Difference between revisions of "Modding:Items"

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← [[Modding:Index|Index]]
 
← [[Modding:Index|Index]]
  
This page explains how the game stores and parses object data. This is an advanced guide for mod developers.
+
This page explains how the game stores and parses item data. This is an advanced guide for mod developers.
  
==Raw data==
+
==Introduction==
Object data is stored in <tt>Content\Data\ObjectInformation.xnb</tt>, which can be [[Modding:Editing XNB files#unpacking|unpacked for editing]]. Here's the raw data as of {{version|1.4}} for reference:
+
===Overview===
 
+
Items are divided into several types:
{{collapse|Data|content=<source lang="json">
 
{
 
  "0": "Weeds/0/-1/Basic/Weeds/A bunch of obnoxious weeds.",
 
  "2": "Stone/0/-300/Basic/Stone/A useful material when broken with the Pickaxe.",
 
  "4": "Stone/0/-300/Basic/Stone/A useful material when chopped with the axe.",
 
  "16": "Wild Horseradish/50/5/Basic -81/Wild Horseradish/A spicy root found in the spring.",
 
  "18": "Daffodil/30/0/Basic -81/Daffodil/A traditional spring flower that makes a nice gift.",
 
  "20": "Leek/60/16/Basic -81/Leek/A tasty relative of the onion.",
 
  "22": "Dandelion/40/10/Basic -81/Dandelion/Not the prettiest flower, but the leaves make a good salad.",
 
  "24": "Parsnip/35/10/Basic -75/Parsnip/A spring tuber closely related to the carrot. It has an earthy taste and is full of nutrients.",
 
  "30": "Lumber/2/10/Basic/Lumber/A versatile resource used for building and fuel.",
 
  "60": "Emerald/250/-300/Minerals -2/Emerald/A precious stone with a brilliant green color.",
 
  "62": "Aquamarine/180/-300/Minerals -2/Aquamarine/A shimmery blue-green gem.",
 
  "64": "Ruby/250/-300/Minerals -2/Ruby/A precious stone that is sought after for its rich color and beautiful luster.",
 
  "66": "Amethyst/100/-300/Minerals -2/Amethyst/A purple variant of quartz.",
 
  "68": "Topaz/80/-300/Minerals -2/Topaz/Fairly common but still prized for its beauty.",
 
  "70": "Jade/200/-300/Minerals -2/Jade/A pale green ornamental stone.",
 
  "71": "Trimmed Lucky Purple Shorts/0/-300/Quest/Trimmed Lucky Purple Shorts/Purple silk shorts trimmed in luxurious gold...",
 
  "72": "Diamond/750/-300/Minerals -2/Diamond/A rare and valuable gem.",
 
  "74": "Prismatic Shard/2000/-300/Minerals -2/Prismatic Shard/A very rare and powerful substance with unknown origins.",
 
  "75": "Stone/50/-300/Basic/Stone/...",
 
  "76": "Stone/50/-300/Basic/Stone/...",
 
  "77": "Stone/50/-300/Basic/Stone/...",
 
  "78": "Cave Carrot/25/12/Basic -81/Cave Carrot/A starchy snack found in caves. It helps miners work longer.",
 
  "79": "Secret Note/1/-300/asdf/Secret Note/It's old and crumpled, but if you look closely you can make out the details.../Town .0001/Note",
 
  "80": "Quartz/25/-300/Minerals -2/Quartz/A clear crystal commonly found in caves and mines.",
 
  "82": "Fire Quartz/100/-300/Minerals -2/Fire Quartz/A glowing red crystal commonly found near hot lava.",
 
  "84": "Frozen Tear/75/-300/Minerals -2/Frozen Tear/A crystal fabled to be the frozen tears of a yeti.",
 
  "86": "Earth Crystal/50/-300/Minerals -2/Earth Crystal/A resinous substance found near the surface.",
 
  "88": "Coconut/100/-300/Basic -79/Coconut/A seed of the coconut palm. It has many culinary uses.",
 
  "90": "Cactus Fruit/75/30/Basic -79/Cactus Fruit/The sweet fruit of the prickly pear cactus.",
 
  "92": "Sap/2/-1/Basic -81/Sap/A fluid obtained from trees.",
 
  "93": "Torch/5/-300/Crafting/Torch/Provides a modest amount of light.",
 
  "94": "Spirit Torch/5/-300/Crafting/Spirit Torch/It's unclear where the blue color comes from...",
 
  "96": "Dwarf Scroll I/1/-300/Arch/Dwarf Scroll I/A yellowed scroll of parchment filled with dwarven script. This one's tied with a red bow.//Set Dwarf 96 97 98 99",
 
  "97": "Dwarf Scroll II/1/-300/Arch/Dwarf Scroll II/A yellowed scroll of parchment filled with dwarven script. This one's tied with a green ribbon.//Set Dwarf 96 97 98 99",
 
  "98": "Dwarf Scroll III/1/-300/Arch/Dwarf Scroll III/A yellowed scroll of parchment filled with dwarven script. This one's tied with a blue rope.//Set Dwarf 96 97 98 99",
 
  "99": "Dwarf Scroll IV/1/-300/Arch/Dwarf Scroll IV/A yellowed scroll of parchment filled with dwarven script. This one's tied with a golden chain.//Set Dwarf 96 97 98 99",
 
  "100": "Chipped Amphora/40/-300/Arch/Chipped Amphora/An ancient vessel made of ceramic material. Used to transport both dry and wet goods./Town .04/Item 3 461",
 
  "101": "Arrowhead/40/-300/Arch/Arrowhead/A crudely fashioned point used for hunting./Mountain .02 Forest .02 BusStop .02/Debris 2 30 14",
 
  "102": "Lost Book/50/-300/asdf/Lost Book/Writings from a wide variety of time periods./Town .05/Note",
 
  "103": "Ancient Doll/60/-300/Arch/Ancient Doll/An ancient doll covered in grime. This doll may have been used as a toy, a decoration, or a prop in some kind of ritual./Mountain .04 Forest .03 BusStop .03 Town .01/Money 1 250",
 
  "104": "Elvish Jewelry/200/-300/Arch/Elvish Jewelry/Dirty but still beautiful. On the side is a flowing script thought by some to be the ancient language of the elves. No Elvish bones have ever been found./Forest .01/Debris 1 20 6",
 
  "105": "Chewing Stick/50/-300/Arch/Chewing Stick/Ancient people chewed on these to keep their teeth clean./Mountain .02 Town .01 Forest .02/Decor 10 28",
 
  "106": "Ornamental Fan/300/-300/Arch/Ornamental Fan/This exquisute fan most likely belonged to a noblewoman. Historians believe that the valley was a popular sixth-era vacation spot for the wealthy./Beach .02 Town .008 Forest .01/Money 1 300",
 
  "107": "Dinosaur Egg/350/-300/Arch/Dinosaur Egg/A giant dino egg... The entire shell is still intact!/Mine .01 Mountain .008/Item 1 107",
 
  "108": "Rare Disc/300/-300/Arch/Rare Disc/A heavy black disc studded with peculiar red stones. When you hold it, you're overwhelmed with a feeling of dread./UndergroundMine .01/Decor 1 29",
 
  "109": "Ancient Sword/100/-300/Arch/Ancient Sword/It's the remains of an ancient sword. Most of the blade has turned to rust, but the hilt is very finely crafted./Forest .01 Mountain .008/Debris 1 30 2",
 
  "110": "Rusty Spoon/25/-300/Arch/Rusty Spoon/A plain old spoon, probably ten years old. Not very interesting./Town .05/Debris 5 30 2",
 
  "111": "Rusty Spur/25/-300/Arch/Rusty Spur/An old spur that was once attached to a cowboy's boot. People must have been raising animals in this area for many generations./Farm .1/Money 1 100",
 
  "112": "Rusty Cog/25/-300/Arch/Rusty Cog/A well preserved cog that must have been part of some ancient machine. This could be dwarven technology./Mountain .05/Debris 1 20 4",
 
  "113": "Chicken Statue/50/-300/Arch/Chicken Statue/It's a statue of a chicken on a bronze base. The ancient people of this area must have been very fond of chickens./Farm .1/Decor 5 31",
 
  "114": "Ancient Seed/5/-300/Arch/Ancient Seed/It's a dry old seed from some ancient plant. By all appearances it's long since dead.../Forest .01 Mountain .01/Seeds 9",
 
  "115": "Prehistoric Tool/50/-300/Arch/Prehistoric Tool/Some kind of gnarly old digging tool./Mountain .03 Forest .03 BusStop .04/Debris 1 30 12",
 
  "116": "Dried Starfish/40/-300/Arch/Dried Starfish/A starfish from the primordial ocean. It's an unusually pristine specimen!/Beach .1/Money 1 200",
 
  "117": "Anchor/100/-300/Arch/Anchor/It may have belonged to ancient pirates./Beach .05/Item 1 289",
 
  "118": "Glass Shards/20/-300/Arch/Glass Shards/A mixture of glass shards smoothed by centuries of ocean surf. These could have belonged to an ancient mosaic or necklace./Beach .1/Item 1 462",
 
  "119": "Bone Flute/100/-300/Arch/Bone Flute/It's a prehistoric wind instrument carved from an animal's bone. It produces an eerie tone./Mountain .01 Forest .01 UndergroundMine .02 Town .005/Recipe 2 Flute_Block 150",
 
  "120": "Prehistoric Handaxe/50/-300/Arch/Prehistoric Handaxe/One of the earliest tools employed by humans. This \"crude\" tool was created by striking one rock with another to form a sharp edge./Mountain .05 Forest .05 BusStop .05/Item 1 294",
 
  "121": "Dwarvish Helm/100/-300/Arch/Dwarvish Helm/It's one of the helmets commonly worn by dwarves. The thick metal plating protects them from falling debris and stalactites./UndergroundMine .01/Debris 1 50 0",
 
  "122": "Dwarf Gadget/200/-300/Arch/Dwarf Gadget/It's a piece of the advanced technology once known to the dwarves. It's still glowing and humming, but you're unable to understand how it works./UndergroundMine .001/Money 1 500",
 
  "123": "Ancient Drum/100/-300/Arch/Ancient Drum/It's a drum made from wood and animal skin. It has a low, reverberating tone./BusStop .01 Forest .01 UndergroundMine .02 Town .005/Recipe 2 Drum_Block 300",
 
  "124": "Golden Mask/500/-300/Arch/Golden Mask/A creepy golden mask probably used in an ancient magic ritual. A socket in the forehead contains a large purple gemstone./Desert .04/Money 1 1000",
 
  "125": "Golden Relic/250/-300/Arch/Golden Relic/It's a golden slab with heiroglyphs and pictures emblazoned onto the front./Desert .08/Debris 1 40 6",
 
  "126": "Strange Doll/1000/-300/Arch/Strange Doll/???/Farm .001 Town .001 Mountain .001 Forest .001 BusStop .001 Beach .001 UndergroundMine .001/Item 1 126",
 
  "127": "Strange Doll/1000/-300/Arch/Strange Doll/???/Farm .001 Town .001 Mountain .001 Forest .001 BusStop .001 Beach .001 UndergroundMine .001/Item 1 127",
 
  "128": "Pufferfish/200/-40/Fish -4/Pufferfish/Inflates when threatened./Day^Summer",
 
  "129": "Anchovy/30/5/Fish -4/Anchovy/A small silver fish found in the ocean./Day Night^Spring Fall",
 
  "130": "Tuna/100/15/Fish -4/Tuna/A large fish that lives in the ocean./Day^Summer Winter",
 
  "131": "Sardine/40/5/Fish -4/Sardine/A common ocean fish./Day^Spring Summer Fall Winter",
 
  "132": "Bream/45/5/Fish -4/Bream/A fairly common river fish that becomes active at night./Night^Spring Summer Fall Winter",
 
  "136": "Largemouth Bass/100/15/Fish -4/Largemouth Bass/A popular fish that lives in lakes./Day^Spring Summer Fall Winter",
 
  "137": "Smallmouth Bass/50/10/Fish -4/Smallmouth Bass/A freshwater fish that is very sensitive to pollution./Day Night^Spring Fall",
 
  "138": "Rainbow Trout/65/10/Fish -4/Rainbow Trout/A freshwater trout with colorful markings./Day^Summer",
 
  "139": "Salmon/75/15/Fish -4/Salmon/Swims upstream to lay its eggs./Day^Fall",
 
  "140": "Walleye/105/12/Fish -4/Walleye/A freshwater fish caught at night./Night^Fall Winter",
 
  "141": "Perch/55/10/Fish -4/Perch/A freshwater fish of the winter./Day Night^Winter",
 
  "142": "Carp/30/5/Fish -4/Carp/A common pond fish./Day Night^Spring Summer Fall",
 
  "143": "Catfish/200/20/Fish -4/Catfish/An uncommon fish found in streams./Day^Spring Fall Winter",
 
  "144": "Pike/100/15/Fish -4/Pike/A freshwater fish that's difficult to catch./Day Night^Summer Winter",
 
  "145": "Sunfish/30/5/Fish -4/Sunfish/A common river fish./Day^Spring Summer",
 
  "146": "Red Mullet/75/10/Fish -4/Red Mullet/Long ago these were kept as pets./Day^Summer Winter",
 
  "147": "Herring/30/5/Fish -4/Herring/A common ocean fish./Day Night^Spring Winter",
 
  "148": "Eel/85/12/Fish -4/Eel/A long, slippery little fish./Night^Spring Fall",
 
  "149": "Octopus/150/-300/Fish -4/Octopus/A mysterious and intelligent creature./Day^Summer",
 
  "150": "Red Snapper/50/10/Fish -4/Red Snapper/A popular fish with a nice red color./Day^Summer Fall Winter",
 
  "151": "Squid/80/10/Fish -4/Squid/A deep sea creature that can grow to enormous size./Day^Winter",
 
  "152": "Seaweed/20/5/Fish/Seaweed/It can be used in cooking./Day Night^Spring Summer Fall Winter",
 
  "153": "Green Algae/15/5/Fish/Green Algae/It's really slimy./Day Night^Spring Summer Fall Winter",
 
  "154": "Sea Cucumber/75/-10/Fish -4/Sea Cucumber/A slippery, slimy creature found on the ocean floor./Day^Fall Winter",
 
  "155": "Super Cucumber/250/50/Fish -4/Super Cucumber/A rare, purple variety of sea cucumber./Night^Summer Fall",
 
  "156": "Ghostfish/45/15/Fish -4/Ghostfish/A pale, blind fish found in underground lakes./Day Night^Spring Summer Fall Winter",
 
  "157": "White Algae/25/8/Fish/White Algae/It's super slimy./Day Night^Spring Summer Fall Winter",
 
  "158": "Stonefish/300/-300/Fish -4/Stonefish/A bizarre fish that's shaped like a brick./Day Night^Spring Summer Fall Winter",
 
  "159": "Crimsonfish/1500/15/Fish -4/Crimsonfish/Lives deep in the ocean but likes to lay its eggs in the warm summer water./Day^Winter",
 
  "160": "Angler/900/10/Fish -4/Angler/Uses a bioluminescent dangler to attract prey./Day Night^Spring Summer Fall Winter",
 
  "161": "Ice Pip/500/15/Fish -4/Ice Pip/A rare fish that thrives in extremely cold conditions./Day Night^Spring Summer Fall Winter",
 
  "162": "Lava Eel/700/20/Fish -4/Lava Eel/It can somehow survive in pools of red-hot lava./Day Night^Spring Summer Fall Winter",
 
  "163": "Legend/5000/200/Fish -4/Legend/The king of all fish! They said he'd never be caught./Day^Winter",
 
  "164": "Sandfish/75/5/Fish -4/Sandfish/It tries to hide using camouflage./Day Night^Spring Summer Fall Winter",
 
  "165": "Scorpion Carp/150/-50/Fish -4/Scorpion Carp/It's like a regular carp but with a sharp stinger./Day Night^Spring Summer Fall Winter",
 
  "166": "Treasure Chest/5000/-300/Basic/Treasure Chest/Wow, it's loaded with treasure! This is sure to fetch a good price./Day Night^Spring Summer Fall Winter",
 
  "167": "Joja Cola/25/5/Fish -20/Joja Cola/The flagship product of Joja corporation./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "168": "Trash/0/-300/Fish -20/Trash/It's junk./Day Night^Spring Summer Fall Winter",
 
  "169": "Driftwood/0/-300/Fish -20/Driftwood/A piece of wood from the sea./Day Night^Spring Summer Fall Winter",
 
  "170": "Broken Glasses/0/-300/Fish -20/Broken Glasses/It looks like someone lost their glasses. They're busted./Day Night^Spring Summer Fall Winter",
 
  "171": "Broken CD/0/-300/Fish -20/Broken CD/It's a JojaNet 2.0 trial CD. They must've made a billion of these things./Day Night^Spring Summer Fall Winter",
 
  "172": "Soggy Newspaper/0/-300/Fish -20/Soggy Newspaper/This is trash./Day Night^Spring Summer Fall Winter",
 
  "176": "Egg/50/10/Basic -5/Egg/A regular white chicken egg.",
 
  "174": "Large Egg/95/15/Basic -5/Large Egg/It's an uncommonly large white egg!",
 
  "178": "Hay/0/-300/Basic/Hay/Dried grass used as animal food.",
 
  "180": "Egg/50/10/Basic -5/Egg/A regular brown chicken egg.",
 
  "182": "Large Egg/95/15/Basic -5/Large Egg/It's an uncommonly large brown egg!",
 
  "184": "Milk/125/15/Basic -6/Milk/A jug of cow's milk./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "186": "Large Milk/190/20/Basic -6/Large Milk/A large jug of cow's milk./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "188": "Green Bean/40/10/Basic -75/Green Bean/A juicy little bean with a cool, crisp snap.",
 
  "190": "Cauliflower/175/30/Basic -75/Cauliflower/Valuable, but slow-growing. Despite its pale color, the florets are packed with nutrients.",
 
  "191": "Ornate Necklace/0/-300/Quest/Ornate Necklace/A fancy necklace found in the water outside of the bath house. It's still wet...",
 
  "192": "Potato/80/10/Basic -75/Potato/A widely cultivated tuber.",
 
  "194": "Fried Egg/35/20/Cooking -7/Fried Egg/Sunny-side up./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "195": "Omelet/125/40/Cooking -7/Omelet/It's super fluffy./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "196": "Salad/110/45/Cooking -7/Salad/A healthy garden salad./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "197": "Cheese Cauliflower/300/55/Cooking -7/Cheese Cauliflower/It smells great!/food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "198": "Baked Fish/100/30/Cooking -7/Baked Fish/Baked fish on a bed of herbs./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "199": "Parsnip Soup/120/34/Cooking -7/Parsnip Soup/It's fresh and hearty./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "200": "Vegetable Medley/120/66/Cooking -7/Vegetable Medley/This is very nutritious./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "201": "Complete Breakfast/350/80/Cooking -7/Complete Breakfast/You'll feel ready to take on the world!/food/2 0 0 0 0 0 0 50 0 0 0/600",
 
  "202": "Fried Calamari/150/32/Cooking -7/Fried Calamari/It's so chewy./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "203": "Strange Bun/225/40/Cooking -7/Strange Bun/What's inside?/food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "204": "Lucky Lunch/250/40/Cooking -7/Lucky Lunch/A special little meal./food/0 0 0 0 3 0 0 0 0 0 0/960",
 
  "205": "Fried Mushroom/200/54/Cooking -7/Fried Mushroom/Earthy and aromatic./food/0 0 0 0 0 0 0 0 0 0 0 2/600",
 
  "206": "Pizza/300/60/Cooking -7/Pizza/It's popular for all the right reasons./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "207": "Bean Hotpot/100/50/Cooking -7/Bean Hotpot/It sure is healthy./food/0 0 0 0 0 0 0 30 32 0 0/600",
 
  "208": "Glazed Yams/200/80/Cooking -7/Glazed Yams/Sweet and satisfying... The sugar gives it a hint of caramel./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "209": "Carp Surprise/150/36/Cooking -7/Carp Surprise/It's bland and oily./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "210": "Hashbrowns/120/36/Cooking -7/Hashbrowns/Crispy and golden-brown!/food/1 0 0 0 0 0 0 0 0 0 0/480",
 
  "211": "Pancakes/80/36/Cooking -7/Pancakes/A double stack of fluffy, soft pancakes./food/0 0 0 0 0 2 0 0 0 0 0/960",
 
  "212": "Salmon Dinner/300/50/Cooking -7/Salmon Dinner/The lemon spritz makes it special./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "213": "Fish Taco/500/66/Cooking -7/Fish Taco/It smells delicious./food/0 2 0 0 0 0 0 0 0 0 0/600",
 
  "214": "Crispy Bass/150/36/Cooking -7/Crispy Bass/Wow, the breading is perfect./food/0 0 0 0 0 0 0 0 64 0 0/600",
 
  "215": "Pepper Poppers/200/52/Cooking -7/Pepper Poppers/Spicy breaded peppers filled with cheese./food/2 0 0 0 0 0 0 0 0 1 0/600",
 
  "216": "Bread/60/20/Cooking -7/Bread/A crusty baguette./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "218": "Tom Kha Soup/250/70/Cooking -7/Tom Kha Soup/These flavors are incredible!/food/2 0 0 0 0 0 0 30 0 0 0/600",
 
  "219": "Trout Soup/100/40/Cooking -7/Trout Soup/Pretty salty./food/0 1 0 0 0 0 0 0 0 0 0/400",
 
  "220": "Chocolate Cake/200/60/Cooking -7/Chocolate Cake/Rich and moist with a thick fudge icing./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "221": "Pink Cake/480/100/Cooking -7/Pink Cake/There's little heart candies on top./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "222": "Rhubarb Pie/400/86/Cooking -7/Rhubarb Pie/Mmm, tangy and sweet!/food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "223": "Cookie/140/36/Cooking -7/Cookie/Very chewy./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "224": "Spaghetti/120/30/Cooking -7/Spaghetti/An old favorite./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "225": "Fried Eel/120/30/Cooking -7/Fried Eel/Greasy but flavorful./food/0 0 0 0 1 0 0 0 0 0 0/600",
 
  "226": "Spicy Eel/175/46/Cooking -7/Spicy Eel/It's really spicy! Be careful./food/0 0 0 0 1 0 0 0 0 1 0/600",
 
  "227": "Sashimi/75/30/Cooking -7/Sashimi/Raw fish sliced into thin pieces./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "228": "Maki Roll/220/40/Cooking -7/Maki Roll/Fish and rice wrapped in seaweed./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "229": "Tortilla/50/20/Cooking -7/Tortilla/Can be used as a vessel for food or eaten by itself./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "230": "Red Plate/400/96/Cooking -7/Red Plate/Full of antioxidants./food/0 0 0 0 0 0 0 50 0 0 0/300",
 
  "231": "Eggplant Parmesan/200/70/Cooking -7/Eggplant Parmesan/Tangy, cheesy, and wonderful./food/0 0 1 0 0 0 0 0 0 0 3/400",
 
  "232": "Rice Pudding/260/46/Cooking -7/Rice Pudding/It's creamy, sweet, and fun to eat./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "233": "Ice Cream/120/40/Cooking -7/Ice Cream/It's hard to find someone who doesn't like this./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "234": "Blueberry Tart/150/50/Cooking -7/Blueberry Tart/It's subtle and refreshing./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "235": "Autumn's Bounty/350/88/Cooking -7/Autumn's Bounty/A taste of the season./food/0 0 0 0 0 2 0 0 0 0 2/660",
 
  "236": "Pumpkin Soup/300/80/Cooking -7/Pumpkin Soup/A seasonal favorite./food/0 0 0 0 2 0 0 0 0 0 2/660",
 
  "237": "Super Meal/220/64/Cooking -7/Super Meal/It's a really energizing meal./food/0 0 0 0 0 0 0 40 0 1 0/300",
 
  "238": "Cranberry Sauce/120/50/Cooking -7/Cranberry Sauce/A festive treat./food/0 0 2 0 0 0 0 0 0 0 0/300",
 
  "239": "Stuffing/165/68/Cooking -7/Stuffing/Ahh... the smell of warm bread and sage./food/0 0 0 0 0 0 0 0 0 0 2/480",
 
  "240": "Farmer's Lunch/150/80/Cooking -7/Farmer's Lunch/This'll keep you going./food/3 0 0 0 0 0 0 0 0 0 0/480",
 
  "241": "Survival Burger/180/50/Cooking -7/Survival Burger/A convenient snack for the explorer./food/0 0 0 0 0 3 0 0 0 0 0/480",
 
  "242": "Dish O' The Sea/220/60/Cooking -7/Dish O' The Sea/This'll keep you warm in the cold sea air./food/0 3 0 0 0 0 0 0 0 0 0/480",
 
  "243": "Miner's Treat/200/50/Cooking -7/Miner's Treat/This should keep your energy up./food/0 0 3 0 0 0 0 0 32 0 0/480",
 
  "244": "Roots Platter/100/50/Cooking -7/Roots Platter/This'll get you digging for more./food/0 0 0 0 0 0 0 0 0 0 0 3/480",
 
  "245": "Sugar/50/10/Basic/Sugar/Adds sweetness to pastries and candies. Too much can be unhealthy.",
 
  "246": "Wheat Flour/50/5/Basic/Wheat Flour/A common cooking ingredient made from crushed wheat seeds.",
 
  "247": "Oil/100/5/Basic/Oil/All purpose cooking oil./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "248": "Garlic/60/8/Basic -75/Garlic/Adds a wonderful zestiness to dishes. High quality garlic can be pretty spicy.",
 
  "250": "Kale/110/20/Basic -75/Kale/The waxy leaves are great in soups and stir frys.",
 
  "251": "Tea Sapling/500/-300/Basic -74/Tea Sapling/Takes 20 days to mature. Produces tea leaves during the final week of each season, except winter. No watering necessary!",
 
  "252": "Rhubarb/220/-300/Basic -79/Rhubarb/The stalks are extremely tart, but make a great dessert when sweetened.",
 
  "253": "Triple Shot Espresso/450/3/Cooking -7/Triple Shot Espresso/It's more potent than regular coffee!/drink/0 0 0 0 0 0 0 0 0 1 0/360",
 
  "254": "Melon/250/45/Basic -79/Melon/A cool, sweet summer treat.",
 
  "256": "Tomato/60/8/Basic -75/Tomato/Rich and slightly tangy, the Tomato has a wide variety of culinary uses.",
 
  "257": "Morel/150/8/Basic -81/Morel/Sought after for its unique nutty flavor.",
 
  "258": "Blueberry/50/10/Basic -79/Blueberry/A popular berry reported to have many health benefits. The blue skin has the highest nutrient concentration.",
 
  "259": "Fiddlehead Fern/90/10/Basic -75/Fiddlehead Fern/The young shoots are an edible specialty.",
 
  "260": "Hot Pepper/40/5/Basic -79/Hot Pepper/Fiery hot with a hint of sweetness.",
 
  "261": "Warp Totem: Desert/20/-300/Crafting/Warp Totem: Desert/Warp directly to Calico Desert. Consumed on use.",
 
  "262": "Wheat/25/-300/Basic -75/Wheat/One of the most widely cultivated grains. Makes a great flour for breads and cakes.",
 
  "264": "Radish/90/18/Basic -75/Radish/A crisp and refreshing root vegetable with hints of pepper when eaten raw.",
 
  "266": "Red Cabbage/260/30/Basic -75/Red Cabbage/Often used in salads and coleslaws. The color can range from purple to blue to green-yellow depending on soil conditions.",
 
  "268": "Starfruit/750/50/Basic -79/Starfruit/An extremely juicy fruit that grows in hot, humid weather. Slightly sweet with a sour undertone.",
 
  "270": "Corn/50/10/Basic -75/Corn/One of the most popular grains. The sweet, fresh cobs are a summer favorite.",
 
  "271": "Unmilled Rice/30/1/Basic -75/Unmilled Rice/Rice in its rawest form. Run this through a mill to increase the value.",
 
  "272": "Eggplant/60/8/Basic -75/Eggplant/A rich and wholesome relative of the tomato. Delicious fried or stewed.",
 
  "273": "Rice Shoot/20/-300/Seeds -74/Rice Shoot/Plant these in the spring. Takes 8 days to mature. Grows faster if planted near a body of water. Harvest with the scythe.",
 
  "274": "Artichoke/160/12/Basic -75/Artichoke/The bud of a thistle plant. The spiny outer leaves conceal a fleshy, filling interior.",
 
  "275": "Artifact Trove/0/-300/Basic/Artifact Trove/A blacksmith can open this for you. These troves often contain ancient relics and curiosities./100 101 103 104 105 106 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 166 373 797",
 
  "276": "Pumpkin/320/-300/Basic -75/Pumpkin/A fall favorite, grown for its crunchy seeds and delicately flavored flesh. As a bonus, the hollow shell can be carved into a festive decoration.",
 
  "277": "Wilted Bouquet/100/-300/Basic/Wilted Bouquet/A gift that shows you want to stop dating someone.",
 
  "278": "Bok Choy/80/10/Basic -75/Bok Choy/The leafy greens and fibrous stalks are healthy and delicious.",
 
  "279": "Magic Rock Candy/5000/200/Cooking -7/Magic Rock Candy/A rare and powerful candy infused with the essence of the prismatic shard./food/0 0 2 0 5 0 0 0 0 1 5 5/720",
 
  "280": "Yam/160/18/Basic -75/Yam/A starchy tuber with a lot of culinary versatility.",
 
  "281": "Chanterelle/160/30/Basic -81/Chanterelle/A tasty mushroom with a fruity smell and slightly peppery flavor.",
 
  "282": "Cranberries/75/15/Basic -79/Cranberries/These tart red berries are a traditional winter food.",
 
  "283": "Holly/80/-15/Basic -81/Holly/The leaves and bright red berries make a popular winter decoration.",
 
  "284": "Beet/100/12/Basic -75/Beet/A sweet and earthy root vegatable. As a bonus, the leaves make a great salad.",
 
  "286": "Cherry Bomb/50/-300/Crafting -8/Cherry Bomb/Generates a small explosion. Stand back!",
 
  "287": "Bomb/50/-300/Crafting -8/Bomb/Generates an explosion. Watch out!",
 
  "288": "Mega Bomb/50/-300/Crafting -8/Mega Bomb/Generates a powerful explosion. Use with extreme caution.",
 
  "290": "Stone/50/-300/Basic/Stone/...",
 
  "293": "Brick Floor/1/-300/Crafting -24/Brick Floor/Place on the ground to create paths or to decorate your floors.",
 
  "294": "Twig/1/-300/Crafting/Twig/...",
 
  "295": "Twig/1/-300/Crafting/Twig/...",
 
  "296": "Salmonberry/5/10/Basic -79/Salmonberry/A spring-time berry with the flavor of the forest.",
 
  "297": "Grass Starter/50/-300/Crafting/Grass Starter/Place this on your farm to start a new patch of grass.",
 
  "298": "Hardwood Fence/10/-300/Crafting -8/Hardwood Fence/The most durable type of fence.",
 
  "299": "Amaranth Seeds/35/-300/Seeds -74/Amaranth Seeds/Plant these in the fall. Takes 7 days to grow. Harvest with the scythe.",
 
  "300": "Amaranth/150/20/Basic -75/Amaranth/A purple grain cultivated by an ancient civilization.",
 
  "301": "Grape Starter/30/-300/Seeds -74/Grape Starter/Plant these in the fall. Takes 10 days to grow, but keeps producing after that. Grows on a trellis.",
 
  "302": "Hops Starter/30/-300/Seeds -74/Hops Starter/Plant these in the summer. Takes 11 days to grow, but keeps producing after that. Grows on a trellis.",
 
  "303": "Pale Ale/300/20/Basic -26/Pale Ale/Drink in moderation./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "304": "Hops/25/18/Basic -75/Hops/A bitter, tangy flower used to flavor beer.",
 
  "305": "Void Egg/65/15/Basic -5/Void Egg/A jet-black egg with red flecks. It's warm to the touch.",
 
  "306": "Mayonnaise/190/-300/Basic -26/Mayonnaise/It looks spreadable.",
 
  "307": "Duck Mayonnaise/375/-300/Basic -26/Duck Mayonnaise/It's a rich, yellow mayonnaise.",
 
  "308": "Void Mayonnaise/275/-30/Basic -26/Void Mayonnaise/A thick, black paste that smells like burnt hair.",
 
  "309": "Acorn/20/-300/Crafting -74/Acorn/Place this on your farm to plant an oak tree.",
 
  "310": "Maple Seed/5/-300/Crafting -74/Maple Seed/Place this on your farm to plant a maple tree.",
 
  "311": "Pine Cone/5/-300/Crafting -74/Pine Cone/Place this on your farm to plant a pine tree.",
 
  "313": "Weeds/50/-300/Crafting/Weeds/...",
 
  "314": "Weeds/50/-300/Crafting/Weeds/...",
 
  "315": "Weeds/50/-300/Crafting/Weeds/...",
 
  "316": "Weeds/50/-300/Crafting/Weeds/...",
 
  "317": "Weeds/50/-300/Crafting/Weeds/...",
 
  "318": "Weeds/50/-300/Crafting/Weeds/...",
 
  "319": "Weeds/50/-300/Crafting/Weeds/...",
 
  "320": "Weeds/50/-300/Crafting/Weeds/...",
 
  "321": "Weeds/50/-300/Crafting/Weeds/...",
 
  "322": "Wood Fence/1/-300/Crafting -8/Wood Fence/Keeps grass and animals contained!",
 
  "323": "Stone Fence/2/-300/Crafting -8/Stone Fence/Lasts longer than a wood fence.",
 
  "324": "Iron Fence/6/-300/Crafting -8/Iron Fence/Lasts longer than a stone fence.",
 
  "325": "Gate/4/-300/Crafting -8/Gate/Allows you to pass through a fence.",
 
  "326": "Dwarvish Translation Guide/50/-300/Crafting -8/Dwarvish Translation Guide/Teaches you dwarvish.",
 
  "328": "Wood Floor/1/-300/Crafting -24/Wood Floor/Place on the ground to create paths or to decorate your floors.",
 
  "329": "Stone Floor/1/-300/Crafting -24/Stone Floor/Place on the ground to create paths or to spruce up your floors.",
 
  "330": "Clay/20/-300/Basic -16/Clay/Used in crafting and construction.",
 
  "331": "Weathered Floor/1/-300/Crafting -24/Weathered Floor/Place on the ground to create paths or to spruce up your floors.",
 
  "333": "Crystal Floor/1/-300/Crafting -24/Crystal Floor/Place on the ground to create paths or to spruce up your floors.",
 
  "334": "Copper Bar/60/-300/Basic -15/Copper Bar/A bar of pure copper.",
 
  "335": "Iron Bar/120/-300/Basic -15/Iron Bar/A bar of pure iron.",
 
  "336": "Gold Bar/250/-300/Basic -15/Gold Bar/A bar of pure gold.",
 
  "337": "Iridium Bar/1000/-300/Basic -15/Iridium Bar/A bar of pure iridium.",
 
  "338": "Refined Quartz/50/-300/Basic -15/Refined Quartz/A more pure form of quartz.",
 
  "340": "Honey/100/-300/Basic -26/Honey/It's a sweet syrup produced by bees.",
 
  "341": "Tea Set/200/-300/Basic -24/Tea Set/Fine porcelain.",
 
  "342": "Pickles/100/-300/Basic -26/Pickles/A jar of your home-made pickles.",
 
  "343": "Stone/100/-300/Basic/Stone/Stone.",
 
  "344": "Jelly/160/-300/Basic -26/Jelly/Gooey.",
 
  "346": "Beer/200/20/Basic -26/Beer/Drink in moderation./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "347": "Rare Seed/200/-300/Seeds -74/Rare Seed/Sow in fall. Takes all season to grow.",
 
  "348": "Wine/400/20/Basic -26/Wine/Drink in moderation./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "349": "Energy Tonic/500/200/Crafting/Energy Tonic/Restores a lot of energy./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "350": "Juice/150/30/Basic -26/Juice/A sweet, nutritious beverage./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "351": "Muscle Remedy/500/20/Crafting/Muscle Remedy/When you've pushed your body too hard, drink this to remove 'Exhaustion'./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "368": "Basic Fertilizer/2/-300/Basic -19/Basic Fertilizer/Improves soil quality a little, increasing your chance to grow quality crops. Mix into tilled soil.",
 
  "369": "Quality Fertilizer/10/-300/Basic -19/Quality Fertilizer/Improves soil quality, increasing your chance to grow quality crops. Mix into tilled soil.",
 
  "370": "Basic Retaining Soil/4/-300/Basic -19/Basic Retaining Soil/This soil has a chance of staying watered overnight. Mix into tilled soil.",
 
  "371": "Quality Retaining Soil/5/-300/Basic -19/Quality Retaining Soil/This soil has a good chance of staying watered overnight. Mix into tilled soil.",
 
  "372": "Clam/50/-300/Basic -23/Clam/Someone lived here once.",
 
  "373": "Golden Pumpkin/2500/-300/Basic/Golden Pumpkin/It's valuable but has no other purpose.",
 
  "378": "Copper Ore/5/-300/Basic -15/Copper Ore/A common ore that can be smelted into bars.",
 
  "380": "Iron Ore/10/-300/Basic -15/Iron Ore/A fairly common ore that can be smelted into bars.",
 
  "382": "Coal/15/-300/Basic -15/Coal/A combustible rock that is useful for crafting and smelting.",
 
  "384": "Gold Ore/25/-300/Basic -15/Gold Ore/A precious ore that can be smelted into bars.",
 
  "386": "Iridium Ore/100/-300/Basic -15/Iridium Ore/An exotic ore with many curious properties. Can be smelted into bars.",
 
  "388": "Wood/2/-300/Basic -16/Wood/A sturdy, yet flexible plant material with a wide variety of uses.",
 
  "390": "Stone/2/-300/Basic -16/Stone/A common material with many uses in crafting and building.",
 
  "392": "Nautilus Shell/120/-300/Basic -23/Nautilus Shell/An ancient shell.",
 
  "393": "Coral/80/-300/Basic -23/Coral/A colony of tiny creatures that clump together to form beautiful structures.",
 
  "394": "Rainbow Shell/300/-300/Basic -23/Rainbow Shell/It's a very beautiful shell.",
 
  "395": "Coffee/150/1/Crafting/Coffee/It smells delicious. This is sure to give you a boost./drink/0 0 0 0 0 0 0 0 0 1 0/120",
 
  "396": "Spice Berry/80/10/Basic -79/Spice Berry/It fills the air with a pungent aroma.",
 
  "397": "Sea Urchin/160/-300/Basic -23/Sea Urchin/A slow-moving, spiny creature that some consider a delicacy.",
 
  "398": "Grape/80/15/Basic -79/Grape/A sweet cluster of fruit.",
 
  "399": "Spring Onion/8/5/Basic -81/Spring Onion/These grow wild during the spring.",
 
  "400": "Strawberry/120/20/Basic -79/Strawberry/A sweet, juicy favorite with an appealing red color.",
 
  "401": "Straw Floor/1/-300/Crafting -24/Straw Floor/Place on the ground to create paths or to spruce up your floors.",
 
  "402": "Sweet Pea/50/0/Basic -80/Sweet Pea/A fragrant summer flower.",
 
  "403": "Field Snack/20/18/Crafting/Field Snack/A quick snack to fuel the hungry forager.",
 
  "404": "Common Mushroom/40/15/Basic -81/Common Mushroom/Slightly nutty, with good texture.",
 
  "405": "Wood Path/1/-300/Crafting -24/Wood Path/Place on the ground to create paths or to spruce up your floors.",
 
  "406": "Wild Plum/80/10/Basic -79/Wild Plum/Tart and juicy with a pungent aroma.",
 
  "407": "Gravel Path/1/-300/Crafting -24/Gravel Path/Place on the ground to create paths or to spruce up your floors.",
 
  "408": "Hazelnut/90/12/Basic -81/Hazelnut/That's one big hazelnut!",
 
  "409": "Crystal Path/1/-300/Crafting -24/Crystal Path/Place on the ground to create paths or to spruce up your floors.",
 
  "410": "Blackberry/20/10/Basic -79/Blackberry/An early-fall treat.",
 
  "411": "Cobblestone Path/1/-300/Crafting -24/Cobblestone Path/Place on the ground to create paths or to spruce up your floors.",
 
  "412": "Winter Root/70/10/Basic -81/Winter Root/A starchy tuber.",
 
  "413": "Blue Slime Egg/1750/-300/Basic/Blue Slime Egg/Can be hatched in a slime incubator.",
 
  "414": "Crystal Fruit/150/25/Basic -79/Crystal Fruit/A delicate fruit that pops up from the snow.",
 
  "415": "Stepping Stone Path/1/-300/Crafting -24/Stepping Stone Path/Place on the ground to create paths or to spruce up your floors.",
 
  "416": "Snow Yam/100/12/Basic -81/Snow Yam/This little yam was hiding beneath the snow.",
 
  "417": "Sweet Gem Berry/3000/-300/Basic -17/Sweet Gem Berry/It's by far the sweetest thing you've ever smelled.",
 
  "418": "Crocus/60/0/Basic -80/Crocus/A flower that can bloom in the winter.",
 
  "419": "Vinegar/100/5/Basic/Vinegar/An aged fermented liquid used in many cooking recipes./drink",
 
  "420": "Red Mushroom/75/-20/Basic -81/Red Mushroom/A spotted mushroom sometimes found in caves.",
 
  "421": "Sunflower/80/18/Basic -80/Sunflower/A common misconception is that the flower turns so it's always facing the sun.",
 
  "422": "Purple Mushroom/250/50/Basic -81/Purple Mushroom/A rare mushroom found deep in caves.",
 
  "423": "Rice/100/5/Basic/Rice/A basic grain often served under vegetables.",
 
  "424": "Cheese/230/50/Basic -26/Cheese/It's your basic cheese.",
 
  "426": "Goat Cheese/400/50/Basic -26/Goat Cheese/Soft cheese made from goat's milk.",
 
  "428": "Cloth/470/-300/Basic -26/Cloth/A bolt of fine wool cloth.",
 
  "430": "Truffle/625/5/Basic -17/Truffle/A gourmet type of mushroom with a unique taste.",
 
  "432": "Truffle Oil/1065/15/Basic -26/Truffle Oil/A gourmet cooking ingredient./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "433": "Coffee Bean/15/-300/Seeds -74/Coffee Bean/Plant in spring or summer to grow a coffee plant. Place five beans in a keg to make coffee.",
 
  "434": "Stardrop/7777/100/Crafting/Stardrop/A mysterious fruit that empowers those who eat it. The flavor is like a dream... a powerful personal experience, yet difficult to describe to others.",
 
  "436": "Goat Milk/225/25/Basic -6/Goat Milk/The milk of a goat./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "437": "Red Slime Egg/2500/-300/Basic/Red Slime Egg/Can be hatched in a slime incubator.",
 
  "438": "L. Goat Milk/345/35/Basic -6/L. Goat Milk/A gallon of creamy goat's milk./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "439": "Purple Slime Egg/5000/-300/Basic/Purple Slime Egg/Can be hatched in a slime incubator.",
 
  "440": "Wool/340/-300/Basic -18/Wool/Soft, fluffy wool.",
 
  "441": "Explosive Ammo/20/-300/Basic/Explosive Ammo/Fire this with the slingshot.",
 
  "442": "Duck Egg/95/15/Basic -5/Duck Egg/It's still warm.",
 
  "444": "Duck Feather/125/-300/Basic -18/Duck Feather/It's so colorful.",
 
  "446": "Rabbit's Foot/565/-300/Basic -18/Rabbit's Foot/Some say it's lucky.",
 
  "447": "Aged Roe/100/40/Basic -26/Aged Roe/Fish eggs aged in salt to bring out the flavor.",
 
  "449": "Stone Base/0/-300/asdf/Stone Base/A simple block of stone.",
 
  "450": "Stone/0/-300/asdf/Stone/Stone.",
 
  "452": "Weeds/0/-300/asdf/Weeds/A cluster of dry old bushes.",
 
  "454": "Ancient Fruit/550/-300/Basic -79/Ancient Fruit/It's been dormant for eons.",
 
  "456": "Algae Soup/100/30/Cooking -7/Algae Soup/It's a little slimy./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "457": "Pale Broth/150/50/Cooking -7/Pale Broth/A delicate broth with a hint of sulfur./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "458": "Bouquet/100/-300/Basic/Bouquet/A gift that shows your romantic interest.",
 
  "459": "Mead/200/30/Basic -26/Mead/A fermented beverage made from honey. Drink in moderation./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "460": "Mermaid's Pendant/2500/-300/Basic/Mermaid's Pendant/Give this to the person you want to marry.",
 
  "461": "Decorative Pot/200/-300/Crafting/Decorative Pot/A replica of an ancient pot.",
 
  "463": "Drum Block/100/-300/Crafting/Drum Block/Plays a drum sound when you walk past.",
 
  "464": "Flute Block/100/-300/Crafting/Flute Block/Plays a flute sound when you walk past.",
 
  "465": "Speed-Gro/20/-300/Basic -19/Speed-Gro/Stimulates leaf production. Guaranteed to increase growth rate by at least 10%. Mix into tilled soil.",
 
  "466": "Deluxe Speed-Gro/40/-300/Basic -19/Deluxe Speed-Gro/Stimulates leaf production. Guaranteed to increase growth rate by at least 25%. Mix into tilled soil.",
 
  "472": "Parsnip Seeds/10/-300/Seeds -74/Parsnip Seeds/Plant these in the spring. Takes 4 days to mature.",
 
  "473": "Bean Starter/30/-300/Seeds -74/Bean Starter/Plant these in the spring. Takes 10 days to mature, but keeps producing after that. Grows on a trellis.",
 
  "474": "Cauliflower Seeds/40/-300/Seeds -74/Cauliflower Seeds/Plant these in the spring. Takes 12 days to produce a large cauliflower.",
 
  "475": "Potato Seeds/25/-300/Seeds -74/Potato Seeds/Plant these in the spring. Takes 6 days to mature, and has a chance of yielding multiple potatoes at harvest.",
 
  "476": "Garlic Seeds/20/-300/Seeds -74/Garlic Seeds/Plant these in the spring. Takes 4 days to mature.",
 
  "477": "Kale Seeds/35/-300/Seeds -74/Kale Seeds/Plant these in the spring. Takes 6 days to mature. Harvest with the scythe.",
 
  "478": "Rhubarb Seeds/50/-300/Seeds -74/Rhubarb Seeds/Plant these in the spring. Takes 13 days to mature.",
 
  "479": "Melon Seeds/40/-300/Seeds -74/Melon Seeds/Plant these in the summer. Takes 12 days to mature.",
 
  "480": "Tomato Seeds/25/-300/Seeds -74/Tomato Seeds/Plant these in the summer. Takes 11 days to mature, and continues to produce after first harvest.",
 
  "481": "Blueberry Seeds/40/-300/Seeds -74/Blueberry Seeds/Plant these in the summer. Takes 13 days to mature, and continues to produce after first harvest.",
 
  "482": "Pepper Seeds/20/-300/Seeds -74/Pepper Seeds/Plant these in the summer. Takes 5 days to mature, and continues to produce after first harvest.",
 
  "483": "Wheat Seeds/5/-300/Seeds -74/Wheat Seeds/Plant these in the summer or fall. Takes 4 days to mature. Harvest with the scythe.",
 
  "484": "Radish Seeds/20/-300/Seeds -74/Radish Seeds/Plant these in the summer. Takes 6 days to mature.",
 
  "485": "Red Cabbage Seeds/50/-300/Seeds -74/Red Cabbage Seeds/Plant these in the summer. Takes 9 days to mature.",
 
  "486": "Starfruit Seeds/200/-300/Seeds -74/Starfruit Seeds/Plant these in the summer. Takes 13 days to mature.",
 
  "487": "Corn Seeds/75/-300/Seeds -74/Corn Seeds/Plant these in the summer or fall. Takes 14 days to mature, and continues to produce after first harvest.",
 
  "488": "Eggplant Seeds/10/-300/Seeds -74/Eggplant Seeds/Plant these in the fall. Takes 5 days to mature, and continues to produce after first harvest.",
 
  "489": "Artichoke Seeds/15/-300/Seeds -74/Artichoke Seeds/Plant these in the fall. Takes 8 days to mature.",
 
  "490": "Pumpkin Seeds/50/-300/Seeds -74/Pumpkin Seeds/Plant these in the fall. Takes 13 days to mature.",
 
  "491": "Bok Choy Seeds/25/-300/Seeds -74/Bok Choy Seeds/Plant these in the fall. Takes 4 days to mature.",
 
  "492": "Yam Seeds/30/-300/Seeds -74/Yam Seeds/Plant these in the fall. Takes 10 days to mature.",
 
  "493": "Cranberry Seeds/120/-300/Seeds -74/Cranberry Seeds/Plant these in the fall. Takes 7 days to mature, and continues to produce after first harvest.",
 
  "494": "Beet Seeds/10/-300/Seeds -74/Beet Seeds/Plant these in the fall. Takes 6 days to mature.",
 
  "495": "Spring Seeds/35/-300/Seeds -74/Spring Seeds/An assortment of wild spring seeds.",
 
  "496": "Summer Seeds/55/-300/Seeds -74/Summer Seeds/An assortment of wild summer seeds.",
 
  "497": "Fall Seeds/45/-300/Seeds -74/Fall Seeds/An assortment of wild fall seeds.",
 
  "498": "Winter Seeds/30/-300/Seeds -74/Winter Seeds/An assortment of wild winter seeds.",
 
  "499": "Ancient Seeds/30/-300/Seeds -74/Ancient Seeds/Could these still grow?",
 
  "427": "Tulip Bulb/10/-300/Seeds -74/Tulip Bulb/Plant in spring. Takes 6 days to produce a colorful flower. Assorted colors.",
 
  "429": "Jazz Seeds/15/-300/Seeds -74/Jazz Seeds/Plant in spring. Takes 7 days to produce a blue puffball flower.",
 
  "453": "Poppy Seeds/50/-300/Seeds -74/Poppy Seeds/Plant in summer. Produces a bright red flower in 7 days.",
 
  "455": "Spangle Seeds/25/-300/Seeds -74/Spangle Seeds/Plant in summer. Takes 8 days to produce a vibrant tropical flower. Assorted colors.",
 
  "431": "Sunflower Seeds/20/-300/Seeds -74/Sunflower Seeds/Plant in summer or fall. Takes 8 days to produce a large sunflower. Yields more seeds at harvest.",
 
  "425": "Fairy Seeds/100/-300/Seeds -74/Fairy Seeds/Plant in fall. Takes 12 days to produce a mysterious flower. Assorted Colors.",
 
  "516": "Small Glow Ring/100/-300/Ring/Small Glow Ring/Emits a small, constant light.",
 
  "517": "Glow Ring/200/-300/Ring/Glow Ring/Emits a constant light.",
 
  "518": "Small Magnet Ring/100/-300/Ring/Small Magnet Ring/Slightly increases your radius for collecting items.",
 
  "519": "Magnet Ring/200/-300/Ring/Magnet Ring/Increases your radius for collecting items.",
 
  "520": "Slime Charmer Ring/700/-300/Ring/Slime Charmer Ring/Prevents damage from slimes.",
 
  "521": "Warrior Ring/1500/-300/Ring/Warrior Ring/Occasionally infuses the wearer with \"warrior energy\" after slaying a monster.",
 
  "522": "Vampire Ring/1500/-300/Ring/Vampire Ring/Gain a little health every time you slay a monster.",
 
  "523": "Savage Ring/1500/-300/Ring/Savage Ring/Gain a short speed boost whenever you slay a monster.",
 
  "524": "Ring of Yoba/1500/-300/Ring/Ring of Yoba/Occasionally shields the wearer from damage.",
 
  "525": "Sturdy Ring/1500/-300/Ring/Sturdy Ring/Cuts the duration of negative status effects in half.",
 
  "526": "Burglar's Ring/1500/-300/Ring/Burglar's Ring/Monsters have a greater chance of dropping loot.",
 
  "527": "Iridium Band/2000/-300/Ring/Iridium Band/Glows, attracts items, and increases attack damage by 10%.",
 
  "528": "Jukebox Ring/200/-300/Ring/Jukebox Ring/Plays a random assortment of music you've heard.",
 
  "529": "Amethyst Ring/200/-300/Ring/Amethyst Ring/Increases knockback by 10%.",
 
  "530": "Topaz Ring/200/-300/Ring/Topaz Ring/Increases weapon precision by 10%.",
 
  "531": "Aquamarine Ring/400/-300/Ring/Aquamarine Ring/Increases critical strike chance by 10%.",
 
  "532": "Jade Ring/400/-300/Ring/Jade Ring/Increases critical strike power by 10%.",
 
  "533": "Emerald Ring/600/-300/Ring/Emerald Ring/Increases weapon speed by 10%.",
 
  "534": "Ruby Ring/600/-300/Ring/Ruby Ring/Increases attack by 10%.",
 
  "535": "Geode/50/-300/Basic/Geode/A blacksmith can break this open for you./538 542 548 549 552 555 556 557 558 566 568 569 571 574 576 121",
 
  "536": "Frozen Geode/100/-300/Basic/Frozen Geode/A blacksmith can break this open for you./541 544 545 546 550 551 559 560 561 564 567 572 573 577 123",
 
  "537": "Magma Geode/150/-300/Basic/Magma Geode/A blacksmith can break this open for you./539 540 543 547 553 554 562 563 565 570 575 578 122",
 
  "538": "Alamite/150/-300/Minerals -12/Alamite/Its distinctive fluorescence makes it a favorite among rock collectors.",
 
  "539": "Bixite/300/-300/Minerals -12/Bixite/A dark metallic Mineral sought after for its cubic structure.",
 
  "540": "Baryte/50/-300/Minerals -12/Baryte/The best specimens resemble a desert rose.",
 
  "541": "Aerinite/125/-300/Minerals -12/Aerinite/These crystals are curiously light.",
 
  "542": "Calcite/75/-300/Minerals -12/Calcite/This yellow crystal is speckled with shimmering nodules.",
 
  "543": "Dolomite/300/-300/Minerals -12/Dolomite/It can occur in coral reefs, often near an underwater volcano.",
 
  "544": "Esperite/100/-300/Minerals -12/Esperite/The crystals glow bright green when stimulated.",
 
  "545": "Fluorapatite/200/-300/Minerals -12/Fluorapatite/Small amounts are found in human teeth.",
 
  "546": "Geminite/150/-300/Minerals -12/Geminite/Occurs in brilliant clusters.",
 
  "547": "Helvite/450/-300/Minerals -12/Helvite/It grows in a triangular column.",
 
  "548": "Jamborite/150/-300/Minerals -12/Jamborite/The crystals are so tightly packed it almost looks fuzzy.",
 
  "549": "Jagoite/115/-300/Minerals -12/Jagoite/A high volume of tiny crystals makes it very glittery.",
 
  "550": "Kyanite/250/-300/Minerals -12/Kyanite/The geometric faces are as smooth as glass.",
 
  "551": "Lunarite/200/-300/Minerals -12/Lunarite/The cratered white orbs form a tight cluster.",
 
  "552": "Malachite/100/-300/Minerals -12/Malachite/A popular ornamental stone, used in sculpture and to make green paint.",
 
  "553": "Neptunite/400/-300/Minerals -12/Neptunite/A jet-black crystal that is unusually reflective.",
 
  "554": "Lemon Stone/200/-300/Minerals -12/Lemon Stone/Some claim the powdered crystal is a dwarvish delicacy.",
 
  "555": "Nekoite/80/-300/Minerals -12/Nekoite/The delicate shards form a tiny pink meadow.",
 
  "556": "Orpiment/80/-300/Minerals -12/Orpiment/Despite its high toxicity, this Mineral is widely used in manufacturing and folk medicine.",
 
  "557": "Petrified Slime/120/-300/Minerals -12/Petrified Slime/This little guy may be 100,000 years old.",
 
  "558": "Thunder Egg/100/-300/Minerals -12/Thunder Egg/According to legend, angry thunder spirits would throw these stones at one another.",
 
  "559": "Pyrite/120/-300/Minerals -12/Pyrite/Commonly known as \"Fool's Gold\".",
 
  "560": "Ocean Stone/220/-300/Minerals -12/Ocean Stone/An old legend claims these stones are the mosaics of ancient mermaids.",
 
  "561": "Ghost Crystal/200/-300/Minerals -12/Ghost Crystal/There is an aura of coldness around this crystal.",
 
  "562": "Tigerseye/275/-300/Minerals -12/Tigerseye/A stripe of shimmering gold gives this gem a warm luster.",
 
  "563": "Jasper/150/-300/Minerals -12/Jasper/When polished, this stone becomes attactively luminous. Prized by ancient peoples for thousands of years.",
 
  "564": "Opal/150/-300/Minerals -12/Opal/Its internal structure causes it to reflect a rainbow of light.",
 
  "565": "Fire Opal/350/-300/Minerals -12/Fire Opal/A rare variety of opal, named for its red spots.",
 
  "566": "Celestine/125/-300/Minerals -12/Celestine/Some early life forms had bones made from this.",
 
  "567": "Marble/110/-300/Minerals -12/Marble/A very popular material for sculptures and construction.",
 
  "568": "Sandstone/60/-300/Minerals -12/Sandstone/A common type of stone with red and brown striations.",
 
  "569": "Granite/75/-300/Minerals -12/Granite/A speckled Mineral that is commonly used in construction.",
 
  "570": "Basalt/175/-300/Minerals -12/Basalt/Forms near searing hot magma.",
 
  "571": "Limestone/15/-300/Minerals -12/Limestone/A very common type of stone. It's not worth very much.",
 
  "572": "Soapstone/120/-300/Minerals -12/Soapstone/Because of its relatively soft consistency, this stone is very popular for carving.",
 
  "573": "Hematite/150/-300/Minerals -12/Hematite/An iron-based Mineral with interesting magnetic properties.",
 
  "574": "Mudstone/25/-300/Minerals -12/Mudstone/A fine-grained rock made from ancient clay or mud.",
 
  "575": "Obsidian/200/-300/Minerals -12/Obsidian/A volcanic glass that forms when lava cools rapidly.",
 
  "576": "Slate/85/-300/Minerals -12/Slate/It's extremely resistant to water, making it a good roofing material.",
 
  "577": "Fairy Stone/250/-300/Minerals -12/Fairy Stone/An old miner's song suggests these are made from the bones of ancient fairies.",
 
  "578": "Star Shards/500/-300/Minerals -12/Star Shards/No one knows how these form. Some scientists claim that the microscopic structure displays unnatural regularity.",
 
  "579": "Prehistoric Scapula/100/-300/Arch/Prehistoric Scapula/Commonly known as a \"shoulder blade\"... It's unclear what species it belonged to./Town .01",
 
  "580": "Prehistoric Tibia/100/-300/Arch/Prehistoric Tibia/A thick and sturdy leg bone./Forest .01",
 
  "581": "Prehistoric Skull/100/-300/Arch/Prehistoric Skull/This is definitely a mammalian skull./Mountain .01",
 
  "582": "Skeletal Hand/100/-300/Arch/Skeletal Hand/It's a wonder all these ancient little pieces lasted so long./Beach .01",
 
  "583": "Prehistoric Rib/100/-300/Arch/Prehistoric Rib/Little gouge marks on the side suggest that this rib was someone's dinner./Farm .01",
 
  "584": "Prehistoric Vertebra/100/-300/Arch/Prehistoric Vertebra/A segment of some prehistoric creature's spine./BusStop .01",
 
  "585": "Skeletal Tail/100/-300/Arch/Skeletal Tail/It's pretty short for a tail./UndergroundMine .01",
 
  "586": "Nautilus Fossil/80/-300/Arch/Nautilus Fossil/This must've washed up ages ago from an ancient coral reef. /Beach .03",
 
  "587": "Amphibian Fossil/150/-300/Arch/Amphibian Fossil/The relatively short hind legs suggest some kind of primordial toad./Forest .01 Mountain .01",
 
  "588": "Palm Fossil/100/-300/Arch/Palm Fossil/Palm Fossils are relatively common, but this happens to be a particularly well-preserved specimen./Desert .1 Beach .01 Forest .01",
 
  "589": "Trilobite/50/-300/Arch/Trilobite/A long extinct relative of the crab./Beach .03 Mountain .03 Forest .03",
 
  "590": "Artifact Spot/0/-300/asdf/Artifact Spot/Uh... how did you get this in your inventory? Ape made a booboo./Beach .03 Mountain .03 Forest .03",
 
  "591": "Tulip/30/18/Basic -80/Tulip/The most popular spring flower. Has a very faint sweet smell.",
 
  "593": "Summer Spangle/90/18/Basic -80/Summer Spangle/A tropical bloom that thrives in the humid summer air. Has a sweet, tangy aroma.",
 
  "595": "Fairy Rose/290/18/Basic -80/Fairy Rose/An old folk legend suggests that the sweet smell of this flower attracts fairies.",
 
  "597": "Blue Jazz/50/18/Basic -80/Blue Jazz/The flower grows in a sphere to invite as many butterflies as possible.",
 
  "599": "Sprinkler/100/-300/Crafting -8/Sprinkler/Waters the 4 adjacent tiles every morning.",
 
  "376": "Poppy/140/18/Basic -80/Poppy/In addition to its colorful flower, the Poppy has culinary and medicinal uses.",
 
  "604": "Plum Pudding/260/70/Cooking -7/Plum Pudding/A traditional holiday treat./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "605": "Artichoke Dip/210/40/Cooking -7/Artichoke Dip/It's cool and refreshing./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "606": "Stir Fry/335/80/Cooking -7/Stir Fry/Julienned vegetables on a bed of rice./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "607": "Roasted Hazelnuts/270/70/Cooking -7/Roasted Hazelnuts/The roasting process creates a rich forest flavor./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "608": "Pumpkin Pie/385/90/Cooking -7/Pumpkin Pie/Silky pumpkin cream in a flakey crust./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "609": "Radish Salad/300/80/Cooking -7/Radish Salad/The radishes are so crisp!/food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "610": "Fruit Salad/450/105/Cooking -7/Fruit Salad/A delicious combination of summer fruits./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "611": "Blackberry Cobbler/260/70/Cooking -7/Blackberry Cobbler/There's nothing quite like it./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "612": "Cranberry Candy/175/50/Cooking -7/Cranberry Candy/It's sweet enough to mask the bitter fruit./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "613": "Apple/100/15/Basic -79/Apple/A crisp fruit used for juice and cider.",
 
  "614": "Green Tea/100/5/Basic -26/Green Tea/A pleasant, energizing beverage made from lightly processed tea leaves./drink/0 0 0 0 0 0 0 30 0 0 0/360",
 
  "618": "Bruschetta/210/45/Cooking -7/Bruschetta/Roasted tomatoes on a crisp white bread./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "621": "Quality Sprinkler/450/-300/Crafting -8/Quality Sprinkler/Waters the 8 adjacent tiles every morning.",
 
  "645": "Iridium Sprinkler/1000/-300/Crafting -8/Iridium Sprinkler/Waters the 24 adjacent tiles every morning.",
 
  "648": "Coleslaw/345/85/Cooking -7/Coleslaw/It's light, fresh and very healthy./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "649": "Fiddlehead Risotto/350/90/Cooking -7/Fiddlehead Risotto/A creamy rice dish served with sauteed fern heads. It's a little bland./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "651": "Poppyseed Muffin/250/60/Cooking -7/Poppyseed Muffin/It has a soothing effect./food/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "628": "Cherry Sapling/850/-300/Basic -74/Cherry Sapling/Takes 28 days to produce a mature cherry tree. Bears fruit in the spring. Only grows if the 8 surrounding \"tiles\" are empty.",
 
  "629": "Apricot Sapling/500/-300/Basic -74/Apricot Sapling/Takes 28 days to produce a mature Apricot tree. Bears fruit in the spring. Only grows if the 8 surrounding \"tiles\" are empty.",
 
  "630": "Orange Sapling/1000/-300/Basic -74/Orange Sapling/Takes 28 days to produce a mature Orange tree. Bears fruit in the summer. Only grows if the 8 surrounding \"tiles\" are empty.",
 
  "631": "Peach Sapling/1500/-300/Basic -74/Peach Sapling/Takes 28 days to produce a mature Peach tree. Bears fruit in the summer. Only grows if the 8 surrounding \"tiles\" are empty.",
 
  "632": "Pomegranate Sapling/1500/-300/Basic -74/Pomegranate Sapling/Takes 28 days to produce a mature Pomegranate tree. Bears fruit in the fall. Only grows if the 8 surrounding \"tiles\" are empty.",
 
  "633": "Apple Sapling/1000/-300/Basic -74/Apple Sapling/Takes 28 days to produce a mature Apple tree. Bears fruit in the fall. Only grows if the 8 surrounding \"tiles\" are empty.",
 
  "634": "Apricot/50/15/Basic -79/Apricot/A tender little fruit with a rock-hard pit.",
 
  "635": "Orange/100/15/Basic -79/Orange/Juicy, tangy, and bursting with sweet summer aroma.",
 
  "636": "Peach/140/15/Basic -79/Peach/It's almost fuzzy to the touch.",
 
  "637": "Pomegranate/140/15/Basic -79/Pomegranate/Within the fruit are clusters of juicy seeds.",
 
  "638": "Cherry/80/15/Basic -79/Cherry/It's popular, and ripens sooner than most other fruits.",
 
  "668": "Stone/0/15/Basic/Stone/There's stone ore in this stone.",
 
  "670": "Stone/0/15/Basic/Stone/There's stone ore in this stone.",
 
  "674": "Weeds/0/15/Basic/Weeds/Ugly weeds.",
 
  "675": "Weeds/0/15/Basic/Weeds/Ugly weeds.",
 
  "676": "Weeds/0/15/Basic/Weeds/Ugly weeds.",
 
  "677": "Weeds/0/15/Basic/Weeds/Ugly weeds.",
 
  "678": "Weeds/0/15/Basic/Weeds/Ugly weeds.",
 
  "679": "Weeds/0/15/Basic/Weeds/Ugly weeds.",
 
  "680": "Green Slime Egg/1000/-300/Basic/Green Slime Egg/Can be hatched in a slime incubator.",
 
  "681": "Rain Totem/20/-300/Crafting/Rain Totem/Activate to greatly increase the chance for rain tomorrow. Consumed on use.",
 
  "682": "Mutant Carp/1000/10/Fish -4/Mutant Carp/The strange waters of the sewer turned this carp into a monstrosity./Day^Spring Summer",
 
  "684": "Bug Meat/8/-300/Basic -28/Bug Meat/It's a juicy wad of bug flesh.",
 
  "685": "Bait/1/-300/Basic -21/Bait/Causes fish to bite faster. Must first be attached to a fishing rod.",
 
  "686": "Spinner/250/-300/Basic -22/Spinner/The shape makes it spin around in the water. Slightly increases the bite-rate when fishing.",
 
  "687": "Dressed Spinner/500/-300/Basic -22/Dressed Spinner/The metal tab and colorful streamers create an enticing spectacle for fish. Increases the bite-rate when fishing.",
 
  "688": "Warp Totem: Farm/20/-300/Crafting/Warp Totem: Farm/Warp directly to your house. Consumed on use.",
 
  "689": "Warp Totem: Mountains/20/-300/Crafting/Warp Totem: Mountains/Warp directly to the mountains. Consumed on use.",
 
  "690": "Warp Totem: Beach/20/-300/Crafting/Warp Totem: Beach/Warp directly to the beach. Consumed on use.",
 
  "691": "Barbed Hook/500/-300/Basic -22/Barbed Hook/Makes your catch more secure, causing the \"fishing bar\" to cling to your catch. Works best on slow, weak fish.",
 
  "692": "Lead Bobber/150/-300/Basic -22/Lead Bobber/Adds weight to your \"fishing bar\", preventing it from bouncing along the bottom.",
 
  "693": "Treasure Hunter/250/-300/Basic -22/Treasure Hunter/Fish don't escape while collecting treasures. Also slightly increases the chance to find treasures.",
 
  "694": "Trap Bobber/200/-300/Basic -22/Trap Bobber/Causes fish to escape slower when you aren't reeling them in.",
 
  "695": "Cork Bobber/250/-300/Basic -22/Cork Bobber/Slightly increases the size of your \"fishing bar\".",
 
  "698": "Sturgeon/200/10/Fish -4/Sturgeon/An ancient bottom-feeder with a dwindling population. Females can live up to 150 years./Day^Spring Summer",
 
  "699": "Tiger Trout/150/10/Fish -4/Tiger Trout/A rare hybrid trout that cannot bear offspring of its own./Day^Spring Summer",
 
  "700": "Bullhead/75/10/Fish -4/Bullhead/A relative of the catfish that eats a variety of foods off the lake bottom./Day^Spring Summer",
 
  "701": "Tilapia/75/10/Fish -4/Tilapia/A primarily vegetarian fish that prefers warm water./Day^Spring Summer",
 
  "702": "Chub/50/10/Fish -4/Chub/A common freshwater fish known for its voracious appetite./Day^Spring Summer",
 
  "703": "Magnet/15/-300/Basic -21/Magnet/Increases the chance of finding treasures when fishing. However, fish aren't crazy about the taste.",
 
  "704": "Dorado/100/10/Fish -4/Dorado/A fierce carnivore with brilliant orange scales./Day^Summer",
 
  "705": "Albacore/75/10/Fish -4/Albacore/Prefers temperature \"edges\" where cool and warm water meet./Day^Spring Fall",
 
  "706": "Shad/60/10/Fish -4/Shad/Lives in a school at sea, but returns to the rivers to spawn./Day^Spring Summer Fall",
 
  "707": "Lingcod/120/10/Fish -4/Lingcod/A fearsome predator that will eat almost anything it can cram into its mouth./Day^Fall",
 
  "708": "Halibut/80/10/Fish -4/Halibut/A flat fish that lives on the ocean floor./Day^Spring Summer",
 
  "709": "Hardwood/15/-300/Basic -16/Hardwood/A special kind of wood with superior strength and beauty.",
 
  "710": "Crab Pot/50/-300/Crafting/Crab Pot/Place it in the water, load it with bait, and check the next day to see if you've caught anything. Works in streams, lakes, and the ocean.",
 
  "715": "Lobster/120/-300/Fish -4/Lobster/A large ocean-dwelling crustacean with a strong tail./Day^Spring Summer",
 
  "716": "Crayfish/75/-300/Fish -4/Crayfish/A small freshwater relative of the lobster./Day^Spring Summer",
 
  "717": "Crab/100/-300/Fish -4/Crab/A marine crustacean with two powerful pincers./Day^Spring Summer",
 
  "718": "Cockle/50/-300/Fish -4/Cockle/A common saltwater clam./Day^Spring Summer",
 
  "719": "Mussel/30/-300/Fish -4/Mussel/A common bivalve that often lives in clusters./Day^Spring Summer",
 
  "720": "Shrimp/60/-300/Fish -4/Shrimp/A scavenger that feeds off the ocean floor. Widely prized for its meat./Day^Spring Summer",
 
  "721": "Snail/65/-300/Fish -4/Snail/A wide-ranging mollusc that lives in a spiral shell./Day^Spring Summer",
 
  "722": "Periwinkle/20/-300/Fish -4/Periwinkle/A tiny freshwater snail that lives in a blue shell./Day^Spring Summer",
 
  "723": "Oyster/40/-300/Fish -4/Oyster/Constantly filters water to find food. In the process, it removes dangerous toxins from the environment./Day^Spring Summer",
 
  "724": "Maple Syrup/200/20/Basic -27/Maple Syrup/A sweet syrup with a unique flavor./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "725": "Oak Resin/150/-300/Basic -27/Oak Resin/A sticky, fragrant substance derived from oak sap.",
 
  "726": "Pine Tar/100/-300/Basic -27/Pine Tar/A pungent substance derived from pine sap.",
 
  "727": "Chowder/135/90/Cooking -7/Chowder/A perfect way to warm yourself after a cold night at sea./food/0 1 0 0 0 0 0 0 0 0 0/1440",
 
  "730": "Lobster Bisque/205/90/Cooking -7/Lobster Bisque/This delicate soup is a secret family recipe of Willy's./food/0 3 0 0 0 0 0 50 0 0 0/1440",
 
  "728": "Fish Stew/175/90/Cooking -7/Fish Stew/It smells a lot like the sea. Tastes better, though./food/0 3 0 0 0 0 0 0 0 0 0/1440",
 
  "729": "Escargot/125/90/Cooking -7/Escargot/Butter-soaked snails cooked to perfection./food/0 2 0 0 0 0 0 0 0 0 0/1440",
 
  "731": "Maple Bar/300/90/Cooking -7/Maple Bar/It's a sweet doughnut topped with a rich maple glaze./food/1 1 1 0 0 0 0 0 0 0 0/1440",
 
  "732": "Crab Cakes/275/90/Cooking -7/Crab Cakes/Crab, bread crumbs, and egg formed into patties then fried to a golden brown./food/0 0 0 0 0 0 0 0 0 1 1/1440",
 
  "733": "Shrimp Cocktail/160/90/Cooking -7/Shrimp Cocktail/A sumptuous appetizer made with freshly-caught shrimp./food/0 1 0 0 1 0 0 0 0 0 0/860",
 
  "734": "Woodskip/75/10/Fish -4/Woodskip/A very sensitive fish that can only live in pools deep in the forest./Day^Spring Summer",
 
  "745": "Strawberry Seeds/0/-300/Seeds -74/Strawberry Seeds/Plant these in spring. Takes 8 days to mature, and keeps producing strawberries after that.",
 
  "746": "Jack-O-Lantern/0/-300/Crafting -8/Jack-O-Lantern/A whimsical fall decoration.",
 
  "747": "Rotten Plant/0/-300/Basic -20/Rotten Plant/Decomposing organic material. It's slimy and unpleasant.",
 
  "748": "Rotten Plant/0/-300/Basic -20/Rotten Plant/Decomposing organic material. It's slimy and unpleasant.",
 
  "749": "Omni Geode/0/-300/Basic/Omni Geode/A blacksmith can break this open for you. These geodes contain a wide variety of Minerals./538 542 548 549 552 555 556 557 558 566 568 569 571 574 576 541 544 545 546 550 551 559 560 561 564 567 572 573 577 539 540 543 547 553 554 562 563 565 570 575 578 121 122 123",
 
  "750": "Weeds/0/15/Basic/Weeds/Ugly weeds.",
 
  "751": "Stone/0/15/Basic/Stone/There's copper ore in this stone.",
 
  "760": "Stone/0/15/Basic/Stone/...",
 
  "762": "Stone/0/15/Basic/Stone/...",
 
  "764": "Stone/0/15/Basic/Stone/gold ore",
 
  "765": "Stone/0/15/Basic/Stone/iridium ore",
 
  "766": "Slime/5/-300/Basic -28/Slime/A shimmering, gelatinous glob with no smell.",
 
  "767": "Bat Wing/15/-300/Basic -28/Bat Wing/The material is surprisingly delicate.",
 
  "768": "Solar Essence/40/-300/Basic -28/Solar Essence/The glowing face is warm to the touch.",
 
  "769": "Void Essence/50/-300/Basic -28/Void Essence/It's quivering with dark energy.",
 
  "770": "Mixed Seeds/0/-300/Seeds -74/Mixed Seeds/There's a little bit of everything here. Plant them and see what grows!",
 
  "771": "Fiber/1/-300/Basic -16/Fiber/Raw material sourced from plants.",
 
  "772": "Oil of Garlic/1000/80/Cooking -7/Oil of Garlic/Drink this and weaker monsters will avoid you./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "773": "Life Elixir/500/80/Cooking -7/Life Elixir/Restores health to full./drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "774": "Wild Bait/15/-300/Basic -21/Wild Bait/A unique recipe from Linus that gives you a chance to catch two fish at once.",
 
  "775": "Glacierfish/1000/10/Fish -4/Glacierfish/Builds a nest on the underside of glaciers./Day^Winter",
 
  "784": "Weeds/0/15/Basic/Weeds/Ugly weeds.",
 
  "785": "Weeds/0/15/Basic/Weeds/Ugly weeds.",
 
  "786": "Weeds/0/15/Basic/Weeds/Ugly weeds.",
 
  "787": "Battery Pack/500/-300/Basic -16/Battery Pack/It's fully charged with precious energy.",
 
  "788": "Lost Axe/0/-300/Quest/Lost Axe/Robin's been looking everywhere for it.",
 
  "789": "Lucky Purple Shorts/0/-300/Quest/Lucky Purple Shorts/Better not inspect these too closely.",
 
  "790": "Berry Basket/0/-300/Quest/Berry Basket/The fibers are stained with berry juice.",
 
  "792": "Weeds/0/15/Basic/Weeds/Ugly weeds.",
 
  "793": "Weeds/0/15/Basic/Weeds/Ugly weeds.",
 
  "794": "Weeds/0/15/Basic/Weeds/Ugly weeds.",
 
  "795": "Void Salmon/150/25/Fish -4/Void Salmon/A salmon, twisted by void energy. The fresh meat is jet black, but rapidly turns pink when exposed to air./Day^Spring Summer",
 
  "796": "Slimejack/100/15/Fish -4/Slimejack/He's coated in a very thick layer of slime. He keeps slipping out of your hands!/Day^Spring Summer",
 
  "797": "Pearl/2500/-300/Basic/Pearl/A rare treasure from the sea.",
 
  "798": "Midnight Squid/100/15/Fish -4/Midnight Squid/A strange and mysterious denizen of the ocean's twilight depths./Day^Spring Summer",
 
  "799": "Spook Fish/220/15/Fish -4/Spook Fish/The huge eyes can detect the faint silhouettes of prey./Day^Spring Summer",
 
  "800": "Blobfish/500/15/Fish -4/Blobfish/This odd creature floats above the ocean floor, consuming any edible material in its path./Day^Spring Summer",
 
  "801": "Wedding Ring/2000/-300/Ring/Wedding Ring/An old Zuzu City tradition... It's used to ask for another farmer's hand in marriage.",
 
  "802": "Cactus Seeds/0/-300/Seeds -74/Cactus Seeds/Can only be grown indoors. Takes 12 days to mature, and then produces fruit every 3 days.",
 
  "803": "Iridium Milk/0/-2/Basic/Iridium Milk/A powerful 'milk' of unknown origin.../drink/0 0 0 0 0 0 0 0 0 0 0/0",
 
  "805": "Tree Fertilizer/10/-300/Basic -19/Tree Fertilizer/Sprinkle on a wild tree to ensure rapid growth, even in winter. Doesn't work on fruit trees.",
 
  "807": "Dinosaur Mayonnaise/800/-300/Basic -26/Dinosaur Mayonnaise/It's thick and creamy, with a vivid green hue. It smells like grass and leather.",
 
  "808": "Void Ghost Pendant/4500/-300/Basic/Void Ghost Pendant/It's symoblic to the shadow people. As a gift, it signifies the desire to move in together as friends.",
 
  "809": "Movie Ticket/500/-300/Basic/Movie Ticket/Admits one to the movie theater. Giving this to a friend invites them to the movies with you.",
 
  "810": "Crabshell Ring/2000/-300/Ring/Crabshell Ring/The top of the ring is made from enchanted crab shell.",
 
  "811": "Napalm Ring/2000/-300/Ring/Napalm Ring/When you defeat an enemy, they explode.",
 
  "812": "Roe/30/20/Basic -23/Roe/Fresh fish eggs. These can be aged in a preserves jar to bring out more flavor.",
 
  "445": "Caviar/500/70/Basic -26/Caviar/The cured roe of a sturgeon fish. Considered to be a luxurious delicacy!",
 
  "814": "Squid Ink/110/-300/Basic -23/Squid Ink/Squid use this ink to confuse would-be predators.",
 
  "815": "Tea Leaves/50/-300/Basic -75/Tea Leaves/The young leaves of the tea plant. Can be brewed into the popular, energizing beverage.",
 
  "267": "Flounder/100/15/Fish -4/Flounder/It lives on the bottom, so both eyes are on top of its head./Day^Spring Summer",
 
  "265": "Seafoam Pudding/300/70/Cooking -7/Seafoam Pudding/This briny pudding will really get you into the maritime mindset!/food/0 4 0 0 0 0 0 0 0 0 0/300",
 
  "269": "Midnight Carp/150/20/Fish -4/Midnight Carp/This shy fish only feels comfortable at night./Night^Fall Winter"
 
}
 
</source>}}
 
 
 
==Format==
 
===Rings===
 
Rings (indexes 516–534 or <tt>Ring.ringLowerIndexRange</tt> through <tt>Ring.ringUpperIndexRange</tt>) are parsed by the <tt>Ring</tt> constructor and contain six fields:
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! index
+
! type
! field
+
! summary
! example value
 
 
|-
 
|-
| 0
+
| [[#Objects|objects]]
| name
+
| The default type for items in inventories or placed in the world.
| ''Burglar's Ring''
 
 
|-
 
|-
| 1
+
| [[#Big craftables|big craftables]]
| price<br /><small>(if sold by player)</small>
+
| Craftable items which can be placed in the world and are two tiles tall.
| ''1500''
 
 
|-
 
|-
| 2
+
| [[#Boots|boots]]
| edibility<br /><small>(always "-300")</small>
+
| Items that can be equipped in the player's [[footwear]] slot.
| ''-300''
 
 
|-
 
|-
| 3
+
| [[#Clothing|clothing]]
| type<br /><small>(always "Ring")</small>
+
| Cosmetic items that can be equipped in the player's [[Tailoring|pants and shirt]] slots.
| ''Ring''
 
 
|-
 
|-
| 4
+
| [[#Furniture|furniture]]
| display name<br /><small>(specific to language file)</small>
+
| Decorative items which can be placed in the world, including chairs which the player can sit on.
| ''Burglar's Ring''
 
 
|-
 
|-
| 5
+
| [[#Hats|hats]]
| description
+
| Items that can be equipped in the player's [[hats|hat]] slot.
| ''Monsters have a greater chance of dropping loot.''
 
|}
 
 
 
Rings have a hardcoded category -96 (<tt>Object.ringCategory</tt>).
 
 
 
===Other objects===
 
All other objects contain at least six fields:
 
 
 
{| class="wikitable"
 
 
|-
 
|-
! index
+
| [[#Tools|tools]]
! field
+
| Items that can be swung or used by the player to perform some effect.
! example value
 
 
|-
 
|-
| 0
+
| [[#Weapons|weapons]]
| name
+
| Tools that can be used by the player to damage monsters.
| ''Glacierfish''
 
|-
 
| 1
 
| price<br /><small>(if sold by player)</small>
 
| ''1000''
 
|-
 
| 2
 
| edibility
 
| ''10''
 
|-
 
| 3
 
| type and category
 
| ''Fish -4''
 
|-
 
| 4
 
| display name<br /><small>(specific to language file)</small>
 
| ''Glacierfish''
 
|-
 
| 5
 
| description
 
| ''Builds a nest on the underside of glaciers.''
 
 
|}
 
|}
  
Some entries have more fields, but most of the extra fields seem to be ignored.
+
For each item type, the game has two files in its <samp>Content</samp> folder (which can be [[Modding:Editing XNB files#unpacking|unpacked for editing]]):
 +
* a ''data asset'' for the text data for its items (names, descriptions, prices, etc);
 +
* and a ''spritesheet'' for the in-game item icons.
  
====Food &amp; Drink====
+
Each item has a <samp>ParentSheetIndex</samp> field which is its position in the item type's spritesheet, starting at 0 in the top-left and incrementing by one as you move across and then down. For example, hat #0 is the first sprite in <samp>Characters/Farmer/hats</samp>. The <samp>ParentSheetIndex</samp> is also used to identify the item itself; since spritesheet indexes aren't unique (''e.g.,'' there's both a hat #10 and object #10), code needs to check the type too like <code>item is Weapon weapon && weapon.ParentSheetIndex == 4</code>.
If the value in index 6 is "food" or "drink" then the numbers in index 7 represent the buffs given when the food/drink is consumed. The value in index 8 is the duration of the buff(s).  
 
  
'''Buff Duration Number Calculation:'''
+
Flooring and wallpaper are not in any of these types and are not currently documented in this wiki.
Where X is equal to how many minutes you want the buff to last, and Y is the value in index 8.
 
  
(X minutes * 60) / 0.7 = Y
+
See the sections below for details on each item type.
  
''Note that the buff duration shown on-screen in the game will always be 1 second less than the above calculation.''
+
===Get a list of items===
 +
With [[Modding:Player Guide/Getting Started|SMAPI installed]], you can [[Modding:Console commands#Console commands|run the <samp>list_items</samp> console command]] in-game to view/search items and their IDs.
  
'''Health/Energy/Edibility:'''
+
===Define a custom item===
The 'Edibility' number determines how much health and energy is restored.
+
Every item must be assigned a unique <samp>ParentSheetIndex</samp> within its type, and that index must fit within the item type's spritesheet.
  
For X being the value in index 2 (Edibility):
+
Adding custom items to the data assets and spritesheets directly is '''not recommended''', since it's very easy to conflict with other mods or cause game errors. Instead you should create a content pack for {{nexus mod|1720|Json Assets}}, which coordinates dynamic item ID assignment so multiple custom item mods can work together.
  
Energy Restored = X * 2.5
+
==Common data==
 +
===Quality===
 +
Each item has a quality level which (depending on the item type) may affect its price, health boost, etc. The valid qualities are:
  
Health Restored (value shown on tooltip) = X * 2.5 * 0.4
+
{| class="wikitable"
<br />Health Restored (actual amount gained) = X * 2.5 * 0.45
 
 
 
 
 
From the constructor in <tt>Buff.cs</tt>, the numbers in index 7 (separated by spaces) are:
 
{|class="wikitable"
 
 
|-
 
|-
!Index
+
! quality
!Buff Given
+
! value
|-
+
! constant
|0
 
|Farming
 
|-
 
|1
 
|Fishing
 
|-
 
|2
 
|Mining
 
|-
 
|3
 
|Digging (unimplemented)
 
|-
 
|4
 
|Luck
 
|-
 
|5
 
|Foraging
 
|-
 
|6
 
|Crafting (unimplemented)
 
 
|-
 
|-
|7
+
| normal
|Max Energy
+
| <samp>0</samp>
 +
| <samp>Object.lowQuality</samp>
 
|-
 
|-
|8
+
| silver
|Magnetism
+
| <samp>1</samp>
 +
| <samp>Object.medQuality</samp>
 
|-
 
|-
|9
+
| gold
|Speed
+
| <samp>2</samp>
 +
| <samp>Object.highQuality</samp>
 
|-
 
|-
|10
+
| iridium
|Defense
+
| <samp>4</samp>
|-
+
| <samp>Object.bestQuality</samp>
|11
 
|Attack
 
 
|}
 
|}
  
Items that have a number in the "Crafting" field display buggy information in-game (''e.g.'', Bean Hotpot prior to version 1.4).  Items that have a number in the "Attack" field display the Attack icon and a number, but no description.  It's unclear how these buffs work (if at all).
+
===Categories===
 
+
Each item also has a category (represented by a negative integer). In code, you can get an item's category value from <samp>item.Category</samp>, and its translated name from <samp>item.getCategoryName()</samp>. Here are the valid categories:
Note:  The "Tipsy" Buff (from Beer, Wine, Mead, and Pale Ale) and the "Oil of Garlic" buff (from Oil of Garlic) are handled in the game code (<tt>BuffsDisplay::tryToAddDrinkBuff()</tt>), rather than through <tt>ObjectInformation.xnb</tt>.  The complete [[Health]] regen given by consuming a [[Life Elixir]] is also handled in <tt>tryToAddDrinkBuff</tt>.
 
 
 
====Geodes====
 
For the 4 types of geodes (item #535, 536, 537, and 749) there is approximately a 50% chance that the game will use the information in index 6 to determine what item you receive when breaking the geode open at the Blacksmith.  (See <tt>Utility::getTreasureFromGeode()</tt>.)
 
 
 
The numbers in index 6 represent other object numbers from <tt>ObjectInformation.xnb</tt>.
 
 
 
==Sprites==
 
The item IDs in <tt>Content\Data\ObjectInformation.xnb</tt> correspond to the sprites in the <tt>Content\Maps\springobjects.xnb</tt> spritesheet. The sprites are numbered from the top left starting with zero. see [[Modding:Object data/Sprites]] for a table of sprites and their corresponding item IDs.
 
 
 
The spritesheet and data both have items that can't normally be found in the player inventory (like twigs and lumber), and some sprites have no corresponding item data. There are also multiple entries for ''weeds'' and ''stone'' corresponding to different sprites, but the player can only normally obtain one ''stone'' item (index 390) and no ''weeds'' items.
 
 
 
==Categories==
 
Most items have a category, represented by a negative integer separate from the type name. In code, you can get an item's category value from <tt>item.Category</tt>, and its translated name from <tt>item.getCategoryName()</tt>. Here are the valid categories:
 
  
 
{| class="wikitable sortable"
 
{| class="wikitable sortable"
Line 756: Line 89:
 
! value
 
! value
 
! internal constant
 
! internal constant
 +
! [[#Context tags|context tag]]
 
! English translation
 
! English translation
 +
! Properties
 
|-
 
|-
 
| -2
 
| -2
| <tt>Object.GemCategory</tt>
+
| <samp>Object.GemCategory</samp>
 +
| <samp>category_gem</samp>
 
| Mineral
 
| Mineral
 +
| Affected by [[Skills#Mining|Gemologist]] profession
 
|-
 
|-
 
| -4
 
| -4
| <tt>Object.FishCategory</tt>
+
| <samp>Object.FishCategory</samp>
 +
| <samp>category_fish</samp>
 
| Fish
 
| Fish
 +
| Affected by [[Skills#Fishing|Fisher]] and [[Skills#Fishing|Angler]] professions
 
|-
 
|-
 
| -5
 
| -5
| <tt>Object.EggCategory</tt>
+
| <samp>Object.EggCategory</samp>
 +
| <samp>category_egg</samp>
 
| Animal Product
 
| Animal Product
 +
| Affected by [[Skills#Farming|Rancher]] profession, can be used in a slingshot
 
|-
 
|-
 
| -6
 
| -6
| <tt>Object.MilkCategory</tt>
+
| <samp>Object.MilkCategory</samp>
 +
| <samp>category_milk</samp>
 
| Animal Product
 
| Animal Product
 +
| Affected by [[Skills#Farming|Rancher]] profession
 
|-
 
|-
 
| -7
 
| -7
| <tt>Object.CookingCategory</tt>
+
| <samp>Object.CookingCategory</samp>
 +
| <samp>category_cooking</samp>
 
| Cooking
 
| Cooking
 +
|
 
|-
 
|-
 
| -8
 
| -8
| <tt>Object.CraftingCategory</tt>
+
| <samp>Object.CraftingCategory</samp>
 +
| <samp>category_crafting</samp>
 
| Crafting
 
| Crafting
 +
| Is Placeable
 
|-
 
|-
 
| -9
 
| -9
| <tt>Object.BigCraftableCategory</tt>
+
| <samp>Object.BigCraftableCategory</samp>
 +
| <samp>category_big_craftable</samp>
 
|  
 
|  
 +
| Is Placeable
 
|-
 
|-
 
| -12
 
| -12
| <tt>Object.mineralsCategory</tt>
+
| <samp>Object.mineralsCategory</samp>
 +
| <samp>category_minerals</samp>
 
| Mineral
 
| Mineral
 +
| Affected by [[Skills#Mining|Gemologist]] profession
 
|-
 
|-
 
| -14
 
| -14
| <tt>Object.meatCategory</tt>
+
| <samp>Object.meatCategory</samp>
 +
| <samp>category_meat</samp>
 
| Animal Product
 
| Animal Product
 +
|
 
|-
 
|-
 
| -15
 
| -15
| <tt>Object.metalResources</tt>
+
| <samp>Object.metalResources</samp>
 +
| <samp>category_metal_resources</samp>
 
| Resource
 
| Resource
 +
|
 
|-
 
|-
 
| -16
 
| -16
| <tt>Object.buildingResources</tt>
+
| <samp>Object.buildingResources</samp>
 +
| <samp>category_building_resources</samp>
 
| Resource
 
| Resource
 +
|
 
|-
 
|-
 
| -17
 
| -17
| <tt>Object.sellAtPierres</tt>
+
| <samp>Object.sellAtPierres</samp>
 +
| <samp>category_sell_at_pierres</samp>
 
|  
 
|  
 +
|
 
|-
 
|-
 
| -18
 
| -18
| <tt>Object.sellAtPierresAndMarnies</tt>
+
| <samp>Object.sellAtPierresAndMarnies</samp>
 +
| <samp>category_sell_at_pierres_and_marnies</samp>
 
| Animal Product
 
| Animal Product
 +
| Affected by [[Skills#Farming|Rancher]] profession
 
|-
 
|-
 
| -19
 
| -19
| <tt>Object.fertilizerCategory</tt>
+
| <samp>Object.fertilizerCategory</samp>
 +
| <samp>category_fertilizer</samp>
 
| Fertilizer
 
| Fertilizer
 +
| Is Placeable, is always passable
 
|-
 
|-
 
| -20
 
| -20
| <tt>Object.junkCategory</tt>
+
| <samp>Object.junkCategory</samp>
 +
| <samp>category_junk</samp>
 
| Trash
 
| Trash
 +
|
 
|-
 
|-
 
| -21
 
| -21
| <tt>Object.baitCategory</tt>
+
| <samp>Object.baitCategory</samp>
 +
| <samp>category_bait</samp>
 
| Bait
 
| Bait
 +
| Can be attached to a fishing rod
 
|-
 
|-
 
| -22
 
| -22
| <tt>Object.tackleCategory</tt>
+
| <samp>Object.tackleCategory</samp>
 +
| <samp>category_tackle</samp>
 
| Fishing Tackle
 
| Fishing Tackle
 +
| Can be attached to a fishing rod, cannot stack
 
|-
 
|-
 
| -23
 
| -23
| <tt>sellAtFishShopCategory</tt>
+
| <samp>sellAtFishShopCategory</samp>
 +
| <samp>category_sell_at_fish_shop</samp>
 
|  
 
|  
 +
|
 
|-
 
|-
 
| -24
 
| -24
| <tt>Object.furnitureCategory</tt>
+
| <samp>Object.furnitureCategory</samp>
 +
| <samp>category_furniture</samp>
 
| Decor
 
| Decor
 +
|
 
|-
 
|-
 
| -25
 
| -25
| <tt>Object.ingredientsCategory</tt>
+
| <samp>Object.ingredientsCategory</samp>
 +
| <samp>category_ingredients</samp>
 
| Cooking
 
| Cooking
 +
|
 
|-
 
|-
 
| -26
 
| -26
| <tt>Object.artisanGoodsCategory</tt>
+
| <samp>Object.artisanGoodsCategory</samp>
 +
| <samp>category_artisan_goods</samp>
 
| Artisan Goods
 
| Artisan Goods
 +
| Affected by [[Skills#Farming|Artisan]] profession
 
|-
 
|-
 
| -27
 
| -27
| <tt>Object.syrupCategory</tt>
+
| <samp>Object.syrupCategory</samp>
 +
| <samp>category_syrup</samp>
 
| Artisan Goods
 
| Artisan Goods
 +
| Affected by [[Skills#Foraging|Tapper]] profession
 
|-
 
|-
 
| -28
 
| -28
| <tt>Object.monsterLootCategory</tt>
+
| <samp>Object.monsterLootCategory</samp>
 +
| <samp>category_monster_loot</samp>
 
| Monster Loot
 
| Monster Loot
 +
|
 
|-
 
|-
 
| -29
 
| -29
| <tt>Object.equipmentCategory</tt>
+
| <samp>Object.equipmentCategory</samp>
 +
| <samp>category_equipment</samp>
 
|  
 
|  
 +
|
 
|-
 
|-
 
| -74
 
| -74
| <tt>Object.SeedsCategory</tt>
+
| <samp>Object.SeedsCategory</samp>
 +
| <samp>category_seeds</samp>
 
| Seed
 
| Seed
 +
| Is Placeable, is always passable
 
|-
 
|-
 
| -75
 
| -75
| <tt>Object.VegetableCategory</tt>
+
| <samp>Object.VegetableCategory</samp>
 +
| <samp>category_vegetable</samp>
 
| Vegetable
 
| Vegetable
 +
| Affected by [[Skills#Farming|Tiller]] profession, can be used in a slingshot
 
|-
 
|-
 
| -79
 
| -79
| <tt>Object.FruitsCategory</tt>
+
| <samp>Object.FruitsCategory</samp>
 +
| <samp>category_fruits</samp>
 
| Fruit
 
| Fruit
 +
| Affected by [[Skills#Farming|Tiller]] profession (if not foraged), can be used in a slingshot
 
|-
 
|-
 
| -80
 
| -80
| <tt>Object.flowersCategory</tt>
+
| <samp>Object.flowersCategory</samp>
 +
| <samp>category_flowers</samp>
 
| Flower
 
| Flower
 +
| Affected by [[Skills#Farming|Tiller]] profession
 
|-
 
|-
 
| -81
 
| -81
| <tt>Object.GreensCategory</tt>
+
| <samp>Object.GreensCategory</samp>
 +
| <samp>category_greens</samp>
 
| Forage
 
| Forage
 +
|
 
|-
 
|-
 
| -95
 
| -95
| <tt>Object.hatCategory</tt>
+
| <samp>Object.hatCategory</samp>
 +
| <samp>category_hat</samp>
 
|  
 
|  
 +
|
 
|-
 
|-
 
| -96
 
| -96
| <tt>Object.ringCategory</tt>
+
| <samp>Object.ringCategory</samp>
 +
| <samp>category_ring</samp>
 
|  
 
|  
 +
|
 
|-
 
|-
 
| -98
 
| -98
| <tt>Object.weaponCategory</tt>
+
| <samp>Object.weaponCategory</samp>
 +
| <samp>category_weapon</samp>
 
|  
 
|  
 +
|
 
|-
 
|-
 
| -99
 
| -99
| <tt>Object.toolCategory</tt>
+
| <samp>Object.toolCategory</samp>
 +
| <samp>category_tool</samp>
 
|  
 
|  
 +
|
 +
|}
 +
 +
{{collapse|Console commands|content=
 +
With the {{nexus mod|3101|Console Code}} mod installed, you can run this command in the SMAPI console to see a list of objects by category:
 +
 +
<pre>cs return string.Join(`\n`, Game1.objectData.Keys.Select(key => new StardewValley.Object(key, 1)).GroupBy(item => item.Category, item => item.Name).OrderByDescending(p => p.Key).Select(p => $`{p.Key}: {string.Join(`, `, p.OrderBy(name => name))}`));</pre>
 +
}}
 +
 +
===Context tags===
 +
A ''context tag'' is an arbitrary data label attached to items. These can produce various effects in-game, or may be informational only.
 +
 +
The game generates some tags based on the game data (like the item quality), and others are defined in the <samp>Data/ObjectContextTags</samp> data asset (which consists of a string→string dictionary, where the key is the item's internal name ''or'' the alternative ID matching the <samp>id_{{t|type}}_{{t|identifier}}</samp> tag, and the value is a comma-delimited list of tags to add).
 +
 +
Here's an ''incomplete'' list of context tags added or used in the base game. Mods can add custom context tags, which aren't listed here.
 +
 +
<dl style="margin-left: 2em;">
 +
<dt>Added automatically for all items:</dt>
 +
<dd>
 +
{| class="wikitable"
 +
|-
 +
! context tag
 +
! effect
 +
|-
 +
| <samp>category_{{t|category}}</samp>
 +
| Added automatically based on the item category. See the 'context tag' column in the [[#Categories|item category list]] for possible values.
 +
|-
 +
| <samp>fish_{{t|metadata}}</samp>
 +
| Added automatically for a fish item based on [[Modding:Fish data|its metadata in <samp>Data/Fish</samp>]].
 +
 +
For [[Crab Pot|crab pot]] fish (''i.e.'' those with type <samp>trap</samp>):
 +
 +
{| class="wikitable"
 +
|-
 +
! context tag
 +
! notes
 +
|-
 +
| <samp>fish_trap_location_{{t|water type}}</samp>
 +
| Based on field 2 ('darting randomness'). For example, <samp>fish_trap_location_ocean</samp>.
 +
|}
 +
 +
For fishing rod fish (''i.e.'' those whose type is ''not'' <samp>trap</samp>):
 +
{| class="wikitable"
 +
|-
 +
! context tag
 +
! notes
 +
|-
 +
| <samp>fish_difficulty_{{t|difficulty}}</samp>
 +
| Based on field 1 ('chance to dart'), where {{t|difficulty}} is one of <samp>easy</samp> (0–33), <samp>medium</samp> (34–66), <samp>hard</samp> (67–100), or <samp>extremely_hard</samp> (101+). For example, <samp>fish_difficulty_hard</samp>.
 +
|-
 +
| <samp>fish_motion_{{t|motion}}</samp>
 +
| Based on field 4 ('location'). For example, <samp>fish_motion_floater</samp>.
 +
|-
 +
| <samp>fish_favor_weather_{{t|weather}}</samp>
 +
| Based on field 7 ('weather'). For example, <samp>fish_favor_weather_sunny</samp>.
 +
|}
 +
|-
 +
| <samp>id_{{t|type}}_{{t|identifier}}</samp>
 +
| Added automatically as an alternative ID. The {{t|type}} is one of <samp>B</samp> (boots), <samp>BBL</samp> (big craftable recipe), <samp>BL</samp> (object recipe), <samp>BO</samp> (big craftable), <samp>C</samp> (clothing), <samp>F</samp> (furniture), <samp>H</samp> (hat), <samp>O</samp> (object), <samp>R</samp> (ring), <samp>W</samp> (melee weapon), else blank. The {{t|identifier}} is the item's parent sheet index. For example, [[pufferfish]] has value <samp>id_o_128</samp> (object #128).
 +
|-
 +
| <samp>item_{{t|name}}</samp>
 +
| Added automatically based on the item name. The name is trimmed, lowercase, with spaces replaced with underscores, and with single quotes removed. For example, [['1000 Years From Now']] has context tag <samp>item_1000_years_from_now</samp>.
 +
|}
 +
</dd>
 +
 +
<dt>Added automatically for [[#Objects|object-type]] items:</dt>
 +
<dd>
 +
{| class="wikitable"
 +
|-
 +
! context tag
 +
! effect
 +
|-
 +
| <samp>jelly_item</samp><br /><samp>juice_item</samp><br /><samp>pickle_item</samp><br /><samp>wine_item</samp>
 +
| For items produced by the [[keg]] or [[Preserves Jar|preserves jar]], the preserved item type.
 +
|-
 +
| <samp>preserve_sheet_index_{{t|id}}</samp>
 +
| For items produced by the [[keg]] or [[Preserves Jar|preserves jar]], the parent sheet index for the original item that was produced. For example, blueberry [[wine]] has <samp>preserve_sheet_index_258</samp>, where 258 is the [[blueberry]] item's index.
 +
|-
 +
| <samp>quality_none</samp><br /><samp>quality_silver</samp><br /><samp>quality_gold</samp><br /><samp>quality_iridium</samp>
 +
| Added automatically based on the item quality.
 +
|-
 +
| <samp>quality_qi</samp>
 +
| Added automatically for items cooked while the [[Quests|''Qi's Cuisine'' special order]] is active.
 +
|}
 +
</dd>
 +
 +
<dt>Context tags from <samp>Data/ObjectContextTags</samp>:</dt>
 +
<dd>
 +
{| class="wikitable"
 +
|-
 +
! context tag
 +
! effect
 +
|-
 +
| <samp>color_*</samp>
 +
| The color produced by this item when the player [[Dyeing#Dye Pots|dyes clothing]] at [[2 Willow Lane|Emily's house]]. The context tag only affects which of the six color dye pots it can be placed in; for example, <samp>color_red</samp> and <samp>color_dark_red</samp> are both placed in the red pot, but they don't produce different colors.
 +
 +
{| class="wikitable"
 +
|-
 +
! dye pot
 +
! context tags
 +
|-
 +
| red
 +
| <samp>color_red</samp>, <samp>color_salmon</samp>, <samp>color_dark_red</samp>, <samp>color_pink</samp>
 +
|-
 +
| orange
 +
| <samp>color_orange</samp>, <samp>color_dark_orange</samp>, <samp>color_dark_brown</samp>, <samp>color_brown</samp>, <samp>color_copper</samp>
 +
|-
 +
| yellow
 +
| <samp>color_yellow</samp>, <samp>color_dark_yellow</samp>, <samp>color_gold</samp>, <samp>color_sand</samp>
 +
|-
 +
| green
 +
| <samp>color_green</samp>, <samp>color_dark_green</samp>, <samp>color_lime</samp>, <samp>color_yellow_green</samp>, <samp>color_jade</samp>
 +
|-
 +
| blue
 +
| <samp>color_blue</samp>, <samp>color_dark_blue</samp>, <samp>color_dark_cyan</samp>, <samp>color_light_cyan</samp>, <samp>color_cyan</samp>, <samp>color_aquamarine</samp>
 +
|-
 +
| purple
 +
| <samp>color_purple</samp>, <samp>color_dark_purple</samp>, <samp>color_dark_pink</samp>, <samp>color_pale_violet_red</samp>, <samp>color_poppyseed</samp>, <samp>color_iridium</samp>
 +
|}
 +
|}
 +
</dd>
 +
</dl>
 +
 +
Some game data also references context tags in a generic way. For example, you can add custom tags for an item to <samp>Data/ObjectContextTags</samp>, then reference them in the fish pond data. Specifically:
 +
 +
{| class="wikitable"
 +
|-
 +
! game data
 +
! effects
 +
|-
 +
| [[Modding:Fish Pond data|fish ponds]]
 +
| In <samp>Data/FishPondData</samp>, used to match fish that can be placed in the pond (see [[Modding:Fish Pond data#RequiredTags|<samp>RequiredTags</samp> in the fish pond data]]).
 +
|-
 +
| [[Modding:Special orders|special orders]]
 +
| In <samp>Data/SpecialOrders</samp>, used to match items that meet the quest objectives (see [[Modding:Special orders#Context tags|<samp>AcceptedContextTags</samp> in the special order data]]).
 +
|-
 +
| tailoring
 +
| In <samp>Data/TailoringRecipes</samp>, used to match items that are needed for a recipe.
 +
|-
 +
| [[Modding:Gift taste data|gift tastes]]
 +
| In <samp>Data/NPCGiftTastes</samp>, used to set character likes and dislike for every item using the context tag.
 +
|}
 +
 +
 +
The <samp>debug listtags</samp> [[Modding:Console commands|console command]] lists all the tags of the item being held.
 +
 +
{{collapse|raw tag dump|content=Here's a list of context tags extracted from <samp>Data/ObjectContextTags</samp> that aren't listed above yet: <samp>alcohol_item</samp>, <samp>algae_item</samp>, <samp>ancient_item</samp>, <samp>beach_item</samp>, <samp>bomb_item</samp>, <samp>bone_item</samp>, <samp>book_item</samp>, <samp>ceramic_item</samp>, <samp>chicken_item</samp>, <samp>color_black</samp>, <samp>color_dark_gray</samp>, <samp>color_gray</samp>, <samp>color_iron</samp>, <samp>color_prismatic</samp>, <samp>color_white</samp>, <samp>cooking_item</samp>, <samp>cow_milk_item</samp>, <samp>cowboy_item</samp>, <samp>crop_year_2</samp>, <samp>dinosaur_item</samp>, <samp>doll_item</samp>, <samp>drink_item</samp>, <samp>dwarvish_item</samp>, <samp>dye_medium</samp>, <samp>dye_strong</samp>, <samp>egg_item</samp>, <samp>elvish_item</samp>, <samp>fertilizer_item</samp>, <samp>fish_bug_lair</samp>, <samp>fish_carnivorous</samp>, <samp>fish_crab_pot</samp>, <samp>fish_desert</samp>, <samp>fish_freshwater</samp>, <samp>fish_lake</samp>, <samp>fish_legendary</samp>, <samp>fish_mines</samp>, <samp>fish_night_market</samp>, <samp>fish_nonfish</samp>, <samp>fish_ocean</samp>, <samp>fish_pond</samp>, <samp>fish_river</samp>, <samp>fish_secret_pond</samp>, <samp>fish_semi_rare</samp>, <samp>fish_sewers</samp>, <samp>fish_swamp</samp>, <samp>fish_talk_demanding</samp>, <samp>fish_talk_rude</samp>, <samp>fish_talk_stiff</samp>, <samp>fish_upright</samp>, <samp>flower_item</samp>, <samp>food_bakery</samp>, <samp>food_breakfast</samp>, <samp>food_cake</samp>, <samp>food_party</samp>, <samp>food_pasta</samp>, <samp>food_salad</samp>, <samp>food_sauce</samp>, <samp>food_seafood</samp>, <samp>food_soup</samp>, <samp>food_spicy</samp>, <samp>food_sushi</samp>, <samp>food_sweet</samp>, <samp>forage_item</samp>, <samp>forage_item_beach</samp>, <samp>forage_item_cave</samp>, <samp>forage_item_desert</samp>, <samp>forage_item_mines</samp>, <samp>forage_item_secret</samp>, <samp>fossil_item</samp>, <samp>fruit_item</samp>, <samp>fruit_tree_item</samp>, <samp>furnace_item</samp>, <samp>ginger_item</samp>, <samp>goat_milk_item</samp>, <samp>golden_relic_item</samp>, <samp>honey_item</samp>, <samp>hunting_item</samp>, <samp>instrument_item</samp>, <samp>jelly_item</samp>, <samp>juice_item</samp>, <samp>large_egg_item</samp>, <samp>large_milk_item</samp>, <samp>light_source</samp>, <samp>machine_item</samp>, <samp>marine_item</samp>, <samp>mayo_item</samp>, <samp>medicine_item</samp>, <samp>milk_item</samp>, <samp>noble_item</samp>, <samp>ore_item</samp>, <samp>pickle_item</samp>, <samp>potion_item</samp>, <samp>prehistoric_item</samp>, <samp>quality_fertilizer_item</samp>, <samp>scroll_item</samp>, <samp>season_all</samp>, <samp>season_fall</samp>, <samp>season_spring</samp>, <samp>season_summer</samp>, <samp>season_winter</samp>, <samp>slime_egg_item</samp>, <samp>slime_item</samp>, <samp>statue_item</samp>, <samp>strange_doll_1</samp>, <samp>strange_doll_2</samp>, <samp>syrup_item</samp>, <samp>totem_item</samp>, <samp>toy_item</samp>, <samp>trash_item</samp>, <samp>tree_seed_item</samp>, <samp>wood_item</samp>.}}
 +
 +
==Objects==
 +
Objects are the default type for items in inventories or placed in the world.
 +
 +
They have their data in <samp>Data/Objects</samp> (<samp>Data/ObjectInformation</samp> prior to 1.6), their icon sprites in <samp>Maps/springobjects</samp>, and their code in <samp>StardewValley.Object</samp>. See [[Modding:Items/Object sprites|a table of sprites and their corresponding indexes]].
 +
 +
===Data format===
 +
The object data in <samp>Data/Objects</samp> consists of a string→ObjectData dictionary (where ObjectData is defined in the game code in <samp>GameData.Objects.ObjectData</samp>). It has entries like this<ref>See <samp>Data/Objects.xnb</ref>:
 +
<syntaxhighlight lang="json">
 +
"201": {
 +
  "Name": "Complete Breakfast",
 +
  "DisplayName": "[LocalizedText Strings\\Objects:CompleteBreakfast_Name]",
 +
  "Description": "[LocalizedText Strings\\Objects:CompleteBreakfast_Description]",
 +
  "Type": "Cooking",
 +
  "Category": -7,
 +
  "Price": 350,
 +
  "Texture": null,
 +
  "SpriteIndex": 201,
 +
  "Edibility": 80,
 +
  "IsDrink": false,
 +
  "Buffs": [
 +
    {
 +
      "Id": "Food",
 +
      "BuffId": null,
 +
      "IconTexture": null,
 +
      "IconSpriteIndex": 0,
 +
      "Duration": 600,
 +
      "IsDebuff": false,
 +
      "GlowColor": null,
 +
      "CustomAttributes": {
 +
        "FarmingLevel": 2.0,
 +
        "FishingLevel": 0.0,
 +
        "MiningLevel": 0.0,
 +
        "LuckLevel": 0.0,
 +
        "ForagingLevel": 0.0,
 +
        "MaxStamina": 50.0,
 +
        "MagneticRadius": 0.0,
 +
        "Speed": 0.0,
 +
        "Defense": 0.0,
 +
        "Attack": 0.0
 +
      },
 +
      "CustomFields": null
 +
    }
 +
  ],
 +
  "GeodeDropsDefaultItems": false,
 +
  "GeodeDrops": null,
 +
  "ArtifactSpotChances": null,
 +
  "ExcludeFromFishingCollection": false,
 +
  "ExcludeFromShippingCollection": false,
 +
  "ExcludeFromRandomSale": false,
 +
  "ContextTags": [
 +
    "color_yellow",
 +
    "food_breakfast"
 +
  ],
 +
  "CustomFields": null
 +
  }
 +
</syntaxhighlight>
 +
 +
For each entry in the data asset:
 +
* The key (before the colon) is the unqualified item ID and its sprite index within the [[Modding:Items/Object sprites|object spritesheet]] (saved as <samp>ParentSheetIndex</samp> in-code).
 +
* The value (after the colon) is the data pertaining to that object, with the fields listed below. The objects with keys 516–534 (<samp>Ring.ringLowerIndexRange</samp> through <samp>Ring.ringUpperIndexRange</samp>) and 801 (wedding ring) are hardcoded as rings.
 +
 +
Field values are described below (Copied from [[Modding:Migrate to Stardew Valley 1.6]]):
 +
 +
====Basic info====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>Name</samp>
 +
| The internal item name.
 +
|-
 +
| <samp>DisplayName</samp><br /><samp>Description</samp>
 +
| A [[Modding:Tokenizable strings|tokenizable string]] for the item's in-game display name and description.
 +
|-
 +
| <samp>Type</samp>
 +
| The item's general type, like <samp>Arch</samp> (artifact) or <samp>Minerals</samp>.  The vanilla types are: Litter, Basic, Minerals, Quest, asdf, Crafting, Arch, fish, Cooking, Seeds, Ring, interactive
 +
|-
 +
| <samp>Category</samp>
 +
| The [[Modding:Items#Categories|item category]].
 +
|-
 +
| <samp>Price</samp>
 +
| ''(Optional)'' The price when sold by the player. This is not the price when bought from a shop. Default 0.
 +
|}
 +
 +
====Appearance====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>Texture</samp>
 +
| The asset name for the texture containing the item's sprite. Defaults to <samp>Maps/springobjects</samp>.
 +
|-
 +
| <samp>SpriteIndex</samp>
 +
| The sprite's index within the <samp>Texture</samp>, where 0 is the top-left sprite.
 +
|}
 +
 +
====Edibility====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>Edibility</samp>
 +
| ''(Optional)'' A numeric value that determines how much energy (edibility × 2.5) and health (edibility × 1.125) is restored when this item is eaten. An item with an edibility of -300 can't be eaten, values from -299 to -1 reduce health and energy, and zero can be eaten but doesn't change health/energy. Default -300.
 +
|-
 +
| <samp>IsDrink</samp>
 +
| ''(Optional)'' Whether to drink the item instead of eating it. Default false.
 +
|-
 +
| <samp>Buffs</samp>
 +
| ''(Optional)'' The buffs to apply to the player when this item is eaten, if any. Default none.
 +
 +
This consists of a list of models with these fields:
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>Id</samp>
 +
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 +
|-
 +
| <samp>Duration</samp>
 +
| ''(Optional if <samp>BuffId</samp> is set)'' The buff duration measured in in-game minutes. This can be set to <samp>-2</samp> for a buff that should last for the rest of the day.
 +
|-
 +
| <samp>BuffId</samp>
 +
| ''(Optional)'' The unique ID of a buff from [[#Custom buffs|<samp>Data/Buffs</samp>]] to apply, or <samp>null</samp> to ignore <samp>Data/Buffs</samp> and set the ID to <samp>food</samp> or <samp>drink</samp> depending on the item's <samp>IsDrink</samp> field.
 +
 +
If a buff from <samp>Data/Buffs</samp> is applied and you also specify other fields, here's how the buff data is combined:
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! result
 +
|-
 +
| <samp>Duration</samp><br /><samp>IconTexture</samp><br /><samp>SpriteIndex</samp><br /><samp>GlowColor</samp>
 +
| If specified, the value in <samp>Data/Objects</samp> is used instead of the one in <samp>Data/Buffs</samp>. If omitted, defaults to the value from <samp>Data/Buffs</samp>.
 +
|-
 +
| <samp>CustomAttributes</samp>
 +
| The values from both entries are combined (e.g. +1 speed in <samp>Data/Objects</samp> and +1 speed in <samp>Data/Buffs</samp> results in +2 speed).
 +
|-
 +
| <samp>IsDebuff</samp>
 +
| The value in <samp>Data/Objects</samp> is used.
 +
|}
 +
|-
 +
| <samp>IsDebuff</samp>
 +
| ''(Optional)'' Whether this buff counts as a debuff, so its duration should be halved when wearing a Sturdy Ring. Default false.
 +
|-
 +
| <samp>IconTexture</samp>
 +
| ''(Optional)'' The asset name for the icon texture to load. This must contain one or more 16x16 icons in a grid of any size. If omitted, the game will draw a default icon based on the <samp>BuffId</samp> and <samp>CustomAttributes</samp> fields.
 +
|-
 +
| <samp>SpriteIndex</samp>
 +
| ''(Optional)'' The buff's icon index within the <samp>IconTexture</samp>, where 0 is the top-left icon. Default 0.
 +
|-
 +
| <samp>GlowColor</samp>
 +
| ''(Optional)'' The glow color to apply to the player. See [[#Color fields|color format]]. Default none.
 +
|-
 +
| <samp>CustomAttributes</samp>
 +
| The custom buff attributes to apply, if any.
 +
 +
This consists of a model with any combination of these fields:
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! 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>Attack</samp><br /><samp>Defense</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>Speed</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>CustomFields</samp>
 +
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
 +
|}
 +
|}
 +
 +
 +
===Notes===
 +
* Prior to 1.6, items that have a number in index 6 (the "Crafting" field) showed buggy information in-game (''e.g.,'' Bean Hotpot prior to version 1.4). Items that had a number in the "Attack" field displayed the Attack icon and a number, but no description. It's unclear how these buffs work (if at all).
 +
* '''Adding custom items with the <samp>Arch</samp> type is inadvisable as it often leads to Artifact Spots becoming broken and not giving any items.'''
 +
* Named [[buffs]] (like [[Oil of Garlic]], [[Life Elixir]], or [[Buffs#Tipsy|Tipsy]]) are implemented in code and can't be set in the food buff fields.
 +
* The spritesheet and data have items that can't normally be found in the player inventory (like twigs and lumber), and some sprites have no corresponding item data. There are also multiple entries for ''weeds'' and ''stone'' corresponding to different sprites, but the player can only normally obtain one ''stone'' item (index 390) and no ''weeds'' items.
 +
 +
==Big craftables==
 +
Big craftables are objects which can be placed in the world and are two tiles tall (instead of one like objects).
 +
 +
They have their data in <samp>Data/BigCraftables</samp> (<samp>Data/BigCraftablesInformation</samp> prior to 1.6), their in-game sprites in <samp>TileSheets/Craftables</samp>, and their code in <samp>StardewValley.Object</samp> (with the <code>bigCraftable.Value = true</code> flag).
 +
 +
===Data format===
 +
The big craftables data in <samp>Data/BigCraftables</samp> consists of a string → model lookup, where...
 +
* The key is the unqualified [[#Custom items|item ID]].
 +
* The value is a model with the fields listed below.
 +
 +
<syntaxhighlight lang="json">
 +
  "19": {
 +
    "Name": "Oil Maker",
 +
    "DisplayName": "[LocalizedText Strings\\BigCraftables:OilMaker_Name]",
 +
    "Description": "[LocalizedText Strings\\BigCraftables:OilMaker_Description]",
 +
    "Price": 50,
 +
    "Fragility": 0,
 +
    "CanBePlacedOutdoors": true,
 +
    "CanBePlacedIndoors": true,
 +
    "IsLamp": false,
 +
    "Texture": null,
 +
    "SpriteIndex": 19,
 +
    "ContextTags": null,
 +
    "CustomFields": null
 +
  }
 +
</syntaxhighlight>
 +
 +
Field values are described below (Copied from [[Modding:Migrate to Stardew Valley 1.6]]):
 +
 +
====Basic info====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>Name</samp>
 +
| The internal item name.
 +
|-
 +
| <samp>DisplayName</samp><br /><samp>Description</samp>
 +
| A [[Modding:Tokenizable strings|tokenizable string]] for the item's in-game display name and description.
 +
|-
 +
| <samp>Price</samp>
 +
| ''(Optional)'' The price when sold by the player. This is not the price when bought from a shop. Default 0.
 +
|}
 +
 +
====Behavior====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>Fragility</samp>
 +
| ''(Optional)'' How the item can be picked up. The possible values are 0 (pick up with any tool), 1 (destroyed if hit with an axe/hoe/pickaxe, or picked up with any other tool), or 2 (can't be removed once placed). Default 0.
 +
|-
 +
| <samp>CanBePlacedIndoors</samp><br /><samp>CanBePlacedOutdoors</samp>
 +
| ''(Optional)'' Whether the item can be placed indoors or outdoors. Default true.
 +
|-
 +
| <samp>IsLamp</samp>
 +
| ''(Optional)'' Whether this is a lamp and should produce light when dark. Default false.
 +
|}
 +
 +
====Appearance====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>Texture</samp>
 +
| ''(Optional)'' The asset name for the texture containing the item's sprite. Defaults to <samp>TileSheets/Craftables</samp>.
 +
|-
 +
| <samp>SpriteIndex</samp>
 +
| ''(Optional)'' The sprite's index within the <samp>Texture</samp>, where 0 is the top-left sprite.
 +
|}
 +
 +
====Context tags====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>ContextTags</samp>
 +
| ''(Optional)'' The custom [[Modding:Items#Context tags|context tags]] to add for this item (in addition to the tags added automatically based on the other object data). This is formatted as a list; for example:
 +
<syntaxhighlight lang="json">
 +
"ContextTags": [ "light_source", "torch_item" ]
 +
</syntaxhighlight>
 +
|}
 +
 +
====Advanced====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>CustomFields</samp>
 +
| ''(Optional)'' The [[Modding:Migrate_to_Stardew_Valley_1.6#Custom_data_fields|custom fields]] for this entry.
 +
|}
 +
 +
===Notes===
 +
* Many of the items in the data asset aren't implemented in-game. They may be completely absent from the game, or they may be unused as craftables and instead appear in [[#Objects|object data]] or [[#Furniture|furniture data]].
 +
 +
==Boots==
 +
Boots are items that can be equipped in the player's [[footwear]] slot.
 +
 +
They have their data in <samp>Data/Boots</samp>, their in-game sprites in <samp>Maps/springobjects</samp> (item sprite) and <samp>Characters/Farmer/shoeColors</samp> (shoe color), and their code in <samp>StardewValley.Objects.Boots</samp>.
 +
 +
===Data format===
 +
The boots data in <samp>Data/Boots</samp> consists of an integer→string dictionary with entries like this:
 +
 +
<syntaxhighlight lang="json">
 +
  "511": "Dark Boots/Made from thick black leather./250/4/2/7"
 +
</syntaxhighlight>
 +
 +
For each entry in the data asset, the key is the item's <samp>ParentSheetIndex</samp> and the value is a slash-delimited string with these fields:
 +
 +
{| class="wikitable"
 +
|-
 +
! index
 +
! field
 +
! effect
 +
|-
 +
| 0
 +
| name
 +
| The internal item name (and display name in English).
 +
|-
 +
| 1
 +
| description
 +
| The translated item description shown in-game.
 +
|-
 +
| 2
 +
| price
 +
| '''Unused.''' The actual price is calculated as <samp>(''added defence'' × 100) + (''added immunity'' × 100)</samp>.
 +
|-
 +
| 3
 +
| added defense
 +
| A [[defense]] bonus applied to the player while equipped.
 +
|-
 +
| 4
 +
| added immunity
 +
| An [[immunity]] bonus applied to the player while equipped.
 +
|-
 +
| 5
 +
| color index
 +
| The index of the boot color in the <samp>Characters/Farmer/shoeColors</samp> spritesheet.
 +
|-
 +
| 6
 +
| display name
 +
| The translated item name shown in-game (for non-English assets only).
 +
|}
 +
 +
==Clothing==
 +
Clothing consists of cosmetic items that can be equipped in the player's [[Tailoring|pants and shirt]] slots.
 +
 +
They have their data in <samp>Data/ClothingInformation</samp>, their in-game sprites in <samp>Characters/Farmer/pants</samp> & <samp>Characters/Farmer/shirts</samp>, and their code in <samp>StardewValley.Objects.Clothing</samp>.
 +
 +
===Data format===
 +
The clothing data in <samp>Data/ClothingInformation</samp> consists of an integer→string dictionary with entries like this:
 +
 +
<syntaxhighlight lang="json">
 +
  "1282": "Tomato Shirt/Tomato Shirt/A shirt that answers the big question: 'Tomatoes are'... (but the rest is smudged)./282/-1/50/255 0 0/false/Shirt/Sleeveless"
 +
</syntaxhighlight>
 +
 +
For each entry in the data asset, the key is the item's <samp>ParentSheetIndex</samp> (offset by 1000 for shirts) and the value is a slash-delimited string with these fields:
 +
 +
{| class="wikitable"
 +
|-
 +
! index
 +
! field
 +
! effect
 +
|-
 +
| 0
 +
| name
 +
| The internal item name (and display name in English).
 +
|-
 +
| 1
 +
| display name
 +
| The translated item name shown in-game.
 +
|-
 +
| 2
 +
| description
 +
| The translated item description shown in-game.
 +
|-
 +
| 3
 +
| male index
 +
| The sprite index in the clothing spritesheet for male characters.
 +
|-
 +
| 4
 +
| female index
 +
| The sprite index in the clothing spritesheet for female characters, or <samp>-1</samp> to use the male index.
 +
|-
 +
| 5
 +
| price
 +
| The price when purchased from shops.
 +
|-
 +
| 6
 +
| default color
 +
| The default color, specified in space-delimited RGB with each channel being an integer from 0 (no color) to 255 (full color). For example, <samp>255 0 0</samp> for full red.
 +
|-
 +
| 7
 +
| dyeable
 +
| Whether the clothing can be [[Dyeing|dyed]] (<samp>true</samp> or <samp>false</samp>).
 +
|-
 +
| 8
 +
| Type
 +
| The clothing type. One of <samp>Pants</samp>, <samp>Shirt</samp>, or <s><samp>Accessory</samp></s> (unimplemented).
 +
|-
 +
| 9
 +
| extra data
 +
| A comma-delimited list of tags attached to the item (unrelated to [[#Context tags|context tags]]). The values recognized by the game are <samp>Prismatic</samp> (adds a shifting rainbow effect) and <samp>Sleeveless</samp> (disables drawing the sleeve color over the player's arms).
 +
|}
 +
 +
==Furniture==
 +
Furniture are decorative items which can be placed in the world, including chairs which the player can sit on.
 +
 +
They have their data in <samp>Data/Furniture</samp>, their in-game sprites in <samp>TileSheets/furniture</samp>, and their code in <samp>StardewValley.Objects.Furniture</samp>.
 +
 +
===Data format===
 +
The furniture data in <samp>Data/Furniture</samp> consists of an integer→string dictionary with entries like this:
 +
 +
<syntaxhighlight lang="json">
 +
  "18": "Country Chair/chair/-1/-1/4/750"
 +
</syntaxhighlight>
 +
 +
For each entry in the data asset, the key is the item's <samp>ParentSheetIndex</samp> and the value is a slash-delimited string with these fields:
 +
 +
{| class="wikitable"
 +
|-
 +
! index
 +
! field
 +
! effect
 +
|-
 +
| 0
 +
| name
 +
| The internal item name (and display name in English).
 +
|-
 +
| 1
 +
| type
 +
| The furniture type. Possible values:
 +
{| class="wikitable sortable"
 +
|-
 +
! type
 +
! meaning
 +
|-
 +
| 0
 +
| chair
 +
|-
 +
| 1
 +
| bench
 +
|-
 +
| 2
 +
| couch
 +
|-
 +
| 3
 +
| armchair
 +
|-
 +
| 4
 +
| dresser
 +
|-
 +
| 5
 +
| long table
 +
|-
 +
| 6
 +
| painting
 +
|-
 +
| 7
 +
| lamp
 +
|-
 +
| 8
 +
| decor
 +
|-
 +
| 9
 +
| other
 +
|-
 +
| 10
 +
| bookcase
 +
|-
 +
| 11
 +
| table
 +
|-
 +
| 12
 +
| rug
 +
|-
 +
| 13
 +
| window
 +
|-
 +
| 14
 +
| fireplace
 +
|-
 +
| 15
 +
| bed
 +
|-
 +
| 16
 +
| torch
 +
|-
 +
| 17
 +
| sconce
 +
|}
 +
|-
 +
| 2
 +
| tilesheet size
 +
| The furniture sprite size on the tilesheet, measured in tiles. This can be <samp>{{t|width}} {{t|height}}</samp> (e.g. <samp>1 2</samp>), or <samp>-1</samp> to use the default size for the type.
 +
|-
 +
| 3
 +
| bounding box size
 +
| The size of the hitbox when the furniture is placed in-game, measured in tiles. The bounding box will be anchored to the bottom-left corner and extend upwards and rightwards. This can be <samp>{{t|width}} {{t|height}}</samp> (e.g. <samp>1 2</samp>), or <samp>-1</samp> to use the default size for the type.
 +
|-
 +
| 4
 +
| rotations
 +
| The number of rotations possible (1, 2, or 4).
 +
|-
 +
| 5
 +
| price
 +
| The price when purchased from a shop.
 +
|-
 +
| 6
 +
| placement restriction
 +
| Where the furniture can be placed.
 +
{| class="wikitable sortable"
 +
|-
 +
! value
 +
! meaning
 +
|-
 +
| -1
 +
| default (uses furniture type)
 +
|-
 +
| 0
 +
| indoors-only
 +
|-
 +
| 1
 +
| outdoors-only
 +
|-
 +
| 2
 +
| indoors or outdoors
 +
|}
 +
|-
 +
| 7
 +
| display name
 +
| The translated furniture name (in non-English data assets only).
 +
|}
 +
 +
==Hats==
 +
Hats are items that can be equipped in the player's [[hats|hat]] slot.
 +
 +
They have their data in <samp>Data/Hats</samp>, their in-game sprites in <samp>Characters/Farmer/hats</samp>, and their code in <samp>StardewValley.Objects.Hat</samp>.
 +
 +
===Data format===
 +
The hat data in <samp>Data/Hats</samp> consists of an integer→string dictionary with entries like this:
 +
 +
<syntaxhighlight lang="json">
 +
  "5": "Official Cap/Looks like it belonged to a postman or policeman. Either way, it's still very soft and smells okay./false/true"
 +
</syntaxhighlight>
 +
 +
Hats from the base game use the hat's <samp>ParentSheetIndex</samp> as its item ID.
 +
For each entry in the data asset, the key is the hat's item ID, and the value is a slash-delimited string with these fields:
 +
 +
{| class="wikitable"
 +
|-
 +
! index
 +
! field
 +
! effect
 +
|-
 +
| 0
 +
| name
 +
| The internal item name.
 +
|-
 +
| 1
 +
| description
 +
| The translated item description shown in-game.
 +
|-
 +
| 2
 +
| show real hair
 +
| Whether to show the player's hairstyle as-is when the hat is worn (<samp>true</samp>), or change the hairstyle to fit the hat (<samp>false</samp>).
 +
|-
 +
| 3
 +
| skip hairstyle offset
 +
| Whether to ignore the current style when positioning the hat (one of <samp>true</samp> or <samp>false</samp>). For example, the [[Eye Patch|eye patch]] sets <samp>true</samp> since its position isn't affected by the hair, but the [[Butterfly Bow|butterfly bow]] sets <samp>false</samp> to adjust its position on top of your hair.
 +
|-
 +
| 4
 +
| tags
 +
| A space-separated list of "tags". These are separate from context tags, and used to contain miscellaneous information. Currently, the only tag used by the game is <samp>Prismatic</samp>, which marks a hat as prismatic and causes it to cycle through colors.
 +
|-
 +
| 5
 +
| display name
 +
| The translated item name shown in-game.
 +
|-
 +
| 6
 +
| sprite index
 +
| The index in the hat spritesheet used to display this hat.
 +
|-
 +
| 7
 +
| texture name
 +
| The name of the game texture to use for the hat. If empty, the game will use the default hat sheet <samp>Characters/Farmer/hats</samp>
 +
|}
 +
 +
Hats have a hard-coded category of -95 (<samp>HatDataDefinition.cs::GetData</samp>)
 +
 +
==Tools==
 +
[[Tools]] are items that can be swung or used by the player to perform some effect (e.g. dig dirt, chop trees, etc).
 +
 +
They have their in-game sprites in <samp>TileSheets/Tools</samp>, and their code in <samp>StardewValley.Tool</samp> and various subclasses like <samp>StardewValley.Tools.Axe</samp>.
 +
 +
===Data format===
 +
Tools are currently hardcoded and can't be edited by content packs.
 +
 +
==Weapons==
 +
[[Weapons]] are tools that can be used by the player to damage monsters.
 +
 +
They have their data in <samp>Data/Weapons</samp>, their in-game sprites in <samp>TileSheets/weapons</samp>, and their code in <samp>StardewValley.Tools.MeleeWeapon</samp> and <samp>StardewValley.Tools.Slingshot</samp>.
 +
 +
===Data format===
 +
The weapon data in <samp>Data/Weapons</samp> consists of an integer→string dictionary with entries like this:
 +
 +
<syntaxhighlight lang="json">
 +
  "12": "Wooden Blade/Not bad for a piece of carved wood./3/7/1/0/0/0/0/3/-1/0/.02/3"
 +
</syntaxhighlight>
 +
 +
For each entry in the data asset, the key is the item's <samp>ParentSheetIndex</samp> and the value is a slash-delimited string with these fields:
 +
 +
; Melee weapons
 +
: {| class="wikitable"
 +
|-
 +
! index
 +
! field
 +
! effect
 +
|-
 +
| 0
 +
| name
 +
| The internal weapon name (and display name in English).
 +
|-
 +
| 1
 +
| description
 +
| The translated item description shown in-game.
 +
|-
 +
| 2<br />3
 +
| min damage<br />max damage
 +
| The minimum and maximum damage caused when hitting a monster with this weapon.
 +
|-
 +
| 4
 +
| knockback
 +
| How far the target is pushed when hit, as a multiplier relative to a base weapon like the [[Rusty Sword]] (e.g. <samp>1.5</samp> for 150% of Rusty Sword's weight).
 +
|-
 +
| 5
 +
| speed
 +
| How fast the player can swing the weapon. Each point of speed is worth 40ms of swing time relative to 0. This stacks with the [[speed|player's weapon speed]].
 +
|-
 +
| 6
 +
| added precision
 +
| Reduces the chance that a strike will miss.
 +
|-
 +
| 7
 +
| added defence
 +
| Reduces damage received by the player.
 +
|-
 +
| 8
 +
| type
 +
| The weapon type. One of <samp>0</samp> (stabbing sword), <samp>1</samp> (dagger), <samp>2</samp> (club or hammer), or <samp>3</samp> (slashing sword).
 +
|-
 +
| 9<br />10
 +
| base mine level<br />min mine level
 +
| The base and minimum mine level, which affect [[#Mine container drops|mine container drops]].
 +
|-
 +
| 11
 +
| added area of effect
 +
| Slightly increases the area of effect.
 +
|-
 +
| 12
 +
| critical chance
 +
| The chance of a critical hit, as a decimal value between 0 and 1.
 +
|-
 +
| 13
 +
| critical damage
 +
| A multiplier applied to the damage for critical hit.
 +
|-
 +
| 14
 +
| display name
 +
| The translated item name (in non-English assets only).
 
|}
 
|}
  
Here's a dump of the vanilla items for each category:
+
; Slingshots
{{collapse|Items with numeric categories|content=<source lang="yaml">
+
: {| class="wikitable"
-81: Cave Carrot, Chanterelle, Common Mushroom, Daffodil, Dandelion, Hazelnut, Holly, Leek, Morel, Purple Mushroom, Red Mushroom, Sap, Snow Yam, Spring Onion, Wild Horseradish, Winter Root
+
|-
-80: Blue Jazz, Crocus, Fairy Rose, Poppy, Summer Spangle, Sunflower, Sweet Pea, Tulip
+
! index
-79: Ancient Fruit, Apple, Apricot, Blackberry, Blueberry, Cactus Fruit, Cherry, Coconut, Cranberries, Crystal Fruit, Grape, Hot Pepper, Melon, Orange, Peach, Pomegranate, Rhubarb, Salmonberry, Spice Berry, Starfruit, Strawberry, Wild Plum
+
! field
-75: Amaranth, Artichoke, Beet, Bok Choy, Cauliflower, Corn, Eggplant, Fiddlehead Fern, Garlic, Green Bean, Hops, Kale, Parsnip, Potato, Pumpkin, Radish, Red Cabbage, Tea Leaves, Tomato, Unmilled Rice, Wheat, Yam
+
! effect
-74: Acorn, Amaranth Seeds, Ancient Seeds, Apple Sapling, Apricot Sapling, Artichoke Seeds, Bean Starter, Beet Seeds, Blueberry Seeds, Bok Choy Seeds, Cactus Seeds, Cauliflower Seeds, Cherry Sapling, Coffee Bean, Corn Seeds, Cranberry Seeds, Eggplant Seeds, Fairy Seeds, Fall Seeds, Garlic Seeds, Grape Starter, Hops Starter, Jazz Seeds, Kale Seeds, Maple Seed, Melon Seeds, Mixed Seeds, Orange Sapling, Parsnip Seeds, Peach Sapling, Pepper Seeds, Pine Cone, Pomegranate Sapling, Poppy Seeds, Potato Seeds, Pumpkin Seeds, Radish Seeds, Rare Seed, Red Cabbage Seeds, Rhubarb Seeds, Rice Shoot, Spangle Seeds, Spring Seeds, Starfruit Seeds, Strawberry Seeds, Summer Seeds, Sunflower Seeds, Tea Sapling, Tomato Seeds, Tulip Bulb, Wheat Seeds, Winter Seeds, Yam Seeds
+
|-
-28: Bat Wing, Bug Meat, Slime, Solar Essence, Void Essence
+
| 0
-27: Maple Syrup, Oak Resin, Pine Tar
+
| name
-26: Aged Roe, Beer, Caviar, Cheese, Cloth, Dinosaur Mayonnaise, Duck Mayonnaise, Goat Cheese, Green Tea, Honey, Jelly, Juice, Mayonnaise, Mead, Pale Ale, Pickles, Truffle Oil, Void Mayonnaise, Wine
+
| The internal weapon name (and display name in English).
-24: Brick Floor, Cobblestone Path, Crystal Floor, Crystal Path, Gravel Path, Stepping Stone Path, Stone Floor, Straw Floor, Tea Set, Weathered Floor, Wood Floor, Wood Path
+
|-
-23: Clam, Coral, Nautilus Shell, Rainbow Shell, Roe, Sea Urchin, Squid Ink
+
| 1
-22: Barbed Hook, Cork Bobber, Dressed Spinner, Lead Bobber, Spinner, Trap Bobber, Treasure Hunter
+
| description
-21: Bait, Magnet, Wild Bait
+
| The translated item description shown in-game (for non-English assets only).
-20: Broken CD, Broken Glasses, Driftwood, Joja Cola, Rotten Plant, Rotten Plant, Soggy Newspaper, Trash
+
|-
-19: Basic Fertilizer, Basic Retaining Soil, Deluxe Speed-Gro, Quality Fertilizer, Quality Retaining Soil, Speed-Gro, Tree Fertilizer
+
| 2&ndash;8
-18: Duck Feather, Rabbit's Foot, Wool
+
| ''unused''
-17: Sweet Gem Berry, Truffle
+
|
-16: Battery Pack, Clay, Fiber, Hardwood, Stone, Wood
+
|-
-15: Coal, Copper Bar, Copper Ore, Gold Bar, Gold Ore, Iridium Bar, Iridium Ore, Iron Bar, Iron Ore, Refined Quartz
+
| 9<br />10
-12: Aerinite, Alamite, Baryte, Basalt, Bixite, Calcite, Celestine, Dolomite, Esperite, Fairy Stone, Fire Opal, Fluorapatite, Geminite, Ghost Crystal, Granite, Helvite, Hematite, Jagoite, Jamborite, Jasper, Kyanite, Lemon Stone, Limestone, Lunarite, Malachite, Marble, Mudstone, Nekoite, Neptunite, Obsidian, Ocean Stone, Opal, Orpiment, Petrified Slime, Pyrite, Sandstone, Slate, Soapstone, Star Shards, Thunder Egg, Tigerseye
+
| base mine level<br />min mine level
-8: Bomb, Cherry Bomb, Dwarvish Translation Guide, Gate, Hardwood Fence, Iridium Sprinkler, Iron Fence, Jack-O-Lantern, Mega Bomb, Quality Sprinkler, Sprinkler, Stone Fence, Wood Fence
+
| The base and minimum mine level, which affect [[#Mine container drops|mine container drops]].
-7: Algae Soup, Artichoke Dip, Autumn's Bounty, Baked Fish, Bean Hotpot, Blackberry Cobbler, Blueberry Tart, Bread, Bruschetta, Carp Surprise, Cheese Cauliflower, Chocolate Cake, Chowder, Coleslaw, Complete Breakfast, Cookie, Crab Cakes, Cranberry Candy, Cranberry Sauce, Crispy Bass, Dish O' The Sea, Eggplant Parmesan, Escargot, Farmer's Lunch, Fiddlehead Risotto, Fish Stew, Fish Taco, Fried Calamari, Fried Eel, Fried Egg, Fried Mushroom, Fruit Salad, Glazed Yams, Hashbrowns, Ice Cream, Life Elixir, Lobster Bisque, Lucky Lunch, Magic Rock Candy, Maki Roll, Maple Bar, Miner's Treat, Oil of Garlic, Omelet, Pale Broth, Pancakes, Parsnip Soup, Pepper Poppers, Pink Cake, Pizza, Plum Pudding, Poppyseed Muffin, Pumpkin Pie, Pumpkin Soup, Radish Salad, Red Plate, Rhubarb Pie, Rice Pudding, Roasted Hazelnuts, Roots Platter, Salad, Salmon Dinner, Sashimi, Seafoam Pudding, Shrimp Cocktail, Spaghetti, Spicy Eel, Stir Fry, Strange Bun, Stuffing, Super Meal, Survival Burger, Tom Kha Soup, Tortilla, Triple Shot Espresso, Trout Soup, Vegetable Medley
+
|-
-6: Goat Milk, L. Goat Milk, Large Milk, Milk
+
| 11&ndash;13
-5: Duck Egg, Egg, Egg, Large Egg, Large Egg, Void Egg
+
| ''unused''
-4: Albacore, Anchovy, Angler, Blobfish, Bream, Bullhead, Carp, Catfish, Chub, Cockle, Crab, Crayfish, Crimsonfish, Dorado, Eel, Flounder, Ghostfish, Glacierfish, Halibut, Herring, Ice Pip, Largemouth Bass, Lava Eel, Legend, Lingcod, Lobster, Midnight Carp, Midnight Squid, Mussel, Mutant Carp, Octopus, Oyster, Perch, Periwinkle, Pike, Pufferfish, Rainbow Trout, Red Mullet, Red Snapper, Salmon, Sandfish, Sardine, Scorpion Carp, Sea Cucumber, Shad, Shrimp, Slimejack, Smallmouth Bass, Snail, Spook Fish, Squid, Stonefish, Sturgeon, Sunfish, Super Cucumber, Tiger Trout, Tilapia, Tuna, Void Salmon, Walleye, Woodskip
+
|
-2: Amethyst, Aquamarine, Diamond, Earth Crystal, Emerald, Fire Quartz, Frozen Tear, Jade, Prismatic Shard, Quartz, Ruby, Topaz
+
|-
</source>}}
+
| 14
 +
| display name
 +
| The translated item description shown in-game (for non-English assets only).
 +
|}
 +
 
 +
Weapons have a hardcoded category of -98 (<samp>Object.weaponCategory</samp>).
 +
 
 +
===Slingshot notes===
 +
* The base [[slingshot]] has <samp>ParentSheetIndex</samp> 32 in the weapon data, which increases by one for each upgrade level (up to 34 in the weapon data, though only 32 and 33 are obtainable without mods).
 +
* Slingshot damage is [[Slingshot#Ammunition|calculated dynamically]] regardless of the weapon data.
 +
 
 +
===Mine container drops===
 +
When the player breaks a container in [[The Mines|the mines]], there's a chance it will drop a weapon. Here's how the weapon to drop is chosen<ref>See <samp>Utility.getUncommonItemForThisMineLevel</samp> in the game code.</ref>:
 +
 
 +
<ol>
 +
<li>Match weapons whose minimum mine level ([[#Format|field 10]]) is less than the current mine level.</li>
 +
<li>From that list, match weapons with a probability check based on the gap between the base mine level ([[#Format|field 9]]) and current mine level. The probability is a bell curve centered on the base mine level:
 +
{| class="wikitable"
 +
|-
 +
! level difference
 +
! probability
 +
|-
 +
| 0
 +
| 100%
 +
|-
 +
| 5
 +
| 92%
 +
|-
 +
| 10
 +
| 71%
 +
|-
 +
| 15
 +
| 46%
 +
|-
 +
| 20
 +
| 25%
 +
|-
 +
| 25
 +
| 4%
 +
|}
 +
The difference applies in both directions; for example, two weapons whose base levels are 5 below and 5 above the current level both have a 92% chance. (The probability is calculated with a [[wikipedia:Gaussian function|Gaussian function]] <code>e<sup>-(current mine level - base mine level)<sup>2</sup> / (2 * 12<sup>2</sup>)</sup></code>.)</li>
 +
<li>Find the weapon with the smallest gap between the current and base mine levels, and add it to the list. (If the item was also selected in step 2, it has two chances to drop.)</li>
 +
<li>From the remaining list of weapons, randomly choose one to drop.</li>
 +
</ol>
 +
 
 +
==See also==
 +
* [[Modding:Index]] for related content like [[Modding:Crop data|crops]], [[Modding:Fish data|fish]], [[Modding:Gift taste data|gift tastes]], and [[Modding:Recipe data|recipes]]
  
 +
==References==
 +
<references />
  
 
[[Category:Modding]]
 
[[Category:Modding]]
 +
 +
[[ru:Модификации:Объекты]]
 +
 +
==History==
 +
{{History|1.6|Objects are now stored in <samp>Data/Objects</samp> rather than <samp>Data/ObjectInformation</samp> and have a new format.}}
 +
{{History|1.6|Field 4 of hats is now used for tags, rather than displayName.}}
 +
{{History|1.6|Display name field is now used for all languages.}}
 +
{{History|1.6|Added Texture & texture index fields to all object data.}}
 +
{{History|1.6|All types of items now use string IDs.}}

Latest revision as of 05:00, 20 April 2024

Index

This page explains how the game stores and parses item data. This is an advanced guide for mod developers.

Introduction

Overview

Items are divided into several types:

type summary
objects The default type for items in inventories or placed in the world.
big craftables Craftable items which can be placed in the world and are two tiles tall.
boots Items that can be equipped in the player's footwear slot.
clothing Cosmetic items that can be equipped in the player's pants and shirt slots.
furniture Decorative items which can be placed in the world, including chairs which the player can sit on.
hats Items that can be equipped in the player's hat slot.
tools Items that can be swung or used by the player to perform some effect.
weapons Tools that can be used by the player to damage monsters.

For each item type, the game has two files in its Content folder (which can be unpacked for editing):

  • a data asset for the text data for its items (names, descriptions, prices, etc);
  • and a spritesheet for the in-game item icons.

Each item has a ParentSheetIndex field which is its position in the item type's spritesheet, starting at 0 in the top-left and incrementing by one as you move across and then down. For example, hat #0 is the first sprite in Characters/Farmer/hats. The ParentSheetIndex is also used to identify the item itself; since spritesheet indexes aren't unique (e.g., there's both a hat #10 and object #10), code needs to check the type too like item is Weapon weapon && weapon.ParentSheetIndex == 4.

Flooring and wallpaper are not in any of these types and are not currently documented in this wiki.

See the sections below for details on each item type.

Get a list of items

With SMAPI installed, you can run the list_items console command in-game to view/search items and their IDs.

Define a custom item

Every item must be assigned a unique ParentSheetIndex within its type, and that index must fit within the item type's spritesheet.

Adding custom items to the data assets and spritesheets directly is not recommended, since it's very easy to conflict with other mods or cause game errors. Instead you should create a content pack for Json Assets, which coordinates dynamic item ID assignment so multiple custom item mods can work together.

Common data

Quality

Each item has a quality level which (depending on the item type) may affect its price, health boost, etc. The valid qualities are:

quality value constant
normal 0 Object.lowQuality
silver 1 Object.medQuality
gold 2 Object.highQuality
iridium 4 Object.bestQuality

Categories

Each item also has a category (represented by a negative integer). In code, you can get an item's category value from item.Category, and its translated name from item.getCategoryName(). Here are the valid categories:

value internal constant context tag English translation Properties
-2 Object.GemCategory category_gem Mineral Affected by Gemologist profession
-4 Object.FishCategory category_fish Fish Affected by Fisher and Angler professions
-5 Object.EggCategory category_egg Animal Product Affected by Rancher profession, can be used in a slingshot
-6 Object.MilkCategory category_milk Animal Product Affected by Rancher profession
-7 Object.CookingCategory category_cooking Cooking
-8 Object.CraftingCategory category_crafting Crafting Is Placeable
-9 Object.BigCraftableCategory category_big_craftable Is Placeable
-12 Object.mineralsCategory category_minerals Mineral Affected by Gemologist profession
-14 Object.meatCategory category_meat Animal Product
-15 Object.metalResources category_metal_resources Resource
-16 Object.buildingResources category_building_resources Resource
-17 Object.sellAtPierres category_sell_at_pierres
-18 Object.sellAtPierresAndMarnies category_sell_at_pierres_and_marnies Animal Product Affected by Rancher profession
-19 Object.fertilizerCategory category_fertilizer Fertilizer Is Placeable, is always passable
-20 Object.junkCategory category_junk Trash
-21 Object.baitCategory category_bait Bait Can be attached to a fishing rod
-22 Object.tackleCategory category_tackle Fishing Tackle Can be attached to a fishing rod, cannot stack
-23 sellAtFishShopCategory category_sell_at_fish_shop
-24 Object.furnitureCategory category_furniture Decor
-25 Object.ingredientsCategory category_ingredients Cooking
-26 Object.artisanGoodsCategory category_artisan_goods Artisan Goods Affected by Artisan profession
-27 Object.syrupCategory category_syrup Artisan Goods Affected by Tapper profession
-28 Object.monsterLootCategory category_monster_loot Monster Loot
-29 Object.equipmentCategory category_equipment
-74 Object.SeedsCategory category_seeds Seed Is Placeable, is always passable
-75 Object.VegetableCategory category_vegetable Vegetable Affected by Tiller profession, can be used in a slingshot
-79 Object.FruitsCategory category_fruits Fruit Affected by Tiller profession (if not foraged), can be used in a slingshot
-80 Object.flowersCategory category_flowers Flower Affected by Tiller profession
-81 Object.GreensCategory category_greens Forage
-95 Object.hatCategory category_hat
-96 Object.ringCategory category_ring
-98 Object.weaponCategory category_weapon
-99 Object.toolCategory category_tool
Console commands 
With the Console Code mod installed, you can run this command in the SMAPI console to see a list of objects by category:
cs return string.Join(`\n`, Game1.objectData.Keys.Select(key => new StardewValley.Object(key, 1)).GroupBy(item => item.Category, item => item.Name).OrderByDescending(p => p.Key).Select(p => $`{p.Key}: {string.Join(`, `, p.OrderBy(name => name))}`));

Context tags

A context tag is an arbitrary data label attached to items. These can produce various effects in-game, or may be informational only.

The game generates some tags based on the game data (like the item quality), and others are defined in the Data/ObjectContextTags data asset (which consists of a string→string dictionary, where the key is the item's internal name or the alternative ID matching the id_<type>_<identifier> tag, and the value is a comma-delimited list of tags to add).

Here's an incomplete list of context tags added or used in the base game. Mods can add custom context tags, which aren't listed here.

Added automatically for all items:
context tag effect
category_<category> Added automatically based on the item category. See the 'context tag' column in the item category list for possible values.
fish_<metadata> Added automatically for a fish item based on its metadata in Data/Fish.

For crab pot fish (i.e. those with type trap):

context tag notes
fish_trap_location_<water type> Based on field 2 ('darting randomness'). For example, fish_trap_location_ocean.

For fishing rod fish (i.e. those whose type is not trap):

context tag notes
fish_difficulty_<difficulty> Based on field 1 ('chance to dart'), where <difficulty> is one of easy (0–33), medium (34–66), hard (67–100), or extremely_hard (101+). For example, fish_difficulty_hard.
fish_motion_<motion> Based on field 4 ('location'). For example, fish_motion_floater.
fish_favor_weather_<weather> Based on field 7 ('weather'). For example, fish_favor_weather_sunny.
id_<type>_<identifier> Added automatically as an alternative ID. The <type> is one of B (boots), BBL (big craftable recipe), BL (object recipe), BO (big craftable), C (clothing), F (furniture), H (hat), O (object), R (ring), W (melee weapon), else blank. The <identifier> is the item's parent sheet index. For example, pufferfish has value id_o_128 (object #128).
item_<name> Added automatically based on the item name. The name is trimmed, lowercase, with spaces replaced with underscores, and with single quotes removed. For example, '1000 Years From Now' has context tag item_1000_years_from_now.
Added automatically for object-type items:
context tag effect
jelly_item
juice_item
pickle_item
wine_item
For items produced by the keg or preserves jar, the preserved item type.
preserve_sheet_index_<id> For items produced by the keg or preserves jar, the parent sheet index for the original item that was produced. For example, blueberry wine has preserve_sheet_index_258, where 258 is the blueberry item's index.
quality_none
quality_silver
quality_gold
quality_iridium
Added automatically based on the item quality.
quality_qi Added automatically for items cooked while the Qi's Cuisine special order is active.
Context tags from Data/ObjectContextTags:
context tag effect
color_* The color produced by this item when the player dyes clothing at Emily's house. The context tag only affects which of the six color dye pots it can be placed in; for example, color_red and color_dark_red are both placed in the red pot, but they don't produce different colors.
dye pot context tags
red color_red, color_salmon, color_dark_red, color_pink
orange color_orange, color_dark_orange, color_dark_brown, color_brown, color_copper
yellow color_yellow, color_dark_yellow, color_gold, color_sand
green color_green, color_dark_green, color_lime, color_yellow_green, color_jade
blue color_blue, color_dark_blue, color_dark_cyan, color_light_cyan, color_cyan, color_aquamarine
purple color_purple, color_dark_purple, color_dark_pink, color_pale_violet_red, color_poppyseed, color_iridium

Some game data also references context tags in a generic way. For example, you can add custom tags for an item to Data/ObjectContextTags, then reference them in the fish pond data. Specifically:

game data effects
fish ponds In Data/FishPondData, used to match fish that can be placed in the pond (see RequiredTags in the fish pond data).
special orders In Data/SpecialOrders, used to match items that meet the quest objectives (see AcceptedContextTags in the special order data).
tailoring In Data/TailoringRecipes, used to match items that are needed for a recipe.
gift tastes In Data/NPCGiftTastes, used to set character likes and dislike for every item using the context tag.


The debug listtags console command lists all the tags of the item being held.

raw tag dump 
Here's a list of context tags extracted from Data/ObjectContextTags that aren't listed above yet: alcohol_item, algae_item, ancient_item, beach_item, bomb_item, bone_item, book_item, ceramic_item, chicken_item, color_black, color_dark_gray, color_gray, color_iron, color_prismatic, color_white, cooking_item, cow_milk_item, cowboy_item, crop_year_2, dinosaur_item, doll_item, drink_item, dwarvish_item, dye_medium, dye_strong, egg_item, elvish_item, fertilizer_item, fish_bug_lair, fish_carnivorous, fish_crab_pot, fish_desert, fish_freshwater, fish_lake, fish_legendary, fish_mines, fish_night_market, fish_nonfish, fish_ocean, fish_pond, fish_river, fish_secret_pond, fish_semi_rare, fish_sewers, fish_swamp, fish_talk_demanding, fish_talk_rude, fish_talk_stiff, fish_upright, flower_item, food_bakery, food_breakfast, food_cake, food_party, food_pasta, food_salad, food_sauce, food_seafood, food_soup, food_spicy, food_sushi, food_sweet, forage_item, forage_item_beach, forage_item_cave, forage_item_desert, forage_item_mines, forage_item_secret, fossil_item, fruit_item, fruit_tree_item, furnace_item, ginger_item, goat_milk_item, golden_relic_item, honey_item, hunting_item, instrument_item, jelly_item, juice_item, large_egg_item, large_milk_item, light_source, machine_item, marine_item, mayo_item, medicine_item, milk_item, noble_item, ore_item, pickle_item, potion_item, prehistoric_item, quality_fertilizer_item, scroll_item, season_all, season_fall, season_spring, season_summer, season_winter, slime_egg_item, slime_item, statue_item, strange_doll_1, strange_doll_2, syrup_item, totem_item, toy_item, trash_item, tree_seed_item, wood_item.

Objects

Objects are the default type for items in inventories or placed in the world.

They have their data in Data/Objects (Data/ObjectInformation prior to 1.6), their icon sprites in Maps/springobjects, and their code in StardewValley.Object. See a table of sprites and their corresponding indexes.

Data format

The object data in Data/Objects consists of a string→ObjectData dictionary (where ObjectData is defined in the game code in GameData.Objects.ObjectData). It has entries like this[1]:

"201": {
  "Name": "Complete Breakfast",
  "DisplayName": "[LocalizedText Strings\\Objects:CompleteBreakfast_Name]",
  "Description": "[LocalizedText Strings\\Objects:CompleteBreakfast_Description]",
  "Type": "Cooking",
  "Category": -7,
  "Price": 350,
  "Texture": null,
  "SpriteIndex": 201,
  "Edibility": 80,
  "IsDrink": false,
  "Buffs": [
    {
      "Id": "Food",
      "BuffId": null,
      "IconTexture": null,
      "IconSpriteIndex": 0,
      "Duration": 600,
      "IsDebuff": false,
      "GlowColor": null,
      "CustomAttributes": {
        "FarmingLevel": 2.0,
        "FishingLevel": 0.0,
        "MiningLevel": 0.0,
        "LuckLevel": 0.0,
        "ForagingLevel": 0.0,
        "MaxStamina": 50.0,
        "MagneticRadius": 0.0,
        "Speed": 0.0,
        "Defense": 0.0,
        "Attack": 0.0
      },
      "CustomFields": null
    }
  ],
  "GeodeDropsDefaultItems": false,
  "GeodeDrops": null,
  "ArtifactSpotChances": null,
  "ExcludeFromFishingCollection": false,
  "ExcludeFromShippingCollection": false,
  "ExcludeFromRandomSale": false,
  "ContextTags": [
    "color_yellow",
    "food_breakfast"
  ],
  "CustomFields": null
  }

For each entry in the data asset:

  • The key (before the colon) is the unqualified item ID and its sprite index within the object spritesheet (saved as ParentSheetIndex in-code).
  • The value (after the colon) is the data pertaining to that object, with the fields listed below. The objects with keys 516–534 (Ring.ringLowerIndexRange through Ring.ringUpperIndexRange) and 801 (wedding ring) are hardcoded as rings.

Field values are described below (Copied from Modding:Migrate to Stardew Valley 1.6):

Basic info

field purpose
Name The internal item name.
DisplayName
Description
A tokenizable string for the item's in-game display name and description.
Type The item's general type, like Arch (artifact) or Minerals. The vanilla types are: Litter, Basic, Minerals, Quest, asdf, Crafting, Arch, fish, Cooking, Seeds, Ring, interactive
Category The item category.
Price (Optional) The price when sold by the player. This is not the price when bought from a shop. Default 0.

Appearance

field purpose
Texture The asset name for the texture containing the item's sprite. Defaults to Maps/springobjects.
SpriteIndex The sprite's index within the Texture, where 0 is the top-left sprite.

Edibility

field purpose
Edibility (Optional) A numeric value that determines how much energy (edibility × 2.5) and health (edibility × 1.125) is restored when this item is eaten. An item with an edibility of -300 can't be eaten, values from -299 to -1 reduce health and energy, and zero can be eaten but doesn't change health/energy. Default -300.
IsDrink (Optional) Whether to drink the item instead of eating it. Default false.
Buffs (Optional) The buffs to apply to the player when this item is eaten, if any. Default none.

This consists of a list of models with these fields:

field purpose
Id The unique string ID for this entry within the list.
Duration (Optional if BuffId is set) The buff duration measured in in-game minutes. This can be set to -2 for a buff that should last for the rest of the day.
BuffId (Optional) The unique ID of a buff from Data/Buffs to apply, or null to ignore Data/Buffs and set the ID to food or drink depending on the item's IsDrink field.

If a buff from Data/Buffs is applied and you also specify other fields, here's how the buff data is combined:

field result
Duration
IconTexture
SpriteIndex
GlowColor
If specified, the value in Data/Objects is used instead of the one in Data/Buffs. If omitted, defaults to the value from Data/Buffs.
CustomAttributes The values from both entries are combined (e.g. +1 speed in Data/Objects and +1 speed in Data/Buffs results in +2 speed).
IsDebuff The value in Data/Objects is used.
IsDebuff (Optional) Whether this buff counts as a debuff, so its duration should be halved when wearing a Sturdy Ring. Default false.
IconTexture (Optional) The asset name for the icon texture to load. This must contain one or more 16x16 icons in a grid of any size. If omitted, the game will draw a default icon based on the BuffId and CustomAttributes fields.
SpriteIndex (Optional) The buff's icon index within the IconTexture, where 0 is the top-left icon. Default 0.
GlowColor (Optional) The glow color to apply to the player. See color format. Default none.
CustomAttributes The custom buff attributes to apply, if any.

This consists of a model with any combination of these fields:

field purpose
FarmingLevel
FishingLevel
ForagingLevel
LuckLevel
MiningLevel
(Optional) An amount applied to the matching skill level while the buff is active. This can be negative for a debuff. Default 0.
Attack
Defense
MagneticRadius
MaxStamina
Speed
(Optional) An amount applied to the player's attack, defense, magnetic radius, maximum stamina, or speed while the buff is active. This can be negative for a debuff. Default 0.
CustomFields (Optional) The custom fields for this entry.


Notes

  • Prior to 1.6, items that have a number in index 6 (the "Crafting" field) showed buggy information in-game (e.g., Bean Hotpot prior to version 1.4). Items that had a number in the "Attack" field displayed the Attack icon and a number, but no description. It's unclear how these buffs work (if at all).
  • Adding custom items with the Arch type is inadvisable as it often leads to Artifact Spots becoming broken and not giving any items.
  • Named buffs (like Oil of Garlic, Life Elixir, or Tipsy) are implemented in code and can't be set in the food buff fields.
  • The spritesheet and data have items that can't normally be found in the player inventory (like twigs and lumber), and some sprites have no corresponding item data. There are also multiple entries for weeds and stone corresponding to different sprites, but the player can only normally obtain one stone item (index 390) and no weeds items.

Big craftables

Big craftables are objects which can be placed in the world and are two tiles tall (instead of one like objects).

They have their data in Data/BigCraftables (Data/BigCraftablesInformation prior to 1.6), their in-game sprites in TileSheets/Craftables, and their code in StardewValley.Object (with the bigCraftable.Value = true flag).

Data format

The big craftables data in Data/BigCraftables consists of a string → model lookup, where...

  • The key is the unqualified item ID.
  • The value is a model with the fields listed below.
  "19": {
    "Name": "Oil Maker",
    "DisplayName": "[LocalizedText Strings\\BigCraftables:OilMaker_Name]",
    "Description": "[LocalizedText Strings\\BigCraftables:OilMaker_Description]",
    "Price": 50,
    "Fragility": 0,
    "CanBePlacedOutdoors": true,
    "CanBePlacedIndoors": true,
    "IsLamp": false,
    "Texture": null,
    "SpriteIndex": 19,
    "ContextTags": null,
    "CustomFields": null
  }

Field values are described below (Copied from Modding:Migrate to Stardew Valley 1.6):

Basic info

field purpose
Name The internal item name.
DisplayName
Description
A tokenizable string for the item's in-game display name and description.
Price (Optional) The price when sold by the player. This is not the price when bought from a shop. Default 0.

Behavior

field purpose
Fragility (Optional) How the item can be picked up. The possible values are 0 (pick up with any tool), 1 (destroyed if hit with an axe/hoe/pickaxe, or picked up with any other tool), or 2 (can't be removed once placed). Default 0.
CanBePlacedIndoors
CanBePlacedOutdoors
(Optional) Whether the item can be placed indoors or outdoors. Default true.
IsLamp (Optional) Whether this is a lamp and should produce light when dark. Default false.

Appearance

field purpose
Texture (Optional) The asset name for the texture containing the item's sprite. Defaults to TileSheets/Craftables.
SpriteIndex (Optional) The sprite's index within the Texture, where 0 is the top-left sprite.

Context tags

field purpose
ContextTags (Optional) The custom context tags to add for this item (in addition to the tags added automatically based on the other object data). This is formatted as a list; for example:
"ContextTags": [ "light_source", "torch_item" ]

Advanced

field purpose
CustomFields (Optional) The custom fields for this entry.

Notes

  • Many of the items in the data asset aren't implemented in-game. They may be completely absent from the game, or they may be unused as craftables and instead appear in object data or furniture data.

Boots

Boots are items that can be equipped in the player's footwear slot.

They have their data in Data/Boots, their in-game sprites in Maps/springobjects (item sprite) and Characters/Farmer/shoeColors (shoe color), and their code in StardewValley.Objects.Boots.

Data format

The boots data in Data/Boots consists of an integer→string dictionary with entries like this:

  "511": "Dark Boots/Made from thick black leather./250/4/2/7"

For each entry in the data asset, the key is the item's ParentSheetIndex and the value is a slash-delimited string with these fields:

index field effect
0 name The internal item name (and display name in English).
1 description The translated item description shown in-game.
2 price Unused. The actual price is calculated as (added defence × 100) + (added immunity × 100).
3 added defense A defense bonus applied to the player while equipped.
4 added immunity An immunity bonus applied to the player while equipped.
5 color index The index of the boot color in the Characters/Farmer/shoeColors spritesheet.
6 display name The translated item name shown in-game (for non-English assets only).

Clothing

Clothing consists of cosmetic items that can be equipped in the player's pants and shirt slots.

They have their data in Data/ClothingInformation, their in-game sprites in Characters/Farmer/pants & Characters/Farmer/shirts, and their code in StardewValley.Objects.Clothing.

Data format

The clothing data in Data/ClothingInformation consists of an integer→string dictionary with entries like this:

  "1282": "Tomato Shirt/Tomato Shirt/A shirt that answers the big question: 'Tomatoes are'... (but the rest is smudged)./282/-1/50/255 0 0/false/Shirt/Sleeveless"

For each entry in the data asset, the key is the item's ParentSheetIndex (offset by 1000 for shirts) and the value is a slash-delimited string with these fields:

index field effect
0 name The internal item name (and display name in English).
1 display name The translated item name shown in-game.
2 description The translated item description shown in-game.
3 male index The sprite index in the clothing spritesheet for male characters.
4 female index The sprite index in the clothing spritesheet for female characters, or -1 to use the male index.
5 price The price when purchased from shops.
6 default color The default color, specified in space-delimited RGB with each channel being an integer from 0 (no color) to 255 (full color). For example, 255 0 0 for full red.
7 dyeable Whether the clothing can be dyed (true or false).
8 Type The clothing type. One of Pants, Shirt, or Accessory (unimplemented).
9 extra data A comma-delimited list of tags attached to the item (unrelated to context tags). The values recognized by the game are Prismatic (adds a shifting rainbow effect) and Sleeveless (disables drawing the sleeve color over the player's arms).

Furniture

Furniture are decorative items which can be placed in the world, including chairs which the player can sit on.

They have their data in Data/Furniture, their in-game sprites in TileSheets/furniture, and their code in StardewValley.Objects.Furniture.

Data format

The furniture data in Data/Furniture consists of an integer→string dictionary with entries like this:

  "18": "Country Chair/chair/-1/-1/4/750"

For each entry in the data asset, the key is the item's ParentSheetIndex and the value is a slash-delimited string with these fields:

index field effect
0 name The internal item name (and display name in English).
1 type The furniture type. Possible values:
type meaning
0 chair
1 bench
2 couch
3 armchair
4 dresser
5 long table
6 painting
7 lamp
8 decor
9 other
10 bookcase
11 table
12 rug
13 window
14 fireplace
15 bed
16 torch
17 sconce
2 tilesheet size The furniture sprite size on the tilesheet, measured in tiles. This can be <width> <height> (e.g. 1 2), or -1 to use the default size for the type.
3 bounding box size The size of the hitbox when the furniture is placed in-game, measured in tiles. The bounding box will be anchored to the bottom-left corner and extend upwards and rightwards. This can be <width> <height> (e.g. 1 2), or -1 to use the default size for the type.
4 rotations The number of rotations possible (1, 2, or 4).
5 price The price when purchased from a shop.
6 placement restriction Where the furniture can be placed.
value meaning
-1 default (uses furniture type)
0 indoors-only
1 outdoors-only
2 indoors or outdoors
7 display name The translated furniture name (in non-English data assets only).

Hats

Hats are items that can be equipped in the player's hat slot.

They have their data in Data/Hats, their in-game sprites in Characters/Farmer/hats, and their code in StardewValley.Objects.Hat.

Data format

The hat data in Data/Hats consists of an integer→string dictionary with entries like this:

  "5": "Official Cap/Looks like it belonged to a postman or policeman. Either way, it's still very soft and smells okay./false/true"

Hats from the base game use the hat's ParentSheetIndex as its item ID. For each entry in the data asset, the key is the hat's item ID, and the value is a slash-delimited string with these fields:

index field effect
0 name The internal item name.
1 description The translated item description shown in-game.
2 show real hair Whether to show the player's hairstyle as-is when the hat is worn (true), or change the hairstyle to fit the hat (false).
3 skip hairstyle offset Whether to ignore the current style when positioning the hat (one of true or false). For example, the eye patch sets true since its position isn't affected by the hair, but the butterfly bow sets false to adjust its position on top of your hair.
4 tags A space-separated list of "tags". These are separate from context tags, and used to contain miscellaneous information. Currently, the only tag used by the game is Prismatic, which marks a hat as prismatic and causes it to cycle through colors.
5 display name The translated item name shown in-game.
6 sprite index The index in the hat spritesheet used to display this hat.
7 texture name The name of the game texture to use for the hat. If empty, the game will use the default hat sheet Characters/Farmer/hats

Hats have a hard-coded category of -95 (HatDataDefinition.cs::GetData)

Tools

Tools are items that can be swung or used by the player to perform some effect (e.g. dig dirt, chop trees, etc).

They have their in-game sprites in TileSheets/Tools, and their code in StardewValley.Tool and various subclasses like StardewValley.Tools.Axe.

Data format

Tools are currently hardcoded and can't be edited by content packs.

Weapons

Weapons are tools that can be used by the player to damage monsters.

They have their data in Data/Weapons, their in-game sprites in TileSheets/weapons, and their code in StardewValley.Tools.MeleeWeapon and StardewValley.Tools.Slingshot.

Data format

The weapon data in Data/Weapons consists of an integer→string dictionary with entries like this:

  "12": "Wooden Blade/Not bad for a piece of carved wood./3/7/1/0/0/0/0/3/-1/0/.02/3"

For each entry in the data asset, the key is the item's ParentSheetIndex and the value is a slash-delimited string with these fields:

Melee weapons
index field effect
0 name The internal weapon name (and display name in English).
1 description The translated item description shown in-game.
2
3
min damage
max damage
The minimum and maximum damage caused when hitting a monster with this weapon.
4 knockback How far the target is pushed when hit, as a multiplier relative to a base weapon like the Rusty Sword (e.g. 1.5 for 150% of Rusty Sword's weight).
5 speed How fast the player can swing the weapon. Each point of speed is worth 40ms of swing time relative to 0. This stacks with the player's weapon speed.
6 added precision Reduces the chance that a strike will miss.
7 added defence Reduces damage received by the player.
8 type The weapon type. One of 0 (stabbing sword), 1 (dagger), 2 (club or hammer), or 3 (slashing sword).
9
10
base mine level
min mine level
The base and minimum mine level, which affect mine container drops.
11 added area of effect Slightly increases the area of effect.
12 critical chance The chance of a critical hit, as a decimal value between 0 and 1.
13 critical damage A multiplier applied to the damage for critical hit.
14 display name The translated item name (in non-English assets only).
Slingshots
index field effect
0 name The internal weapon name (and display name in English).
1 description The translated item description shown in-game (for non-English assets only).
2–8 unused
9
10
base mine level
min mine level
The base and minimum mine level, which affect mine container drops.
11–13 unused
14 display name The translated item description shown in-game (for non-English assets only).

Weapons have a hardcoded category of -98 (Object.weaponCategory).

Slingshot notes

  • The base slingshot has ParentSheetIndex 32 in the weapon data, which increases by one for each upgrade level (up to 34 in the weapon data, though only 32 and 33 are obtainable without mods).
  • Slingshot damage is calculated dynamically regardless of the weapon data.

Mine container drops

When the player breaks a container in the mines, there's a chance it will drop a weapon. Here's how the weapon to drop is chosen[2]:

  1. Match weapons whose minimum mine level (field 10) is less than the current mine level.
  2. From that list, match weapons with a probability check based on the gap between the base mine level (field 9) and current mine level. The probability is a bell curve centered on the base mine level:
    level difference probability
    0 100%
    5 92%
    10 71%
    15 46%
    20 25%
    25 4%
    The difference applies in both directions; for example, two weapons whose base levels are 5 below and 5 above the current level both have a 92% chance. (The probability is calculated with a Gaussian function e-(current mine level - base mine level)2 / (2 * 122).)
  3. Find the weapon with the smallest gap between the current and base mine levels, and add it to the list. (If the item was also selected in step 2, it has two chances to drop.)
  4. From the remaining list of weapons, randomly choose one to drop.

See also

References

  1. See Data/Objects.xnb
  2. See Utility.getUncommonItemForThisMineLevel in the game code.

History

  • 1.6: Objects are now stored in Data/Objects rather than Data/ObjectInformation and have a new format.
  • 1.6: Field 4 of hats is now used for tags, rather than displayName.
  • 1.6: Display name field is now used for all languages.
  • 1.6: Added Texture & texture index fields to all object data.
  • 1.6: All types of items now use string IDs.