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→‎More modData fields: update for build 24047 (modData now copied for special equipment replacement), add previous namespace change
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C# mods can parse a color like <code>Utility.StringToColor("White")</code>.
 
C# mods can parse a color like <code>Utility.StringToColor("White")</code>.
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===More <samp>modData</samp> fields===
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===<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.
 
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.
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Stardew Valley 1.6 adds <samp>modData</samp> fields to the <samp>Projectile</samp> and <samp>Quest</samp> types too, to support custom projectile/quest mods.
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Stardew Valley 1.6...
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* Adds <samp>modData</samp> fields to the <samp>Projectile</samp> and <samp>Quest</samp> types too, to support custom projectile/quest mods.
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* Moves <samp>ModDataDictionary</samp> into the <samp>StardewValley.Mods</samp> namespace.
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* Fixes <samp>Item.modData</samp> not copied when performing special equipment replacement (e.g. for the [[Copper Pan|copper pan]] work as a hat).
    
===Quantity modifiers===
 
===Quantity modifiers===
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