arguments with spaces instead of replacing them with 9 (e.g. <code>Junimo9Hut</code> → <code>"Junimo Hut"</code>).
 
|-
 
|-
| <samp>PLAYER_HAS_CHILDREN {{t|player}} {{t|count}}</samp>
+
| <samp>clearFurniture</samp>
| Whether the [[#Target player|specified player(s)]] have least {{t|count}} children.
+
| Now works outside the farmhouse too.
 
|-
 
|-
| <samp>PLAYER_HAS_PET {{t|player}}</samp>
+
| <samp>dialogue</samp>
| Whether the [[#Target player|specified player(s)]] have a [[Animals#Cat or Dog|pet]].
+
| Removed custom space handling; quote NPC names containing spaces instead, with all text after the first argument treated as part of the dialogue (e.g. <code>debug dialogue "Some NPC" Some dialogue text$h</code>).
 
|-
 
|-
| <samp>PLAYER_HEARTS {{t|player}} {{t|npc}} {{t|heart level}}</samp>
+
| <samp>ebi</samp>
| Whether the [[#Target player|specified player(s)]] have a friend with at least {{t|heart level}} hearts of [[friendship]]. The {{t|npc}} can be an NPC's internal name, <samp>Any</samp> (check every NPC), or <samp>AnyDateable</samp> (check every romanceable NPC).
+
| Fixed event not played correctly if called from the same location as the event.
 
|-
 
|-
| <samp>PLAYER_HAS_MET {{t|player}} {{t|npc}}</samp>
+
| <samp>fish</samp>
| Whether the [[#Target player|specified player(s)]] have talked to an NPC at least once. The {{t|npc}} is an NPC's internal name.
+
| Fixed error if you're not holding a fishing rod. It now opens the fishing minigame with no tackle instead.
 
|-
 
|-
| <samp>PLAYER_IS_DATING {{t|player}} {{t|npc}}</samp><br /><samp>PLAYER_IS_ENGAGED {{t|player}} {{t|target}}</samp><br /><samp>PLAYER_IS_MARRIED {{t|player}} {{t|target}}</samp><br /><samp>PLAYER_IS_DIVORCED {{t|player}} {{t|npc}}</samp>
+
| <samp>frameOffset</samp>
| Whether the [[#Target player|specified player(s)]] have this relationship status with an NPC. The player is dating after giving the NPC a [[bouquet]], and engaged after giving a [[Mermaid's Pendant]] but before the marriage. The {{t|npc}} can be an NPC's internal name, or <samp>Any</samp> (check every romanceable NPC).
+
| &#32;
 +
* Simplified usage. You can now pass negative offsets directly (like <samp>debug frameOffset -5 -10</samp>) instead of using the <samp>s</samp> number prefix.
 +
* Fixed command only taking the last digit in each number.
 
|-
 
|-
| <samp>PLAYER_IS_ROOMMATE {{t|player}} {{t|target}}</samp>
+
| <samp>getStat</samp><br /><samp>setStat</samp>
| Whether the [[#Target player|specified player(s)]] have a roommate. The {{t|target}} can be an NPC's internal name, <samp>Any</samp> (with any NPC), or <samp>Player</samp> (always false).
+
| Added argument validation.
 
|-
 
|-
| <samp>PLAYER_PREFERRED_PET {{t|player}} {{t|pet}}</samp>
+
| <samp>grass</samp>
| Whether the preferred pet for the [[#Target player|specified player(s)]] is <samp>Cat</samp> or <samp>Dog</samp>.
+
| Now applies to the current location, instead of the farm.
|}
+
|-
</dd>
+
| <samp>growAnimals</samp><br /><samp>growAnimalsFarm</samp>
 
+
| Merged into one <samp>growAnimals</samp> command that supports any location and doesn't reset the age of animals which are already adults.
<dt>Randomization</dt>
+
|-
<dd>
+
| <samp>growCrops</samp>
{| class="wikitable"
+
| Fixed error growing mixed seeds or giant crops.
 +
|-
 +
| <samp>itemNamed</samp>
 +
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>EelRoe</code> → <code>"Eel Roe"</code>).
 +
|-
 +
| <samp>junimoGoodbye</samp><br /><samp><samp>junimoStar</samp>
 +
| Added validation to check that you're inside the community center.
 +
|-
 +
| <samp>killAll</samp><br /><samp>killAllHorses</samp><br /><samp>killNpc</samp>
 +
| These now remove matching NPCs inside constructed buildings too.
 +
|-
 +
| <samp>killMonsterStat</samp>
 +
| Removed custom space handling; quote arguments with spaces instead of replacing them with 0 (e.g. <code>Dust0Spirit</code> → <code>"Dust Spirit"</code>).
 
|-
 
|-
! Condition
+
| <samp>mailForTomorrow</samp>
! effect
+
| Fixed zeros in the mail ID getting replaced with underscores.
 
|-
 
|-
| <samp>RANDOM {{t|chance}} {{o|@addDailyLuck}}</samp>
+
| <samp>monster</samp>
| A random probability check which is re-rolled each time it's called. For example, <code>RANDOM 0.4</code> is true 40% of the time.
+
| Added validation for the monster name.
 
  −
If the exact text <samp>@addDailyLuck</samp> is specified, the current player's [[Daily Luck|daily luck]] is added to the probability.
   
|-
 
|-
| <samp>SYNCED_DAY_CHOICE {{t|key}} {{t|min}} {{t|max}} {{t|choices}}+</samp><br /><samp>SYNCED_TICK_CHOICE {{t|key}} {{t|min}} {{t|max}} {{t|choices}}+</samp>
+
| <samp>moveBuilding</samp>
| Choose a random integer between {{t|min}} and {{t|max}} inclusively, and check whether it matches one of the {{t|choices}}. All queries with the same {{t|key}} value will choose the same integer for the entire day (<samp>SYNCED_DAY_CHOICE</samp>) or current game update tick (<samp>SYNCED_TICK_CHOICE</samp>). For example, <samp>SYNCED_DAY_CHOICE example_key 1 5 1 2</samp> chooses a random value between 1 and 5, and checks if it's 1 or 2.
+
| Now applies to the current location, instead of the farm.
 
  −
This is mainly useful in cases where you need to pick between a number of discrete cases. For regular probability checks, see <samp>SYNCED_DAY_RANDOM</samp> and <samp>SYNCED_TICK_RANDOM</samp> instead.
   
|-
 
|-
| <samp>SYNCED_DAY_RANDOM {{t|key}} {{t|chance}} {{o|@addDailyLuck}}</samp><br /><samp>SYNCED_TICK_RANDOM {{t|key}} {{t|chance}} {{o|@addDailyLuck}}</samp>
+
| <samp>movie</samp>
| A random probability check which returns a consistent per-{{t|key}} value for the current day (<samp>SYNCED_DAY_TICK</samp>) or game update tick (<samp>SYNCED_TICK_RANDOM</samp>). For example, <samp>SYNCED_RANDOM_DAY cart_rare_seed 0.4</samp> has a 40% chance to be true the first time it's called that day, and will always be the same value if called again with the same key on the same day.
+
| Rewritten; it's now simpler, applies the normal game logic, defaults to today's movie, and avoids depending on NPC indexes in <samp>Data/NPCDispositions</samp> since those can change with custom NPCs.
   −
If the exact text <samp>@addDailyLuck</samp> is specified, the current player's [[Daily Luck|daily luck]] is added to the probability.
+
New usage:
|-
+
: ''<samp>debug movie {{o|movie ID}} {{o|invite NPC name}}''
| <samp>SYNCED_SUMMER_RAIN_RANDOM {{t|base chance}} {{t|day multiplier}}</samp>
+
: ''<samp>debug movie current {{o|invite NPC name}}''
| A specialized variant of <samp>SYNCED_DAY_RANDOM</samp> used to calculate the chance of rain in summer, which increases with the day number.
  −
|}
  −
</dd>
     −
<dt>For items only</dt>
+
The movie ID defaults to today's movie, and the NPC name can be omitted to watch the movie without an invitee. Specifying <samp>current</samp> as the movie uses the default value.
<dd>
  −
These are used with queries that check an item. For vanilla content, these are only supported for [[#Custom machines|custom machine]] conditions. For custom queries, C# mods can specify the <samp>target_item</samp> parameter when calling <samp>GameStateQuery.CheckConditions</samp>. In any other context, they'll always return false.
  −
{| class="wikitable"
   
|-
 
|-
! Condition
+
| <samp>panMode</samp>
! effect
+
| The command no longer overrides debug command handling while it's active. Instead you can now turn it back off by running <samp>debug panMode</samp> again, clear with <samp>debug panMode clear</samp>, or set a time with <samp>debug panMode {time}</samp>.
 
|-
 
|-
| <samp>ITEM_HAS_TAG {{t|tags}}</samp>
+
| <samp>paintBuilding</samp>
| Whether the item has all of the given space-delimited tags. For example, <code>ITEM_HAS_TAG bone_item marine_item</code> will only match items with both tags.
+
| &#32;
 +
* Now applies to the current location, instead of the farm.
 +
* Added validation for the target building.
 
|-
 
|-
| <samp>ITEM_ID {{t|item ID}}</samp>
+
| <samp>playSound</samp>
| Whether the item has the given [[#Custom items|qualified or unqualified item ID]].
+
| Added an optional pitch argument, like <samp>debug playSound barrelBreak 1200</samp>. The pitch is a value from 1 (low pitch) to 2400 (high pitch) inclusively.
 
|-
 
|-
| <samp>ITEM_QUALITY {{t|quality}}</samp>
+
| <samp>question</samp>
| Whether the item's quality is {{t|quality}} or higher. The possible values for {{t|quality}} are <samp>0</samp> (normal), <samp>1</samp> (silver), <samp>2</samp> (gold), or <samp>4</samp> (iridium).
+
| You can now forget a selected answer (instead of adding it) by setting the second argument to false, like <samp>question {{t|id}} false</samp>.
 
|-
 
|-
| <samp>ITEM_STACK {{t|count}}</samp>
+
| <samp>runTestEvent</samp>
| Whether the item stack contains at least {{t|count}} items. Note that this only applies to the target item, it doesn't include other stacks in the inventory.
+
| Fixed support for Unix line endings.
|}
  −
</dd>
  −
 
  −
<dt>Immutable</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! Condition
+
| <samp>seenEvent</samp>
! effect
+
| You can now forget an event (instead of adding it) by setting the second argument to false, like <samp>seenEvent {{t|id}} false</samp>.
 
|-
 
|-
| <samp>TRUE</samp>
+
| <samp>seenMail</samp>
| A condition which always matches.
+
| You can now remove a mail received (instead of adding it) by setting the second argument to false, like <samp>seenMail {{t|id}} false</samp>.
 
|-
 
|-
| <samp>FALSE</samp>
+
| <samp>skinBuilding</samp>
| A condition which never matches.
+
| &#32;
|}
+
* Now applies to the current location, instead of the farm.
</dd>
+
* Added validation for the target building.
</dl>
  −
 
  −
====Target location====
  −
Some conditions have a {{t|location}} argument. This can be one of...
  −
{| class="wikitable"
   
|-
 
|-
! value
+
| <samp>skullGear</samp>
! result
+
| &#32;
 +
* Fixed command setting 32 slots instead of 36.
 +
* Fixed command not adding empty inventory slots as expected by some game code.
 
|-
 
|-
| <samp>Here</samp>
+
| <Samp>setupFishPondFarm</samp>
| The current player's location (regardless of the [[#Target player|target player]]).
+
| Fixed error if the farm already has non-fish-pond buildings constructed.
 
|-
 
|-
| <samp>Target</samp>
+
| <samp>speech</samp>
| This value depends on the context:
+
| Removed custom space handling; quote NPC names containing spaces instead, with all text after the first argument treated as part of the dialogue (e.g. <code>debug speech "Some NPC" Some dialogue text$h</code>).
{| class="wikitable"
   
|-
 
|-
! context
+
| <samp>spreadDirt</samp>
! effect
+
| Now applies to the current location, instead of the farm.
 
|-
 
|-
| <samp>Data/Machines</samp>
+
| <samp>spreadSeeds</samp>
| The location containing the machine.
+
| Now applies to the current location, instead of the farm.
 
|-
 
|-
| ''custom queries''
+
| <samp>thisHouseUpgrade</samp>
| C# mods may specify a <samp>target_location</samp> parameter when calling <samp>GameStateQuery.CheckConditions</samp>.
+
| Now applies to the current location, instead of the farm.
 
|-
 
|-
| ''any other''
+
| <samp>warpToPlayer</samp>
| If the [[#Target player|player <samp>Target</samp>]] is set, that player's location. Otherwise equivalent to <samp>Here</samp>.
+
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>JohnSmith</code> → <code>"John Smith"</code>).
|}
   
|-
 
|-
| ''any other''
+
| <samp>whereIs</samp>
| The [[#Custom locations|location ID]] (i.e. internal name) for the location to check.
+
| &#32;
|}
+
* Now lists all matching NPCs instead of the first one.
 +
* Now searches the current event or festival, if any.
 +
|}</li>
   −
====Target player====
+
<li>Removed some debug commands:
Some conditions have a {{t|player}} argument. This can be one of...
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! command
! result
+
! notes
 
|-
 
|-
| <samp>Any</samp>
+
| <samp>ax</samp><br /><samp>bigItem</samp>/<samp>b</samp>/<samp>bi</samp>/<samp>big</samp><br /><samp>boots</samp><br /><samp>clothes</samp><br /><samp>hoe</samp><br /><samp>milkPail</samp>/<samp>mp</samp><br /><samp>pan</samp><br /><samp>pickaxe</samp>/<samp>pick</samp>/<samp>pickax</samp><br /><samp>ring</samp>/<samp>addRing</samp><br /><samp>shears</samp>/<samp>scissors</samp><br /><samp>slingshot</samp><br /><samp>tool</samp><br /><samp>wateringCan</samp>/<samp>can</samp><br /><samp>wand</samp><br /><samp>weapon</samp>
| At least one player must match the condition, regardless of whether they're online.
+
| These are replaced by more general commands like <code>item (O)128</code> (spawn item by ID), <code>fuzzyItemNamed pufferfish</code> (spawn by item name), or <code>itemQuery FLAVORED_ITEM Wine (O)128</code> (spawn by [[Modding:Item queries|item query]]).
 
|-
 
|-
| <samp>All</samp>
+
| <samp>addQuartz</samp><br /><samp>blueBook</samp><br /><samp>blueprint</samp><br /><samp>end</samp>
| Every player must match the condition, regardless of whether they're online.
+
| These were part of unused features removed in 1.6.
 
|-
 
|-
| <samp>Current</samp>
+
| <samp>changeStat</samp>
| The local player.
+
| Removed; use <samp>setStat</samp> instead.
 
|-
 
|-
| <samp>Host</samp>
+
| <samp>ee</samp><br /><samp>endEvent</samp>/<samp>leaveEvent</samp><br /><samp>eventOver</samp>
| The main player.
+
| Replaced by the new <samp>endEvent</samp> command.
 
|-
 
|-
| <samp>Target</samp>
+
| <samp>everythingshop</samp>
| This value depends on the context:
+
| Removed. You can get all items like <code>debug iq ALL_ITEMS</code>, or all items of a given type like <code>debug iq ALL_ITEMS (O)</code>.
{| class="wikitable"
   
|-
 
|-
! context
+
| <samp>oldMineGame</samp>
! effect
+
| Removed along with the pre-1.4 [[Junimo Kart]] code.
 
|-
 
|-
| <samp>Data/LocationContexts</samp>
+
| <samp>pathSpouseToMe</samp>/<samp>pstm</samp>
| For the <samp>PassOutLocations</samp> field only, the player whose pass-out location to get.
+
| Removed along with the unimplemented farm activities code.
|-
+
|}</li>
| <samp>Data/MiscGameData</samp>
  −
| For the <samp>WeddingContextualAttendees</samp> field only, the attendee player (if the attendee is a player).
  −
|-
  −
| <samp>Data/WildTrees</samp>
  −
| For the <samp>AdditionalChopDrops</samp> field only, the last player who chopped the tree.
  −
|-
  −
| ''custom queries''
  −
| C# mods may specify a <samp>target_farmer</samp> parameter when calling <samp>GameStateQuery.CheckConditions</samp>.
  −
|-
  −
| ''any other''
  −
| Equivalent to <samp>Current</samp>.
  −
|}
  −
|-
  −
| ''any other''
  −
| The unique multiplayer ID for the player to check.
  −
|}
     −
====Using queries elsewhere====
+
<li>Added alternative names for some debug commands (new names in parentheses): <samp>bpm</samp> + <samp>bsm</samp> (<samp>paintBuilding</samp> + <samp>skinBuilding</samp>), <samp>craftingRecipe</samp> (</samp>addCraftingRecipe</samp>), <samp>db</samp> (</samp>speakTo</samp>), <samp>dialogue</samp> (</samp>addDialogue</samp>), <samp>pdb</samp> (</samp>printGemBirds</samp>), <samp>r</samp> (</samp>resetForPlayerEntry</samp>), <samp>removeLargeTf</samp> (</samp>removeLargeTerrainFeature</samp>), <samp>sb</samp> (</samp>showTextAboveHead</samp>), <samp>sl</samp> + <samp>sr</samp> (<samp>shiftToolbarLeft</samp> + </samp>shiftToolbarRight</samp>), <samp>sn</samp> (</samp>secretNote</samp>), and <samp>tls</samp> (</samp>toggleLightingScale</samp>).</li>
C# code can use the <samp>GameStateQuery</samp> class to work with queries, like <code>GameStateQuery.CheckConditions(query)</code>.
+
<li>Reworked how debug commands log output. This fixes an issue where they don't always log to the right place (e.g. a command run through the chatbox might log to the console or vice-versa), and lets mods pass a custom logger to capture or redirect output.</li>
 +
</ul>
   −
You can also use game state queries in [[Modding:Event data|event preconditions]] using the new <samp>G</samp> condition flag, like <code>some_event_id/G !SEASON Spring, WEATHER Here sunny</code>.
+
====Location logic====
 +
* The [[desert]] no longer assumes the player arrived by bus unless their previous location was the [[Bus Stop|bus stop]].
 +
* The ticket price for the bus and Willy's boat can now be edited by C# mods via <samp>BusStop.TicketPrice</samp> and <samp>BoatTunnel.TicketPrice</samp> respectively.
   −
====Extensibility====
+
====Menus & UI====
C# mods can define custom conditions by calling <code>GameStateQuery.RegisterQueryType("condition name", (string[] fields) => ...)</code>. To avoid conflicts, prefixing custom condition names with your mod ID (like <samp>Example.ModId_SomeCondition</samp>) is strongly recommended.
+
* Rewrote calendar menu (<samp>Billboard</samp>) to simplify custom events & event types. C# mods can now edit <samp>billboard.calendarDayData</samp> or patch <samp>billboard.GetEventsForDay</samp> to add new events.
 +
* Added <samp>Game1.textShadowDarkerColor</samp> field for the colors previously hardcoded in <samp>Utility.drawTextWithShadow</samp>.
 +
* Added <samp>MoneyDial.ShouldShakeMainMoneyBox</samp> field to simplify custom dials.
 +
* Partly de-hardcoded <samp>ShopMenu</samp> filter tabs. You can now change filter tabs by setting the <samp>shopMenu.tabButtons</samp> field with arbitrary <samp>Func&lt;ISalable, bool&gt; Filter</samp> values, or by using a predefined set of tabs like <samp>shopMenu.UseDresserTabs()</samp>.
 +
* The <samp>SpriteText</samp> methods now accept arbitrary <samp>Color</samp> tints instead of a few predefined color IDs.
 +
* The <samp>DiscreteColorPicker.getColorFromSelection</samp> methods are now static for reuse.
 +
* Fixed <samp>DiscreteColorPicker</samp> constructor ignoring the initial color argument, and added a constructor which takes a <samp>Color</samp> value.
 +
* Fixed an edge case where a custom language's fonts wouldn't be loaded when switching language.
   −
===Item queries===
+
====[[Modding:Modder Guide/Game Fundamentals#Net fields|Net fields]]====
''Item queries'' choose one or more items dynamically, instead of specifying a single item ID. These are used in various places like [[#Custom machines|machine data]] and [[#Custom shops|shop data]].
+
* Removed implicit conversion operators for most types due to their sometimes counter-intuitive behavior. The only ones left are <samp>NetBool</samp>, <samp>NetInt</samp>, and <samp>NetString</samp>; those are now marked obsolete and will raise build warnings on use.
 +
* <samp>NetLocationRef</samp> now has a public <samp>LocationName</samp> and <samp>IsStructure</samp>, and its <samp>Update</samp> method allows forcing an update.
   −
====Available queries====
+
====Quests====
The supported item queries are:
+
{{/doc status|[[Modding:Quest data]]|done=false}}
{| class="wikitable"
  −
|-
  −
! query
  −
! effect
  −
|-
  −
| <samp>ALL_ITEMS {{o|type ID}}</samp>
  −
| Every item provided by the [[#Custom items|item data definitions]]. If {{o|type ID}} is set to an item type identifier (like <samp>(O)</samp> for object), only returns items from the matching item data definition.
  −
|-
  −
| <samp>DISH_OF_THE_DAY</samp>
  −
| The [[The Stardrop Saloon#Rotating Stock|Saloon's dish of the day]].
  −
|-
  −
| <samp>FLAVORED_ITEM {{t|type}} {{t|flavor ID}}</samp>
  −
| A flavored item like Apple Wine. The {{t|type}} can be one of [[Aged Roe|<samp>AgedRoe</samp>]], [[Honey|<samp>Honey</samp>]], [[Jellies and Pickles|<samp>Jelly</samp>]], [[Juice|<samp>Juice</samp>]], [[Jellies and Pickles|<samp>Pickle</samp>]], [[Roe|<samp>Roe</samp>]], or [[Wine|<samp>Wine</samp>]]. The {{t|flavor ID}} is the qualified or unqualified item ID which provides the flavor (like Apple in Apple Wine). For <samp>Honey</samp>, you can set the {{t|flavor ID}} to <samp>-1</samp> for Wild Honey.
  −
|-
  −
| <samp>ITEMS_SOLD_BY_PLAYER {{t|shop location}}</samp>
  −
| Random items the player has recently sold to the {{t|shop location}}, which can be one of <samp>SeedShop</samp> (Pierre's store) or <samp>FishShop</samp> (Willy's fish shop).
  −
|-
  −
| <samp>LOCATION_FISH {{t|location}} {{t|bobber tile}} {{t|depth}}</samp>
  −
| A random item that can be found by fishing in the given location. The {{t|location}} should be the internal name of the location, {{t|bobber tile}} is the position of the fishing rod's bobber in the water (in the form <samp>{{t|x}} {{t|y}}</samp>), and {{t|depth}} is the bobber's distance from the nearest shore measured in tiles (where 0 is directly adjacent to the shore).
     −
'''Careful:''' since the target location might use <samp>LOCATION_FISH</samp> queries in its list, it's easy to cause a circular reference by mistake (e.g. location A gets fish from B, which gets fish from A). If this happens, the game will log an error and return no item.
+
* Quests now have string IDs, to simplify custom quest frameworks.
|-
+
* Added validation for quest data parsing.
| <samp>LOST_BOOK_OR_ITEM {{o|alternate query}}</samp>
+
* In [[Modding:Special orders|<samp>Data/SpecialOrders</samp>]], the <samp>Duration</samp> and <samp>Repeatable</samp> fields are now strongly-typed and case-insensitive.
| Returns a [[Lost Books|lost book]] if the player hasn't found them all yet, else the result of the {{o|alternate query}} if specified, else nothing.
+
* For C# mods, fixed <samp>DescriptionElement</samp> not allowing more than four translation token substitutions.
   −
For example, <code>LOST_BOOK_OR_ITEM (O)770</code> returns [[Mixed Seeds|mixed seeds]] if the player found every book already.
+
====Dates & seasons====
|-
+
* Added a <samp>Season</samp> enum for strongly-typed, case-insensitive season checks (like <code>Game1.season == Season.Spring</code> instead of <code>Game1.currentSeason == "spring"</code>).
| <samp>RANDOM_ARTIFACT_FOR_DIG_SPOT</samp>
+
* Added <samp>Game1.season</samp>, <samp>Game1.GetSeasonForLocation</samp>, <samp>Game1.WorldDate.Season</samp>, and <samp>location.GetSeason()</samp> to get the season enum.
| A random item which is defined in <samp>Data/ObjectInformation</samp> with the <samp>Arch</samp> (artifact) type, which lists the current location in its drops field, and whose random probability passes. This is mainly used by [[Artifact Spot|artifact spots]].
+
* Added <samp>Utility.getSeasonKey</samp> to get the key form from a season enum.
|-
+
* Improved <samp>WorldDate</samp>:
| <samp>RANDOM_BASE_SEASON_ITEM</samp>
+
** added <samp>Now()</samp> to get a new instance matching the current date;
| A random seasonal vanilla item which can be found by searching garbage cans, breaking containers in the mines, etc.
+
** added <samp>WorldDate.Equals</samp> and <samp>GetHashCode</samp> implementations;
|-
+
** added code docs;
| <samp>RANDOM_ITEMS {{t|type definition ID}} {{o|options}}</samp>
+
** <samp>TotalDays</samp> is no longer written to the save file.
| Random items from the given [[#Item types|type definition ID]], with any combination of the following criteria and options (in any order, all optional):
+
* Renamed some members for clarity (<samp>Game1.GetSeasonForLocation</samp> → <samp>GetSeasonKeyForLocation</samp>, <samp>location.GetSeasonForLocation</samp> → <samp>GetSeasonKey</samp>, <samp>WorldDate.Season</samp> → <samp>SeasonKey</samp>).
 +
* Fixed <samp>location.GetSeasonKey()</samp> not applying the greenhouse logic.
   −
{| class="wikitable"
+
====Time====
|-
+
* For C# mods, the <samp>Game1.realMilliSecondsPerGame</samp> and <samp>Game1.realMilliSecondsPerGameTenMinutes</samp> fields are no longer marked <samp>const</samp>, and the <samp>GameLocation.getExtraMillisecondsPerInGameMinuteForThisLocation()</samp> method has been replaced with a settable <samp>ExtraMillisecondsPerInGameMinute</samp> property. That lets you change the time rate used by the vanilla game code, but you should be careful doing this since it may cause unintended effects.
! format
  −
! item criteria
  −
|-
  −
!colspan="2"| search criteria
  −
|-
  −
| <samp>@has_category {{o|category}}</samp>
  −
| Must have one of the given [[Modding:Items#Categories|object categories]] (space-delimited), or any valid category if none specified. Can be negated with <samp>@!has_category</samp>.
  −
|-
  −
| <samp>@has_id {{t|id}}+</samp>
  −
| Must have one of the given unqualified item IDs. Can be negated with <samp>@!has_id</samp>.
  −
|-
  −
| <samp>@has_id_in_base_range {{t|min}} {{t|max}}</samp>
  −
| Must have a numeric ID between the {{t|min}} and {{t|max}} values (inclusive). Can be negated with <samp>@!has_id_in_base_range </samp>.
  −
|-
  −
| <samp>@has_id_prefix {{t|prefix}}+</samp>
  −
| Must have an unqualified item ID starting with one of the given prefixes. For example, <samp>@has_id_prefix ExampleAuthor_ExampleMod_</samp> for a mod's items. Can be negated with <samp>@!has_id_prefix</samp>.
  −
|-
  −
| <samp>@has_object_type {{o|type}}+</samp>
  −
| Must have one of the given object ty pes (space-delimited), or any valid type if none specified. Can be negated with <samp>@!has_object_type</samp>.
  −
|-
  −
!colspan="2"| options
  −
|-
  −
| <samp>@allow_missing_price</samp>
  −
| Allow items with a base sell price of 0 or lower. If omitted, those items are skipped.
  −
|-
  −
| <samp>@count {{t|count}}</samp>
  −
| The number of random items to return. Default 1.
  −
|}
     −
For example, you can sell a random [[wallpaper]] for {{price|200}} in <samp>Data/Shops</samp>:
+
====Other====
<syntaxhighlight lang="js">
+
* Error stack traces on Linux/macOS now have line numbers.
{
+
* All space-delimited fields now ignore extra spaces instead of crashing. This affects map/tile properties, data assets, event commands, game state queries, etc.
    "ItemId": "RANDOM_ITEMS (WP)",
+
* All players and NPCs now have <samp>Tile</samp> & <samp>TilePoint</samp> properties (their cached tile position) and a <samp>StandingPixel</samp> property (the cached pixel coordinate at the center of their bounding box). These [[#Other breaking API changes|replace various deleted methods]].
    "Price": 200
+
* All terrain features now have <samp>Tile</samp> and <samp>Location</samp> properties, and their methods no longer have location/tile parameters in most cases.
}
+
* All [[Modding:Modder Guide/Game Fundamentals#Net fields|net fields]] now have <samp>Name</samp> and <samp>Owner</samp> fields, which are used to show informative error messages when there's a sync issue and validate common mistakes (e.g. a net field not added to the <samp>NetFields</samp> collection).
</syntaxhighlight>
+
* The game now tracks the locations a player has visited. Mods can check the list in C# (via <samp>Game1.player.locationsVisited</samp>) or [[Modding:Game state queries|game state queries]] (via <samp>PLAYER_VISITED_LOCATION</samp>). For pre-existing saves, the list is retroactively populated based on accessible locations, events seen, mail flags set, etc.
 +
* Added menu queuing (via <samp>Game1.nextClickableMenu</samp> in C#). For example, this applies if you try to take an item from a mail letter when your inventory is full.
 +
* Added C# code docs in many places.
 +
* Added <samp>Id</samp> fields to simplify content pack edits in fish pond, movie concession, random bundle, and tailoring recipe data.
 +
* Added <samp>Game1.Multiplayer</samp> to get the game's low-level handler. (Most code should still use [[Modding:Modder Guide/APIs/Multiplayer|SMAPI's multiplayer API]] though.)
 +
* Added <samp>Game1.versionBuildNumber</samp> with the build number (like <samp>26039</samp>).
 +
* Added field-changed events to <samp>NetPosition</samp>.
 +
* Added <samp>LocalizedContentManager.CurrentLanguageString</samp>, which caches the language code like <samp>pt-BR</samp>).
 +
* The game now uses <samp>[XmlInclude]</samp> on its types more consistently. That means the default save serializer can handle more types (e.g. all monsters), and it's easier to create custom serializers.
 +
* Refactored many parts of the code to make it more moddable for C# mods. This includes marking all classes public, changing <samp>private</samp> members to <samp>protected</samp> or <samp>public</samp>, marking members <samp>virtual</samp>, rewriting or splitting code so it's easier to extend, etc.
 +
* The <samp>startup_preferences</samp> file is now formatted to simplify troubleshooting.
 +
* Fixed many cases where the game used <samp>Game1.player</samp> instead of the provided player.
 +
 
 +
==Breaking changes for C# mods==
 +
'''This section only describes how this update may break existing mods. See the ''what's new'' sections above for more info, including new functionality mods can use.'''
 +
 
 +
See also [[#Breaking changes for content packs|''Breaking changes for content packs'']], which affect C# mods too.
   −
Or a random [[House Plant|house plant]]:
+
===.NET 6===
<syntaxhighlight lang="js">
+
: ''See also: [[#.NET 6|.NET 6]] under what's new.''
{
  −
    "ItemId": "RANDOM_ITEMS (F) @has_id_in_base_range 1376 1390"
  −
}
  −
</syntaxhighlight>
     −
Or a random [[#Custom items|custom item]] added by a mod by its item ID prefix:
+
Stardew Valley 1.6 updates from .NET 5 to .NET 6. SMAPI can still load .NET 5 mods fine, but you'll get a build error when compiling them. To update a C# mod:
<syntaxhighlight lang="js">
+
<ol>
{
+
<li>Make sure you have [https://visualstudio.microsoft.com/vs Visual Studio Community 2022] or later. (Compiling .NET 6 with earlier versions of Visual Studio isn't officially supported.)</li>
    "ItemId": "RANDOM_ITEMS (O) @has_id_prefix AuthorName_ModName_"
+
<li>In Visual Studio, click ''Help > Check For Updates'' and install the latest version.</li>
}
+
<li>Fully exit Visual Studio.</li>
 +
<li>Open each mod's <samp>.csproj</samp> file in a text editor, then find this line:
 +
<syntaxhighlight lang="xml">
 +
<TargetFramework>net5.0</TargetFramework>
 
</syntaxhighlight>
 
</syntaxhighlight>
   −
Or 10 random objects with any category except <samp>-13</samp> or <samp>-14</samp>:
+
And change it to this:
<syntaxhighlight lang="js">
+
<syntaxhighlight lang="xml">
{
+
<TargetFramework>net6.0</TargetFramework>
    "ItemId": "RANDOM_ITEMS (O) @has_category @!has_category -13 -14 @count 10"
  −
}
   
</syntaxhighlight>
 
</syntaxhighlight>
|-
+
</li>
| <samp>SECRET_NOTE_OR_ITEM {{o|alternate query}}</samp>
+
<li>Delete your solution's hidden <samp>.vs</samp> folder, and every project's <samp>bin</samp> and <samp>obj</samp> folders.</li>
| Returns a [[Secret Notes|secret note]] (or [[Journal Scraps|journal scrap]] on the island) if the player hasn't found them all yet, else the result of the {{o|alternate query}} if specified, else nothing.
+
<li>Reopen the solution in Visual Studio, click ''Build > Rebuild Solution'', and make sure it still loads into the game fine.</li>
 +
</ol>
   −
For example, <code>SECRET_NOTE_OR_ITEM (O)390</code> returns [[clay]] if the player found every secret note already.
+
===Item ID changes===
|-
+
: ''See also: [[#Custom items|custom items in what's new]].''
| <samp>SHOP_TOWN_KEY</samp>
  −
| The special [[Key To The Town|town key]] item. This is only valid in shops.
  −
|-
  −
| <samp>TOOL_UPGRADES {{o|tool ID}}</samp>
  −
| The tool upgrades listed in <samp>Data/Shops</samp> whose conditions match the player's inventory (i.e. the same rules as [[Blacksmith|Clint's tool upgrade shop]]). If {{o|tool ID}} is specified, only upgrades which consume that tool ID are shown.
  −
|}
     −
====Item spawn fields====
+
The [[#Custom items|main <samp>Item</samp> properties have changed]]. To migrate existing code:
Several data assets (like [[#Custom machines|machines]] and [[#Custom shops|shops]]) let you configure items to create. For consistency, these all share a set of common fields (internally represented by <samp>GenericSpawnItemData</samp> and <samp>ISpawnItemData</samp>):
+
<ul>
 +
<li>Don't use <samp>ParentSheetIndex</samp> to compare items. For example, <samp>item.ParentSheetIndex == 0</samp> will match both [[weeds]] and any custom item whose sprite is the first one in its custom spritesheet. You should compare items using [[#Custom items|their new <samp>ItemId</samp> and <samp>QualifiedItemId</samp> properties]] instead. For example, here's how to migrate various common forms:
    
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! old code
! effect
+
! new code
 
|-
 
|-
| <samp>ID</samp>
  −
| A unique identifier for this entry (not the item itself) within the current list. The ID should only contain alphanumeric/underscore/dot characters. For custom items, this should be prefixed with your mod ID like <samp>Example.ModId_Parsnips</samp>.
  −
  −
This is semi-optional — if omitted, it'll be auto-generated from the <samp>ItemId</samp>, <samp>RandomItemId</samp>, and <samp>IsRecipe</samp> fields. However multiple entries with the same ID may cause unintended behavior (e.g. shop items reducing each others' stock limits), so it's often a good idea to set a globally unique ID instead.
   
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>item.ParentSheetIndex == 848</samp>
| One of:
+
| <samp>item.QualifiedItemId == "(O)848"</samp>
* the [[#Custom items|qualified or unqualified item ID]] (like <samp>(O)128</samp> for a [[pufferfish]]);
  −
* or an [[#Item queries|item query]] to dynamically choose one or more items.
   
|-
 
|-
| <samp>RandomItemId</samp>
+
| <samp>IsNormalObjectAtParentSheetIndex(item, 74)</samp>
| ''(Optional)'' A list of item IDs to randomly choose from, using the same format as <samp>ItemId</samp> (including item queries). If set, <samp>ItemId</samp> is optional and ignored. Each entry in the list has an equal probability of being chosen. For example:
+
| <samp>item.QualifiedItemId == "(O)74"</samp>
<syntaxhighlight lang="js">
  −
// wood, stone, or pizza
  −
"RandomItemId": [ "(O)388", "(O)390", "(O)206" ]
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Condition</samp>
+
| <samp>!item.bigCraftable && item.ParentSheetIndex == 128</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry should be applied. Defaults to always true.
+
| <samp>item.QualifiedItemId == "(O)128"</samp>
 
|-
 
|-
| <samp>IsRecipe</samp>
+
| <samp>item is Boots && item.ParentSheetIndex == 505</samp>
| ''(Optional)'' Whether to get the crafting/cooking recipe for the item, instead of the item itself. Default false.
+
| <samp>item.QualifiedItemId == "(B)505"</samp>
|-
+
|}</li>
| <samp>Quality</samp>
+
<li>Don't assume item sprites are in the vanilla spritesheets. For example, instead of rendering <samp>Game1.objectSpriteSheet</samp> for an object, call <code>ItemRegistry.GetMetadata(item.QualifiedItemId).GetTexture()</code> to get its texture.</li>
| ''(Optional)'' The quality of the item to find. One of <samp>0</samp> (normal), <samp>1</samp> (silver), <samp>2</samp> (gold), or <samp>4</samp> (iridium). Invalid values will snap to the closest valid one (e.g. <samp>7</samp> will become iridium). Default -1, which keeps the value set by the item query (usually 0).
+
<li>Creating items works just like before, except that you now specify the item's <samp>ItemId</samp> (''not'' <samp>QualifiedItemId</samp>) instead of its <samp>ParentSheetIndex</samp>. This is the same value for vanilla items. For example:
|-
+
 
| <samp>MinStack</samp>
+
<syntaxhighlight lang="c#">
| ''(Optional)'' The item's minimum and default stack size. Default -1, which keeps the value set by the item query (usually 1).
+
new Object("634", 1);                      // vanilla item
|-
+
new Object("Example.ModId_Watermelon", 1); // custom item
| <samp>MaxStack</samp>
+
</syntaxhighlight>
| ''(Optional)'' If set to a value higher than <samp>MinStack</samp>, the stack is set to a random value between them (inclusively). Default -1.
+
 
|-
+
You can also use the new <samp>ItemRegistry</samp> API to construct items from their <samp>QualifiedItemId</samp>:
| <samp>ToolUpgradeLevel</samp>
  −
| ''(Optional)'' The initial upgrade level for the tool when created (like [[Axes|Copper vs Gold Axe]], or [[Training Rod]] vs [[Iridium Rod]]). This is ignored for non-tool items. Default -1, which keeps the value set by the item query (usually 0).
  −
|-
  −
| <samp>QualityModifiers</samp><br /><samp>StackModifiers</samp>
  −
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the <samp>Quality</samp> or <samp>Stack</samp> value. Default none.
     −
The quality modifiers operate on the numeric quality values (''i.e.'' <samp>0</samp> = normal, <samp>1</samp> = silver, <samp>2</samp> = gold, and <samp>4</samp> = iridium). For example, silver × 2 is gold.
+
<syntaxhighlight lang="c#">
|-
+
Item item = ItemRegistry.Create("(B)505"); // Rubber Boots
| <samp>QualityModifierMode</samp><br /><samp>StackModifierMode</samp>
+
</syntaxhighlight></li>
| ''(Optional)'' [[#Quantity modifiers|quantity modifier modes]] which indicate what to do if multiple modifiers in the <samp>QualityModifiers</samp> or <samp>StackModifiers</samp> field apply at the same time. Default <samp>Stack</samp>.
+
</ul>
|}
     −
===More <samp>modData</samp> fields===
+
===Other ID changes===
The <samp>modData</samp> fields are dictionaries of arbitrary string values which are synchronized in multiplayer and persisted in the save file, so mods can store custom data about the instances. The game already has the field for buildings, characters (including NPCs and players), items, locations, and terrain features.
+
Many other things in the game now have unique string IDs too (including [[#Buff overhaul|buffs]], [[#String event IDs|events]], and fruit trees). To migrate existing code:
   −
Stardew Valley 1.6 adds a <samp>modData</samp> field for the <samp>Quest</samp> type, to support custom quest mods.
+
* When referencing numeric IDs, you usually just need to convert them into a string (like <code>Game1.player.hasBuff("1590166")</code> or <code>Game1.player.eventsSeen.Contains("1590166")</code>).
 +
* When creating buffs, see [[#Buff overhaul|buff overhaul]] for how to create buffs now.
 +
* For pre-existing content pack data, see migration steps in the ''[[#Unique string IDs|unique string IDs]]'' section.
   −
===Quantity modifiers===
+
===Building and animal changes===
''Quantity modifiers'' apply dynamic changes to a numeric field in a data asset like [[#Custom shops|<samp>Data/Shops</samp>]] or [[#Custom machines|<samp>Data/Machines</samp>]]. For example, you can multiply a shop item's price or increase a machine output's quality. You can specify any number of modifiers for the same field.
+
: ''See also: [[#Build anywhere|build anywhere in what's new]].''
   −
====Modifier format====
+
* Since all locations now allow buildings and animals, mod code which handles <samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp> won't detect all buildable locations. You can replace them with <samp>location.IsBuildableLocation()</samp> (or just access <samp>location.buildings</samp> directly) and <samp>location.animals.Any()</samp> instead. Mods should no longer have any reference at all to <samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp>.
These consist of a list of models with these fields:
+
* Since buildings can be built anywhere, you can no longer assume a building is on the farm. You can check the new <samp>building.buildingLocation</samp> field instead.
{| class="wikitable"
+
* You should review direct references to the farm (like <code>Game1.getFarm()</code> or <code>Game1.getLocationFromName("Farm")</code>) to see if it needs to be rewritten to allow other locations.
|-
+
* <code>Utility.numSilos()</code> should no longer be used to calculate available hay, since it doesn't account for custom buildings with hay storage. Use <code>Game1.getFarm().GetHayCapacity()</code> instead.
! field
+
* The <samp>Cat</samp> and <samp>Dog</samp> classes are now unused; all pets are now <samp>Pet</samp> directly.
! effect
+
 
|-
+
===Player changes===
| <samp>Id</samp>
+
: ''See also: [[#Buff overhaul|buff overhaul in what's new]].''
| An ID for this modifier. This only needs to be unique within the current modifier list. For a custom entry, you should use a unique ID which includes your mod ID like <samp>ExampleMod.Id_ModifierName</samp>.
+
 
 +
<ul>
 +
<li>Several <samp>Game1.player</samp> / <samp>Farmer</samp> fields changed as part of the [[#Buff overhaul|buff overhaul]]:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Modification</samp>
+
! old field
| The type of change to apply. The possible values are <samp>Add</samp>, <samp>Subtract</samp>, <samp>Multiply</samp>, <samp>Divide</samp>, and <samp>Set</samp>.
+
! how to migrate
 +
|-
 +
| <samp>appliedBuffs</samp><br /><samp>appliedSpecialBuffs</samp>
 +
| Use <code>Game1.player.hasBuff(id)</code> instead.
 +
|-
 +
| <samp>attack</samp><br /><samp>immunity</samp>
 +
| Use <samp>Attack</samp> and <samp>Immunity</samp> instead.
 
|-
 
|-
| <samp>Amount</samp>
+
| <samp>addedCombatLevel</samp><br /><samp>addedFarmingLevel</samp><br /><samp>addedFishingLevel</samp><br /><samp>addedForagingLevel</samp><br /><samp>addedLuckLevel</samp><br /><samp>addedMiningLevel</samp><br /><samp>attackIncreaseModifier</samp><br /><samp>critChanceModifier</samp><br /><samp>critPowerModifier</samp><br /><samp>knockbackModifier</samp><br /><samp>weaponPrecisionModifier</samp><br /><samp>weaponSpeedModifier</samp>
| ''(Optional if <samp>RandomAmount</samp> specified)'' The operand applied to the target value (e.g. the multiplier if used with <samp>Multiply</samp>).
+
| Use equivalent properties under <samp>Game1.player.buffs</samp> instead (e.g. <samp>Game1.player.buffs.CombatLevel</code>).
 
|-
 
|-
| <samp>RandomAmount</samp>
+
| <samp>resilience</samp>
| ''(Optional)'' A list of possible amounts to randomly choose from. If set, <samp>Amount</samp> is optional and ignored. Each entry in the list has an equal probability of being chosen, and the choice is persisted for the current day. For example:
+
| Use <samp>buffs.Defense</samp> instead.
<syntaxhighlight lang="js">
  −
"Amount": [ 1, 2, 3.5, 4 ]
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Condition</samp>
+
| <samp>addedSpeed</samp><br /><samp>CombatLevel</samp><br /><samp>CraftingTime</samp><br /><samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>MiningLevel</samp><br /><samp>Stamina</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this change should be applied. Defaults to always true.
+
| These are now readonly and can't be set directly. You can change them by [[#Buff overhaul|adding a buff]] (which can be invisible), equipment bonus, etc instead.
|}
+
|}</li>
 +
<li>Buffs are now recalculated automatically, and you can reset a buff by just reapplying it. See [[#Buff overhaul|buff overhaul]] for more info.</li>
 +
<li>Buff logic has been centralized into <samp>Game1.player.buffs</samp>. This replaces a number of former fields/methods like <samp>Game1.buffsDisplay</samp>.</li>
 +
</ul>
   −
====Modifier mode====
+
===Collision changes===
Quality modifier fields are often accompanied by a ''mode'' field (like <samp>PriceModifiers</samp> and <samp>PriceModifierMode</samp>), which indicate what to do when multiple modifiers apply to the same value. Available modes:
+
The game's tile collision logic has been overhauled and merged into a simpler set of methods on <samp>GameLocation</samp> instances:
    
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>Stack</samp>
+
| <samp>CanSpawnCharacterHere</samp>
| Apply each modifier to the result of the previous one. For example, two modifiers which double a value will quadruple it.
+
| Get whether NPCs can be placed on the given tile (e.g. it's within the map bounds and tile is walkable), there's no placed object there, and the <samp>NoFurniture</samp> [[Modding:Maps|tile property]] isn't set.
 
|-
 
|-
| <samp>Minimum</samp>
+
| <samp>CanItemBePlacedHere</samp>
| Apply the modifier which results in the lowest value.
+
| Get whether items can be placed on the given tile in non-floating form (e.g. it's within the map bounds and not blocked by a non-walkable item), and the <samp>NoFurniture</samp> [[Modding:Maps|tile property]] isn't set.
 +
|-
 +
| <samp>isBuildable</samp>
 +
| Get whether buildings can be placed on the given tile.
 
|-
 
|-
| <samp>Maximum</samp>
+
| <samp>IsTilePassable</samp>
| Apply the modifier which results in the highest value.
+
| Get whether the tile can be walked on (ignoring collisions with in-game objects, NPCs, etc).
|}
+
|-
 
+
| <samp>IsTileOccupiedBy</samp>
====Examples====
+
| Get whether the tile contains a player, object, NPC/monster/pet/etc, terrain feature, building, etc. You can choose which entities to check, and which ones to ignore if they don't block movement.
For example, this will double the price of a shop item in <samp>Data/Shops</samp>:
+
|-
<syntaxhighlight lang="js">
+
| <samp>IsTileBlockedBy</samp>
"PriceModifiers": [
+
| Equivalent to calling both <samp>IsTilePassable</samp> and <samp>IsTileOccupiedBy</samp>.
    {
+
|-
        "Modification": "Multiply",
+
| <samp>IsLocationSpecificOccupantOnTile</samp><br /><samp>IsLocationSpecificPlacementRestriction</samp>
        "Amount": 2.0
+
| Generally shouldn't be used directly. Checks for location-specific collisions (e.g. ladders in [[The Mines|the mines]] or parrot platforms on [[Ginger Island]]).
    }
+
|}
]
  −
</syntaxhighlight>
  −
 
  −
This will set the price to a random value between 100–1000, ''or'' 3–5 times the item's normal sell price, whichever is higher (like the [[Traveling Cart]]):
  −
<syntaxhighlight lang="js">
  −
"PriceModifierMode": "Maximum",
  −
"PriceModifiers": [
  −
    {
  −
        "Modification": "Set",
  −
        "RandomAmount": [ 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000 ]
  −
    },
  −
    {
  −
        "Modification": "Multiply",
  −
        "RandomAmount": [ 3, 4, 5 ]
  −
    }
  −
]
  −
</syntaxhighlight>
  −
 
  −
===Tokenizable string format===
  −
Stardew Valley 1.6 adds support for literal strings that contain tokens (currently only supported for [[#Custom map areas|custom map areas]] and [[#Custom shops|custom shops]]).
     −
====Literal text====
+
===Other breaking API changes===
Previously you often needed to load text from a [[Modding:Modder Guide/Game Fundamentals#String keys|string key]] in data assets. With this new format, you can use the literal text directly in the asset instead (including Content Patcher tokens):
+
''(This section is meant as a quick reference if you have build errors; there's no need to read through it otherwise.)''
 
  −
<syntaxhighlight lang="js">
  −
// before
  −
"Dialogue": "Strings\\StringsFromCSFiles:ShopMenu.cs.11488",
  −
 
  −
// after: literal text supported
  −
"Dialogue": "Welcome to Pierre's!",
  −
 
  −
// after: literal text with Content Patcher tokens
  −
"Dialogue": "Welcome to Pierre's, {{PlayerName}}! {{i18n: translatable-text}}",
  −
</syntaxhighlight>
  −
 
  −
====Tokens====
  −
You can inject tokens using square brackets. For example, <code>"[LocalizedText Strings\StringsFromCSFiles:ShopMenu.cs.11488] This is raw text"</code> will show something like "''Welcome to Pierre's! This is raw text''". Here are the supported tokens:
      +
====Removed unused code====
 +
1.6 removes a lot of unused code. That includes these classes:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! token format
+
! namespace
! output
+
! class name
 
|-
 
|-
| <samp>[ArticleFor {{t|word}}]</samp>
+
| <samp>StardewValley</samp>
| The grammatical article (''a'' or ''an'') for the given word when playing in English, else blank. For example, <code>[ArticleFor apple] apple</code> will output ''an apple''.
+
| &#32;
 +
* <samp>BuildingUpgrade</samp>
 +
* <samp>DisposableList</samp>
 +
* <samp>FurniturePlacer</samp>
 +
* <samp>ListPool</samp>
 +
* <samp>OneTimeRandom</samp>
 
|-
 
|-
| <samp>[CharacterName {{t|name}}]</samp>
+
| <samp>StardewValley.Characters</samp>
| The translated display name for an NPC, given their internal name.
+
| &#32;
 +
* <samp>BotchedNetBool</samp>
 +
* <samp>BotchedNetField</samp>
 +
* <samp>BotchedNetInt</samp>
 +
* <samp>BotchedNetLong</samp>
 
|-
 
|-
| <samp>[DataString {{t|asset name}} {{t|key}} {{t|index}}]</samp>
+
| <samp>StardewValley.Menus</samp>
| Parses the data asset identified by {{t|asset name}}, finds the entry matching {{t|key}}, splits the slash-delimited string, and returns the value with index {{t|index}} (starting from 0).
+
| &#32;
 
+
* <samp>FarmInfoPage</samp>
For example, <samp>[DataString Data\Blueprints Silo 8]</samp> matches the word "Silo" from this entry in <samp>Data\Blueprints</samp>:
+
* <samp>MiniatureTerrainFeature</samp><!-- not a typo, it really was in StardewValley.Menus -->
<syntaxhighlight lang="js">
  −
  "Silo": "390 100 330 10 334 5/3/3/-1/-1/-2/-1/null/Silo/Allows you to cut and store grass for feed./Buildings/none/48/128/-1/null/Farm/100/false"
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>[DayOfMonth]</samp>
+
| <samp>StardewValley.Monsters</samp>
| The numeric day of month, like <samp>5</samp> on spring 5.
+
| &#32;
 +
* <samp>LavaCrab</samp>
 
|-
 
|-
| <samp>[EscapedText {{t|text}}]</samp>
+
| <samp>StardewValley.Objects</samp>
| Replaces spaces in the given text with a special character that lets you pass them into other space-delimited tokens. The characters are automatically turned back into spaces when displayed.
+
| &#32;
 +
* <samp>ObjectFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
 
|-
 
|-
| <samp>[FarmerUniqueID]</samp>
+
| <samp>StardewValley.TerrainFeatures</samp>
| The target player's unique internal multiplayer ID
+
| &#32;
 +
* <samp>Quartz</samp>
 
|-
 
|-
| <samp>[FarmName]</samp>
+
| <samp>StardewValley.Tools</samp>
| The farm name for the current save (without the injected "Farm" text).
+
| &#32;
|-
+
* <samp>Blueprints</samp>
| <samp>[GenderedText {{t|male text}} {{t|female text}}</samp>
+
* <samp>ToolFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
| Depending on the target player's gender, show either the male text or female text. If the text contains spaces, you'll need to escape them using <samp>EscapedText</samp>.
+
|}
 +
 
 +
And these class members:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>[LocalizedText {{t|string key}}]</samp>
+
! type
| Translation text loaded from the given [[Modding:Modder Guide/Game Fundamentals#String keys|string key]]. If the translation has placeholder tokens like <samp>{0}</samp>, you can add the values after the string key.
+
! members
 
|-
 
|-
| <samp>[LocationName {{t|location ID}}]</samp>
+
| <samp>Axe</samp>
| The translation display name for a location given its ID (''i.e.'' the same ID as in <samp>Data/AdditionalLocationData</samp>).
+
| &#32;
 +
* <samp>StumpStrength</samp>
 
|-
 
|-
| <samp>[PositiveAdjective]</samp>
+
| <samp>Bush</samp>
| A random adjective from the <samp>Strings\Lexicon</samp> data asset's <samp>RandomPositiveAdjective_PlaceOrEvent</samp> entry.
+
| &#32;
 +
* <samp>alpha</samp>
 +
* <samp>lastPlayerToHit</samp>
 
|-
 
|-
| <samp>[Season]</samp>
+
| <samp>Chest</samp>
| The current season name, like ''spring''.
+
| &#32;
 +
* <samp>chestType</samp>
 +
* <samp>coins</samp>
 +
|-
 +
| <samp>CosmeticPlant</samp>
 +
| &#32;
 +
* <samp>scale</samp>
 
|-
 
|-
| <samp>[SpouseFarmerText {{t|spouse is farmer text}} {{t|spouse is NPC text}}</samp>
+
| <samp>CraftingRecipe</samp>
| Show a different text depending on whether the target player's spouse is a player or NPC. If the text contains spaces, you'll need to escape them using <samp>EscapedText</samp>.
+
| &#32;
 +
* <samp>itemType</samp>
 
|-
 
|-
| <samp>[SpouseGenderedText {{t|male text}} {{t|female text}}]</samp>
+
| <samp>Critter</samp>
| Equivalent to <samp>GenderedText</samp>, but based on the gender of the player's NPC or player spouse instead.
+
| &#32;
 +
* <samp>InitShared()</samp>
 
|-
 
|-
| <samp>[SuggestedItem]</samp>
+
| <samp>Crop</samp>
| '''(For shops only.)''' The name of a random item currently available in the shop stock.
+
| &#32;
|}
+
* <samp>daysOfUnclutteredGrowth</samp>
 
  −
When passing an input argument for tokens like <samp>ArticleFor</samp>, the input can contain its own nested tokens. For example, <code>"[ArticleFor [SuggestedItem]] [SuggestedItem]"</code> would output something like ''an Apple''.
  −
 
  −
If you're using [[Modding:Content Patcher|Content Patcher]], you can use its tokens anywhere in the string (including within square brackets); they'll be expanded before the game parses the string. For example, <code><nowiki>"{{Spouse}} would love [ArticleFor [SuggestedItem]] [SuggestedItem]!"</nowiki></code> would output something like "''Alexa would love an Apple!''".
  −
 
  −
===Dialogue changes===
  −
<ul>
  −
<li>Added new [[Modding:Dialogue|dialogue]] commands:
  −
{| class="wikitable"
   
|-
 
|-
! command
+
| <samp>Dialogue</samp>
! description
+
| &#32;
 +
* <samp>dialogueToBeKilled</samp>
 
|-
 
|-
| <samp>$f {{t|response IDs}}</samp>
+
| <samp>Farm</samp>
| Forget any number of space-delimited [[Modding:Dialogue#Response IDs|dialogue response IDs]] previously answered by the player.
+
| &#32;
 +
* <samp>GetSpouseOutdoorAreaSpritesheetIndex()</samp>
 
|-
 
|-
| <samp>$v {{t|event id}} {{o|check preconditions}} {{o|skip if seen}}</samp>
+
| <samp>FarmAnimal</samp>
| Immediately start an [[Modding:Event data|event]] and end the current dialogue, subject to the conditions:
+
| &#32;
* {{o|check preconditions}}: whether to ignore the command if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
+
* <samp>homeLocation</samp>
* {{o|skip if seen}}: whether to ignore the command if the player has already seen the given event. Default true.
  −
 
  −
If the event is skipped, the dialogue continues to the next line instead.
  −
 
  −
For example, <code>$v 60367 false false</code> will replay the bus arrival event from the start of the game.
  −
|}
  −
</li>
  −
<li>[[Modding:Dialogue#Response IDs|Dialogue response IDs]] are now strings, so mods can use a unique key like <samp>Example.ModId_ResponseName</samp> (instead of hoping no other mod uses the same number). Prefixing the mod ID is recommended to simplify troubleshooting and avoid conflicts. For best compatibility, custom IDs should only contain alphanumeric/underscore/dot characters.</li>
  −
<li>Unknown [[Modding:Dialogue|dialogue]] commands starting with <samp>$</samp> are no longer parsed as a portrait number if they're not numeric.</li>
  −
</ul>
  −
 
  −
===[[Modding:Event data|Event]] changes===
  −
<ul>
  −
<li>Event IDs are now strings, so mods can use a unique key like <samp>Example.ModId_EventName</samp> (instead of hoping no other mod uses the same number). Prefixing the mod ID is recommended to simplify troubleshooting and avoid conflicts. For best compatibility, custom IDs should only contain alphanumeric/underscore/dot characters.</li>
  −
<li>Festivals now set the event ID to a value like <samp>festival_fall16</samp>, instead of <samp>-1</samp>.</li>
  −
<li>You can now invert a precondition by prefixing it with <samp>!</samp>. For example, <code>!O Abigail</code> will match if the player is ''not'' married to Abigail.</li>
  −
<li>C# mods can now add custom event preconditions & commands using <samp>Event.RegisterCustomPrecondition</samp> and <samp>Event.RegisterCustomCommand</samp> respectively.</li>
  −
<li>Added new event commands:
  −
{| class="wikitable"
   
|-
 
|-
! command
+
| <samp>Farmer</samp>
! description
+
| &#32;
 +
* <samp>barnUpgradeLevel</samp> and <samp>BarnUpgradeLevel</samp>
 +
* <samp>blueprints</samp>
 +
* <samp>coalPieces</samp> and <samp>CoalPieces</samp>
 +
* <samp>coopUpgradeLevel</samp> and <samp>CoopUpgradeLevel</samp>
 +
* <samp>copperPieces</samp> and <samp>CopperPieces</samp>
 +
* <samp>eyeColor</samp>
 +
* <samp>feed</samp> and <samp>Feed</samp>
 +
* <samp>furnitureOwned</samp>
 +
* <samp>goldPieces</samp> and <samp>GoldPieces</samp>
 +
* <samp>hasBusTicket</samp>
 +
* <samp>hasGreenhouse</samp>
 +
* <samp>iridiumPieces</samp> and <samp>IridiumPieces</samp>
 +
* <samp>ironPieces</samp> and <samp>IronPieces</samp>
 +
* <samp>newSkillPointsToSpend</samp>
 +
* <samp>overallsColor</samp>
 +
* <samp>ownsFurniture</samp>
 +
* <samp>quartzPieces</samp> and <samp>QuartzPieces</samp>
 +
* <samp>shirtColor</samp>
 +
* <samp>skinColor</samp>
 +
* <samp>stonePieces</samp> and <samp>StonePieces</samp>
 +
* <samp>theaterBuildDate</samp>
 +
* <samp>woodPieces</samp> and <samp>WoodPieces</samp>
 +
|-
 +
| <samp>Game1</samp>
 +
| &#32;
 +
* <samp>boardingBus</samp>
 +
* <samp>chanceToRainTomorrow</samp>
 +
* <samp>checkForNewLevelPerks</samp>
 +
* <samp>cloud</samp>
 +
* <samp>coopDwellerBorn<samp>
 +
* <samp>cropsOfTheWeek</samp>
 +
* <samp>currentBarnTexture</samp>
 +
* <samp>currentBillboard</samp>
 +
* <samp>currentCoopTexture</samp>
 +
* <samp>currentFloor</samp>
 +
* <samp>currentHouseTexture</samp>
 +
* <samp>currentWallpaper</samp>
 +
* <samp>dealerCalicoJackTotal</samp>
 +
* <samp>FarmerFloor</samp>
 +
* <samp>farmerWallpaper</samp>
 +
* <samp>fertilizer</samp>
 +
* <samp>floorPrice</samp>
 +
* <samp>greenhouseTexture</samp>
 +
* <samp>inMine<samp>
 +
* <samp>jukeboxPlaying</samp>
 +
* <samp>keyHelpString</samp>
 +
* <samp>listeningForKeyControlDefinitions<samp>
 +
* <samp>littleEffect</samp>
 +
* <samp>logoScreenTexture</samp>
 +
* <samp>mailboxTexture</samp>
 +
* <samp>menuChoice</samp>
 +
* <samp>menuUp<samp>
 +
* <samp>nameSelectUp<samp>
 +
* <samp>nameSelectType</samp>
 +
* <samp>numberOfSelectedItems</samp>
 +
* <samp>particleRaining<samp>
 +
* <samp>pickingTool</samp>
 +
* <samp>pickToolDelay</samp>
 +
* <samp>pickToolInterval</samp>
 +
* <samp>priceOfSelectedItem</samp>
 +
* <samp>progressBar</samp>
 +
* <samp>removeSquareDebrisFromTile(…)</samp>
 +
* <samp>selectedItemsType</samp>
 +
* <samp>shiny</samp>
 +
* <samp>shippingTax</samp>
 +
* <samp>showKeyHelp<samp>
 +
* <samp>slotResult</samp>
 +
* <samp>startedJukeboxMusic</samp>
 +
* <samp>tinyFontBorder</samp>
 +
* <samp>toolHeld</samp>
 +
* <samp>toolIconBox</samp>
 +
* <samp>tvStation</samp>
 +
* <samp>tvStationTexture</samp>
 +
* <samp>wallpaperPrice</samp>
 
|-
 
|-
| <samp>addItem {{t|item ID}} {{o|count}} {{o|quality}}</samp>
+
| <samp>GameLocation</samp>
| Add an item to the player inventory (or open a grab menu if their inventory is full). The {{t|item ID}} is the [[#Custom items|qualified or unqualified item ID]], and {{o|quality}} is a [[Modding:Items#Quality|numeric quality value]].
+
| &#32;
 +
* <samp>boardBus(…)</samp>
 +
* <samp>checkForMapChanges()</samp>
 +
* <samp>getWallDecorItem(…)</samp>
 +
* <samp>removeBatch(…)</samp>
 +
* <samp>removeDirt(…)</samp>
 +
* <samp>removeStumpOrBoulder(…)</samp>
 +
* <samp>tryToBuyNewBackpack()</samp>
 
|-
 
|-
| <samp>temporaryAnimatedSprite ...</samp>
+
| <samp>GiantCrop</samp>
| Add a temporary animated sprite to the event, using these space-delimited fields:
+
| &#32;
{| class="wikitable"
+
* <samp>forSale</samp>
 
|-
 
|-
! index
+
| <samp>IClickableMenu</samp>
! field
+
| &#32;
! effect
+
* <samp>currentRegion</samp>
 
|-
 
|-
| 0
+
| <samp>MeleeWeapon</samp>
| <samp>texture</samp>
+
| &#32;
| The asset name for texture to draw.
+
* <samp>attackSwordCooldownTime</samp>
 +
* <samp>doStabbingSwordFunction(…)</samp>
 
|-
 
|-
| 1&ndash;4
+
| <samp>Monster</samp>
| <samp>rectangle</samp>
+
| &#32;
| The pixel area within the <samp>texture</samp> to draw, in the form <samp>{{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp>.
+
* <samp>doHorizontalMovement(…)</samp>
 +
* <samp>durationOfRandomMovements</samp>
 +
* <samp>coinsToDrop</samp>
 
|-
 
|-
| 5
+
| <samp>NPC</samp>
| <samp>interval</samp>
+
| &#32;
| The millisecond duration for each frame in the animation.
+
* <samp>idForClones</samp>
 
|-
 
|-
| 6
+
| <samp>Object</samp>
| <samp>frames</samp>
+
| &#32;
| The number of frames in the animation.
+
* <samp>attachToSprinklerAttachment(…)</samp>
 +
* <samp>canBePlacedInWater()</samp>
 +
* <samp>consumeRecipe(…)</samp>
 +
* <samp>copperBar</samp>
 +
* <samp>goldBar</samp>
 +
* <samp>iridiumBar</samp>
 +
* <samp>ironBar</samp>
 +
* <samp>isHoeDirt</samp> and <samp>IsHoeDirt</samp>
 
|-
 
|-
| 7
+
| <samp>PathFindController</samp>
| <samp>loops</samp>
+
| &#32;
| The number of times to repeat the animation.
+
* <samp>CheckClearance(…)</samp>
 +
* <samp>limit</samp>
 
|-
 
|-
| 8&ndash;9
+
| <samp>SaveGame</samp>
| <samp>tile</samp>
+
| &#32;
| The tile position at which to draw the sprite, in the form <samp>{{t|x}} {{t|y}}</samp>.
+
* <samp>cropsOfTheWeek</samp>
 +
* <samp>currentFloor</samp>
 +
* <samp>currentWallpaper</samp>
 +
* <samp>FarmerFloor</samp>
 +
* <samp>farmerWallpaper</samp>
 +
* <samp>shippingTax</samp>
 
|-
 
|-
| 10
+
| <samp>Spiker</samp>
| <samp>flicker</samp>
+
| &#32;
| '''[TODO: document what this does]''' (one of <samp>true</samp> or <samp>false</samp>).
+
* <samp>GetSpawnPosition</samp>
 
|-
 
|-
| 11
+
| <samp>Stats</samp>
| <samp>flip</samp>
+
| &#32;
| Whether to flip the sprite horizontally when it's drawn (one of <samp>true</samp> or <samp>false</samp>).
+
* <samp>barsSmelted</samp> and <samp>BarsSmelted</samp>
 +
* <samp>coalFound</samp> and <samp>CoalFound</samp>
 +
* <samp>coinsFound</samp> and <samp>coinsFound</samp>
 +
* <samp>starLevelCropsShipped</samp> and <samp>starLevelCropsShipped</samp>
 
|-
 
|-
| 12
+
| <samp>Tool</samp>
| <samp>sort tile Y</samp>
+
| &#32;
| The tile Y position to use in the layer depth calculation, which affects which sprite is drawn on top if two sprites overlap.
+
* <samp>batteredSwordSpriteIndex</samp>
 +
* <samp>copperColor</samp>
 +
* <samp>GetSecondaryEnchantmentCount()</samp>
 +
* <samp>goldColor</samp>
 +
* <samp>iridiumColor</samp>
 +
* <samp>nonUpgradeable</samp>
 +
* <samp>parsnipSpriteIndex</samp>
 +
* <samp>Stackable</samp>
 +
* <samp>startOfNegativeWeaponIndex</samp>
 +
* <samp>steelColor</samp>
 
|-
 
|-
| 13
+
| <samp>Utility</samp>
| <samp>alpha fade</samp>
+
| &#32;
| '''[TODO: document what this does]'''
+
* <samp>buyFloor()</samp>
|-
+
* <samp>buyWallpaper()</samp>
| 14
+
* <samp>cropsOfTheWeek()</samp>
| <samp>scale</samp>
+
* <samp>facePlayerEndBehavior(…)</samp>
| A multiplier applied to the sprite size (in addition to the normal 4× pixel zoom).
+
* <samp>getRandomSlotCharacter()</samp>
 +
* <samp>plantCrops(…)</samp>
 +
* <samp>showLanternBar()</samp>
 +
|}
 +
 
 +
====Renamed classes====
 +
These classes were renamed in 1.6:
 +
{| class="wikitable"
 
|-
 
|-
| 15
+
! old name
| <samp>scale change</samp>
+
! new name
| '''[TODO: document what this does]'''
  −
|-
  −
| 16
  −
| <samp>rotation</samp>
  −
| The rotation to apply to the sprite, measured in [[wikipedia:radians|radians]].
   
|-
 
|-
| 17
+
| <samp>Game1.MusicContext</samp>
| <samp>rotation change</samp>
+
| <samp>MusicContext</samp> (in <samp>StardewValley.GameData</samp>)
| '''[TODO: document what this does]'''
   
|-
 
|-
| 18+
+
| <samp>LocationContext</samp>
| ''flags''
+
| <samp>LocationContexts</samp>
| Any combination of these space-delimited flags:
  −
* <samp>hold_last_frame</samp>: after playing the animation once, freeze the last frame as long as the sprite is shown.
  −
* <samp>ping_pong</samp>: '''[TODO: document what this does]'''
  −
* <samp>motion {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
  −
* <samp>acceleration {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
  −
* <samp>acceleration_change {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
  −
|}
   
|-
 
|-
| <samp>warpFarmers [{{t|x}} {{t|y}} {{t|direction}}]+ {{t|default offset}} {{t|default x}} {{t|default}} {{t|direction}}</samp>
+
| <samp>SpecialOrder.QuestStatus</samp>
| Warps connected players to the given [[Modding:Modder Guide/Game Fundamentals#Tiles|tile coordinates]] and [[Modding:Event data#Directions|numeric directions]]. The {{t|x}} {{t|y}} {{t|direction}} triplet is repeated for each connected player (e.g. the first triplet is for the main player, second triplet is for the first farmhand, etc). The triplets are followed by an offset direction (one of <samp>up</samp>, <samp>down</samp>, <samp>left</samp>, or <samp>right</samp>), and a final triplet which defines the default values used by any other player.
+
| <samp>SpecialOrderStatus</samp> (in <samp>StardewValley.SpecialOrders</samp>)
 
|}
 
|}
</li>
  −
<li>The <samp>warp</samp> command now allows float position values.</li>
  −
<li>The <samp>removeItem</samp> command now has an optional count in the form <samp>removeItem {{t|item ID}} {{o|count}}</samp>.</li>
  −
<li>For C# mods, the new <samp>Event.fromAssetName</samp> field indicates which data asset (if any) the event was loaded from.</li>
  −
<li>Event script errors are now logged (in addition to being shown in the chatbox like before).</li>
  −
</ul>
  −
  −
===New C# utility methods===
  −
Stardew Valley 1.6 adds several new methods to the <samp>Utility</samp> class. Here are some of the most useful ones for mods:
      +
And these were moved to a different namespace:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! method
+
! type
! effect
+
! old namespace
 +
! new namespace
 +
|-
 +
| <samp>AmethystEnchantment</samp><br /><samp>AquamarineEnchantment</samp><br /><samp>ArchaeologistEnchantment</samp><br /><samp>ArtfulEnchantment</samp><br /><samp>AutoHookEnchantment</samp><br /><samp>AxeEnchantment</samp><br /><samp>BaseEnchantment</samp><br /><samp>BaseWeaponEnchantment</samp><br /><samp>BottomlessEnchantment</samp><br /><samp>BugKillerEnchantment</samp><br /><samp>CrusaderEnchantment</samp><br /><samp>DiamondEnchantment</samp><br /><samp>EfficientToolEnchantment</samp><br /><samp>EmeraldEnchantment</samp><br /><samp>FishingRodEnchantment</samp><br /><samp>GalaxySoulEnchantment</samp><br /><samp>GenerousEnchantment</samp><br /><samp>HaymakerEnchantment</samp><br /><samp>HoeEnchantment</samp><br /><samp>JadeEnchantment</samp><br /><samp>MagicEnchantment</samp><br /><samp>MasterEnchantment</samp><br /><samp>MilkPailEnchantment</samp><br /><samp>PanEnchantment</samp><br /><samp>PickaxeEnchantment</samp><br /><samp>PowerfulEnchantment</samp><br /><samp>PreservingEnchantment</samp><br /><samp>ReachingToolEnchantment</samp><br /><samp>RubyEnchantment</samp><br /><samp>ShavingEnchantment</samp><br /><samp>ShearsEnchantment</samp><br /><samp>SwiftToolEnchantment</samp><br /><samp>TopazEnchantment</samp><br /><samp>VampiricEnchantment</samp><br /><samp>WateringCanEnchantment</samp>
 +
| <samp>StardewValley</samp>
 +
| <samp>StardewValley.Enchantments</samp>
 
|-
 
|-
| <samp>GetDataAtIndex</samp><br /><samp>GetIntAtIndex</samp><br /><samp>GetFloatAtIndex</samp><br /><samp>GetStringAtIndex</samp>
+
| <samp>Extensions</samp>
| Parse a value from an array with optional field indexes.
+
| <samp>StardewValley</samp>
 
+
| <samp>StardewValley.Extensions</samp>
For example, code like this:
  −
 
  −
<syntaxhighlight lang="c#">
  −
string[] rawEffects = fields.Length > Object.objectInfoBuffTypesIndex && fields[Object.objectInfoBuffTypesIndex].Length > 0
  −
    ? fields[Object.objectInfoBuffTypesIndex].Split(' ')
  −
    : new string[0];
  −
 
  −
int farming = rawEffects.Length > Buffs.farming && int.TryParse(rawEffects[Buffs.farming], out int _farming)
  −
    ? _farming
  −
    : 0;
  −
</syntaxhighlight>
  −
 
  −
Can now be rewritten like this:
  −
 
  −
<syntaxhighlight lang="c#">
  −
string[] rawEffects = Utility.GetDataAtIndex(fields, Object.objectInfoBuffTypesIndex, "").Split(' ');
  −
int farming = Utility.GetIntAtIndex(rawEffects, Buffs.farming);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>StringToDirection</samp>
+
| <samp>ModDataDictionary</samp><br /><samp>ModHooks</samp>
| Converts a string direction (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>) into a direction code recognized by various game methods (''i.e.'' <samp>Game1.down</samp>, etc). If the string contains a number, the numeric value is returned (even if it's not a valid direction). If it's any other unrecognized value, the method returns -1.
+
| <samp>StardewValley</samp>
 +
| <samp>StardewValley.Mods</samp>
 
|-
 
|-
| <samp>CreateDaySaveRandom</samp>
+
| <samp>PathFindController</samp><br /><samp>PathNode</samp><br /><samp>PriorityQueue</samp><br /><samp>SchedulePathDescription</samp>
| Creates a <samp>Random</samp> instance using the most common seed (based on the save ID and total days played).
+
| <samp>StardewValley</samp>
 +
| <samp>StardewValley.Pathfinding</samp>
 
|-
 
|-
| <samp>CreateRandom</samp>
+
| <samp>SpecialOrder</samp>
| Creates a <samp>Random</samp> by combining the given seed values, which can be any numeric type.
+
| <samp>StardewValley</samp>
 +
| <samp>StardewValley.SpecialOrders</samp>
 
|-
 
|-
| <samp>TryParseEnum</samp>
+
| <samp>CollectObjective</samp><br /><samp>DeliverObjective</samp><br /><samp>DonateObjective</samp><br /><samp>FishObjective</samp><br /><samp>GiftObjective</samp><br /><samp>JKScoreObjective</samp><br /><samp>OrderObjective</samp><br /><samp>ReachMineFloorObjective</samp><br /><samp>ShipObjective</samp><br /><samp>SlayObjective</samp>
| Parses a string into an enum value if possible, case-insensitively. Unlike [https://learn.microsoft.com/en-us/dotnet/api/system.enum.tryparse <samp>Enum.TryParse</samp>], an invalid numeric value won't be cast:
+
| <samp>StardewValley</samp>
<syntaxhighlight lang="c#">
+
| <samp>StardewValley.SpecialOrders.Objectives</samp>
Enum.TryParse("999999", out DayOfWeek day);        // true, even though there's no matching DayOfWeek value
  −
Utility.TryParseEnum("999999", out DayOfWeek day); // false
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>GetDeterministicHashCode</samp>
+
| <samp>FriendshipReward</samp><br /><samp>GemsReward</samp><br /><samp>MailReward</samp><br /><samp>MoneyReward</samp><br /><samp>OrderReward</samp><br /><samp>ResetEventReward</samp>
| ''(Specialized)'' Get a [https://en.wikipedia.org/wiki/Hash_function hash code] which is always the same for a given input (unlike [https://learn.microsoft.com/en-us/dotnet/api/system.object.gethashcode <samp>string.GetHashCode()</samp>]), even if you restart the game or play on another computer. For example, this ensures that randomized shop items are the same across all players in multiplayer and don't change when you reload the save.
+
| <samp>StardewValley</samp>
 +
| <samp>StardewValley.SpecialOrders.Rewards</samp>
 
|}
 
|}
   −
===Static delegate builder===
+
====Other API changes====
For C# mods, <samp>StaticDelegateBuilder</samp> is a specialized class which converts a method name into an optimized delegate which can be called by code. This is used by vanilla code to optimize methods referenced in assets like [[#Custom machines|<samp>Data/Machines</samp>]].
+
These class members changed in 1.6:
   −
For example, given a static method like this:
+
{| class="wikitable"
<syntaxhighlight lang="c#">
+
|-
public static bool DropInDeconstructor(Item machine, Item droppedInItem, Farmer who, bool probe, ref Item output, ref int minutesUntilReady) { ... }
+
! type
</syntaxhighlight>
+
! member
 
+
! migration
And a delegate which matches it:
+
|-
<syntaxhighlight lang="c#">
+
| <samp>BigSlime</samp>
public delegate bool MachineItemConversionDelegate(Item machine, Item droppedInItem, Farmer who, bool probe, ref Item output, ref int minutesUntilReady);
+
| <samp>heldObject</samp>
</syntaxhighlight>
+
| Replaced by <samp>heldItem</samp>, which allows non-object items too.
 
+
|-
You can create an optimized delegate and call it like this:
+
|rowspan="3"| <samp>Bush</samp>
<syntaxhighlight lang="c#">
+
| <samp>overrideSeason</samp>
if (StaticDelegateBuilder.TryCreateDelegate("StardewValley.Object.DropInDeconstructor", out MachineItemConversionDelegate method, out string error))
+
| Removed; use <code>bush.Location.GetSeason()</code> instead.
    return method(this, inputItem, who, probe, ref newHeldItem, ref minutesUntilMorning);
+
|-
else
+
| <samp>greenhouseBush</samp>
    Game1.log.Warn($"Machine {ItemId} has invalid conversion method: {error}");
+
| Removed; use <code>bush.IsSheltered()</code> or <code>bush.currentLocation.IsGreenhouse</code> instead.
</syntaxhighlight>
+
|-
 +
| <samp>inBloom</samp>
 +
| Remove the arguments, like <code>bush.inBloom(Game1.currentSeason, Game1.dayOfMonth)</code> → <code>bush.inBloom()</code>.
 +
|-
 +
|rowspan="3"| <samp>Character</samp>
 +
| <samp>getStandingX</samp><br /><samp>getStandingY</samp><br /><samp>getStandingXY</samp>
 +
| Removed; use <samp>character.StandingPixel</samp> instead.
 +
|-
 +
| <samp>getTileLocation</samp><br /><samp>getTileX</samp><br /><samp>getTileY</samp><br />
 +
| Removed; use <samp>character.Tile</samp> instead.
 +
|-
 +
| <samp>getTileLocationPoint</samp>
 +
| Removed; use <samp>character.TilePoint</samp> instead.
 +
|-
 +
| <samp>Chest</samp>
 +
| <samp>MoveToSafePosition</samp>
 +
| Replaced by the simpler <samp>TryMoveToSafePosition</samp>
 +
|-
 +
|rowspan="2"| <samp>Dialogue</samp>
 +
| <samp>dialogues</samp>
 +
| Changed from <code>List&lt;string&gt;</code> to <code>List&lt;DialogueLine&gt;</code>. The <samp>Text</samp> field on each dialogue line is equivalent to the old value.
 +
|-
 +
| <samp>isOnFinalDialogue()</samp>
 +
| This now indicates whether it's showing the last dialogue ''with message text''; there may still be entries in <samp>dialogues</samp> which apply side-effects without message text.
 +
|-
 +
|rowspan="3"| <samp>Farmer</samp>
 +
| <samp>changePants(…)</samp>
 +
| Renamed to <samp>changePantsColor(…)</samp> for consistency with <samp>change[Eye&#124;Hair&#124;Shoe]Color</samp>.
 +
|-
 +
| <samp>isMarried()</samp>
 +
| Renamed to <samp>isMarriedOrRoommates()</samp> for clarity.
 +
|-
 +
| <samp>visibleQuestCount</samp>
 +
| Replaced by <samp>hasVisibleQuests</samp>.
 +
|-
 +
| <samp>Flooring</samp>
 +
| <samp>GetFloorPathLookup</samp>
 +
| Use <samp>Game1.floorPathData</samp> instead.
 +
|-
 +
| <samp>Forest</samp>
 +
| <samp>log</samp>
 +
| Moved into <samp>Forest.resourceClumps</samp>.
 +
|-
 +
| <samp>FruitTree</samp>
 +
| <samp>GreenHouseTree</samp>
 +
| Replaced by <samp>IgnoresSeasonsHere()</samp>.
 +
|-
 +
|rowspan="3"| <samp>Game1</samp>
 +
| <samp>bigCraftableInformation</samp>
 +
| Overhauled into [[#Custom big craftables|<samp>Game1.bigCraftableData</samp>]].
 +
|-
 +
| <samp>clothingInformation</samp>
 +
| Overhauled into [[#Custom shirts|<samp>Game1.shirtData</samp>]] and [[#Custom pants|<samp>Game1.pantsData</samp>]].
 +
|-
 +
| <samp>objectInformation</samp>
 +
| Overhauled into [[#Custom objects|<samp>Game1.objectData</samp>]].
 +
|-
 +
|rowspan="3"| <samp>GameLocation</samp>
 +
| <samp>getCharacters</samp>
 +
| Removed; use the <samp>characters</samp> field instead.
 +
|-
 +
| <samp>GetMapPropertyPosition</samp>
 +
| Replaced by <samp>TryGetMapPropertyAs</samp>, which supports multiple data types (not just <samp>Point</samp>).
 +
|-
 +
| <samp>isTileOccupied</samp><br /><samp>isTileOccupiedForPlacement</samp><br /><samp>isTileOccupiedIgnoreFloors</samp><br /><samp>isTileLocationOpenIgnoreFrontLayers</samp><br /><samp>isTileLocationTotallyClearAndPlaceable</samp><br /><samp>isTileLocationTotallyClearAndPlaceableIgnoreFloors</samp>
 +
| Removed. The collision logic has been significantly rewritten and uses a new set of methods (mainly <samp>isTilePassable</samp>, <samp>IsTileOccupiedBy</samp>, and <samp>CanItemBePlacedHere</samp>). Mods should ideally be updated to use the new methods.
   −
The <samp>TryCreateDelegate</samp> method will cache created delegates, so calling it again will just return the same delegate instance.
+
Here's a drop-in set of extension methods which re-add the older methods. This lets you temporarily fix code until you can update it properly, but depending on these isn't recommended since they won't be maintained in future versions.
 +
{{collapse|expand for non-recommended code|content=<syntaxhighlight lang="c#">
 +
public static class GameLocationExtensions
 +
{
 +
    public static bool isTileOccupiedForPlacement(this GameLocation location, Vector2 tileLocation, Object toPlace = null)
 +
    {
 +
        return location.CanItemBePlacedHere(tileLocation, toPlace != null && toPlace.isPassable());
 +
    }
   −
===Game logging changes===
+
    public static bool isTileOccupied(this GameLocation location, Vector2 tileLocation, string characterToIgnore = "", bool ignoreAllCharacters = false)
The game now writes debug output through an internal <samp>Game1.log</samp> wrapper, instead of using <samp>Console.WriteLine</samp> directly. For example:
+
    {
<syntaxhighlight lang="c#">
+
        CollisionMask mask = ignoreAllCharacters ? CollisionMask.All & ~CollisionMask.Characters & ~CollisionMask.Farmers : CollisionMask.All;
// old code
+
        return location.IsTileOccupiedBy(tileLocation, mask);
Console.WriteLine("Error playing sound: " + ex);
+
    }
   −
// new code
+
    public static bool isTileOccupiedIgnoreFloors(this GameLocation location, Vector2 tileLocation, string characterToIgnore = "")
Game1.log.Error("Error playing sound.", ex);
+
    {
</syntaxhighlight>
+
        return location.IsTileOccupiedBy(tileLocation, CollisionMask.Buildings | CollisionMask.Furniture | CollisionMask.Objects | CollisionMask.Characters | CollisionMask.TerrainFeatures, ignorePassables: CollisionMask.Flooring);
 +
    }
   −
This has a few benefits:
+
    public static bool isTileLocationOpenIgnoreFrontLayers(this GameLocation location, Location tile)
* For vanilla players, the game no longer uses time & resources writing to a console that's not visible anyway.
+
    {
* For modded players, SMAPI can now...
+
        return location.map.RequireLayer("Buildings").Tiles[tile.X, tile.Y] == null && !location.isWaterTile(tile.X, tile.Y);
** distinguish between the game's debug/warn/error messages (so many warnings/errors that would previously appear as hidden <samp>TRACE</samp> messages will now be shown with the correct level);
+
    }
** apply its formatting rules to exceptions logged by the game too;
  −
** redirect game output much more efficiently without console interception.
     −
===Other changes===
+
    public static bool isTileLocationTotallyClearAndPlaceable(this GameLocation location, int x, int y)
====Audio====
+
    {
* Added <samp>silence</samp> [[Modding:Audio|audio cue]]. This is different from <samp>none</samp> in that it suppresses both town music and ambient sounds.
+
        return location.isTileLocationTotallyClearAndPlaceable(new Vector2(x, y));
* Added <samp>Game1.soundBank.Exists(cueName)</samp> method to check if an audio cue exists.
+
    }
   −
====Debug commands====
+
    public static bool isTileLocationTotallyClearAndPlaceableIgnoreFloors(this GameLocation location, Vector2 v)
<ul>
+
    {
<li>Added new [[Modding:Console commands|debug commands]]:
+
        return location.isTileOnMap(v) && !location.isTileOccupiedIgnoreFloors(v) && location.isTilePassable(new Location((int)v.X, (int)v.Y), Game1.viewport) && location.isTilePlaceable(v);
{| class="wikitable"
+
    }
 +
 
 +
    public static bool isTileLocationTotallyClearAndPlaceable(this GameLocation location, Vector2 v)
 +
    {
 +
        Vector2 pixel = new Vector2((v.X * Game1.tileSize) + Game1.tileSize / 2, (v.Y * Game1.tileSize) + Game1.tileSize / 2);
 +
        foreach (Furniture f in location.furniture)
 +
        {
 +
            if (f.furniture_type != Furniture.rug && !f.isPassable() && f.GetBoundingBox().Contains((int)pixel.X, (int)pixel.Y) && !f.AllowPlacementOnThisTile((int)v.X, (int)v.Y))
 +
                return false;
 +
        }
 +
 
 +
        return location.isTileOnMap(v) && !location.isTileOccupied(v) && location.isTilePassable(new Location((int)v.X, (int)v.Y), Game1.viewport) && location.isTilePlaceable(v);
 +
    }
 +
}
 +
</syntaxhighlight>
 +
}}
 
|-
 
|-
! command
+
| <samp>GiantCrop</samp>
! description
+
| <samp>which</samp>
 +
| Replaced by <samp>itemId</samp>.
 
|-
 
|-
| <samp>bsm</samp>
+
| <samp>Item</samp>
| If the player is standing right under a building, open a menu to change the building appearance.
+
| <samp>SanitizeContextTag</samp>
 +
| Replaced by <samp>ItemContextTagManager.SanitizeContextTag</samp>.
 
|-
 
|-
| <samp>forcebuild</samp>
+
| <samp>LocalizedContentManager</samp>
| Equivalent to <samp>build</samp>, but disables all safety checks so you can build in a location that wouldn't normally allow buildings, build on top of farm animals or placed objects, etc.
+
| <samp>LanguageCodeString</samp>
 +
| Now static.
 
|-
 
|-
| <samp>gamequery</samp> / <samp>gq</samp>
+
| <samp>LocationContextData</samp>
| ''Syntax:'' <samp>gq {{t|query}}</samp>
+
| <samp>Name</samp>
 
+
| Removed; use its dictionary key in <samp>Game1.locationContextData</samp> instead.
Check whether the given [[#Game state queries|game state query]] matches in the current context. For example:
  −
<pre>
  −
gq !SEASON Spring, WEATHER Here sunny
  −
> Result: true.
  −
</pre>
   
|-
 
|-
| <samp>itemquery</samp> / <samp>iq</samp>
+
| <samp>NetFields</samp>
| ''Syntax:'' <samp>iq {{t|query}}</samp>
+
| <samp>AddFields</samp>
 +
| Removed; use <samp>AddField</samp> instead. For example:
 +
<syntaxhighlight lang="c#">
 +
// old code
 +
NetFields.AddFields(textureName, spriteWidth, spriteHeight);
   −
Open a shop menu with all the items matching an [[#Item queries|item query]] (all items free). For example:
+
// new code
* <samp>debug iq ALL_ITEMS</samp> shows all items;
+
NetFields
* <samp>debug iq ALL_ITEMS (W)</samp> shows all weapons;
+
    .AddField(textureName)
* <samp>debug iq (O)128</samp> shows a pufferfish (object 128);
+
    .AddField(spriteWidth)
* <samp>debug iq FLAVORED_ITEM Wine (O)128</samp> shows Pufferfish Wine.
+
    .AddField(spriteHeight);
 +
</syntaxhighlight>
 +
Note that the second argument (<samp>name</samp>) should usually be omitted, since it'll be auto-populated from the value passed to the first argument.
 
|-
 
|-
| <samp>qualifiedid</samp>
+
|rowspan="7"| <samp>NPC</samp>
| Print the held item's display name and [[#Custom items|qualified item ID]].
+
| <samp>canReceiveThisItemAsGift(…)</samp>
 +
| Removed. The closest equivalent is <code>item.canBeGivenAsGift()</code>, or you can check if the NPC will accept the player's held object (as a gift or otherwise) using <code>npc.tryReceiveActiveObject(Game1.player, probe: true)</code>.
 
|-
 
|-
| <samp>shop</samp>
+
| <samp>Gender</samp><br /><samp>female</samp><br /><samp>male</samp><br /><samp>undefined</samp>
| ''Syntax:'' <samp>shop {{t|shop ID}} {{o|owner name}}</samp>
+
| The <samp>Gender</samp> field now uses a <samp>Gender</samp> enum instead of numeric constants. For example, <code>npc.Gender == NPC.female</code> becomes <code>npc.Gender == Gender.Female</code> in 1.6.
 
  −
Open a [[#Custom shops|shop defined in <samp>Data/Shops</samp>]], regardless of whether one of the owners is nearby. Specifying {{o|owner name}} will use that NPC, otherwise the command will find the closest valid NPC if possible (else open with no NPC).
   
|-
 
|-
| <samp>testwedding</samp>
+
| <samp>homeRegion</samp>
| Immediately play the [[Marriage#The Wedding|wedding]] event.
+
| Removed; use <samp>npc.GetData()?.HomeRegion</samp> instead. Change <samp>0</samp> to <samp>"Other"</samp> or <samp>NPC.region_other</samp>, <samp>1</samp> to <samp>"Desert"</samp> or <samp>NPC.region_desert</samp>, and <samp>2</samp> to <samp>"Town"</samp> or <samp>NPC.region_town</samp>.
 
|-
 
|-
| <samp>thishouseupgrade</samp> / <samp>thishouse</samp> / <samp>thu</samp>
+
| <samp>isBirthday</samp>
| Equivalent to <samp>houseupgrade</samp>, but can be used to upgrade another player's house by running it from inside or just south of its exterior.
+
| Remove the arguments, like <code>npc.isBirthday(Game1.currentSeason, Game1.dayOfMonth)</code> → <code>npc.isBirthday()</code>.
|}</li>
+
|-
<li>Fixed <samp>ebi</samp> [[Modding:Console commands|debug command]] not playing events correctly if called from the same location as the event.</li>
+
| <samp>isVillager()</samp>
</ul>
+
| Deprecated; use the <samp>character.IsVillager</samp> property instead.
 +
|-
 +
| <samp>populateRoutesFromLocationToLocationList</samp>
 +
| Replaced by <samp>WarpPathfindingCache.PopulateCache</samp>.
 +
|-
 +
| <samp>Schedule</samp>
 +
| No longer assignable, use one of the <samp>TryLoadSchedule</samp> overloads instead.
 +
|-
 +
|rowspan="3"| <samp>Object</samp>
 +
| <samp>GetContextTagList()</samp>
 +
| Replaced by <samp>GetContextTags()</samp>, which returns a hash set instead of a list.
 +
|-
 +
| <samp>HasBeenPickedUpByPlayer</samp>
 +
| Removed; use <samp>HasBeenInInventory</samp> instead.
 +
|-
 +
| <samp>isPotentialBasicShippedCategory</samp>
 +
| The second argument should now be an integer (like <samp>-75</samp> or <samp>Object.VegetableCategory</samp>) instead of a string (like <samp>"-75"</samp>).
 +
|-
 +
|rowspan="9"| <samp>Utility</samp>
 +
| <samp>doesItemWithThisIndexExistAnywhere</samp>
 +
| Replace with <samp>Utility.doesItemExistAnywhere</samp>, which takes a string item ID. For example:
 +
* <code>Utility.doesItemWithThisIndexExistAnywhere(128)</code> &rarr; <code>Utility.doesItemExistAnywhere("(O)128")</code>;
 +
* <code>Utility.doesItemWithThisIndexExistAnywhere(128, true)</code> &rarr; <code>Utility.doesItemExistAnywhere("(BC)128")</code>.
 +
|-
 +
| <samp>ForAllLocations</samp><br /><samp>iterateAllCrops</samp><br /><samp>iterateAllItems</samp>
 +
| Removed; use the equivalent <samp>Utility.ForEach*</samp> methods instead.
 +
|-
 +
| <samp>GetHorseWarpRestrictionsForFarmer</samp>
 +
| This now returns a flag enum instead of a list of integer values. The equivalent values are 1 → <samp>NoOwnedHorse</samp>, 2 → <samp>Indoors</samp>, 3 → <samp>NoRoom</samp>, and 4 → <samp>InUse</samp>.
   −
====Quests====
+
For example:
* Quests now have string IDs, to simplify custom quest frameworks.
+
<syntaxhighlight lang="c#">
 +
// old code
 +
bool inUse = Utility.GetHorseWarpRestrictionsForFarmer(player).Any(p => p == 4);
   −
====Time====
+
// new code
* For C# mods, the <samp>Game1.realMilliSecondsPerGame</samp> and <samp>Game1.realMilliSecondsPerGameTenMinutes</samp> fields are no longer marked <samp>const</samp>, and the <samp>GameLocation.getExtraMillisecondsPerInGameMinuteForThisLocation()</samp> method has been replaced with a settable <samp>ExtraMillisecondsPerInGameMinute</samp> property. That lets you change the time rate used by the vanilla game code, but you should be careful doing this since it may cause unintended effects.
+
bool inUse = Utility.GetHorseWarpRestrictionsForFarmer(player).HasFlag(Utility.HorseWarpRestrictions.InUse);
 +
</syntaxhighlight>
   −
====Other====
+
Or to check if no restrictions apply:
* The [[desert]] no longer assumes the player arrived by bus unless their previous location was the [[Bus Stop|bus stop]].
+
<syntaxhighlight lang="c#">
* The <samp>SpriteText</samp> methods now accept arbitrary <samp>Color</samp> tints instead of a few predefined color IDs.
+
bool canSummon = Utility.GetHorseWarpRestrictionsForFarmer(player) == Utility.HorseWarpRestrictions.None;
 +
</syntaxhighlight>
   −
==Breaking changes for C# mods==
+
C# mods can patch <samp>Utility.GetHorseWarpErrorMessage</samp> if they need to add an error message for a custom restriction value.
'''This section only describes how this update may break existing mods. See the ''what's new'' sections above for more info, including new functionality mods can use.'''
  −
 
  −
See also [[#Breaking changes for content packs|''Breaking changes for content packs'']], which affect C# mods too.
  −
 
  −
===Item ID changes===
  −
: ''See also: [[#Custom items|custom items in what's new]].''
  −
 
  −
The [[#Custom items|main <samp>Item</samp> properties have changed]]. To migrate existing code:
  −
<ul>
  −
<li>Don't use <samp>ParentSheetIndex</samp> to compare items. For example, <samp>item.ParentSheetIndex == 0</samp> will match both [[weeds]] and any custom item whose sprite is the first one in its custom spritesheet. You should compare items using [[#Custom items|their new <samp>ItemId</samp> and <samp>QualifiedItemId</samp> properties]] instead. For example, here's how to migrate various common forms:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! old code
+
| <samp>getRandomTownNPC(…)</samp>
! new code
+
| Replaced by either <code>Utility.GetRandomWinterStartParticipant(…)</code> or <code>Utility.getRandomNpcFromHomeRegion(NPC.region_town)</code>.
 
|-
 
|-
 +
| <samp>getTodaysBirthdayNPC</samp>
 +
| Remove the arguments, like <code>Utility.getTodaysBirthdayNPC(Game1.currentSeason, Game1.dayOfMonth)</code> → <code>Utility.getTodaysBirthdayNPC()</code>.
 
|-
 
|-
| <samp>item.ParentSheetIndex == 848</samp>
+
| <samp>getPooledList</samp><br /><samp>returnPooledList</samp>
| <samp>item.QualifiedItemId == "(O)848"</samp>
+
| The game no longer uses a list pool. In most cases you should use the [[#Iteration|<samp>Utility.ForEach*</samp> methods]] instead, which don't need it.
 
|-
 
|-
| <samp>IsNormalObjectAtParentSheetIndex(item, 74)</samp>
+
| <samp>numObelisksOnFarm</samp>
| <samp>item.QualifiedItemId == "(O)74"</samp>
+
| Renamed to <samp>GetObeliskTypesBuilt</samp>, which searches all locations.
 
|-
 
|-
| <samp>!item.bigCraftable && item.ParentSheetIndex == 128</samp>
+
| <samp>numSilos</samp>
| <samp>item.QualifiedItemId == "(O)128"</samp>
+
| Removed.
|-
  −
| <samp>item is Boots && item.ParentSheetIndex == 505</samp>
  −
| <samp>item.QualifiedItemId == "(B)505"</samp>
  −
|}</li>
  −
<li>Don't assume item sprites are in the vanilla spritesheets. For example, instead of rendering <samp>Game1.objectSpriteSheet</samp> for an object, call <code>ItemRegistry.GetMetadata(item.QualifiedItemId).GetTexture()</code> to get its texture.</li>
  −
<li>Creating items works just like before, except that you now specify the item's <samp>ItemId</samp> (''not'' <samp>QualifiedItemId</samp>) instead of its <samp>ParentSheetIndex</samp>. This is the same value for vanilla items. For example:
     −
<syntaxhighlight lang="c#">
+
If you're using this to calculate hay capacity, it's a bit more complicated in 1.6 since hay storage can be enabled for custom buildings and building construction can be enabled for any location. To get capacity for the current location, use <samp>Game1.currentLocation.GetHayCapacity()</samp> instead. To get total hay capacity in the world, use <samp>Utility.ForEachLocation</samp> to call it on every location.
new Object("634", 1);                      // vanilla item
  −
new Object("Example.ModId_Watermelon", 1); // custom item
  −
</syntaxhighlight>
     −
You can also use the new <samp>ItemRegistry</samp> API to construct items from their <samp>QualifiedItemId</samp>:
+
If you actually need the number of silos, use <samp>location.getNumberBuildingsConstructed("Silo")</samp> (one location) or <samp>Game1.GetNumberBuildingsConstructed("Silo")</samp> (all locations).
 +
|-
 +
| <samp>removeThisCharacterFromAllLocations</samp>
 +
| Removed; use <samp>Game1.removeCharacterFromItsLocation</samp> instead.
 +
|-
 +
| <samp>ShopMenu</samp>
 +
| <samp>storeContext</samp>
 +
| Replaced by <samp>ShopId</samp>.
 +
|-
 +
|rowspan="3"| <samp>Stats</samp>
 +
| <samp>averageBedtime</samp><br /><samp>beveragesMade</samp><br /><samp>bouldersCracked</samp><br /><samp>caveCarrotsFound</samp><br /><samp>cheeseMade</samp><br /><samp>chickenEggsLayed</samp><br /><samp>copperFound</samp><br /><samp>cowMilkProduced</samp><br /><samp>cropsShipped</samp><br /><samp>daysPlayed</samp><br /><samp>diamondsFound</samp><br /><samp>dirtHoed</samp><br /><samp>duckEggsLayed</samp><br /><samp>fishCaught</samp><br /><samp>geodesCracked</samp><br /><samp>giftsGiven</samp><br /><samp>goatCheeseMade</samp><br /><samp>goatMilkProduced</samp><br /><samp>goldFound</samp><br /><samp>goodFriends</samp><br /><samp>individualMoneyEarned</samp><br /><samp>iridiumFound</samp><br /><samp>ironFound</samp><br /><samp>itemsCooked</samp><br /><samp>itemsCrafted</samp><br /><samp>itemsForaged</samp><br /><samp>itemsShipped</samp><br /><samp>monstersKilled</samp><br /><samp>mysticStonesCrushed</samp><br /><samp>notesFound</samp><br /><samp>otherPreciousGemsFound</samp><br /><samp>piecesOfTrashRecycled</samp><br /><samp>preservesMade</samp><br /><samp>prismaticShardsFound</samp><br /><samp>questsCompleted</samp><br /><samp>rabbitWoolProduced</samp><br /><samp>rocksCrushed</samp><br /><samp>seedsSown</samp><br /><samp>sheepWoolProduced</samp><br /><samp>slimesKilled</samp><br /><samp>stepsTaken</samp><br /><samp>stoneGathered</samp><br /><samp>stumpsChopped</samp><br /><samp>timesFished</samp><br /><samp>timesUnconscious</samp><br /><samp>totalMoneyGifted</samp><br /><samp>trufflesFound</samp><br /><samp>weedsEliminated</samp>
 +
| Removed; use the equivalent property or methods. For example, <code>Game1.stats.daysPlayed</code> can be replaced with <code>Game1.stats.DaysPlayed</code> or methods like <code>Game1.stats.Get(StatKeys.DaysPlayed)</code>. See [[#Stat changes for C# mods|stat changes for C# mods]].
 +
|-
 +
| <samp>getStat(…)</samp><br /><samp>incrementStat(…)</samp>
 +
| Replaced by <samp>Get(…)</samp> and <samp>Increment(…)</samp>. See [[#Stat changes for C# mods|stat changes for C# mods]].
 +
|-
 +
| <samp>stat_dictionary</samp>
 +
| Renamed to <samp>Values</samp>. See [[#Stat changes for C# mods|stat changes for C# mods]].
 +
|-
 +
| <samp>Woods</samp>
 +
| <samp>stumps</samp>
 +
| Moved into <samp>resourceClumps</samp>.
 +
|}
   −
<syntaxhighlight lang="c#">
+
===Check for obsolete code===
Item item = ItemRegistry.Create("(B)505"); // Rubber Boots
+
Perform a full rebuild of your mod (in Visual Studio, click ''Build > Rebuild Solution''), then check the Error List pane for any warnings like "'''X' is obsolete''". Anything from the vanilla game code which is marked obsolete won't work anymore and is only kept for save migrations. Usually the warning will include an explanation of what you should use instead.
</syntaxhighlight></li>
  −
</ul>
     −
===Other ID changes===
+
==Breaking changes for content packs==
Many other things in the game now have unique string IDs too (including [[#Buff overhaul|buffs]], [[#String event IDs|events]], and fruit trees). To migrate existing code:
+
'''This section only describes how this update may break existing mods. See the ''what's new'' sections above for more info, including new functionality mods can use.'''
   −
* When referencing numeric IDs, you usually just need to convert them into a string (like <code>Game1.player.hasBuff("1590166")</code> or <code>Game1.player.eventsSeen.Contains("1590166")</code>).
+
===Standardized ID fields===
* When creating buffs, see [[#Buff overhaul|buff overhaul]] for how to create buffs now.
+
Stardew Valley 1.6 adds an <samp>Id</samp> field to these assets. For Content Patcher content packs, these replace the previous synthetic ID:
   −
===Building and animal changes===
+
{| class="wikitable"
: ''See also: [[#Build anywhere|build anywhere in what's new]].''
+
|-
 
+
! asset
* Since all locations now allow buildings and animals, mod code which handles <samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp> won't detect all buildable locations. You can replace them with <samp>location.IsBuildableLocation()</samp> (or just access <samp>location.buildings</samp> directly) and <samp>location.animals.Any()</samp> instead. Mods should no longer have any reference at all to <samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp>.
+
! old key
* Since buildings can be built anywhere, you can no longer assume a building is on the farm. You can check the new <samp>building.buildingLocation</samp> field instead.
+
! new key
* You should review direct references to the farm (like <code>Game1.getFarm()</code> or <code>Game1.getLocationFromName("Farm")</code>) to see if it needs to be rewritten to allow location.
+
! migration steps
* <code>Utility.numSilos()</code> should no longer be used to calculate available hay, since it doesn't account for custom buildings with hay storage. Use <code>Game1.getFarm().GetHayCapacity()</code> instead.
+
|-
* The <samp>Cat</samp> and <samp>Dog</samp> classes are now unused; all pets are now <samp>Pet</samp> directly.
+
| <samp>Data/ConcessionTastes</samp><br /><samp>Data/MovieReactions</samp><br /><samp>Data/RandomBundles</samp> (area)<br /><samp>Data/RandomBundles</samp> (bundle)
 
+
| <samp>Name</samp><br /><samp>NPCName</samp><br /><samp>AreaName</samp><br />''none''
===Player changes===
+
|<samp>Id</samp>
: ''See also: [[#Buff overhaul|buff overhaul in what's new]].''
+
| None. The <samp>Id</samp> field is set automatically to the same value (or <samp>Name</samp> for bundles), so there's no change for content packs. Omit the new field when creating a new entry.
 
  −
<ul>
  −
<li>Several <samp>Game1.player</samp> / <samp>Farmer</samp> fields changed as part of the [[#Buff overhaul|buff overhaul]]:
  −
{| class="wikitable"
   
|-
 
|-
! old field
+
| <samp>Data/FishPondData</samp><br /><samp>Data/RandomBundles</samp> (bundle set)
! how to migrate
+
| <samp>RequiredTags</samp><br />''none''
 +
| <samp>Id</samp>
 +
| Use the new <samp>Id</samp> field to target an entry, and add it when creating a new entry. Required.
 
|-
 
|-
| <samp>appliedBuffs</samp><br /><samp>appliedSpecialBuffs</samp>
+
| <samp>Data/TailoringRecipes</samp>
| Use <code>Game1.player.hasBuff(id)</code> instead.
+
| <samp>FirstItemTags</samp> and <samp>SecondItemTags</samp>
|-
+
| <samp>Id</samp>
| <samp>attack</samp><br /><samp>immunity</samp>
+
| Use the new <samp>Id</samp> field to target an entry, and add it when creating a new entry. Defaults to the <samp>CraftedItemIds</samp> (comma-delimited) or <samp>CraftedItemId</samp> value if omitted, but there's a high chance of conflicts so mods should always specify a unique ID.
| Use <samp>Attack</samp> and <samp>Immunity</samp> instead.
+
|}
|-
  −
| <samp>addedCombatLevel</samp><br /><samp>addedFarmingLevel</samp><br /><samp>addedFishingLevel</samp><br /><samp>addedForagingLevel</samp><br /><samp>addedLuckLevel</samp><br /><samp>addedMiningLevel</samp><br /><samp>attackIncreaseModifier</samp><br /><samp>critChanceModifier</samp><br /><samp>critPowerModifier</samp><br /><samp>knockbackModifier</samp><br /><samp>resilience</samp><br /><samp>weaponPrecisionModifier</samp><br /><samp>weaponSpeedModifier</samp>
  −
| Use equivalent properties under <samp>Game1.player.buffs</samp> instead (e.g. <samp>Game1.player.buffs.CombatLevel</code>).
  −
|-
  −
| <samp>addedSpeed</samp><br /><samp>CombatLevel</samp><br /><samp>CraftingTime</samp><br /><samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>MiningLevel</samp><br /><samp>Stamina</samp>
  −
| These are now readonly and can't be set directly. You can change them by [[#Buff overhaul|adding a buff]], equipment bonus, etc instead.
  −
|}</li>
  −
<li>Buffs are now recalculated automatically, and you can reset a buff by just reapplying it. See [[#Buff overhaul|buff overhaul]] for more info.</li>
  −
<li>Buff logic has been centralized into <samp>Game1.player.buffs</samp>. This replaces a number of former fields/methods like <samp>Game1.buffsDisplay</samp>.</li>
  −
</ul>
     −
===Collision changes===
+
For example, let's say you have a patch like this using Content Patcher:
The game's tile collision logic has been overhauled and merged into a simpler set of methods on <samp>GameLocation</samp> instances:
+
{{#tag:syntaxhighlight|<nowiki>
 
+
{
{| class="wikitable"
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
|-
+
    "Changes": [
! method
+
        {
! effect
+
            "Action": "EditData",
|-
+
            "Target": "Data/TailorRecipes",
| <samp>CanSpawnCharacterHere</samp>
+
            "Entries": {
| Get whether NPCs can be placed on the given tile (e.g. it's within the map bounds and tile is walkable), '''and''' there's no placed object (even if walkable like flooring) and the <samp>NoFurniture</samp> [[Modding:Maps|tile property]] isn't set.
+
                "item_cloth|item_pufferchick": {
|-
+
                    "FirstItemTags": [ "item_cloth" ],
| <samp>CanItemBePlacedHere</samp>
+
                    "SecondItemTags": [ "item_pufferchick" ],
| Get whether items can be placed on the given tile in non-floating form (e.g. it's within the map bounds and not blocked by a non-walkable item). If the <samp>item_is_passable</samp> argument is true, this ignores players/NPCs on the tile.
+
                    "CraftedItemId": "(S)1260"
|-
+
                }
| <samp>isBuildable</samp>
+
            }
| Get whether buildings can be placed on the given tile.
+
        }
|-
+
    ]
| <samp>IsTilePassable</samp>
+
}</nowiki>|lang=javascript}}
| Get whether the tile can be walked on (ignoring collisions with in-game objects, NPCs, etc).
  −
|-
  −
| <samp>IsTileOccupiedBy</samp>
  −
| Get whether the tile contains a player, object, NPC/monster/pet/etc, terrain feature, building, etc. You can specify <code>ignore_passables: false</code> to ignore objects which can be walked over (like flooring), and override <samp>collision_mask</samp> to change the collision logic (e.g. <code>collision_mask: GameLocation.CollisionMask.All & ~GameLocation.CollisionMask.Farmers</code> to ignore players on the tile).
  −
|-
  −
| <samp>IsTileBlockedBy</samp>
  −
| Equivalent to calling both <samp>IsTilePassable</samp> and <samp>IsTileOccupiedBy</samp>.
  −
|-
  −
| <samp>IsLocationSpecificOccupantOnTile</samp><br /><samp>IsLocationSpecificPlacementRestriction</samp>
  −
| Generally shouldn't be used directly. Checks for location-specific collisions (e.g. ladders in [[The Mines|the mines]] or parrot platforms on [[Ginger Island]]).
  −
|}
     −
===Check for obsolete code===
+
When updating to Stardew Valley 1.6, replace the synthetic ID (<samp>item_cloth|item_pufferchick</samp>) with a real one:
Perform a full rebuild of your mod (in Visual Studio, click ''Build > Rebuild Solution''), then check the Error List pane for any warnings like "'''X' is obsolete''". Anything from the vanilla game code which is marked obsolete won't work anymore and is only kept for save migrations. Usually the warning will include an explanation of what you should use instead.
+
* To edit an existing entry, unpack the asset and get its new <samp>Id</samp> value.
 +
* To add a custom entry, use a [[Modding:Common data field types#Unique string ID|unique string ID]].
   −
==Breaking changes for content packs==
+
For example:
'''This section only describes how this update may break existing mods. See the ''what's new'' sections above for more info, including new functionality mods can use.'''
+
{{#tag:syntaxhighlight|<nowiki>
 
+
{
===Standardized data fields===
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
1.6 standardizes the number of fields in data assets, and fixes inconsistencies between English and localized files. '''This is a major breaking change for content packs, and for C# mods which edit data assets.'''
+
    "Changes": [
 
+
        {
Three examples illustrate the standardization:
+
            "Action": "EditData",
 
+
            "Target": "Data/TailorRecipes",
<ul>
+
            "Entries": {
<li><samp>Data/CookingRecipes</samp> had four fields in English, and a fifth field in other languages for the display name. The display name field is now required in English too.</li>
+
                "ExampleAuthor.ModId_RainCoatFromPufferchick": {
<li><samp>Data/BigCraftables</samp> had an optional 9th field which indicates whether it's a lamp, and a 10th field for the display name. Even if it's empty, the 9th field is now required (note the extra <samp>/</samp> before the last field):
+
                    "Id": "ExampleAuthor.ModId_RainCoatFromPufferchick", // need to specify ID again when creating it
<syntaxhighlight lang="json">
+
                    "FirstItemTags": [ "item_cloth" ],
// before
+
                    "SecondItemTags": [ "item_pufferchick" ],
"151": "Marble Brazier/500/-300/Crafting -9/Provides a moderate amount of light./true/true/0/Marble Brazier", // 9 fields
+
                    "CraftedItemId": "(S)1260"
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
   −
// after
+
===Event ID changes===
"151": "Marble Brazier/500/-300/Crafting -9/Provides a moderate amount of light./true/true/0//Marble Brazier" // 10 fields
+
{{/doc status|[[Modding:Event data]]|done=false}}
</syntaxhighlight></li>
  −
<li><samp>Data/ObjectInformation</samp> had several optional fields at the end. These are now required even if empty:
  −
<syntaxhighlight lang="json">
  −
// before
  −
"0": "Weeds/0/-1/Basic/Weeds/A bunch of obnoxious weeds."
     −
// after
  −
"0": "Weeds/0/-1/Basic/Weeds/A bunch of obnoxious weeds.///"
  −
</syntaxhighlight></li>
  −
</ul>
  −
  −
Existing mods which add entries without the now-required fields may cause errors and crashes. XNB mods which change data are likely universally broken.
  −
  −
The exception is fields which only exist for modding, like the texture + index overrides for [[#Custom items|custom items]]. These can typically be omitted.
  −
  −
===Event ID changes===
   
: ''See also: [[#String event IDs|string event IDs in what's new]].''
 
: ''See also: [[#String event IDs|string event IDs in what's new]].''
   Line 5,714: Line 6,444:  
</ul>
 
</ul>
   −
===XNB impact===
+
===Monster eradication goal flag changes===
Here's a summary of the XNB files which changed in Stardew Valley 1.6.
+
{{/doc status|a new doc page|done=false}}
   −
This doesn't include...
+
: ''See also: [[#Custom monster eradication goals|Custom monster eradication goals]].''
* new files (since they won't impact existing mods);
  −
* changes in non-English files;
  −
* new fields when the vanilla entries didn't change (e.g. optional [[#Custom items|custom item fields]]).
     −
Shorthand:
+
The game now tracks [[Adventurer's Guild]] monster eradication goal completion by the goal ID, instead of the produced item. You'll need to replace these mail flags if you check them:
* 'broken' means removing new content or potentially important changes, or potentially causing significant display bugs. This is a broad category — the game may work fine without it or crash, depending how it uses that specific content.
  −
* 'mostly unaffected' means mods will only be affected if they edit specific entries or fields.
  −
* Blank means no expected impact for the vast majority of mods.
  −
 
  −
XNB mods are disproportionately affected since (a) they replace the entire file and (b) they're loaded through the MonoGame content pipeline which is less tolerant of format changes.
      
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! content file
+
! old flag
! changes
+
! new flag
! XNB
+
|-
! Content Patcher
+
| <samp>Gil_Slime Charmer Ring</samp>
 +
| <samp>Gil_Slimes</samp>
 
|-
 
|-
| <samp>Buildings/houses</samp>
+
| <samp>Gil_Savage Ring</samp>
| fixed missing pixels
+
| <samp>Gil_Shadows</samp>
| ✘ will remove changes
  −
| ✓ mostly unaffected
   
|-
 
|-
| <samp>Characters/Dialogue/Emily</samp><br /><samp>Characters/Dialogue/Lewis</samp>
+
| <samp>Gil_Vampire Ring</samp>
| updated <samp>%revealtaste</samp> format (backwards-compatible)
+
| <samp>Gil_Bats</samp>
| ✘ will remove changes
  −
| ✓ mostly unaffected
   
|-
 
|-
| <samp>Characters/Dialogue/Linux</samp>
+
| <samp>Gil_Skeleton Mask</samp>
| fixed typos
+
| <samp>Gil_Skeletons</samp>
| ✘ will remove changes
  −
| ✓ mostly unaffected
   
|-
 
|-
| <samp>Characters/Dialogue/MarriageDialogueEmily</samp>
+
| <samp>Gil_Insect Head</samp>
| changed <samp>spring_Maru</samp> key to <samp>spring_Emily</samp>
+
| <samp>Gil_Insects</samp>
| ✘ will remove changes
  −
| ✓ mostly unaffected
   
|-
 
|-
| <samp>Characters/Dialogue/MarriageDialogueMaru</samp><br /><samp>Characters/Dialogue/Maru</samp><br /><samp>Characters/Dialogue/Robin</samp><br /><samp>Characters/Dialogue/Sam</samp>
+
| <samp>Gil_Hard Hat</samp>
| fixed typos
+
| <samp>Gil_Duggy</samp>
| ✘ will remove changes
  −
| ✓ mostly unaffected
   
|-
 
|-
| <samp>Data/AquariumFish</samp>
+
| <samp>Gil_Burglar's Ring</samp>
| [[#Custom items|changed key type]], [[#Standardized data fields|standardized fields]]
+
| <samp>Gil_DustSpirits</samp>
| '''✘ broken'''
  −
| '''✘ likely broken'''
   
|-
 
|-
| <samp>Data/BigCraftablesInformation</samp>
+
| <samp>Gil_Crabshell Ring</samp>
| [[#Custom items|changed key type]], [[#Standardized data fields|standardized fields]]
+
| <samp>Gil_Crabs</samp>
| '''✘ broken'''
  −
| '''✘ likely broken'''
   
|-
 
|-
| <samp>Data/Boots</samp>
+
| <samp>Gil_Arcane Hat</samp>
| [[#Custom items|changed key type]], added display name
+
| <samp>Gil_Mummies</samp>
| '''✘ broken'''
  −
| '''✘ likely broken'''
   
|-
 
|-
| <samp>Data/Bundles</samp>
+
| <samp>Gil_Knight's Helmet</samp>
| [[#Standardized data fields|standardized fields]], added display name
+
| <samp>Gil_Dinos</samp>
| '''✘ broken'''
  −
| '''✘ likely broken'''
   
|-
 
|-
| <samp>Data/ClothingInformation</samp>
+
| <samp>Gil_Napalm Ring</samp>
| [[#Custom items|changed key type]], [[#Standardized data fields|standardized fields]]
+
| <samp>Gil_Serpents</samp>
| '''✘ broken'''
  −
| '''✘ likely broken'''
   
|-
 
|-
| <samp>Data/CookingRecipes</samp>
+
| <samp>Gil_Telephone</samp>
| added display name
+
| <samp>Gil_FlameSpirits</samp>
| '''✘ broken'''
+
|}
| '''✘ likely broken'''
+
 
 +
===XNB impact===
 +
====Overview====
 +
This section provides a summary of the XNB files which changed in Stardew Valley 1.6. This doesn't include new files (since they won't impact existing mods), or text changes in non-English files.
 +
 
 +
[[Modding:Using XNB mods|XNB mods]] are disproportionately affected, since...
 +
# they replace the entire file;
 +
# they're loaded through the MonoGame content pipeline which is less tolerant of format changes;
 +
# they don't benefit from the compatibility rewrites [[Modding:Content Patcher|Content Patcher]] provides for its content packs.
 +
 
 +
Content Patcher packs are typically unaffected (and Content Patcher will try to rewrite content packs automatically). However if a content pack replaces an entire asset instead of editing, it's more likely to be affected like an XNB mod.
 +
 
 +
====Changed assets====
 +
Compatibility is broadly grouped into four categories:
 +
* "'''✘ broken'''": mods will remove new content or significant changes, or the mod's intended changes will no longer work. Effects may range from display bugs to crashes, depending how the game uses that specific content.
 +
* "✘ will remove changes": mods will remove minor changes in 1.6 (e.g. typo fixes).
 +
* "✓ mostly unaffected": mods will only be affected if they replace the entire asset, or edit specific entries or fields.
 +
* Blank: no expected impact for the vast majority of mods.
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Data/CraftingRecipes</samp>
+
!rowspan="2"| content asset
| added display name, fixed typo in Cookout Kit entry
+
!rowspan="2"| changes in 1.6
| '''✘ broken'''
+
!colspan="2"| compatibility for pre-1.6 mods
| '''✘ likely broken'''
   
|-
 
|-
| <samp>Data/Crops</samp>
+
! XNB mods
| [[#Custom items|changed key type]]
+
! Content Patcher packs
| '''✘ broken'''
  −
|
   
|-
 
|-
| <samp>Data/Events/FishShop</samp><br /><samp>Data/Events/IslandSouth</samp><br /><samp>Data/Events/Mountain</samp><br /><samp>Data/Events/SebastianRoom</samp><br /><samp>Data/Events/Town</samp>
+
| <samp>Buildings/houses</samp>
| fixed typo
+
| &#32;
 +
* fixed missing pixels
 
| ✘ will remove changes
 
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/Festivals/spring13</samp><br /><samp>Data/Festivals/spring24</samp><br /><samp>Data/Festivals/summer11</samp><br /><samp>Data/Festivals/summer28</samp><br /><samp>Data/Festivals/winter8</samp>
+
| <samp>Characters/Dialogue/Abigail</samp><br /><samp>Characters/Dialogue/Alex</samp>
| migrated to new <samp>warpFarmers</samp> command
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 
| '''✘ broken'''
 
| '''✘ broken'''
| '''likely broken'''
+
| ✓ mostly unaffected
 +
|-
 +
| <samp>Characters/Dialogue/Caroline</samp><br /><samp>Characters/Dialogue/Demetrius</samp>
 +
| &#32;
 +
* fixed typos
 +
| will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/Fish</samp>
+
| <samp>Characters/Dialogue/Elliott</samp>
| [[#Custom items|changed key type]]
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/FishPondData</samp>
+
| <samp>Characters/Dialogue/Emily</samp>
| [[#Custom items|changed <samp>ItemId</samp> field type]]
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
* updated <samp>%revealtaste</samp> format (backwards-compatible)
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/fruitTrees</samp>
+
| <samp>Characters/Dialogue/George</samp>
| [[#Custom items|changed key type]]
+
| &#32;
 +
* added [[#Dialogue changes|Winter Star gift exchange dialogue]]
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/Furniture</samp>
+
| <samp>Characters/Dialogue/Gus</samp>
| [[#Custom items|changed key type]], [[#Standardized data fields|standardized fields]], added display name
+
| &#32;
| '''✘ broken'''
+
* fixed typos
| '''✘ likely broken'''
  −
|-
  −
| <samp>Data/hats</samp>
  −
| [[#Custom items|changed key type]], [[#Standardized data fields|standardized fields]], added display name
  −
| '''✘ broken'''
  −
| '''✘ likely broken'''
  −
|-
  −
| <samp>Data/mail</samp>
  −
| fixed typos
   
| ✘ will remove changes
 
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/ObjectContextTags</samp>
+
| <samp>Characters/Dialogue/Haley</samp>
| added new entries & tags
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 
| '''✘ broken'''
 
| '''✘ broken'''
| mostly unaffected<br /><small>(for content packs using best practices like appending<br />values, or which only edit their own items)</small>
+
| mostly unaffected
 
|-
 
|-
| <samp>Data/ObjectInformation</samp>
+
| <samp>Characters/Dialogue/Harvey</samp>
| [[#Custom items|changed key type]], [[#Standardized data fields|standardized fields]], added & adjusted [[#Other item changes|litter items]], fixed typos
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 
| '''✘ broken'''
 
| '''✘ broken'''
| '''✘ likely broken'''
  −
|-
  −
| <samp>Data/Quests</samp>
  −
| changed item fields to use item IDs (backwards-compatible)
  −
| ✘ will remove changes
   
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/SecretNotes</samp>
+
| <samp>Characters/Dialogue/Jas</samp><br /><samp>Characters/Dialogue/Jodi</samp>
| updated <samp>%revealtaste</samp> format (backwards-compatible)
+
| &#32;
 +
* fixed typos
 
| ✘ will remove changes
 
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/TailoringRecipes</samp>
+
| <samp>Characters/Dialogue/Krobus</samp>
| changed to [[#Custom items|string item IDs]] ('''TODO: possibly backwards-compatible?''')
+
| &#32;
 +
* added [[#Dialogue changes|roommate stardrop dialogue]]
 
| '''✘ broken'''
 
| '''✘ broken'''
| '''✘ likely broken'''
  −
|-
  −
| <samp>Data/TV/TipChannel</samp>
  −
| fixed typo
  −
| ✘ will remove changes
   
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/weapons</samp>
+
| <samp>Characters/Dialogue/Leah</samp>
| [[#Custom items|changed key type]], added display name
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 
| '''✘ broken'''
 
| '''✘ broken'''
| '''✘ likely broken'''
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>LooseSprites/Cursors2</samp>
+
| <samp>Characters/Dialogue/Lewis</samp>
| new sprite in empty area
+
| &#32;
| '''✘ broken'''
+
* updated <samp>%revealtaste</samp> format (backwards-compatible)
|
  −
|-
  −
| <samp>Maps/AbandonedJojaMart</samp>
  −
| [[#Other changes|changed map & tile properties to string]]
   
|
 
|
 
|
 
|
 
|-
 
|-
| <samp>Maps/AnimalShop</samp>
+
| <samp>Characters/Dialogue/Linus</samp>
| added <samp>Music</samp> map property
+
| &#32;
 +
* added [[#Dialogue changes|dumpster dive dialogue]]
 +
* fixed typos
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Backwoods</samp><br /><samp>Maps/Backwoods_GraveSite</samp><br /><samp>Maps/Backwoods_Staircase</samp><br /><samp>Maps/Barn</samp><br /><samp>Maps/Barn2</samp>
+
| <samp>Characters/Dialogue/Marnie</samp>
| [[#Other changes|changed map & tile properties to string]]
+
| &#32;
|
+
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
|
+
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Characters/Dialogue/MarriageDialogue</samp><br /><samp>Characters/Dialogue/MarriageDialogueAbigail</samp><br /><samp>Characters/Dialogue/MarriageDialogueElliott</samp>
 +
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Barn3</samp>
+
| <samp>Characters/Dialogue/MarriageDialogueEmily</samp>
| [[#Other changes|changed map & tile properties to string]], added <samp>AutoFeed</samp> map property
+
| &#32;
 +
* changed <samp>spring_Maru</samp> key to <samp>spring_Emily</samp>
 +
* fixed typos
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/BathHouse_Pool</samp>
+
| <samp>Characters/Dialogue/MarriageDialogueKrobus</samp><br /><samp>Characters/Dialogue/MarriageDialogueLeah</samp><br /><samp>Characters/Dialogue/MarriageDialogueMaru</samp><br /><samp>Characters/Dialogue/MarriageDialoguePenny</samp><br /><samp>Characters/Dialogue/MarriageDialogueSam</samp>
| added <samp>Music</samp> map property
+
| &#32;
| '''broken'''
+
* fixed typos
|
+
| will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Beach</samp>
+
| <samp>Characters/Dialogue/Maru</samp>
| added <samp>DefaultCrabPotArea</samp> + <samp>LegendaryFishAreaCorners</samp> + <samp>Music</samp> + <samp>MusicIgnoreInRain</samp> map properties
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Beach-NightMarker</samp>
+
| <samp>Characters/Dialogue/Penny</samp>
| added <samp>DefaultCrabPotArea</samp> + <samp>DefaultFishingArea</samp> map properties
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/BoatTunnel</samp>
+
| <samp>Characters/Dialogue/Pierre</samp>
| [[#Other changes|changed map & tile properties to string]], added <samp>DefaultCrabPotArea</samp> map property
+
| &#32;
 +
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
 +
* fixed typos
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Cabin</samp><br /><samp>Maps/Cabin1</samp><br /><samp>Maps/Cabin1_marriage</samp><br /><samp>Maps/Cabin2</samp><br /><samp>Maps/Cabin2_marriage</samp>
+
| <samp>Characters/Dialogue/Robin</samp>
| [[#Other changes|changed map & tile properties to string]]
+
| &#32;
|
+
* fixed typos
|
+
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Caldera</samp>
+
| <samp>Characters/Dialogue/Sam</samp>
| added <samp>Music</samp> map property
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Club</samp>
+
| <samp>Characters/Dialogue/Sandy</samp>
| added <samp>LocationContext</samp> map property
+
| &#32;
| '''broken'''
+
* fixed typos
|
+
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Coop</samp><br /><samp>Maps/Coop2</samp>
+
| <samp>Characters/Dialogue/Sebastian</samp>
| [[#Other changes|changed map & tile properties to string]]
+
| &#32;
|
+
* added [[#Dialogue changes|flower dance dialogue]]
|
+
* fixed typos
|-
  −
| <samp>Maps/Coop3</samp>
  −
| [[#Other changes|changed map & tile properties to string]], added <samp>AutoFeed</samp> map property
   
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Desert</samp>
+
| <samp>Characters/Dialogue/Willy</samp>
| added <samp>LocationContext</samp> map property
+
| &#32;
 +
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/ElliottHouse</samp>
+
| <samp>Characters/Dialogue/Shane</samp>
| added <samp>Music</samp> map property
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Farm</samp><br /><samp>Maps/Farm_Combat</samp>
+
| <samp>Characters/Farmer/hats</samp>
| [[#Other changes|changed map & tile properties to string]], updated farmhouse area for moveable farmhouse
+
| &#32;
| ✘ corrupted visuals when farmhouse is moved
+
* removed stray pixel on chicken mask
|
+
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Farm_Fishing</samp><br /><samp>Maps/Farm_Foraging</samp><br /><samp>Maps/Farm_FourCorners</samp>
+
| <samp>Characters/schedules/Elliott</samp>
| [[#Other changes|changed map & tile properties to string]], added <samp>DefaultFishingArea</samp> map property, updated farmhouse area for moveable farmhouse
+
| &#32;
 +
* fixed order of <samp>Fri_6</samp> and <samp>Fri</samp> entries
 
| '''✘ broken'''
 
| '''✘ broken'''
 
|
 
|
 
|-
 
|-
| <samp>Maps/Farm_Greenhouse_Dirt</samp><br /><samp>Maps/Farm_Greenhouse_Dirt_FourCorners</samp>
+
| <samp>Characters/schedules/Lewis</samp>
| [[#Other changes|changed map & tile properties to string]]
+
| &#32;
|
+
* fixed <samp>winter_Sun</samp> schedule
|
+
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Farm_Island</samp>
+
| <samp>Characters/schedules/Maru</samp>
| [[#Other changes|changed map & tile properties to string]], added <samp>DefaultFishingArea</samp> + <samp>DefaultCrabPotArea</samp> map properties, updated farmhouse area for moveable farmhouse
+
| &#32;
 +
* fixed <samp>summer_Mon</samp> and <samp>summer_Sun</samp> schedules
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Farm_Mining</samp>
+
| <samp>Characters/schedules/Penny</samp>
| [[#Other changes|changed map & tile properties to string]], added <samp>DefaultFishingArea</samp> map property, updated farmhouse area for moveable farmhouse
+
| &#32;
 +
* fixed <samp>summer_Sun</samp> schedule
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/FarmHouse</samp><br /><samp>Maps/FarmHouse_Bedroom_Normal</samp><br /><samp>Maps/FarmHouse_Bedroom_Open</samp><br /><samp>Maps/FarmHouse_Cellar</samp><br /><samp>Maps/FarmHouse_ChildBed_0</samp><br /><samp>Maps/FarmHouse_ChildBed_1</samp><br /><samp>Maps/FarmHouse_CornerRoom_Add</samp><br /><samp>Maps/FarmHouse_CornerRoom_Remove</samp><br /><samp>Maps/FarmHouse_SouthernRoom_Add</samp><br /><samp>Maps/FarmHouse_SouthernRoom_Remove</samp><br /><samp>Maps/FarmHouse1</samp><br /><samp>Maps/FarmHouse1_marriage</samp><br /><samp>Maps/FarmHouse2</samp><br /><samp>Maps/FarmHouse2_marriage</samp>
+
| <samp>Characters/Schedules/Shane</samp>
| [[#Other changes|changed map & tile properties to string]]
+
| &#32;
|
+
* fixed dialogue key
|
+
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/animationDescriptions</samp>
 +
| &#32;
 +
* fixed frame in Lewis' Saloon drinking animation
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Forest</samp>
+
| <samp>Data/AquariumFish</samp>
| added <samp>DefaultFishingArea</samp> + <samp>FishingAreaCorners</samp> + <samp>LegendaryFishAreaCorners</samp> map properties
+
| &#32;
 +
* [[#Custom items|changed key type]]
 +
* added hat position for [[Sea Urchin]]
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Greenhouse</samp>
+
| <samp>Data/BigCraftablesInformation</samp>
| [[#Other changes|changed map & tile properties to string]]
+
| &#32;
|
+
* asset replaced by [[#Custom big craftables|<samp>Data/BigCraftables</samp>]]:
|
+
** migrated to data model format
 +
** added new features
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>Maps/Hospital</samp>
+
| <samp>Data/Blueprints</samp>
| added <samp>Music</samp> and <samp>MusicIgnoreInRain</samp> map properties
+
| &#32;
 +
* asset replaced by [[#Custom buildings|<samp>Data/Buildings</samp>]]:
 +
** migrated to data model format
 +
** added new features
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>Maps/Island_W</samp>
+
| <samp>Data/Boots</samp>
| added <samp>LegendaryFishAreaCorners</samp> and <samp>FishingAreaCorners</samp> map property
+
| &#32;
 +
* [[#Custom items|changed key type]]
 +
* added display name
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>Maps/IslandFarmHouse</samp>
+
| <samp>Data/Bundles</samp>
| [[#Other changes|changed map & tile properties to string]]
+
| &#32;
|
+
* can no longer omit empty fields before display name
|
+
* added display name field in English
 +
* removed meat items in animal bundle
 +
| '''✘ broken'''
 +
| '''✘ likely broken'''
 
|-
 
|-
| <samp>Maps/JojaMart</samp>
+
| <samp>Data/ClothingInformation</samp>
| added <samp>Music</samp> and <samp>MusicContext</samp> map properties
+
| &#32;
 +
* asset replaced by [[#Custom pants|<samp>Data/Pants</samp>]] and [[#Custom shirts|<samp>Data/Shirts</samp>]]:
 +
** migrated to data model format
 +
** added new features
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| '''✘ likely broken'''
 
|-
 
|-
| <samp>Maps/LeahHouse</samp><br /><samp>Maps/LeoTreeHouse</samp>
+
| <samp>Data/Concessions</samp>
| added <samp>Music</samp> map property
+
| &#32;
 +
* [[#Custom movie concessions|added new required fields (<samp>Texture</samp> and <samp>SpriteIndex</samp>)]]
 +
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
 +
* changed IDs to strings
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| '''✘ likely broken'''
 
|-
 
|-
| <samp>Maps/MarnieBarn</samp><br /><samp>Maps/Mine</samp>
+
| <samp>Data/ConcessionTastes</samp>
| [[#Other changes|changed map & tile properties to string]]
+
| &#32;
|
+
* added automatic <samp>ID</samp> field
|
  −
|-
  −
| <samp>Maps/Mountain</samp>
  −
| [[#Other changes|changed map & tile properties to string]], added <samp>LegendaryFishAreaCorners</samp> map property
   
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/MovieTheater</samp>
+
| <samp>Data/CookingRecipes</samp>
| [[#Other changes|changed map & tile properties to string]].
+
| &#32;
|
+
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
|  
+
* display names can now be omitted to use item name
 +
| ✘ will remove changes
 +
| ✓ may remove unaffected
 
|-
 
|-
| <samp>Maps/MovieTheaterScreen</samp>
+
| <samp>Data/CraftingRecipes</samp>
| [[#Other changes|changed map & tile properties to string]]; changes to allow more players/NPCs at a time
+
| &#32;
 +
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
 +
* display names can now be omitted to use item name
 +
* added <samp>default</samp> unlock condition
 +
* fixed typo in Cookout Kit entry
 
| '''✘ broken'''
 
| '''✘ broken'''
| ✘ broken if they edit the affected tiles
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/MovieTheaterScreen_TileSheet</samp>
+
| <samp>Data/Crops</samp>
| improved light cone; changes to allow more players/NPCs at a time.
+
| &#32;
| ✘ broken visuals
+
* [[#Custom crops|completely overhauled]]
| ✓ mostly unaffected
+
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>Maps/paths</samp>
+
| <samp>Data/Events/AnimalShop</samp>
| added icon for [[#Custom wild trees|custom wild tree spawn]]
+
| &#32;
 +
* updated command syntax (backwards-compatible)
 
|
 
|
 
|
 
|
 
|-
 
|-
| <samp>Maps/Saloon</samp>
+
| <samp>Data/Events/Farm</samp>
| added <samp>Music</samp> map property
+
| &#32;
 +
* replaced send-mail events with [[Modding:Trigger actions|trigger actions]]
 +
* updated pet event to support custom pet types
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected<br /><small>(✘ may cause duplicate mail if they edit<br />send-mail events)</small>
 
|-
 
|-
| <samp>Maps/SandyHouse</samp>
+
| <samp>Data/Events/FishShop</samp>
| added <samp>LocationContext</samp> and <samp>Music</samp> map properties
+
| &#32;
| '''broken'''
+
* fixed typos
|
+
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/ScienceHouse</samp>
+
| <samp>Data/Events/Forest</samp>
| added <samp>Music</samp> map property
+
| &#32;
| '''broken'''
+
* fixed typos
|
+
* updated Jas <samp>faceDirection</samp> command for sewer event
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Sewer</samp>
+
| <samp>Data/Events/IslandHut</samp>
| added <samp>LegendaryFishAreaCorners</samp> map property
+
| &#32;
| '''broken'''
+
* updated how Leo's name is translated
|
+
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Maps/Shed</samp>
+
| <samp>Data/Events/IslandNorth</samp>
| added <samp>FloorIDs</samp> and <samp>WallIDs</samp> [[Modding:Maps|map properties]]
+
| &#32;
 +
* updated quote format
 +
* fixed blank music field (backwards-compatible)
 
| '''✘ broken'''
 
| '''✘ broken'''
|
+
| ✓ mostly unaffected<br /><small>(✘ likely broken if they edit the <samp>6497421</samp> event)</small>
 
|-
 
|-
| <samp>Maps/SkullCave</samp>
+
| <samp>Data/Events/IslandSouth</samp>
| added <samp>LocationContext</samp> map property
+
| &#32;
| '''broken'''
+
* fixed blank music field (backwards-compatible)
|
+
* fixed typos
|-
+
| ✘ will remove changes
| <samp>Maps/spousePatios</samp>
+
| ✓ mostly unaffected
| [[#Other changes|changed map & tile properties to string]]
+
|-
|
+
| <samp>Data/Events/JoshHouse</samp>
|
+
| &#32;
|-
+
* fixed typos
| <samp>Maps/Sunroom</samp>
+
| ✘ will remove changes
| [[#Other changes|changed map & tile properties to string]], added <samp>Music</samp> and <samp>MusicIgnoreInRain</samp> properties
+
| ✓ mostly unaffected
| '''✘ broken'''
+
|-
|
+
| <samp>Data/Events/LeahHouse</samp>
|-
+
| &#32;
| <samp>Maps/Town</samp>
+
* fixed <samp>move</samp> command format in Leah's 2-heart event
| added <samp>LegendaryFishAreaCorners</samp> and multiple <samp>Music*</samp> map properties, changed to [[#Custom garbage cans|new garbage can IDs]] (backwards-compatible)
+
* fixed typos
| '''✘ broken'''
+
| '''✘ broken'''
|
+
| ✓ mostly unaffected
|-
+
|-
| <samp>Maps/Mines/Volcano_SetPieces_32</samp>
+
| <samp>Data/Events/Mountain</samp>
| [[#Other changes|changed map & tile properties to string]]
+
| &#32;
|
+
* fixed skipped dialogue in Maru's 14-heart event
|
+
* fixed typos
|-
+
| ✘ will remove changes
| <samp>Maps/Woods</samp>
+
| ✓ mostly unaffected
| added <samp>Music</samp> and <samp>MusicIgnoreInRain</samp> map properties
+
|-
| '''✘ broken'''
+
| <samp>Data/Events/Saloon</samp><br /><samp>Data/Events/ScienceHouse</samp><br /><samp>Data/Events/SebastianRoom</samp>
|
+
| &#32;
|-
+
* fixed typos
| <samp>Strings/Buildings</samp>
+
| ✘ will remove changes
| added new entries for paint regions
+
| ✓ mostly unaffected
| '''broken'''
+
|-
|
+
| <samp>Data/Events/Town</samp>
|-
+
| &#32;
| <samp>Strings/StringsFromCSFiles</samp><br /><samp>Strings/StringsFromMaps</samp>
+
* fixed <samp>warp</samp> command format in community center completed event
| fixed typos
+
* fixed typos
| ✘ will remove changes
+
| '''✘ broken'''
|
+
| ✓ mostly unaffected
|-
+
|-
| <samp>Strings/UI</samp>
+
| <samp>Data/Events/WizardHouse</samp>
| added new translations
+
| &#32;
| '''✘ broken'''
+
* fixed typos
|
+
| ✘ will remove changes
|}
+
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/ExtraDialogue</samp>
 +
| &#32;
 +
* split <samp>SummitEvent_Dialogue1_Spouse</samp> entry
 +
* fixed event command formats in some summit dialogue
 +
* moved [[#Dialogue changes|dumpster dive dialogue into NPC files]]
 +
* removed unused entries
 +
* fixed typos
 +
| '''broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/FarmAnimals</samp>
 +
| &#32;
 +
* [[#Custom farm animals|completely overhauled]]
 +
| '''✘ broken'''
 +
| '''✘ broken'''
 +
|-
 +
| <samp>Data/Festivals/fall16</samp>
 +
| &#32;
 +
* updated command syntax (backwards-compatible)
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/Festivals/fall27</samp>
 +
| &#32;
 +
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
 +
| ✓ mostly unaffected
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/Festivals/spring13</samp>
 +
| &#32;
 +
* migrated to new <samp>warpFarmers</samp> command
 +
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
 +
* updated <samp>faceDirection</samp> syntax
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(✘ broken if they edit <samp>mainEvent</samp> or<br /><samp>afterEggHunt</samp> fields)</small>
 +
|-
 +
| <samp>Data/Festivals/spring24</samp><br /><samp>Data/Festivals/summer11</samp><br /><samp>Data/Festivals/summer28</samp>
 +
| &#32;
 +
* migrated to new <samp>warpFarmers</samp> command
 +
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(✘ broken if they edit <samp>mainEvent</samp> field)</small>
 +
|-
 +
| <br /><samp>Data/Festivals/winter8</samp>
 +
| &#32;
 +
* migrated to new <samp>warpFarmers</samp> command
 +
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
 +
* removed broken <samp>loadActors MainEvent</samp> command
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(✘ broken if they edit <samp>mainEvent</samp> or<br /><samp>afterIceFishing</samp> field)</small>
 +
|-
 +
| <samp>Data/Festivals/winter25</samp>
 +
| &#32;
 +
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
 +
| ✓ mostly unaffected
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/Fish</samp>
 +
| &#32;
 +
* no longer has per-language versions
 +
* [[#Custom items|changed key type]]
 +
* field 13 now refers to whether fish can be tutorial catch
 +
| '''✘ broken'''
 +
| ✘ likely broken
 +
|-
 +
| <samp>Data/FishPondData</samp>
 +
| &#32;
 +
* added required <samp>Id</samp> & optional <samp>Precedence</samp> fields
 +
* standardized <samp>ID</samp>→<samp>Id</samp> naming
 +
* changed to qualified item IDs
 +
* moved fallback entries to bottom
 +
| '''✘ broken'''
 +
| ✘ likely broken
 +
|-
 +
| <samp>Data/fruitTrees</samp>
 +
| &#32;
 +
* [[#Custom fruit trees|completely overhauled]]
 +
| '''✘ broken'''
 +
| '''✘ broken'''
 +
|-
 +
| <samp>Data/Furniture</samp>
 +
| &#32;
 +
* [[#Custom items|changed key type]]
 +
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
 +
* [[#Custom items|changed key type]]
 +
* can no longer omit empty fields before display name
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 +
|-
 +
| <samp>Data/hats</samp>
 +
| &#32;
 +
* [[#Custom items|changed key type]]
 +
* can no longer omit empty fields before display name
 +
* added display name field in English
 +
| '''✘ broken'''
 +
| '''✘ likely broken'''
 +
|-
 +
| <samp>Data/Locations</samp>
 +
| &#32;
 +
* [[#Custom locations|completely overhauled]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 +
|-
 +
| <samp>Data/mail</samp>
 +
| &#32;
 +
* migrated to <samp>%item id</samp> (backwards-compatible)
 +
* removed unused entries
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/Monsters</samp>
 +
| &#32;
 +
* changed ''Dust Spirit'' display name to ''Dust Sprite''
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/Movies</samp>
 +
| &#32;
 +
* [[#Custom movies|significantly overhauled]]
 +
| '''✘ broken'''
 +
| '''✘ broken'''
 +
|-
 +
| <samp>Data/MoviesReactions</samp>
 +
| &#32;
 +
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
 +
* standardized <samp>ID</samp>→<samp>Id</samp> naming
 +
* fixed typo
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/NPCDispositions</samp>
 +
| &#32;
 +
* asset replaced by [[#Custom NPCs|<samp>Data/Characters</samp>]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 +
|-
 +
| <samp>Data/NPCGiftTastes</samp>
 +
| &#32;
 +
* removed invalid item IDs
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/ObjectContextTags</samp>
 +
| &#32;
 +
* asset removed (replaced by <samp>ContextTags</samp> field in [[#Custom big craftables|<samp>Data/BigCraftables</samp>]] and [[#Custom objects|<samp>Data/Objects</samp>]])
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration,<br />except context tags defined<br />before their objects and context<br />tags for bigcraftables.)
 +
</small>
 +
|-
 +
| <samp>Data/ObjectInformation</samp>
 +
| &#32;
 +
* asset replaced by [[#Custom objects|<samp>Data/Objects</samp>]]:
 +
** migrated to data model format
 +
** added new features
 +
** added new entries
 +
** adjusted [[#Other item changes|litter items]]
 +
** fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 +
|-
 +
| <samp>Data/PaintData</samp>
 +
| &#32;
 +
* fixed trailing slash in <samp>Deluxe Barn</samp> entry
 +
|
 +
|
 +
|-
 +
| <samp>Data/Quests</samp>
 +
| &#32;
 +
* changed key type to string
 +
* migrated to use item IDs (backwards-compatible)
 +
* fixed typo
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/RandomBundles</samp>
 +
| &#32;
 +
* add optional <samp>Id</samp> field
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/SecretNotes</samp>
 +
| &#32;
 +
* updated <samp>%revealtaste</samp> format (backwards-compatible)
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/SpecialOrders</samp>
 +
| &#32;
 +
* changed type of <samp>Repeatable</samp> and <samp>Duration</samp> fields
 +
* added optional <samp>CustomFields</samp> and <samp>Conditions</samp> fields
 +
| '''✘ broken'''
 +
|
 +
|-
 +
| <samp>Data/SpousePatios</samp><br /><samp>Data/SpouseRooms</samp>
 +
| &#32;
 +
* removed asset (merged into [[#Custom NPCs|<samp>Data/Characters</samp>]])
 +
| '''✘ broken'''
 +
| '''✘ broken'''
 +
|-
 +
| <samp>Data/TailoringRecipes</samp>
 +
| &#32;
 +
* changed to [[#Custom items|string item IDs]] (backwards-compatible)
 +
* added optional <samp>Id</samp> and <samp>CraftedItemIdFeminine</samp> fields
 +
* removed <samp>CraftedItemColor</samp> field
 +
* adjusted recipes for gender-variant shirts
 +
* standardized <samp>ID</samp>→<samp>Id</samp> naming
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(<samp>MoveEntries</samp> may break, but fallback entries<br />are now checked last automatically)</small>
 +
|-
 +
| <samp>Data/TV/CookingChannel</samp><br /><samp>Data/TV/TipChannel</samp>
 +
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/weapons</samp>
 +
| &#32;
 +
* [[#Custom melee weapons|completely overhauled]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 +
|-
 +
| <samp>LooseSprites/Cursors</samp>
 +
| &#32;
 +
* new sprites in empty area
 +
* moved mailbox to <samp>Buildings/Mailbox</samp>
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>LooseSprites/Cursors2</samp>
 +
| &#32;
 +
* new sprite in empty area
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>LooseSprites/map</samp>
 +
| &#32;
 +
* redrawn to better match in-game locations
 +
* added more detail
 +
| '''✘ broken'''
 +
| ✘ likely broken
 +
|-
 +
| <samp>Maps/AbandonedJojaMart</samp><br /><samp>Maps/AdventureGuild</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/AnimalShop</samp>
 +
| &#32;
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/ArchaeologyHouse</samp>
 +
| &#32;
 +
* removed unused pathfinding tiles
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Backwoods</samp><br /><samp>Maps/Backwoods_GraveSite</samp><br /><samp>Maps/Backwoods_Staircase</samp>
 +
| &#32;
 +
* removed unused tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Barn</samp><br /><samp>Maps/Barn2</samp>
 +
| &#32;
 +
* removed unused map properties
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Barn3</samp>
 +
| &#32;
 +
* added <samp>AutoFeed</samp> map property
 +
* removed unused map properties
 +
| '''✘ broken'''
 +
|
 +
|-
 +
| <samp>Maps/BathHouse_Entry</samp><br /><samp>Maps/BathHouse_MensLocker</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* removed unused pathfinding tiles
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/BathHouse_Pool</samp>
 +
| &#32;
 +
* removed unused pathfinding tiles
 +
* removed unused map & tile properties
 +
|
 +
|
 +
|-
 +
| <samp>Maps/BathHouse_WomensLocker</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* removed unused pathfinding tiles
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Beach</samp>
 +
| &#32;
 +
* removed unused map properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Beach-Jellies</samp><br /><samp>Maps/Beach-Luau</samp><br /><samp>Maps/Beach-NightMarket</samp>
 +
| &#32;
 +
* updated for festival shops now in <samp>Data/Shops</samp>
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Blacksmith</samp>
 +
| &#32;
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/BoatTunnel</samp>
 +
| &#32;
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/BugLand</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/BusStop</samp>
 +
| &#32;
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* changed <samp>Action BusTicket</samp> to <samp>Action None</samp>
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Caldera</samp>
 +
| &#32;
 +
* removed unused map property
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Cellar</samp>
 +
| &#32;
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Club</samp>
 +
| &#32;
 +
* added <samp>LocationContext</samp> map property
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Coop</samp><br /><samp>Maps/Coop2</samp>
 +
| &#32;
 +
* removed unused map properties
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Coop3</samp>
 +
| &#32;
 +
* added <samp>AutoFeed</samp> map property
 +
* removed unused map properties
 +
| '''✘ broken'''
 +
|
 +
|-
 +
| <samp>Maps/Desert</samp>
 +
| &#32;
 +
* added <samp>LocationContext</samp> map property
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''✘ broken'''
 +
|
 +
|-
 +
| <samp>Maps/ElliottHouse</samp>
 +
| &#32;
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Farm</samp><br /><samp>Maps/Farm_Combat</samp><br /><samp>Maps/Farm_Fishing</samp><br /><samp>Maps/Farm_Foraging</samp><br /><samp>Maps/Farm_FourCorners</samp><br /><samp>Maps/Farm_Island</samp><br /><samp>Maps/Farm_Mining</samp>
 +
| &#32;
 +
* added new tilesheet
 +
* added cabin positions for players 5–8
 +
* added <samp>PetBowlLocation</samp> map property (for <samp>Maps/Four_Corners</samp> and <samp>Farm/Island</samp> only)
 +
* added <samp>SpouseAreaLocation</samp> map property (for <samp>Maps/Farm_Island</samp> only)
 +
* significant tile & tile property changes
 +
* removed farmhouse + pet bowl areas (now moveable)
 +
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✘ may remove changes
 +
|-
 +
| <samp>Maps/Farm_Greenhouse_Dirt</samp><br /><samp>Maps/Farm_Greenhouse_Dirt_FourCorners</samp>
 +
| &#32;
 +
* removed unused map properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/FarmHouse</samp><br /><samp>Maps/FarmHouse_Bedroom_Normal</samp><br /><samp>Maps/FarmHouse_Bedroom_Open</samp><br /><samp>Maps/FarmHouse_Cellar</samp><br /><samp>Maps/FarmHouse_ChildBed_0</samp><br /><samp>Maps/FarmHouse_ChildBed_1</samp><br /><samp>Maps/FarmHouse_CornerRoom_Add</samp><br /><samp>Maps/FarmHouse_CornerRoom_Remove</samp><br /><samp>Maps/FarmHouse_SouthernRoom_Add</samp><br /><samp>Maps/FarmHouse_SouthernRoom_Remove</samp><br /><samp>Maps/FarmHouse1</samp><br /><samp>Maps/FarmHouse1_marriage</samp><br /><samp>Maps/FarmHouse2</samp><br /><samp>Maps/FarmHouse2_marriage</samp>
 +
| &#32;
 +
* removed unused map properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/FishingGame</samp>
 +
| &#32;
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/FishShop</samp>
 +
| &#32;
 +
* fixed broken <samp>DayTiles</samp> and <samp>NightTiles</samp> values
 +
* removed unused pathfinding tiles
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Forest</samp>
 +
| &#32;
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Forest-FlowerFestival</samp>
 +
| &#32;
 +
* updated for festival shops now in <samp>Data/Shops</samp>
 +
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Forest-IceFestival</samp>
 +
| &#32;
 +
* updated for festival shops now in <samp>Data/Shops</samp>
 +
* fixed warp positions
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Forest-SewerClean</samp>
 +
| &#32;
 +
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/HaleyHouse</samp><br /><samp>Maps/HarveyRoom</samp>
 +
| &#32;
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Hospital</samp>
 +
| &#32;
 +
* removed deprecated <samp>UniquePortrait</samp> & <samp>UniqueSprite</samp> map properties
 +
* removed unused pathfinding tiles
 +
| ✘ will remove changes<br /><small>(This may cause mod conflicts)</samp>
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Island_Bridge_Broken</samp><br /><samp>Maps/Island_Bridge_Repaired</samp><br /><samp>Maps/Island_House_Cave</samp>
 +
| &#32;
 +
* removed unused map properties
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Island_N</samp>
 +
| &#32;
 +
* update walnut bush tile so it still works in 1.6
 +
* removed unused tile property
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/IslandNorthCave1</samp><br /><samp>Maps/IslandSouthEastCave</samp><br /><samp>Maps/IslandSouthEastCave_pirates</samp><br /><samp>Maps/IslandWestCave1</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Island_Bridge_Broken</samp><br /><samp>Maps/Island_Bridge_Repaired</samp>
 +
| &#32;
 +
* removed unused map property
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Island_E</samp><br /><samp>Maps/IslandFarmCave</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Island_House_Cave</samp>
 +
| &#32;
 +
* removed unused map property
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Island_Hut</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Island_N</samp>
 +
| &#32;
 +
* added a <samp>NowSpawn False</samp> tile property to fix tree that hides a golden walnut
 +
* removed unused tile property
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Island_N_Trader</samp><br /><samp>Maps/Island_Secret</samp>
 +
| &#32;
 +
* removed unused tile property
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Island_Shrine</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Island_W</samp>
 +
| &#32;
 +
* removed unused tile property
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/IslandFarmHouse</samp>
 +
| &#32;
 +
* removed unused tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/JojaMart</samp><br /><samp>Maps/JoshHouse</samp><br /><samp>Maps/LeahHouse</samp><br /><samp>Maps/ManorHouse</samp>
 +
| &#32;
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/MarnieBarn</samp>
 +
| &#32;
 +
* removed unused map properties
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Mine</samp>
 +
| &#32;
 +
* updated for [[#Custom minecarts|minecart changes]]
 +
* removed unused map properties
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Mountain</samp>
 +
| &#32;
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Mountain-BridgeFixed</samp><br /><samp>Maps/Mountain_Shortcuts</samp>
 +
| &#32;
 +
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/MovieTheater</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/MovieTheaterScreen</samp>
 +
| &#32;
 +
* updated for tilesheet changes
 +
| ✘ broken visuals (e.g. missing chairs)
 +
| ✓ mostly unaffected<br /><small>(✘ broken visuals if they edit the affected tiles)</small>
 +
|-
 +
| <samp>Maps/MovieTheaterScreen_TileSheet</samp>
 +
| &#32;
 +
* improved light cone
 +
* moved chair sprite to make room for new light cone
 +
| ✘ broken visuals (e.g. missing chairs)
 +
| ✓ mostly unaffected<br /><small>(✘ broken visuals if they edit the affected sprites)</small>
 +
|-
 +
| <samp>Maps/paths</samp>
 +
| &#32;
 +
* added icon for [[#Custom wild trees|custom wild tree spawn]]
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/QiNutRoom</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Railroad</samp>
 +
| &#32;
 +
* removed unused map property
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Saloon</samp><br /><samp>Maps/SamHouse</samp>
 +
| &#32;
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/SandyHouse</samp>
 +
| &#32;
 +
* added <samp>LocationContext</samp> map property
 +
| '''✘ broken'''
 +
|
 +
|-
 +
| <samp>Maps/ScienceHouse</samp><br /><samp>Maps/SebastianRoom</samp>
 +
| &#32;
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/SeedShop</samp>
 +
| &#32;
 +
* removed unused tile properties
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Sewer</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Shed</samp><br /><samp>Maps/Shed2</samp>
 +
| &#32;
 +
* added <samp>FloorIDs</samp> and <samp>WallIDs</samp> map properties
 +
| '''✘ broken'''
 +
|
 +
|-
 +
| <samp>Maps/SkullCave</samp>
 +
| &#32;
 +
* added <samp>LocationContext</samp> map property
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/SlimeHutch</samp>
 +
| &#32;
 +
* removed unused tile property
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/spousePatios</samp>
 +
| &#32;
 +
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/spring_outdoorsTileSheet</samp><br /><samp>Maps/summer_outdoorsTileSheet</samp><br /><samp>Maps/fall_outdoorsTileSheet</samp><br /><samp>Maps/winter_outdoorsTileSheet</samp>
 +
| &#32;
 +
* pet bowl moved to <samp>Buildings/Pet Bowl</samp>
 +
| ✓ mostly unaffected
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Submarine</samp>
 +
| &#32;
 +
* removed unused tile property
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Sunroom</samp>
 +
| &#32;
 +
* added <samp>IsGreenhouse</samp map property
 +
| '''✘ broken'''
 +
|
 +
|-
 +
| <samp>Maps/Tent</samp>
 +
| &#32;
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Town</samp>
 +
| &#32;
 +
* updated [[#Custom garbage cans|garbage can IDs]] (backwards-compatible)
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Town-Christmas</samp>
 +
| &#32;
 +
* updated for festival shops now in <samp>Data/Shops</samp>
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Town-DogHouse</samp>
 +
| &#32;
 +
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Town-EggFestival</samp>
 +
| &#32;
 +
* updated for festival shops now in <samp>Data/Shops</samp>
 +
* fixed Elliott appearing twice during egg hunt
 +
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Town-Fair</samp>
 +
| &#32;
 +
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Town-Halloween</samp>
 +
| &#32;
 +
* updated for festival shops now in <samp>Data/Shops</samp>
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Town-Theater</samp><br /><samp>Maps/Town-TheaterCC</samp><br /><samp>Maps/Town-TrashGone</samp>
 +
| &#32;
 +
* removed unused tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Trailer</samp>
 +
| &#32;
 +
* removed unused tile property
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Trailer_big</samp>
 +
| &#32;
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Tunnel</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* removed unused map property
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/WitchHut</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/WitchSwamp</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/WitchWarpCave</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/WizardHouse</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* removed unused pathfinding tiles
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/WizardHouseBasement</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* removed unused map property
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Woods</samp>
 +
| &#32;
 +
* removed unused tile property
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Minigames/boatJourneyMap</samp>
 +
| &#32;
 +
* asset replaced by redrawn seasonal variants like <samp>fall_boatJourneyMap</samp>
 +
| '''✘ broken'''
 +
| '''✘ broken'''
 +
|-
 +
| <samp>Strings/Characters</samp>
 +
| &#32;
 +
* added new entries
 +
| '''✘ broken'''
 +
|
 +
|-
 +
| <samp>Strings/BundleNames</samp>
 +
| &#32;
 +
* removed unused entries
 +
|
 +
|
 +
|-
 +
| <samp>Strings/Characters</samp>
 +
| &#32;
 +
* added new entries
 +
* removed unused entry
 +
| '''✘ broken'''
 +
|
 +
|-
 +
| <samp>Strings/credits</samp>
 +
| &#32;
 +
* updated for 1.6
 +
* various changes
 +
| ✘ will remove changes
 +
| ✘ will remove changes
 +
|-
 +
| <samp>Strings/Events</samp>
 +
| &#32;
 +
* moved [[#Dialogue changes|flower dance dialogue]] for Emily and Shane to their NPC dialogue files
 +
| ✓ mostly unaffected
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Strings/FarmAnimals</samp>
 +
| &#32;
 +
* added new entries
 +
| '''✘ broken'''
 +
|
 +
|-
 +
| <samp>Strings/Lexicon</samp>
 +
| &#32;
 +
* removed unused entries
 +
|
 +
|
 +
|-
 +
| <samp>Strings/Locations</samp>
 +
| &#32;
 +
* added new entries
 +
* added placeholder to <samp>BusStop_BuyTicketToDesert</samp>
 +
* renamed <samp>BoatTunnel_BuyTicket</samp> to <samp>BuyTicket</samp>
 +
* updated how Professor Snail's name is translated, removed unused entries
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Strings/NPCNames</samp>
 +
| &#32;
 +
* added new entries
 +
* removed unused entry
 +
| '''✘ broken'''
 +
|
 +
|-
 +
| <samp>Strings/Notes</samp>
 +
| &#32;
 +
* trimmed trailing whitespace
 +
|
 +
|
 +
|-
 +
| <samp>Strings/Objects</samp>
 +
| &#32;
 +
* added new entries
 +
* removed unused entries
 +
| '''✘ broken'''
 +
|
 +
|-
 +
| <samp>Strings/schedules/Caroline</samp>
 +
| &#32;
 +
* fixed typo
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Strings/SpecialOrderStrings</samp>
 +
| &#32;
 +
* renamed ''Dust Spirits'' to ''Dust Sprites''
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Strings/StringsFromCSFiles</samp>
 +
| &#32;
 +
* added new entries
 +
* removed unused entries
 +
* reworked <samp>FarmComputer_*</samp> translations
 +
* merged some gendered translations
 +
* merged <samp>ItemDeliveryQuest.cs.13533</samp> into <samp>ItemDeliveryQuest.cs.13534</samp>–<samp>13536</samp>
 +
* changed some player names from <samp>{0}</samp> to <samp>@</samp>
 +
* fixed typo
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Strings/StringsFromMaps</samp>
 +
| &#32;
 +
* fixed typos
 +
* removed unused entries
 +
| ✘ will remove changes
 +
|
 +
|-
 +
| <samp>Strings/UI</samp>
 +
| &#32;
 +
* added new entries
 +
* added placeholder for cabin count in <samp>Character_CoopHelpString</samp>
 +
* fixed typos
 +
* removed unused entries
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|}
 +
 
 +
====Removed unused assets====
 +
Stardew Valley 1.6 deletes assets which weren't used by the game. Mods usually aren't affected by this.
 +
 
 +
Removed assets:
 +
* <samp>Characters/Dana</samp>
 +
* <samp>Characters/Dick</samp>
 +
* <samp>Characters/femaleRival</samp>
 +
* <samp>Characters/maleRival</samp>
 +
* <samp>Characters/shirts</samp>
 +
* <samp>Characters/WeddingOutfits</samp>
 +
* <samp>Data/TV/InterviewShow</samp>
 +
* <samp>Effects/BrightWhite</samp>
 +
* <samp>Fonts/tinyFontBorder</samp>
 +
* <samp>Maps/Cabin</samp>
 +
* <samp>Maps/Cabin1</samp>
 +
* <samp>Maps/Cabin1_marriage</samp>
 +
* <samp>Maps/Cabin2</samp>
 +
* <samp>Maps/Cabin2_marriage</samp>
 +
* <samp>Maps/Island_Boulder_Removed</samp>
 +
* <samp>Maps/qiNutRoom_tilesheet_0</samp>
 +
* <samp>Maps/spring_outrdoorsTileSheet_lightergrass</samp>
 +
* <samp>Portraits/Dobson</samp>
 +
* <samp>TerrainFeatures/DiggableWall_basic</samp>
 +
* <samp>TerrainFeatures/DiggableWall_basic_dark</samp>
 +
* <samp>TerrainFeatures/DiggableWall_frost</samp>
 +
* <samp>TerrainFeatures/DiggableWall_frost_dark</samp>
 +
* <samp>TerrainFeatures/DiggableWall_lava</samp>
 +
* <samp>TerrainFeatures/DiggableWall_lava_dark</samp>
 +
* <samp>TerrainFeatures/Quartz</samp>
    
==Vanilla release notes==
 
==Vanilla release notes==
This is a draft for the [[Version History]] section when 1.6 is released. It may be very incomplete; feel free to edit or suggest anything missing.
+
''Moved to [[Version History#1.6]].''
 
  −
<blockquote>
  −
<big>'''1.6.0'''</big><br />
  −
Stardew Valley 1.6.0 was released to the Steam beta branch on XX XX 20XX, and released on XX XXXX 20XX.
  −
 
  −
; New features
  −
:* The farmhouse and pet bowl can now be moved through Robin's menu.
  −
:* You can now switch existing cabins between the cabin styles through Robin's menu.
  −
 
  −
; Quality of life changes
  −
:* [[Marnie's Ranch|Marnie's animal menu]] now shows prices in the tooltip, in case the tooltip covers the price display.
  −
;* The museum reward menu now prevents picking up a reward that won't fit in your inventory.
  −
;* The museum reward menu now lets you exit while holding a reward. It'll be added to your inventory if possible, otherwise it'll drop at your feet.
  −
;* If an item menu exits while you're holding an item, the item is now always retrieved. (Previously only some item menus like chests would do it.)
  −
:* Various performance improvements.
  −
 
  −
; Fixes for gameplay
  −
* The [[The Cave|mushroom cave]] now provides mushrooms every second day. It was unintentionally changed to daily in Stardew Valley 1.5.
  −
* Fixed issues with buffs:
  −
** Fixed a range of bugs like attribute drift and double-debuff.
  −
** Fixed food/drink buffs discarded if they have a balanced total of effects (e.g. +2 attack and -2 speed).
  −
** Fixed negative custom buffs shown with a double-negative (e.g. "--2 speed").
  −
** Fixed Squid Ink Ravioli buff not remaining active if another food buff is added later (although the buff icon was still shown).
  −
** Fixed Squid Ink Ravioli not resetting the buff duration when you eat another one, unlike other food buffs.
  −
** Fixed Squid Ink Ravioli description having an extra blank line.
  −
** Fixed Burnt not showing the -3 Attack effect.
  −
** Fixed buff effects formatted inconsistently in the Japanese and Korean localizations.
  −
* Fixed gates popping off when closing them while the player overlaps the tile.
  −
* Fixed able to place [[Sign of the Vessel]] on [[Fish Pond|fish ponds]] to show the fish count as if it was a [[Crafting#Signs|sign]].
  −
* Fixed fishing crash if a treasure chest appears while the player has a large number of stacked fishing buffs.
  −
* Fixed issue where breaking a [[Bee House|bee house]] containing honey would drop a generic "Honey" item, instead of the flavored honey it would produce when harvested.
  −
 
  −
; Fixes for visual or cosmetic issues
  −
:* The submerged [[fishing]] bobber is now recolored automatically to match the water.
  −
:* Fixed issue where a female character could choose a male shirt index during character customization, but it'd be rendered as the female variant in-game. When clothing is selected through character customization, it's now always rendered in-game with the selected variant.
  −
:* Fixed inventory & crafting menus misaligned if you resize the window while they're open.
  −
:* Fixed intro cutscene position not adjusted when the farmhouse is moved by a mod.
  −
:* Fixed cosmetic issues with the title & shipping screens for higher-resolution displays.
  −
:* Fixed calendar tooltip when a modded festival and birthday occur on the same day.
  −
 
  −
; Fixes for display text and localization
  −
:* Many NPCs have their own dialogue for accepting a movie invitation, but only in English. This now works in other languages too.
  −
:* Fixed three dialogues from Sam related to Kent that were previously never shown in-game<!--Thu6_1, Thu6_2, summer_Thu6_1-->.
  −
:* Fixed NPC name translations applied to horses/pets that share a name with that NPC.
  −
:* Fixed Professor Snail's intro event showing his name truncated (in German) or freezing (in Russian).
  −
:* Fixed unlocalized text shown for...
  −
:** the building paint menu's region names (like "Roof" or "Trim");
  −
:** NPC names in some movie theater dialogue.
  −
:* Fixed Lewis' letter for Feast of the Winter Star saying it starts at 10am instead of 9am.
  −
:* Fixed a skipped dialogue line in Maru's 14-heart event.
  −
:* Fixed various typos/errors in dialogue, events, and other display text.
  −
:* Fixed the hats added in 1.5 translating their internal name instead of setting the display name in some languages.
  −
 
  −
; Fixes for modded players
  −
:* Fixed crash if an NPC dialogue can't be parsed (it now logs the error and defaults to "..." instead).
  −
:* Fixed crash if you have a Statue of Endless Fortune, and the birthday NPC's first loved gift is a category or context tag. The statue now chooses the first valid gift taste, and falls back to a non-birthday gift if none was found.
  −
:* Fixed events not bailing if they crash before the first script command.
  −
:* Fixed event errors not logged to the console.
  −
 
  −
; Other bug fixes
  −
:* Fixed various errors and crashes if an item's data is unavailable (usually due to removing a custom item mod).
  −
:* Fixed crash when applying building paint masks if the target building changed to a smaller sprite.
  −
:* Fixed crash when playing audio which doesn't exist. It now logs an error and plays a default 'quiet click' sound instead.
  −
:* Fixed hilltop farm spawning grass inside of stumps.
  −
:* Fixed being able to click the event skip button while in gamepad mode. If the player was previously viewing a letter with multiple pages, the cursor could be positioned directly above the skip button, causing the next viewed event to be skipped when the A button is pressed to progress text.
  −
 
  −
; Changes for mod authors
  −
:* See the [[Modding:Migrate to Stardew Valley 1.6|mod author migration guide]] and [[User:Pathoschild/Modding wishlist/Completed#Done in Stardew Valley 1.6|completed wishlist items]].
  −
</blockquote>
      
==See also==
 
==See also==
* [[User:Pathoschild/Modding wishlist/Completed#Done in Stardew Valley 1.6|Modding wishlist items done in Stardew Valley 1.6]]
+
* [[User:Pathoschild/Modding wishlist/Completed#Done in Stardew Valley 1.6|Modding wishlist items done in Stardew Valley 1.6]] lists a few specialized changes not mentioned on this page.
    
[[Category:Modding]]
 
[[Category:Modding]]
138

edits