Difference between revisions of "Modding:Blueprint data"

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← [[Modding:Index|Index]]
 
← [[Modding:Index|Index]]
  
{{Stub|Under Construction}}
+
{{stub}}
  
This page explains how the game uses BluePrints for Buildings and Animals. This is an advanced guide for mod developers.
+
This page explains how the game uses blueprints to construct buildings. This is an advanced guide for mod developers.
  
==Data==
+
==Raw data==
===Raw data===
+
Blueprint data is stored in <samp>Content\Data\Blueprints.xnb</samp>, which can be [[Modding:Editing XNB files#unpacking|unpacked for editing]]. Here's the raw data as of {{version|1.5.1}} for reference:
BluePrints are stored in <tt>Content\Data\Blueprints.xnb</tt>, which can be [[Modding:Creating an XNB mod#unpacking|unpacked using XNB Extract]]. Here's the raw data (as of 1.2) for reference:
 
  
{| class="mw-collapsible mw-collapsed"
+
{{collapse|Data|content=<syntaxhighlight lang="json">
! style="text-align: left;" | '''Code'''&nbsp;
+
{
|-                           
+
  "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",
|<source lang="yaml">
+
  "Mill": "388 150 390 50 428 4/4/2/-1/-1/-2/-1/null/Mill/Allows you to mill wheat, beets and rice./Buildings/none/64/128/-1/null/Farm/2500/false",
content:  #!Dictionary<String,String>
+
  "Earth Obelisk": "337 10 86 10/3/2/-1/-1/-2/-1/null/Earth Obelisk/Warps you to the mountains./Buildings/none/48/128/-1/null/Farm/500000/true",
    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" #!String
+
  "Water Obelisk": "337 5 372 10 393 10/3/2/-1/-1/-2/-1/null/Water Obelisk/Warps you to the beach./Buildings/none/48/128/-1/null/Farm/500000/true",
    Mill: "388 150 390 50 428 4/4/2/-1/-1/-2/-1/null/Mill/Allows you to create flour from wheat and sugar from beets./Buildings/none/64/128/-1/null/Farm/2500/false" #!String
+
  "Desert Obelisk": "337 20 88 10 90 10/3/2/-1/-1/-2/-1/null/Desert Obelisk/Warps you to the desert./Buildings/none/48/128/-1/null/Farm/1000000/true",
    Earth Obelisk: "337 10 86 10/3/3/-1/-1/-2/-1/null/Earth Obelisk/Warps you to the mountains./Buildings/none/48/128/-1/null/Farm/1000000/true" #!String
+
  "Island Obelisk": "337 10 852 10 91 10/3/2/-1/-1/-2/-1/null/Island Obelisk/Warps you to Ginger Island./Buildings/none/48/128/-1/null/Farm/1000000/true",
    Water Obelisk: "337 5 372 10 393 10/3/3/-1/-1/-2/-1/null/Water Obelisk/Warps you to the beach./Buildings/none/48/128/-1/null/Farm/1000000/true" #!String
+
  "Junimo Hut": "390 200 268 9 771 100/3/2/-1/-1/-2/-1/null/Junimo Hut/Junimos will harvest crops around the hut for you./Buildings/none/48/64/-1/null/Farm/20000/true",
    Junimo Hut: "390 200 268 9 771 100/3/2/-1/-1/-2/-1/null/Junimo Hut/Junimos will harvest crops around the hut for you./Buildings/none/48/64/-1/null/Farm/20000/true" #!String
+
  "Gold Clock": "/3/2/-1/-1/-2/-1/null/Gold Clock/Prevents debris from appearing on your farm. Keeps fences from decaying./Buildings/none/48/80/-1/null/Farm/10000000/true",
    Gold Clock: "/3/2/-1/-1/-2/-1/null/Gold Clock/Prevents debris from appearing on your farm. Keeps fences from decaying./Buildings/none/48/80/-1/null/Farm/10000000/true" #!String
+
  "Stable": "709 100 335 5/4/2/-1/-1/-2/-1/null/Stable/Allows you to keep and ride a horse. Horse included./Buildings/none/64/96/-1/null/Farm/10000/false",
    Stable: "709 100 335 5/4/2/-1/-1/-2/-1/null/Stable/Allows you to keep and ride a horse. Horse included./Buildings/none/64/96/-1/null/Farm/10000/false" #!String
+
  "Well": "390 75/3/3/-1/-1/-1/-1/null/Well/Provides a place for you to refill your watering can./Buildings/none/32/32/-1/null/Farm/1000/false",
    Well: "390 75/3/3/-1/-1/-1/-1/null/Well/Provides a place for you to refill your watering can./Buildings/none/48/80/-1/null/Farm/1000/false" #!String
+
  "Shipping Bin": "388 150/2/1/-1/-1/-1/-1/null/Shipping Bin/Throw items inside to sell them overnight./Buildings/none/48/80/-1/null/Farm/250/false/0",
    Coop: "388 300 390 100/6/3/1/2/2/2/Coop/Coop/Houses 4 coop-dwelling animals./Buildings/none/64/96/4/null/Farm/4000/false" #!String
+
  "Coop": "388 300 390 100/6/3/1/2/2/2/Coop/Coop/Houses 4 coop-dwelling animals./Buildings/none/64/96/4/null/Farm/4000/false",
    Big Coop: "388 400 390 150/6/3/1/2/2/2/Coop2/Big Coop/Houses 8 coop-dwelling animals. Comes with an incubator. Unlocks ducks./Upgrades/Coop/64/96/8/null/Farm/10000/false" #!String
+
  "Big Coop": "388 400 390 150/6/3/1/2/2/2/Coop2/Big Coop/Houses 8 coop-dwelling animals. Comes with an incubator. Unlocks ducks./Upgrades/Coop/64/96/8/null/Farm/10000/false",
    Deluxe Coop: "388 500 390 200/6/3/1/2/2/2/Coop3/Deluxe Coop/Houses 12 coop-dwelling animals. Comes with an auto-feed system. Unlocks rabbits./Upgrades/Big Coop/64/96/12/null/Farm/20000/false" #!String
+
  "Deluxe Coop": "388 500 390 200/6/3/1/2/2/2/Coop3/Deluxe Coop/Houses 12 coop-dwelling animals. Comes with an auto-feed system. Unlocks rabbits./Upgrades/Big Coop/64/96/12/null/Farm/20000/false",
    Barn: "388 350 390 150/7/4/1/3/3/3/Barn/Barn/Houses 4 barn-dwelling animals./Buildings/none/96/96/4/null/Farm/6000/false" #!String
+
  "Barn": "388 350 390 150/7/4/1/3/3/3/Barn/Barn/Houses 4 barn-dwelling animals./Buildings/none/96/96/4/null/Farm/6000/false",
    Big Barn: "388 450 390 200/7/4/1/3/4/3/Barn2/Big Barn/Houses 8 barn-dwelling animals. Allows animals to give birth. Unlocks goats./Upgrades/Barn/96/96/8/null/Farm/12000/false" #!String
+
  "Big Barn": "388 450 390 200/7/4/1/3/4/3/Barn2/Big Barn/Houses 8 barn-dwelling animals. Allows animals to give birth. Unlocks goats./Upgrades/Barn/96/96/8/null/Farm/12000/false",
    Deluxe Barn: "388 550 390 300/7/4/1/3/4/3/Barn3/Deluxe Barn/Houses 12 barn-dwelling animals. Comes with an auto-feed system. Unlocks sheep and pigs./Upgrades/Big Barn/96/96/12/null/Farm/25000/false" #!String
+
  "Deluxe Barn": "388 550 390 300/7/4/1/3/4/3/Barn3/Deluxe Barn/Houses 12 barn-dwelling animals. Comes with an auto-feed system. Unlocks sheep and pigs./Upgrades/Big Barn/96/96/12/null/Farm/25000/false",
    Slime Hutch: "390 500 338 10 337 1/11/6/5/5/-1/-1/SlimeHutch/Slime Hutch/Raise up to 20 slimes. Fill water troughs and slimes will create slime balls./Buildings/none/96/96/20/null/Farm/10000/false" #!String
+
  "Slime Hutch": "390 500 338 10 337 1/11/6/5/5/-1/-1/SlimeHutch/Slime Hutch/Raise up to 20 slimes. Fill water troughs and slimes will create slime balls./Buildings/none/96/96/20/null/Farm/10000/false",
    Shed: "388 300/7/3/3/2/-1/-1/Shed/Shed/An empty building. Fill it with whatever you like! The interior can be decorated./Buildings/none/96/96/20/null/Farm/15000/false" #!String
+
  "Shed": "388 300/7/3/3/2/-1/-1/Shed/Shed/An empty building. Fill it with whatever you like! The interior can be decorated./Buildings/none/96/96/20/null/Farm/15000/false",
    Greenhouse: "388 500 390 200 337 1/4/2/2/1/-1/-1/FarmGreenHouse/Greenhouse/A place to grow crops from any season, year round!/Buildings/none/64/96/-1/null/Farm" #!String
+
  "Big Shed": "388 550 390 300/7/3/3/2/-1/-1/Shed2/Big Shed/Doubles the size of the shed. The interior can be decorated./Upgrades/Shed/96/96/20/null/Farm/20000/false",
    Mine Elevator: "388 30 390 15 334 5/4/2/1/1/-1/-1/null/Mine Elevator/Quickly travel between any mine elevators you construct. You can only build one per mine level./Buildings/none/64/64/-1/MineElevator/UndergroundMine" #!String
+
  "Stone Cabin": "390 10/5/3/2/1/-1/-1/Cabin/Cabin/A home for a friend! Subsidized by the town agricultural fund./Buildings/none/96/96/20/null/Farm/100/false/0",
    Chicken: "animal/500/64/64/Chicken/Lays delicious eggs. Comes in two colors./null/Farm" #!String
+
  "Plank Cabin": "388 5 771 10/5/3/2/1/-1/-1/Cabin/Cabin/A home for a friend! Subsidized by the town agricultural fund./Buildings/none/96/96/20/null/Farm/100/false/0",
    Duck: "animal/1000/64/64/Duck/Lays eggs and occasionally drops feathers./null/Farm" #!String
+
  "Log Cabin": "388 10/5/3/2/1/-1/-1/Cabin/Cabin/A home for a friend! Subsidized by the town agricultural fund./Buildings/none/96/96/20/null/Farm/100/false/0",
    Rabbit: "animal/1500/64/64/Rabbit/These are wooly rabbits!/null/Farm" #!String
+
  "Greenhouse": "/7/6/3/5/-1/-1/null/Greenhouse/A place to grow crops from any season, year round!/Buildings/none/64/96/-1/null/Farm/-1/false/0/2 6 3 6 4 6 2 7 3 7 4 7",
    Cow: "animal/1000/64/96/Cow/Produces rich, creamy milk./null/Farm" #!String
+
  "Mine Elevator": "388 30 390 15 334 5/4/2/1/1/-1/-1/null/Mine Elevator/Quickly travel between any mine elevators you construct. You can only build one per mine level./Buildings/none/64/64/-1/MineElevator/UndergroundMine",
    Sheep: "animal/1500/64/96/Sheep/Can be sheared for valuable wool./null/Farm" #!String
+
  "Fish Pond": "390 200 152 5 153 5/5/5/-1/-1/-2/-1/null/Fish Pond/Raise fish and harvest their produce. Fish multiply over time./Buildings/none/76/78/10/null/Farm/5000/false/2",
    Goat: "animal/1500/64/96/Goat/Produces tasty goat's milk!/null/Farm" #!String
+
  "Chicken": "animal/500/64/64/Chicken/Lays delicious eggs. Comes in two colors./null/Farm",
    Pig: "animal/2000/64/96/Pig/These are specially trained to find truffles./null/Farm" #!String
+
  "Duck": "animal/1000/64/64/Duck/Lays eggs and occasionally drops feathers./null/Farm",
</source>
+
  "Rabbit": "animal/1500/64/64/Rabbit/These are wooly rabbits!/null/Farm",
|}
+
  "Cow": "animal/1000/64/96/Cow/Produces rich, creamy milk./null/Farm",
 +
  "Sheep": "animal/1500/64/96/Sheep/Can be sheared for valuable wool./null/Farm",
 +
  "Goat": "animal/1500/64/96/Goat/Produces tasty goat's milk!/null/Farm",
 +
  "Pig": "animal/2000/64/96/Pig/These are specially trained to find truffles./null/Farm"
 +
}
 +
</syntaxhighlight>}}
  
===Format===
+
==Format==
The file contains two types of data:
+
The file contains data fields delimited by <code>/</code>, with two formats:
  
 
<ul>
 
<ul>
<li>"Animal" type. These BluePrints start with <nowiki>animal</nowiki>. For example, consider this entry:
+
<li>Animal buildings (denoted by the first field being <samp>animal</samp>), like this entry:
  
<source lang="yaml">
+
<syntaxhighlight lang="json">
Chicken: "animal/500/64/64/Chicken/Lays delicious eggs. Comes in two colors./null/Farm"
+
  "Chicken": "animal/500/64/64/Chicken/Lays delicious eggs. Comes in two colors./null/Farm"
</source>
+
</syntaxhighlight>
  
This data means that....</li>
+
The fields for animal buildings are...
  
<li>"Building" type. This is any other BluePrint other than an animal. Take a look at this BluePrint entry:
+
{| class="wikitable"
 +
|-
 +
! index
 +
! field
 +
! type
 +
! example
 +
! explanation
 +
|-
 +
| 0
 +
| <samp>null</samp>
 +
| string
 +
| ''animal''
 +
| Used by the code to denote it's an animal type BluePrint.
 +
|-
 +
| 1
 +
| <samp>moneyRequired</samp>
 +
| int
 +
| ''500''
 +
| The amount required to purchase.
 +
|-
 +
| 2
 +
| <samp>sourceRectForMenuView</samp>
 +
| int
 +
| ''64''
 +
|
 +
|-
 +
| 3
 +
| <samp>sourceRectForMenuView</samp>
 +
| int
 +
| ''64''
 +
|
 +
|-
 +
| 4
 +
| <samp>displayName</samp>
 +
| string
 +
| ''Chicken''
 +
|
 +
|-
 +
| 5
 +
| <samp>description</samp>
 +
| string
 +
| ''Lays delicious eggs. Comes in two colors.''
 +
| The description of the animal.
 +
|-
 +
| 6
 +
| <samp></samp>
 +
|
 +
| ''null''
 +
| Unused by the code.
 +
|-
 +
| 7
 +
| <samp></samp>
 +
|
 +
| ''Farm''
 +
| Unused by the code.
 +
|}</li>
  
<source lang="yaml">
+
<li>Any other entry, like this one:
Barn: "388 350 390 150/7/4/1/3/3/3/Barn/Barn/Houses 4 barn-dwelling animals./Buildings/none/96/96/4/null/Farm/6000/false" #!String
 
</source>
 
  
Each entry item is separated by a <code>/</code> character (as the delimiter).
+
<syntaxhighlight lang="json">
 +
  "Barn": "388 350 390 150/7/4/1/3/3/3/Barn/Barn/Houses 4 barn-dwelling animals./Buildings/none/96/96/4/null/Farm/6000/false"
 +
</syntaxhighlight>
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Type
+
! index
! Example Entry
+
! field
! Explanation
+
! type
 +
! example
 +
! explanation
 +
|-
 +
| 0
 +
| <samp>itemsRequired</samp>
 +
| int int
 +
| ''388 350 390 150''
 +
| The items required for purchase, consisting of {{t|item ID}} {{t|amount}} pairs. The example specifies 350 Wood (item ID 388) and 150 Stone (item ID 390).
 +
|-
 +
| 1
 +
| <samp>tilesWidth</samp>
 +
| int
 +
| ''7''
 +
| The number of tiles ''wide''(''x'') the building will be when placed on a map. This does not change the size of the image placed, but rather the "walkable" area.
 +
|-
 +
| 2
 +
| <samp>tilesHeight</samp>
 +
| int
 +
| ''4''
 +
| The number of tiles ''high''(''y'') the building will be when placed on a map. This does not change the size of the image placed, but rather the "walkable" area.
 +
|-
 +
| 3
 +
| <samp>humanDoor</samp>
 +
| int
 +
| ''1''
 +
| ''x'' location, in tiles, of the clickable ''human'' door.
 +
|-
 +
| 4
 +
| <samp>humanDoor</samp>
 +
| int
 +
| ''3''
 +
| ''y'' location, in tiles, of the clickable ''human'' door.
 +
|-
 +
| 5
 +
| <samp>animalDoor</samp>
 +
| int
 +
| ''3''
 +
| ''x'' location, in tiles, of the clickable ''animal'' door.
 +
|-
 +
| 6
 +
| <samp>animalDoor</samp>
 +
| int
 +
| ''3''
 +
| ''y'' location, in tiles, of the clickable ''animal'' door.
 +
|-
 +
| 7
 +
| <samp>mapToWarpTo</samp>
 +
| string
 +
| ''Barn''
 +
|
 +
|-
 +
| 8
 +
| <samp>displayName</samp>
 +
| string
 +
| ''Barn''
 +
|
 +
|-
 +
| 9
 +
| <samp>description</samp>
 +
| string
 +
| ''Houses 4 barn-dwelling animals.''
 +
| The description of the building used in locations such as the ''Carpenter's Menu''.
 +
|-
 +
| 10
 +
| <samp>blueprintType</samp>
 +
| string
 +
| ''Buildings''
 +
| Type of BluePrint. The current (as of 1.2.29) types are: <code>Buildings</code>, <code>Upgrades</code>, <code>Decorations</code>, <code>Demolish</code>, <code>Animals</code> though (as of 1.2.29) only <code>Buildings</code>, <code>Upgrades</code>, and <code>Animals</code> are used in code.
 +
|-
 +
| 11
 +
| <samp>nameOfBuildingToUpgrade</samp>
 +
| string
 +
| ''none''
 +
| Only used for <code>Upgrades</code> BluePrint types. This allows you to choose which building/blueprint you want to replace/upgrade.
 
|-
 
|-
| itemsRequired
+
| 12
| 388 350 390 150
+
| <samp>sourceRectForMenuView</samp>
| These are the Items `required` for purchase. It goes <code>ingredientNumber amount</code>. In this case the items are 350 Wood(338) and 150 Stone(390)
+
| int
|}
+
| ''96''
 +
|
 +
|-
 +
| 13
 +
| <samp>sourceRectForMenuView</samp>
 +
| int
 +
| ''96''
 +
|  
 +
|-
 +
| 14
 +
| <samp>maxOccupants</samp>
 +
| int
 +
| ''4''
 +
| Max Number of Animals allowed to be placed in the building.
 +
|-
 +
| 15
 +
| <samp>actionBehavior</samp>
 +
| string
 +
| ''null''
 +
|
 +
|-
 +
| 16
 +
| <samp>namesOfOkBuildingLocations</samp>
 +
| string
 +
| ''Farm''
 +
| Game Locations where this building is allowed to build. The game only uses <code>Farm</code> and as far I can tell (as of 1.2.29) it's never used.
 +
|-
 +
| 17
 +
| <samp>moneyRequired</samp>
 +
| int
 +
| ''6000''
 +
| Amount of money required to purchase from the Carpenter.
 +
|-
 +
| 18
 +
| <samp>magical</samp>
 +
| boolean
 +
| ''false''
 +
| Allow the building to build instantly/magically.
 +
|}</li>
 +
</ul>
 +
 
 +
[[Category:Modding]]
 +
 
 +
[[ru:Модификации:Чертежи]]

Latest revision as of 18:48, 4 November 2021

Index

Axe.png
Article Stub

This article is a stub and is missing information. You can help Stardew Valley Wiki by expanding it!

This page explains how the game uses blueprints to construct buildings. This is an advanced guide for mod developers.

Raw data

Blueprint data is stored in Content\Data\Blueprints.xnb, which can be unpacked for editing. Here's the raw data as of 1.5.1 for reference:

Data 
{
  "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",
  "Mill": "388 150 390 50 428 4/4/2/-1/-1/-2/-1/null/Mill/Allows you to mill wheat, beets and rice./Buildings/none/64/128/-1/null/Farm/2500/false",
  "Earth Obelisk": "337 10 86 10/3/2/-1/-1/-2/-1/null/Earth Obelisk/Warps you to the mountains./Buildings/none/48/128/-1/null/Farm/500000/true",
  "Water Obelisk": "337 5 372 10 393 10/3/2/-1/-1/-2/-1/null/Water Obelisk/Warps you to the beach./Buildings/none/48/128/-1/null/Farm/500000/true",
  "Desert Obelisk": "337 20 88 10 90 10/3/2/-1/-1/-2/-1/null/Desert Obelisk/Warps you to the desert./Buildings/none/48/128/-1/null/Farm/1000000/true",
  "Island Obelisk": "337 10 852 10 91 10/3/2/-1/-1/-2/-1/null/Island Obelisk/Warps you to Ginger Island./Buildings/none/48/128/-1/null/Farm/1000000/true",
  "Junimo Hut": "390 200 268 9 771 100/3/2/-1/-1/-2/-1/null/Junimo Hut/Junimos will harvest crops around the hut for you./Buildings/none/48/64/-1/null/Farm/20000/true",
  "Gold Clock": "/3/2/-1/-1/-2/-1/null/Gold Clock/Prevents debris from appearing on your farm. Keeps fences from decaying./Buildings/none/48/80/-1/null/Farm/10000000/true",
  "Stable": "709 100 335 5/4/2/-1/-1/-2/-1/null/Stable/Allows you to keep and ride a horse. Horse included./Buildings/none/64/96/-1/null/Farm/10000/false",
  "Well": "390 75/3/3/-1/-1/-1/-1/null/Well/Provides a place for you to refill your watering can./Buildings/none/32/32/-1/null/Farm/1000/false",
  "Shipping Bin": "388 150/2/1/-1/-1/-1/-1/null/Shipping Bin/Throw items inside to sell them overnight./Buildings/none/48/80/-1/null/Farm/250/false/0",
  "Coop": "388 300 390 100/6/3/1/2/2/2/Coop/Coop/Houses 4 coop-dwelling animals./Buildings/none/64/96/4/null/Farm/4000/false",
  "Big Coop": "388 400 390 150/6/3/1/2/2/2/Coop2/Big Coop/Houses 8 coop-dwelling animals. Comes with an incubator. Unlocks ducks./Upgrades/Coop/64/96/8/null/Farm/10000/false",
  "Deluxe Coop": "388 500 390 200/6/3/1/2/2/2/Coop3/Deluxe Coop/Houses 12 coop-dwelling animals. Comes with an auto-feed system. Unlocks rabbits./Upgrades/Big Coop/64/96/12/null/Farm/20000/false",
  "Barn": "388 350 390 150/7/4/1/3/3/3/Barn/Barn/Houses 4 barn-dwelling animals./Buildings/none/96/96/4/null/Farm/6000/false",
  "Big Barn": "388 450 390 200/7/4/1/3/4/3/Barn2/Big Barn/Houses 8 barn-dwelling animals. Allows animals to give birth. Unlocks goats./Upgrades/Barn/96/96/8/null/Farm/12000/false",
  "Deluxe Barn": "388 550 390 300/7/4/1/3/4/3/Barn3/Deluxe Barn/Houses 12 barn-dwelling animals. Comes with an auto-feed system. Unlocks sheep and pigs./Upgrades/Big Barn/96/96/12/null/Farm/25000/false",
  "Slime Hutch": "390 500 338 10 337 1/11/6/5/5/-1/-1/SlimeHutch/Slime Hutch/Raise up to 20 slimes. Fill water troughs and slimes will create slime balls./Buildings/none/96/96/20/null/Farm/10000/false",
  "Shed": "388 300/7/3/3/2/-1/-1/Shed/Shed/An empty building. Fill it with whatever you like! The interior can be decorated./Buildings/none/96/96/20/null/Farm/15000/false",
  "Big Shed": "388 550 390 300/7/3/3/2/-1/-1/Shed2/Big Shed/Doubles the size of the shed. The interior can be decorated./Upgrades/Shed/96/96/20/null/Farm/20000/false",
  "Stone Cabin": "390 10/5/3/2/1/-1/-1/Cabin/Cabin/A home for a friend! Subsidized by the town agricultural fund./Buildings/none/96/96/20/null/Farm/100/false/0",
  "Plank Cabin": "388 5 771 10/5/3/2/1/-1/-1/Cabin/Cabin/A home for a friend! Subsidized by the town agricultural fund./Buildings/none/96/96/20/null/Farm/100/false/0",
  "Log Cabin": "388 10/5/3/2/1/-1/-1/Cabin/Cabin/A home for a friend! Subsidized by the town agricultural fund./Buildings/none/96/96/20/null/Farm/100/false/0",
  "Greenhouse": "/7/6/3/5/-1/-1/null/Greenhouse/A place to grow crops from any season, year round!/Buildings/none/64/96/-1/null/Farm/-1/false/0/2 6 3 6 4 6 2 7 3 7 4 7",
  "Mine Elevator": "388 30 390 15 334 5/4/2/1/1/-1/-1/null/Mine Elevator/Quickly travel between any mine elevators you construct. You can only build one per mine level./Buildings/none/64/64/-1/MineElevator/UndergroundMine",
  "Fish Pond": "390 200 152 5 153 5/5/5/-1/-1/-2/-1/null/Fish Pond/Raise fish and harvest their produce. Fish multiply over time./Buildings/none/76/78/10/null/Farm/5000/false/2",
  "Chicken": "animal/500/64/64/Chicken/Lays delicious eggs. Comes in two colors./null/Farm",
  "Duck": "animal/1000/64/64/Duck/Lays eggs and occasionally drops feathers./null/Farm",
  "Rabbit": "animal/1500/64/64/Rabbit/These are wooly rabbits!/null/Farm",
  "Cow": "animal/1000/64/96/Cow/Produces rich, creamy milk./null/Farm",
  "Sheep": "animal/1500/64/96/Sheep/Can be sheared for valuable wool./null/Farm",
  "Goat": "animal/1500/64/96/Goat/Produces tasty goat's milk!/null/Farm",
  "Pig": "animal/2000/64/96/Pig/These are specially trained to find truffles./null/Farm"
}

Format

The file contains data fields delimited by /, with two formats:

  • Animal buildings (denoted by the first field being animal), like this entry:
      "Chicken": "animal/500/64/64/Chicken/Lays delicious eggs. Comes in two colors./null/Farm"
    

    The fields for animal buildings are...

    index field type example explanation
    0 null string animal Used by the code to denote it's an animal type BluePrint.
    1 moneyRequired int 500 The amount required to purchase.
    2 sourceRectForMenuView int 64
    3 sourceRectForMenuView int 64
    4 displayName string Chicken
    5 description string Lays delicious eggs. Comes in two colors. The description of the animal.
    6 null Unused by the code.
    7 Farm Unused by the code.
  • Any other entry, like this one:
      "Barn": "388 350 390 150/7/4/1/3/3/3/Barn/Barn/Houses 4 barn-dwelling animals./Buildings/none/96/96/4/null/Farm/6000/false"
    
    index field type example explanation
    0 itemsRequired int int 388 350 390 150 The items required for purchase, consisting of <item ID> <amount> pairs. The example specifies 350 Wood (item ID 388) and 150 Stone (item ID 390).
    1 tilesWidth int 7 The number of tiles wide(x) the building will be when placed on a map. This does not change the size of the image placed, but rather the "walkable" area.
    2 tilesHeight int 4 The number of tiles high(y) the building will be when placed on a map. This does not change the size of the image placed, but rather the "walkable" area.
    3 humanDoor int 1 x location, in tiles, of the clickable human door.
    4 humanDoor int 3 y location, in tiles, of the clickable human door.
    5 animalDoor int 3 x location, in tiles, of the clickable animal door.
    6 animalDoor int 3 y location, in tiles, of the clickable animal door.
    7 mapToWarpTo string Barn
    8 displayName string Barn
    9 description string Houses 4 barn-dwelling animals. The description of the building used in locations such as the Carpenter's Menu.
    10 blueprintType string Buildings Type of BluePrint. The current (as of 1.2.29) types are: Buildings, Upgrades, Decorations, Demolish, Animals though (as of 1.2.29) only Buildings, Upgrades, and Animals are used in code.
    11 nameOfBuildingToUpgrade string none Only used for Upgrades BluePrint types. This allows you to choose which building/blueprint you want to replace/upgrade.
    12 sourceRectForMenuView int 96
    13 sourceRectForMenuView int 96
    14 maxOccupants int 4 Max Number of Animals allowed to be placed in the building.
    15 actionBehavior string null
    16 namesOfOkBuildingLocations string Farm Game Locations where this building is allowed to build. The game only uses Farm and as far I can tell (as of 1.2.29) it's never used.
    17 moneyRequired int 6000 Amount of money required to purchase from the Carpenter.
    18 magical boolean false Allow the building to build instantly/magically.