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←[[Modding:Index|Index]]
 
←[[Modding:Index|Index]]
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'''This page is for modders. Players: see [[Modding:SMAPI compatibility]] instead.'''
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{{Modder compatibility header}}
 
   
This page explains how to update your mods for compatibility with Stardew Valley 1.3.
 
This page explains how to update your mods for compatibility with Stardew Valley 1.3.
    
__TOC__
 
__TOC__
 
==SMAPI mods==
 
==SMAPI mods==
Most SMAPI mods are unaffected. If your mod broke, you probably just need to recompile a new DLL and release it. (Don't forget to update the <tt>manifest.json</tt> version!)
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Most SMAPI mods are unaffected. If your mod broke, you probably just need to recompile a new DLL and release it. (Don't forget to update the <samp>manifest.json</samp> version!)
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==Content Patcher packs==
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===Custom map tilesheets===
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If you use <samp>Action: Load</samp> to provide a custom tilesheet for a map, make sure it's in the <samp>Maps</samp> folder. For example:
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<syntaxhighlight lang="javascript">
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// incorrect
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"Target": "Tilesheet"
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// correct
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"Target": "Maps/Tilesheet"
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</syntaxhighlight>
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==Content packs==
   
===Mine tilesheets===
 
===Mine tilesheets===
 
You might see this error for your content pack:
 
You might see this error for your content pack:
 
<pre>Microsoft.Xna.Framework.Content.ContentLoadException: Error loading "Maps\mine". File contains xTile.Map but trying to load as Microsoft.Xna.Framework.Graphics.Texture2D.</pre>
 
<pre>Microsoft.Xna.Framework.Content.ContentLoadException: Error loading "Maps\mine". File contains xTile.Map but trying to load as Microsoft.Xna.Framework.Graphics.Texture2D.</pre>
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That happens because the <tt>Content/mine.xnb</tt> tilesheet was deleted in Stardew Valley 1.3.36, so the game is trying to load it from <tt>Content/Maps/mine.xnb</tt> map file instead.  
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That happens because <samp>Content/mine.xnb</samp> (a tilesheet) was deleted in Stardew Valley 1.3.36, so the game is trying to load it from <samp>Content/Maps/mine.xnb</samp> (a map) instead.  
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You need to change the tilesheet reference to fix it. (These instructions assume the map is in a <tt>assets</tt> subfolder inside the content pack.)
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You need to change the tilesheet reference to fix it. (These instructions assume the map file is unpacked and in an <samp>assets</samp> subfolder inside the content pack.)
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# If you already have a <tt>mine.png</tt> file in your content pack folder, delete it.
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# If you already have a <samp>mine.png</samp> file in your content pack folder, delete it.
# [[Modding:Editing XNB files|Unpack <tt>Content/Maps/Mine/mine.xnb</tt>]].
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# [[Modding:Editing XNB files|Unpack <samp>Content/Maps/Mines/mine.xnb</samp>]].
# Copy <tt>mine.png</tt> to <tt>assets/mine.png</tt> '''and''' <tt>assets/Mine/mine.png</tt>.
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# Copy <samp>mine.png</samp> to <samp>assets/mine.png</samp> '''and''' <samp>assets/Mines/mine.png</samp>.
# Open the <tt>.tbin</tt> file in Tiled.
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# Open the <samp>.tbin</samp> file in Tiled.
 
# In the 'Tilesets' pane, click the mine tilesheet's tab and click the edit icon at the bottom (which looks like a wrench). This should open the tilesheet in a separate tab.
 
# In the 'Tilesets' pane, click the mine tilesheet's tab and click the edit icon at the bottom (which looks like a wrench). This should open the tilesheet in a separate tab.
# At the top, click _Tileset > Tileset Properties_. This should open a 'Properties' pane.
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# At the top, click ''Tileset > Tileset Properties''. This should open a 'Properties' pane.
 
# Click the 'image' field, click the 'edit' button that appears, and click 'browse' in the window that opens.
 
# Click the 'image' field, click the 'edit' button that appears, and click 'browse' in the window that opens.
# Select the <tt>assets/Mines/mine.png</tt> file.<br /><small>Note: if Tiled freezes when you do this, make sure you have [https://www.mapeditor.org/ Tiled 1.2.3] or later, or the latest snapshot.</small>
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# Select the <samp>assets/Mines/mine.png</samp> file.
 
# Save your changes to the map.
 
# Save your changes to the map.
# Delete the <tt>assets/mine.png</tt> file, which is no longer needed.
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# Delete the <samp>assets/mine.png</samp> file, which is no longer needed.
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That's it! Don't forget to delete <tt>Maps/mine.png</tt> from the content pack folder before releasing, so Content Patcher loads the one provided by the game.
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That's it! Don't forget to delete <samp>assets/mine.png</samp> from the content pack folder before releasing (unless you customised it), so Content Patcher loads the one provided by the game.
    
[[Category:Modding]]
 
[[Category:Modding]]
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