Difference between revisions of "Modding:Migrate to Stardew Valley 1.3.36"

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(→‎Content packs: + custom map tilesheets)
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# If you already have a <tt>mine.png</tt> file in your content pack folder, delete it.
 
# If you already have a <tt>mine.png</tt> file in your content pack folder, delete it.
# [[Modding:Editing XNB files|Unpack <tt>Content/Maps/Mine/mine.xnb</tt>]].
+
# [[Modding:Editing XNB files|Unpack <tt>Content/Maps/Mines/mine.xnb</tt>]].
 
# Copy <tt>mine.png</tt> to <tt>assets/mine.png</tt> '''and''' <tt>assets/Mine/mine.png</tt>.
 
# Copy <tt>mine.png</tt> to <tt>assets/mine.png</tt> '''and''' <tt>assets/Mine/mine.png</tt>.
 
# Open the <tt>.tbin</tt> file in Tiled.
 
# Open the <tt>.tbin</tt> file in Tiled.

Revision as of 03:07, 2 March 2019

Index

This page is for modders. Players: see Modding:SMAPI compatibility instead.

This page explains how to update your mods for compatibility with Stardew Valley 1.3.

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 manifest.json version!)

Content Patcher packs

Custom map tilesheets

If you use Action: Load to provide a custom tilesheet, make sure it's in the Maps folder. For example:

// incorrect
"Target": "Tilesheet"

// correct
"Target": "Maps/Tilesheet"

Mine tilesheets

You might see this error for your content pack:

Microsoft.Xna.Framework.Content.ContentLoadException: Error loading "Maps\mine". File contains xTile.Map but trying to load as Microsoft.Xna.Framework.Graphics.Texture2D.

That happens because the Content/mine.xnb tilesheet was deleted in Stardew Valley 1.3.36, so the game is trying to load it from Content/Maps/mine.xnb map file instead.

You need to change the tilesheet reference to fix it. (These instructions assume the map is in a assets subfolder inside the content pack.)

  1. If you already have a mine.png file in your content pack folder, delete it.
  2. Unpack Content/Maps/Mines/mine.xnb.
  3. Copy mine.png to assets/mine.png and assets/Mine/mine.png.
  4. Open the .tbin file in Tiled.
  5. 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.
  6. At the top, click _Tileset > Tileset Properties_. This should open a 'Properties' pane.
  7. Click the 'image' field, click the 'edit' button that appears, and click 'browse' in the window that opens.
  8. Select the assets/Mines/mine.png file.
    Note: if Tiled freezes when you do this, make sure you have Tiled 1.2.3 or later, or the latest snapshot.
  9. Save your changes to the map.
  10. Delete the assets/mine.png file, which is no longer needed.

That's it! Don't forget to delete Maps/mine.png from the content pack folder before releasing, so Content Patcher loads the one provided by the game.