Changes

m
Pet behaviour Name key renamed to Id
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{{Modder compatibility header}}
 
{{Modder compatibility header}}
{{upcoming|1.6.0}}
     −
This page explains how to update your mods for compatibility with the next major game version (tentatively {{version|1.6.0|Stardew Valley 1.6.0}}), and documents some of the changes and new functionality. See also [[Modding:Migrate to SMAPI 4.0|''Migrate to SMAPI 4.0'']].
+
This page explains how to update your mods for compatibility with {{version|1.6|Stardew Valley 1.6}}, and documents some of the changes and new functionality. See also [[Modding:Migrate to SMAPI 4.0|''Migrate to SMAPI 4.0'']].
 
  −
'''This describes an unreleased alpha version of the game. Things ''will'' change before it's released!'''
      
{{TOC|limit=3}}
 
{{TOC|limit=3}}
Line 18: Line 15:     
===How to update your mod===
 
===How to update your mod===
# Update your mod code and assets for the changes listed below (particularly [[#Breaking changes for C# mods|''Breaking changes for C# mods'']] and [[#Breaking changes for content packs|''Breaking changes for content packs'']]).
+
The rest of this page may seem overwhelming, but fortunately most of it probably doesn't apply to your specific mods. Here's a suggested 'quick start' guide to update a mod for Stardew Valley 1.6.
# If SMAPI still says your mod is incompatible, check the <samp>TRACE</samp> messages in the log file for the reason why.<br />If the logs say "''marked 'assume broken' in SMAPI's internal compatibility list''", you can increase the <samp>Version</samp> in your content pack's <samp>manifest.json</samp> file to bypass it.
+
 
# Test the mod in-game and make any other changes needed.
+
; For C# mods&#58;
 +
:# Update the [https://www.nuget.org/packages/Pathoschild.Stardew.ModBuildConfig mod build config NuGet package] to the latest version.
 +
:# In each <samp>.csproj</samp> project file, change <code>&lt;TargetFramework&gt;net5.0&lt;/TargetFramework&gt;</code> to <code>&lt;TargetFramework&gt;net6.0&lt;/TargetFramework&gt;</code>.<br /><small>(Tip: if the second line looks like <code>&lt;Project ToolsVersion=...</code> instead of <code>&lt;Project Sdk="Microsoft.NET.Sdk"&gt;</code>, you'll need to [[Modding:Migrate to Stardew Valley 1.5.5|migrate it to Stardew Valley 1.5.5]] first.)</small>
 +
:# Rebuild the solution.
 +
:# Fix any build errors. You can search this page for relevant info as needed.
 +
:# Review all build warnings (particularly obsolete-code warnings), which may indicate code that broke in 1.6.
 +
:# Increment your mod version in <samp>manifest.json</samp>.<br /><small>(Some mods may be added to SMAPI's compatibility blacklist due to runtime errors. Incrementing the mod version will fix that if so.)</small>
 +
:# Test to make sure the mod works.
 +
:# Skim through [[#Breaking changes for C# mods|''breaking changes for C# mods'']] and the table of contents, and check any section that might be relevant to the mod.
 +
 
 +
; For [[Modding:Content Patcher|Content Patcher]] packs&#58;
 +
:# Follow the [https://smapi.io/cp-migrate Content Patcher migration guide] until your content pack has <code>"Format": "2.0.0"</code>.<br /><small>'''Do not skip this step!''' Content Patcher will assume your content pack is pre-1.6 if you don't, which can cause confusing errors if you already updated it.</small>
 +
:# Review [[#Breaking changes for content packs|''breaking changes for content packs'']] and update the content pack as needed.
 +
 
 +
; For content packs which use another framework&#58;
 +
: See the documentation for the framework mod. Often you won't need to update the content pack if the framework mod itself was updated.
    
==What's new architecturally?==
 
==What's new architecturally?==
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* [https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/builtin-types/record record structs];
 
* [https://learn.microsoft.com/en-us/dotnet/csharp/language-reference/builtin-types/record record structs];
 
* and support for ARM64 on macOS.
 
* and support for ARM64 on macOS.
 +
 +
===Trigger actions===
 +
{{/doc status|[[Modding:Trigger actions]]|done=true}}
 +
 +
Trigger actions are a new feature which lets content packs perform an action when something happens, with support for a wide range of actions (like sending mail, changing friendship, starting a quest, etc).
 +
 +
For example, it lets you have logic like "''When the player arrives in the Farm location, if Leo has moved to the valley, then send a letter and start a conversation topic''":
 +
<syntaxhighlight lang="js">
 +
{
 +
    "Trigger": "LocationChanged",
 +
    "Location": "Farm",
 +
    "Condition": "PLAYER_HAS_FLAG Host leoMoved",
 +
    "Actions": [
 +
        "AddMail Current Abigail_LeoMoved Today",
 +
        "AddConversationTopic LeoMoved 5"
 +
    ]
 +
}
 +
</syntaxhighlight>
 +
 +
===Hash set fields===
 +
For C# mod authors, the game now uses [https://www.bytehide.com/blog/hashset-csharp hash sets] for many list fields which expect unique values. That allows much more efficient O(1) read/write, prevents duplicate values, and simplifies common logic.
 +
 +
This affects:
 +
{| class="wikitable"
 +
|-
 +
! type
 +
! fields
 +
|-
 +
| <samp>Farmer</samp>
 +
| <samp>achievements</samp><br /><samp>dialogueQuestionsAnswered</samp><br /><samp>eventsSeen</samp><br /><samp>mailForTomorrow</samp><br /><samp>mailReceived</samp><br /><samp>professions</samp><br /><samp>secretNotesSeen</samp><br /><samp>songsHeard</samp>
 +
|-
 +
| <samp>FarmerTeam</samp>
 +
| <samp>acceptedSpecialOrderTypes</samp><br /><samp>broadcastedMail</samp><br /><samp>completedSpecialOrders</samp><br /><samp>collectedNutTracker</samp>
 +
|-
 +
| <samp>Game1</samp>
 +
| <samp>worldStateIDs</samp>
 +
|-
 +
| <samp>NetWorldState</samp>
 +
| <samp>ActivePassiveFestivals</samp><br /><samp>CheckedGarbage</samp><br /><samp>FoundBuriedNuts</samp><br /><samp>IslandVisitors</samp><br /><samp>LocationsWithBuildings</samp>
 +
|}
 +
 +
Usage is very similar, and many list methods like <samp>Contains</samp> work the same way with hash sets. Here are the main differences:
 +
<ul>
 +
<li>Hash sets aren't ordered. For example, there's no guarantee that the first value when you enumerate it was the earliest one added.</li>
 +
<li><p>Hash sets can't be indexed. For example, you can no longer use <code>list[0]</code> to get the first value. You can still enumerate them or use LINQ methods like <samp>set.First()</samp>, but in most cases you should use the set methods like <samp>Add</samp> or <samp>Contains</samp> instead.</p>
 +
 +
To remove multiple matching values from the set, you can use <samp>RemoveWhere</samp> instead:
 +
<syntaxhighlight lang="c#">
 +
// old code
 +
for (int i = Game1.player.mailReceived.Count - 1; i >= 0; i--)
 +
{
 +
    if (Game1.player.mailReceived[i].StartsWith("Example.ModId_"))
 +
        Game1.player.mailReceived.RemoveAt(i);
 +
}
 +
 +
// new code
 +
Game1.player.mailReceived.RemoveWhere(id => id.StartsWith("Example.ModId_"));
 +
</syntaxhighlight>
 +
</li>
 +
<li>You no longer need to check before adding a value, since the hash set will ignore duplicates.</li>
 +
<li>The <samp>Add</samp>/<samp>Remove</samp>/<samp>RemoveWhere</samp> methods return whether a value was added/removed, which lets you check at the same time. For example:
 +
<syntaxhighlight lang="c#">
 +
if (Game1.player.mailReceived.Add("BackpackTip")) // returns true if it wasn't in the set yet
 +
    Game1.addMailForTomorrow("pierreBackpack");
 +
</syntaxhighlight>
 +
</li>
 +
</ul>
 +
 +
===DataLoader===
 +
<samp>DataLoader</samp> is a new C# utility which provides strongly-typed methods to load the game's data assets.
 +
 +
This solves an issue where we often needed fragile code like <code>Game1.content.Load<Dictionary<string, PassiveFestivalData>>("Data\\PassiveFestivals")</code>. With that code, it's easy to accidentally misspell the asset name, use different capitalization (which would break on Linux/macOS), or use the wrong return type. If you did, you likely wouldn't notice until the code actually executed at runtime and threw an exception.
 +
 +
In Stardew Valley 1.6, you can now rewrite that code like <code>DataLoader.PassiveFestivals(Game1.content)</code>. That's simpler, you can't use the wrong asset name or type, and it's more future-proof in case the game changes them.
 +
 +
===Unique string IDs===
 +
{{/doc status|[[Modding:Common data field types#Unique string ID]]|done=true}}
 +
 +
Stardew Valley now uses ''unique string IDs'' throughout the code to identify data (like events, locations, items, NPCs, etc). For example, <code>Town</code> is the unique ID for the [[Pelican Town]] location; no other location can use that ID. The IDs are used for a wide range of purposes, from internal game logic to [[Modding:Content Patcher|content pack edits]].
 +
 +
For mods, it's '''strongly recommended''' to...
 +
* Use namespaced IDs prefixed with your [[Modding:Modder Guide/APIs/Manifest#Basic fields|mod's unique ID]] for all new content. For example, if your mod ID is <code>Example.PufferchickMod</code> and you're adding a pufferchick plushy, your item ID would look like <code>Example.PufferchickMod_PufferchickPlushy</code>. In a [[Modding:Content Patcher|Content Patcher pack]], you can use <code><nowiki>{{ModId}}_PufferchickPlushy</nowiki></code> to insert your mod ID automatically. This eliminates ID conflicts between mods, and makes it easy (for both troubleshooters and mod code) to identify which mod added a particular content. See [[Modding:Common data field types#Unique string ID|the new format docs]] for the recommended format.
 +
* Only use alphanumeric (a–z, A–Z, 0–9), underscore (<code>_</code>), and dot (<code>.</code>) characters in string IDs. This is important because they're often used in places where some characters have special meaning (like file names or [[#Game state queries|game state queries]]).
 +
 +
You can optionally migrate pre-1.6 content to use unique string IDs too, without breaking existing players' saves. This is recommended to reduce mod conflicts and simplify troubleshooting going forward. Here's how to migrate for each data type:
 +
{{collapse|migration steps for pre-1.6 content|content=&#32;
 +
{{{!}} class="wikitable"
 +
{{!}}-
 +
! content type
 +
! how to change IDs
 +
{{!}}-
 +
{{!}} [[Modding:Event data|event IDs]]<br />[[Modding:Items|item IDs]]<br />[[Modding:Mail data|mail IDs]]<br />[[Modding:Recipe data|recipe IDs]]<br />[[#Custom jukebox tracks|song IDs for jukebox]]
 +
{{!}} [[Modding:Content Patcher|Content Patcher]] adds a custom [[Modding:Trigger actions|trigger action]] which can migrate IDs everywhere in the save data.
 +
 +
For example, this migrates two crafting recipe IDs:
 +
<syntaxhighlight lang="js">
 +
{
 +
    "Action": "EditData",
 +
    "Target": "Data/TriggerActions",
 +
    "Entries": {
 +
        "{{ModId}}_MigrateToUniqueIds": {
 +
            "Id": "{{ModId}}_MigrateToUniqueIds",
 +
            "Trigger": "DayStarted",
 +
            "Actions": [
 +
                // Note: use double-quotes around an argument if it contains spaces. This example has single-quotes for
 +
                // the action itself, so we don't need to escape the double-quotes inside it.
 +
                'Pathoschild.ContentPatcher_MigrateIds CraftingRecipes "Puffer Plush" {{ModId}}_PufferPlush "Puffer Sofa" {{ModId}}_PufferSofa'
 +
            ],
 +
            "HostOnly": true
 +
        }
 +
    }
 +
}
 +
</syntaxhighlight>
 +
 +
See the [https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/trigger-actions.md Content Patcher docs] for more info about using the trigger action, including restrictions and valid ID types.
 +
{{!}}-
 +
{{!}} [[Modding:Location data|location IDs]]
 +
{{!}} Add the old name to the location's <samp>FormerLocationNames</samp> field in <samp>Data/Locations</samp>.
 +
{{!}}-
 +
{{!}} [[Modding:NPC data|NPC internal names]]
 +
{{!}} Add the old name to the NPC's <samp>FormerCharacterNames</samp> field in <samp>Data/Characters</samp>.
 +
{{!}}-
 +
{{!}} [[Modding:Quest data|quest]] and [[Modding:Special orders|special order]] IDs
 +
{{!}} Currently there's no safe way to migrate quest and special order IDs, since removing and readding them will reset any progress the player has made on them.
 +
{{!}}}
 +
}}
    
==What's new for items==
 
==What's new for items==
 
===Custom items===
 
===Custom items===
 +
{{/doc status|[[Modding:Items]]|done=false}}
 +
 
====Overview====
 
====Overview====
 
Stardew Valley 1.6 makes three major changes to how items work in the game:
 
Stardew Valley 1.6 makes three major changes to how items work in the game:
Line 52: Line 192:  
| <samp>ItemId</samp>
 
| <samp>ItemId</samp>
 
| <samp>string</samp>
 
| <samp>string</samp>
| An item key which should be globally unique, but may not be for existing vanilla items. For example, <samp>128</samp> (vanilla item) or <samp>Example.ModId_Watermelon</samp> (custom item). This should only have alphanumeric, underscore, and dot characters so it's safe to use in delimited fields, file names, etc. By convention this should include your mod ID or author name, like <samp>ExampleAuthor.ModId_ItemName</samp>.</p>
+
| A [[Modding:Common data field types#Unique string ID|unique string ID]] for this item which should be globally unique (but may not be for existing vanilla items for backwards compatibility). For example, <samp>128</samp> (vanilla item) or <samp>Example.ModId_Watermelon</samp> (custom item).
 
|-
 
|-
 
| <samp>QualifiedItemId</samp>
 
| <samp>QualifiedItemId</samp>
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| &#32;
 
| &#32;
 
* Ingredients: both supported.
 
* Ingredients: both supported.
* Output: set field 2 to the unqualified item ID, and field 3 to one of <samp>true</samp> (bigcraftable) or <samp>false</samp> (object) or an item type identifier like <samp>BC</samp>.
+
* Output: set field 2 to the unqualified item ID, and field 3 to one of <samp>true</samp> (bigcraftable) or <samp>false</samp> (object).
 
|-
 
|-
 
| [[#Custom fruit trees|<samp>Data/fruitTrees</samp>]]
 
| [[#Custom fruit trees|<samp>Data/fruitTrees</samp>]]
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             "Target": "Data/Objects",
 
             "Target": "Data/Objects",
 
             "Entries": {
 
             "Entries": {
                 "Example.ModId_Pufferchick": {
+
                 "{{ModId}}_Pufferchick": {
                     "Name": "Pufferchick",
+
                     "Name": "{{ModId}}_Pufferchick", // best practice to match the ID, since it's sometimes used as an alternate ID (e.g. in Data/CraftingRecipes)
 
                     "Displayname": "Pufferchick",
 
                     "Displayname": "Pufferchick",
 
                     "Description": "An example object.",
 
                     "Description": "An example object.",
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                     "Price": 1200,
 
                     "Price": 1200,
   −
                     "Texture": "Mods/Example.ModId/Objects",
+
                     "Texture": "Mods/{{ModId}}/Objects",
 
                     "SpriteIndex": 0
 
                     "SpriteIndex": 0
 +
                }
 
             }
 
             }
 
         },
 
         },
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                     "Operation": "Append",
 
                     "Operation": "Append",
 
                     "Target": ["Entries", "Universal_Love"],
 
                     "Target": ["Entries", "Universal_Love"],
                     "Value": "Example.ModId_Pufferchick",
+
                     "Value": "{{ModId}}_Pufferchick",
 
                     "Delimiter": " " // if there are already values, add a space between them and the new one
 
                     "Delimiter": " " // if there are already values, add a space between them and the new one
 
                 }
 
                 }
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             "Target": "Data/Crops",
 
             "Target": "Data/Crops",
 
             "Entries": {
 
             "Entries": {
                 "Example.ModId_Pufferchick": {
+
                 "{{ModId}}_Pufferchick": {
 
                     "Seasons": [ "spring", "summer", "fall" ],
 
                     "Seasons": [ "spring", "summer", "fall" ],
 
                     "DaysInPhase": [ 1, 1, 1, 1, 1 ],
 
                     "DaysInPhase": [ 1, 1, 1, 1, 1 ],
                     "HarvestItemId": "Example.ModId_Pufferchick",
+
                     "HarvestItemId": "{{ModId}}_Pufferchick",
   −
                     "Texture": "Mods/Example.ModId/Crops",
+
                     "Texture": "Mods/{{ModId}}/Crops",
 
                     "SpriteIndex": 0
 
                     "SpriteIndex": 0
 +
                }
 
             }
 
             }
 
         },
 
         },
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         {
 
         {
 
             "Action": "Load",
 
             "Action": "Load",
             "Target": "Mods/Example.ModId/Crops, Mods/Example.ModId/Objects",
+
             "Target": "Mods/{{ModId}}/Crops, Mods/{{ModId}}/Objects",
 
             "FromFile": "assets/{{TargetWithoutPath}}.png" // assets/Crops.png, assets/Objects.png
 
             "FromFile": "assets/{{TargetWithoutPath}}.png" // assets/Crops.png, assets/Objects.png
         },
+
         }
 
     ]
 
     ]
 
}</nowiki>|lang=javascript}}
 
}</nowiki>|lang=javascript}}
Line 423: Line 565:  
</dl>
 
</dl>
   −
===Custom big craftables===
+
===Custom big craftables:===
You can now create/edit [[Modding:Items#Big craftables|big craftables]] by editing the new <samp>Data/BigCraftables</samp> asset, which replaces the previous slash-delimited <samp>Data/BigCraftablesInformation</samp>. This consists of a string → model lookup, where...
+
{{/doc status|[[Modding:Items#Big craftables]]|done=false}}
 +
 
 +
You can now create/edit [[Modding:Items#Big craftables|big craftables]] by editing the new <samp>Data/BigCraftables</samp> asset, which replaces the previous slash-delimited <samp>Data/BigCraftablesInformation</samp>.
 +
 
 +
Besides the format change, this adds...
 +
* context tags (moved from the former <samp>Data/ObjectContextTags</samp> asset);
 +
* [[#Custom data fields|custom fields]] to let framework mods support additional features.
 +
 
 +
This consists of a string → model lookup, where...
 
* The key is the unqualified [[#Custom items|item ID]].
 
* The key is the unqualified [[#Custom items|item ID]].
 
* The value is a model with the fields listed below.
 
* The value is a model with the fields listed below.
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|-
 
|-
 
| <samp>DisplayName</samp><br /><samp>Description</samp>
 
| <samp>DisplayName</samp><br /><samp>Description</samp>
| A [[#Tokenizable string format|tokenizable string]] for the item's in-game display name and description.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the item's in-game display name and description.
 
|-
 
|-
 
| <samp>Price</samp>
 
| <samp>Price</samp>
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|-
 
|-
 
| <samp>Texture</samp>
 
| <samp>Texture</samp>
| The asset name for the texture containing the item's sprite. Defaults to <samp>TileSheets/Craftables</samp>.
+
| ''(Optional)'' The asset name for the texture containing the item's sprite. Defaults to <samp>TileSheets/Craftables</samp>.
 
|-
 
|-
 
| <samp>SpriteIndex</samp>
 
| <samp>SpriteIndex</samp>
| The sprite's index within the <samp>Texture</samp>, where 0 is the top-left sprite.
+
| ''(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 [[#Custom data fields|custom fields]] for this entry.  
 
|}
 
|}
   Line 503: Line 676:  
| <samp>IsPaddyCrop</samp>
 
| <samp>IsPaddyCrop</samp>
 
| ''(Optional)'' Whether this crop can be planted near water for a unique paddy dirt texture, faster growth time, and auto-watering. For example, [[Rice Shoot|rice]] and [[Taro Root|taro]] are paddy crops. Default false.
 
| ''(Optional)'' Whether this crop can be planted near water for a unique paddy dirt texture, faster growth time, and auto-watering. For example, [[Rice Shoot|rice]] and [[Taro Root|taro]] are paddy crops. Default false.
 +
|-
 +
| <samp>NeedsWatering</samp>
 +
| ''(Optional)'' Whether this crop needs to be watered to grow (e.g. [[Fiber Seeds|fiber seeds]] don't). Default true.
 
|-
 
|-
 
!colspan="2"| Harvest
 
!colspan="2"| Harvest
Line 524: Line 700:  
|-
 
|-
 
| <samp>ExtraHarvestChance</samp>
 
| <samp>ExtraHarvestChance</samp>
| ''(Optional)'' The probability that harvesting the crop will produce extra harvest items, as a value between 0 (never) and 0.9 (nearly always). This is repeatedly rolled until it fails, then the number of successful rolls is added to the produced count. For example, [[tomato]]es use 0.05. Default 0.
+
| ''(Optional)'' The probability that harvesting the crop will produce extra harvest items, as a value between 0 (never) and 0.9 (nearly always). This is repeatedly rolled until it fails, then the number of successful rolls is added to the produced count. For example, [[tomato]]es use 0.05. Default 0. This is [https://www.desmos.com/calculator/ok9c2tw6o5 a geometric series with expected value] of <samp>1/(1-ExtraHarvestChance) - 1</samp>, so it will grow faster than you expect it should. For example, with a value of <samp>0.9</samp>, this field has an expected value of nine additional crops.
 
|-
 
|-
 
!colspan="2"| Appearance
 
!colspan="2"| Appearance
Line 536: Line 712:  
| <samp>TintColors</samp>
 
| <samp>TintColors</samp>
 
| ''(Optional)'' The colors with which to tint the sprite when drawn (e.g. for colored flowers). A random color from the list will be chosen for each crop. See [[#Color fields|color format]]. Default none.
 
| ''(Optional)'' The colors with which to tint the sprite when drawn (e.g. for colored flowers). A random color from the list will be chosen for each crop. See [[#Color fields|color format]]. Default none.
 +
|-
 +
!colspan="2"| Achievements
 +
|-
 +
| <samp>CountForMonoculture</samp>
 +
| ''(Optional)'' Whether the player can ship 300 of this crop's harvest item to unlock the monoculture [[achievements|achievement]]. Default false.
 +
|-
 +
| <samp>CountForPolyculture</samp>
 +
| ''(Optional)'' Whether the player must ship 15 of this crop's harvest item (along with any other required crops) to unlock the polyculture [[achievements|achievement]]. Default false.
 
|-
 
|-
 
!colspan="2"| Advanced
 
!colspan="2"| Advanced
Line 550: Line 734:  
|-
 
|-
 
| <samp>Id</samp>
 
| <samp>Id</samp>
| A key which uniquely identifies this entry within the list. The ID should only contain alphanumeric/underscore/dot characters. For custom entries for vanilla items, this should be prefixed with your mod ID like <samp>Example.ModId_RuleId</samp>.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 
|-
 
|-
 
| <samp>Result</samp>
 
| <samp>Result</samp>
Line 559: Line 743:  
|-
 
|-
 
| <samp>Condition</samp>
 
| <samp>Condition</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry applies. Default true.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
 
|-
 
|-
 
| <samp>PlantedIn</samp>
 
| <samp>PlantedIn</samp>
Line 594: Line 778:     
===Custom fences===
 
===Custom fences===
 +
{{/doc status|a new doc page|done=false}}
 +
 
You can now add or customize [[Crafting#Fences|fences]] by editing the <samp>Data/Fences</samp> asset.
 
You can now add or customize [[Crafting#Fences|fences]] by editing the <samp>Data/Fences</samp> asset.
   Line 641: Line 827:     
===Custom floors (craftable) & paths===
 
===Custom floors (craftable) & paths===
 +
{{/doc status|a new doc page|done=false}}
 +
 
You can now add or customize [[Crafting#Decor|craftable floors & paths]] by editing the <samp>Data/FloorsAndPaths</samp> asset.
 
You can now add or customize [[Crafting#Decor|craftable floors & paths]] by editing the <samp>Data/FloorsAndPaths</samp> asset.
   Line 650: Line 838:  
|-
 
|-
 
| <samp>ID</samp>
 
| <samp>ID</samp>
| A key which uniquely identifies this floor/path. The ID should only contain alphanumeric/underscore/dot characters. For vanilla floors & paths, this matches the spritesheet index in the <samp>TerrainFeatures/Flooring</samp> spritesheet; for custom floors & paths, this should be prefixed with your mod ID like <samp>Example.ModId_FloorName</samp>.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this floor/path.
 
|-
 
|-
 
| <samp>ItemId</samp>
 
| <samp>ItemId</samp>
Line 725: Line 913:     
===Custom machines===
 
===Custom machines===
You can now add/edit machine logic by editing the <samp>Data/Machines</samp> asset.
+
{{/doc status|[[Modding:Machines]]|done=true}}
 +
 
 +
You can now add/edit machine logic by editing the <samp>Data/Machines</samp> asset. This supports the full range of vanilla functionality, including calling custom code define in C# mods.
 +
 
 +
For C# mods, 1.6 also adds a new <samp>MachineDataUtility</samp> class and various <samp>Object</samp> to simplify working with machines in code. These are used by the game code itself to implement the base machine logic.
 +
 
 +
===Custom melee weapons===
 +
{{/doc status|[[Modding:Items#Weapons]]|done=false}}
 +
 
 +
[[Modding:Items#Weapons|Melee weapons]] are still stored in <samp>Data/Weapons</samp>, but that asset has been overhauled in Stardew Valley 1.6. The slash-delimited entries are now models to simplify edits and enable new features (like the new <samp>Projectiles</samp> feature).
    
This consists of a string → model lookup, where...
 
This consists of a string → model lookup, where...
* The key is the [[#Custom items|'''qualified''' item ID]] for the item which acts as a machine (like <samp>(BC)127</samp> for [[The Cave|mushroom boxes]]).
+
* The key is the unqualified [[#Custom items|item ID]] for the weapon.
* The value is a model with the fields listed below.
+
* The value is model with the fields listed below.
   −
====Item processing rules====
+
====Basic weapon info====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 737: Line 934:  
! effect
 
! effect
 
|-
 
|-
| <samp>OutputRules</samp>
+
| <samp>Name</samp>
| The output produced by this machine. If multiple output rules can be produced, the first available one is selected. This consists of a list of models with these fields:
+
| The internal weapon name.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>DisplayName</samp><br /><samp>Description</samp>
! effect
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the translated display name & description.
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>Type</samp>
| A key which uniquely identifies this rule for the current machine (it doesn't need to be unique between machines). The ID should only contain alphanumeric/underscore/dot characters. For custom rules, this should be prefixed with your mod ID like <samp>Example.ModId_RuleId</samp>.
+
| 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).
|-
+
|}
| <samp>Triggers</samp>
  −
| When to apply this output rule. This can list any number of triggers; the output will apply if any of them match.
     −
This consists of a list of models with these fields:
+
====Appearance====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 756: Line 950:  
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>Texture</samp>
| A key which uniquely identifies this trigger within the current rule. The ID should only contain alphanumeric/underscore/dot characters. For custom rules on machines added by vanilla or another mod, this should be prefixed with your mod ID like <samp>Example.ModId_TriggerId</samp>.
+
| The asset name for the spritesheet containing the weapon's sprite.
 
|-
 
|-
| <samp>Trigger</samp>
+
| <samp>SpriteIndex</samp>
| ''(Optional)'' When this output rule applies. Defaults to <samp>ItemPlacedInMachine</samp>. The possible values are...
+
| The index within the <samp>Texture</samp> for the weapon sprite, where 0 is the top-left sprite.
* <samp>ItemPlacedInMachine</samp>: apply this rule when an item is placed into the machine. This is the most common machine behavior.
  −
* <samp>OutputCollected</samp>: apply this rule when the machine's previous output is collected. An output-collected rule won't require or consume the input items, and the input item will be the previous output. For example, this is used to reload the [[crystalarium]].
  −
* <samp>MachinePutDown</samp>: apply this rule when the machine is put down. For example, this is used to start the [[Worm Bin|worm bin]].
  −
* <samp>DayUpdate</samp>: apply this rule when a new day starts, if it isn't already processing output. For example, this is used for the [[Soda Machine|soda machine]].
  −
|-
  −
| <samp>RequiredItemId</samp>
  −
| ''(Optional)'' The qualified or unqualified item ID for the item to match, if the trigger is <samp>ItemPlacedInMachine</samp> or <samp>OutputCollected</samp>. Defaults to allowing any item ID.
  −
|-
  −
| <samp>RequiredTags</samp>
  −
| ''(Optional)'' The [[Modding:Context tags|context tags]] to match against input items, if the trigger is <samp>ItemPlacedInMachine</samp> or <samp>OutputCollected</samp>. An item must have all of the listed tags to select this rule. You can negate a tag with <samp>!</samp> (like <code>"RequiredTags": [ "bone_item", "!fossil_item" ]</code> for bone items that aren't fossils).
  −
|-
  −
| <samp>RequiredCount</samp>
  −
| ''(Optional)'' The required stack size for the input item, if the trigger is <samp>ItemPlacedInMachine</samp> or <samp>OutputCollected</samp>. Default 1.
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this trigger should be checked. Item-only tokens are valid for this check if the trigger is <samp>ItemPlacedInMachine</samp> or <samp>OutputCollected</samp>. Defaults to always true.
   
|}
 
|}
|-
+
 
| <samp>OutputItem</samp>
+
====Stats====
| The items produced by this machine. If multiple output entries match, one will be selected randomly unless you specify <samp>UseFirstValidOutput</samp>. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 786: Line 963:  
! effect
 
! effect
 
|-
 
|-
| ''common fields''
+
| <samp>MinDamage</samp><br /><samp>MaxDamage</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
+
| The minimum and maximum based damage caused when hitting a monster with this weapon.
 
  −
Notes:
  −
<ul>
  −
<li>If <samp>ItemId</samp> or <samp>RandomItemId</samp> is set to an [[#Item queries|item query]] which returns multiple items, one item will be selected at random.</li>
  −
<li>The <samp>ItemId</samp> and <samp>RandomItemId</samp> can optionally contain special tokens, which will be replaced before the item ID is parsed. For example, you can use <code>FLAVORED_ITEM Wine DROP_IN_ID</code> to create a wine for whatever item was placed in the machine.
  −
{| class="wikitable"
   
|-
 
|-
! token
+
| <samp>Knockback</samp>
! replaced with
+
| ''(Optional)'' 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). Default 1.
 
|-
 
|-
| <samp>DROP_IN_ID</samp>
+
| <samp>Speed</samp>
| The qualified item ID for the item placed in the machine.
+
| ''(Optional)'' 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]]. Default 0.
 
|-
 
|-
| <samp>DROP_IN_PRESERVE</samp>
+
| <samp>Precision</samp>
| If the item placed into the machine is a flavored item like Apple Juice or Tuna Roe, the ''unqualified'' item ID for the flavor item (e.g. the apple in Apple Wine). Otherwise <samp>0</samp>.
+
| ''(Optional)'' Reduces the chance that a strike will miss. Default 0.
 
|-
 
|-
| <samp>NEARBY_FLOWER_ID</samp>
+
| <samp>Defense</samp>
| The item ID for a flower within 5 tiles of the machine, or <samp>-1</samp> if no flower is found. For example, [[Bee House|bee houses]] produce <code>FLAVORED_ITEM Honey NEARBY_FLOWER_ID</code>.
+
| ''(Optional)'' Reduces damage received by the player. Default 0.
|}
  −
</li>
  −
<li>The <samp>ObjectInternalName</samp> can optionally contain <samp>{0}</samp>, which will be replaced with the input item's internal name. This is used to prevent flavored items from stacking (''e.g.'' apple [[wine]] and blueberry wine).</li>
  −
<li>The <samp>Condition</samp> field will check the ''input'' (not output) item for item-related conditions.</li>
  −
</ul>
   
|-
 
|-
| <samp>PreserveType</samp>
+
| <samp>AreaOfEffect</samp>
| ''(Optional)'' The produced item's preserved item type, if applicable. This sets the equivalent flag on the output item. The valid values are <samp>Jelly</samp>, <samp>Juice</samp>, <samp>Pickle</samp>, <samp>Roe</samp> or <samp>AgedRoe</samp>, and <samp>Wine</samp>. Defaults to none.
+
| ''(Optional)'' Slightly increases the area of effect. Default 0.
 
|-
 
|-
| <samp>PreserveId</samp>
+
| <samp>CritChance</samp>
| ''(Optional)'' The produced item's preserved unqualified item ID, if applicable. For example, [[Wine|blueberry wine]] has its preserved item ID set to the [[blueberry]] ID. This can be set to <samp>DROP_IN</samp> to use the input item's ID. Default none.
+
| ''(Optional)'' The chance of a critical hit, as a decimal value between 0 (never) and 1 (always). Default 0.02.
 
|-
 
|-
| <samp>CopyColor</samp>
+
| <samp>CritMultiplier</samp>
| ''(Optional)'' Whether to inherit the color of the input item if it was a <samp>ColoredObject</samp>. This mainly affects [[roe]]. Default false.
+
| ''(Optional)'' A multiplier applied to the base damage for a critical hit. This can be a decimal value. Default 3.
 +
|}
 +
 
 +
====Game logic====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>CopyPrice</samp>
+
! field
| ''(Optional)'' Whether to inherit the quality of the input item (before <samp>PriceModifiers</samp> are applied). This is ignored if the input or output aren't both object (<samp>(O)</samp>)-type.
+
! effect
 
|-
 
|-
| <samp>CopyQuality</samp>
+
| <samp>CanBeLostOnDeath</samp>
| ''(Optional)'' Whether to inherit the quality of the input item (before <samp>QualityModifiers</samp> are applied).
+
| Whether the player can [[Adventurer's Guild#Item Recovery Service|lose this tool when they die]]. Default true.
 
|-
 
|-
| <samp>PriceModifiers</samp><br /><samp>PriceModifiers</samp>
+
| <samp>MineBaseLevel</samp><br /><samp>MineMinLevel</samp>
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the output item's price. Default none.
+
| ''(Optional)'' The base and minimum mine level, which affect [[#Mine container drops|mine container drops]]. Both default to -1, which disables automatic mine drops.
 +
|}
 +
 
 +
====Advanced====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>IncrementMachineParentSheetIndex</samp>
+
! field
| ''(Optional)'' Whether to increment the machine's spritesheet index by one while it's processing this output. This stacks with the <samp>ShowNextIndexWhenLoaded</samp> field (''i.e.'' setting both to true will increment the index by two). Default false.
+
! effect
 
|-
 
|-
| <samp>OutputMethod</samp>
+
| <samp>Projectiles</samp>
| ''(Optional, specialized)'' A C# method which decides which item to produce. If set, the <samp>ItemId</samp> field is optional and ignored.
+
| ''(Optional)'' The projectiles fired when the weapon is used, which continue along their path until they hit a monster and cause damage. A separate projectile is fired for each entry in this list.
   −
This must be specified in the form <samp>{{t|full type name}}.{{t|method name}}</samp> (like <samp>StardewValley.Object.OutputSolarPanel</samp>). The method must be static and match the game's <samp>MachineOutputDelegate</samp> method signature:
+
This consists of a list of models with these fields (one projectile will fire for each entry in the list):
<syntaxhighlight lang="c#">
+
{| class="wikitable"
/// <summary>Get the output item to produce.</summary>
  −
/// <param name="machine">The machine instance for which to produce output.</param>
  −
/// <param name="inputItem">The item being dropped into the machine, if applicable.</param>
  −
/// <param name="probe">Whether the machine is only checking whether the input is valid. If so, the input/machine shouldn't be changed and no animations/sounds should play.</param>
  −
/// <param name="outputData">The item output data from <c>Data/Machines</c> for which output is being created, if applicable.</param>
  −
/// <param name="overrideMinutesUntilReady">The in-game minutes until the item will be ready to collect, if set. This overrides the equivalent fields in the machine data if set.</param>
  −
/// <returns>Returns the item to produce, or <c>null</c> if none should be produced.</returns>
  −
public static Item GetOutput(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady);
  −
</syntaxhighlight>
  −
 
  −
If this method returns null, the machine won't output anything.
   
|-
 
|-
| <samp>CustomData</samp>
+
! field
| Machine-specific data provided to the machine logic, if applicable.
+
! effect
 
  −
For example, the cask uses this to set the aging rate for each item:
  −
<syntaxhighlight lang="js">
  −
"OutputItem": {
  −
    "OutputMethod": "StardewValley.Objects.Cask.OutputCask",
  −
    "CustomData": {
  −
        "AgingMultiplier": 4
  −
    }
  −
}
  −
</syntaxhighlight>
  −
|}
   
|-
 
|-
| <samp>UseFirstValidOutput</samp>
+
| <samp>Id</samp>
| ''(Optional)'' If multiple <samp>OutputItem</samp> entries match, whether to use the first match instead of choosing one randomly. Default false.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the projectile within the current weapon's data.
 
|-
 
|-
| <samp>MinutesUntilReady</samp><br /><samp>DaysUntilReady</samp>
+
| <samp>Damage</samp>
| ''(Optional)'' The number of in-game minutes or days until the output is ready to collect. If both days and minutes are specified, days are used. If none are specified, the item will be ready instantly.
+
| ''(Optional)'' The amount of damage caused when the projectile hits a monster. Default 10.
 
|-
 
|-
| <samp>InvalidCountMessage</samp>
+
| <samp>Explodes</samp>
| ''(Optional)'' If set, overrides the machine's main <samp>InvalidCountMessage</samp> field.
+
| ''(Optional)'' Whether the projectile explodes when it collides with something. Default false.
 
|-
 
|-
| <samp>RecalculateOnCollect</samp>
+
| <samp>Bounces</samp>
| ''(Optional)'' Whether to regenerate the output right before the player collects it, similar to [[Bee House|bee houses]]. If the new item is null, the original output is returned instead.
+
| ''(Optional)'' The number of times the projectile can bounce off walls before being destroyed. Default 0.
|}
   
|-
 
|-
| <samp>AdditionalConsumedItems</samp>
+
| <samp>MaxDistance</samp>
| ''(Optional)'' A list of extra items required before <samp>OutputRules</samp> will be checked. If specified, every listed item must be present in the player, [[hopper]], or chest inventory (depending how the machine is being loaded).
+
| ''(Optional)'' The maximum tile distance the projectile can travel. Default 4.
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Velocity</samp>
! effect
+
| ''(Optional)'' The speed at which the projectile moves. Default 10.
 
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>RotationVelocity</samp>
| The [[#Custom items|qualified or unqualified item ID]] for the required item.
+
| ''(Optional)'' The rotation velocity. Default 32.
 
|-
 
|-
| <samp>RequiredCount</samp>
+
| <samp>TailLength</samp>
| ''(Optional)'' The required stack size for the item matching <samp>ItemId</samp>. Default 1.
+
| ''(Optional)'' The length of the tail which trails behind the main projectile. Default 1.
 
|-
 
|-
| <samp>InvalidCountMessage</samp>
+
| <samp>FireSound</samp><br /><samp>BounceSound</samp><br /><samp>CollisionSound</samp>
| ''(Optional)'' If set, overrides the machine's main <samp>InvalidCountMessage</samp> field.
+
| ''(Optional)'' The sound played when the projectile is fired, bounces off a wall, or collides with something. All three default to none.
|}
   
|-
 
|-
| <samp>AllowFairyDust</samp>
+
| <samp>MinAngleOffset</samp><br /><samp>MaxAngleOffset</samp>
| ''(Optional)'' Whether the player can add [[Fairy Dust|fairy dust]] to speed up the machine. Default true.
+
| ''(Optional)'' A random offset applied to the direction of the project each time it's fired. Both fields default to 0, in which case it's always shot at the 90° angle matching the player's facing direction.
 
|-
 
|-
| <samp>ReadyTimeModifiers</samp>
+
| <samp>SpriteIndex</samp>
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the produced item's processing time. The modifier conditions can use item-only tokens, which will check the ''input'' (not output) item.
+
| ''(Optional)'' The sprite index in the <samp>TileSheets/Projectiles</samp> asset to draw for this projectile. Defaults to 11 (a glowing-yellow-ball sprite).
 
|-
 
|-
| <samp>ReadyTimeModifierMode</samp>
+
| <samp>Item</samp>
| ''(Optional)'' A [[#Quantity modifiers|quantity modifier mode]] which indicates what to do if multiple modifiers apply at the same time. Default <samp>Stack</samp>.
+
| ''(Optional)'' The item to shoot. If set, this overrides <samp>SpriteIndex</samp>.
|}
     −
====Behavior tweaks====
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 912: Line 1,058:  
! effect
 
! effect
 
|-
 
|-
| <samp>PreventTimePass</samp>
+
| ''common fields''
| ''(Optional)'' A list of cases when the machine should be paused, so the timer on any item being produced doesn't decrement. Possible values:
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
{| class="wikitable"
+
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 +
|}
 +
|}
 +
 
 +
Note that these are magic projectiles fired when the weapon is used, they're not aimed directly like [[slingshot]] projectiles.
 
|-
 
|-
! value
+
| <samp>CustomFields</samp>
! effect
+
| The [[#Custom data fields|custom fields]] for this entry.
 +
|}
 +
 
 +
===Custom movie concessions===
 +
{{/doc status|[[Modding:Movie theater data]]|done=false}}
 +
: ''See also: [[#Custom movies|custom movies]].''
 +
 
 +
You could already [[Modding:Movie theater data#Concession data|add/edit concessions]] sold in the [[Movie Theater|movie theater]], but conflicts were likely since each concession had an incrementing numeric ID which matched its position in the vanilla tilesheet.
 +
 
 +
Stardew Valley 1.6 addresses that with two changes:
 +
<ul>
 +
<li>The <samp>Id</samp> field is now a [[Modding:Common data field types#Unique string ID|unique string ID]].</li>
 +
<li>You can now use a different texture with two new required fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Outside</samp><br /><samp>Inside</samp>
+
! field
| Pause when placed in an outside or inside location. For example, [[Bee House|bee houses]] don't work inside.
+
! effect
 
|-
 
|-
| <samp>Spring</samp><br /><samp>Summer</samp><br /><samp>Fall</samp><br /><samp>Winter</samp>
+
| <samp>Texture</samp>
| Pause in the given season. For example, [[Bee House|bee houses]] don't work in winter.
+
| The asset name for the texture containing the concession's sprite.
 
|-
 
|-
|-
+
| <samp>SpriteIndex</samp>
| <samp>Sun</samp><br /><samp>Rain</samp>
+
| The index within the <samp>Texture</samp> for the concession sprite, where 0 is the top-left sprite.
| Pause on days with the given weather.
  −
|-
  −
| <samp>Always</samp>
  −
| Always pause the machine. This is used in specialized cases where the timer is handled by [[#Advanced logic|advanced machine logic]].
  −
|}
  −
|-
  −
| <samp>AllowLoadWhenFull</samp>
  −
| ''(Optional)'' Whether the player can drop a new item into the machine before it's done processing the last one (like the [[crystalarium]]). The previous item will be lost. Default false.
  −
|-
  −
| <samp>ClearContentsOvernightCondition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the machine should be emptied overnight, so any current output will be lost. Defaults to always false.
   
|}
 
|}
 +
</li>
 +
</ul>
 +
 +
For example, this content pack adds a new 'Pufferchick Pop' concession with a custom image:
 +
{{#tag:syntaxhighlight|<nowiki>
 +
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/Concessions",
 +
            "Entries": {
 +
                "{{ModId}}_PufferchickPop": {
 +
                    "Id": "{{ModId}}_PufferchickPop",  // must specify ID again when creating a new entry
 +
                    "Name": "{{ModId}}_PufferchickPop", // best practice to match the ID, since it's sometimes used as an alternate ID
 +
                    "DisplayName": "Pufferchick Pop",
 +
                    "Description": "A cute cake pop shaped like a pufferchick.",
 +
                    "Price": 25,
 +
                    "Texture": "{{InternalAssetKey: assets/pufferchick-pop.png}}" // an image in your content pack
 +
                    "SpriteIndex": 0
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 +
===Custom museum donations & rewards===
 +
{{/doc status|a new doc page|done=false}}
 +
 +
You can now add/edit the items which the [[museum]] gives back in rewards through the new <samp>Data/MuseumRewards</samp> data asset.
 +
 +
====Format====
 +
The data asset consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the reward group.
 +
* The value is a model with the fields listed below.
   −
====Audio & visuals====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 946: Line 1,133:  
! effect
 
! effect
 
|-
 
|-
| <samp>LoadEffects</samp><br /><samp>WorkingEffects</samp>
+
| <samp>TargetContextTags</samp>
| ''(Optional)'' The cosmetic effects shown when an item is loaded into the machine (for <samp>LoadEffects</samp>), or while it's processing the item (for <samp>WorkingEffects</samp>, based on the <samp>WorkingEffectChance</samp> probability). Both default to none. These consist of a list of models with these fields:
+
| The items that must be donated to complete this reward group. The player must fulfill every entry in the list to unlock the reward. This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 953: Line 1,140:  
! effect
 
! effect
 
|-
 
|-
| <samp>RequiredItemId</samp>
+
| <samp>Tag</samp>
| ''(Optional)'' If set, only apply this effect if the main input item has this qualified or unqualified item ID.
+
| The [[Modding:Context tags|context tag]] for the items to require.
 
|-
 
|-
| <samp>RequiredTags</samp>
+
| <samp>Count</samp>
| ''(Optional)'' If set, only apply this effect if the main input item has ''all'' of these [[Modding:Context tags|context tags]]. You can negate a tag with <samp>!</samp> (like <code>"RequiredTags": [ "bone_item", "!fossil_item" ]</code> for bone items that aren't fossils).
+
| The minimum number of items matching the context tags that must be donated.
|-
  −
| <samp>Sound</samp>
  −
| ''(Optional)'' An [[#Custom audio|audio cue ID]] to play. Defaults to no sound.
  −
|-
  −
| <samp>DelayedSounds</samp>
  −
| ''(Optional)'' The audio to play after a short delay. This consists of a list of models with these fields:
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>Sound</samp>
  −
| The [[#Custom audio|audio cue ID]] to play.
  −
|-
  −
| <samp>Delay</samp>
  −
| The number of milliseconds until the sound should play.
   
|}
 
|}
 +
 +
For example, an entry with the tag <samp>forage_item</samp> and count 2 will require donating any two forage items.
 +
 +
Special case: an entry with the exact values <code>Tag: "", Count: -1</code> passes if the museum is complete (i.e. the player has donated the max number of items).
 
|-
 
|-
| <samp>ShakeDuration</samp>
+
| <samp>FlagOnCompletion</samp>
| ''(Optional)'' A duration in milliseconds during which the machine sprite should shake. Default none.
+
| ''(Optional if <samp>RewardItemIsSpecial</samp> is true)'' Whether to add the <samp>ID</samp> value to the player's received mail. This is used to track whether the player has collected the reward, and should almost always be true. If this is omitted and <samp>RewardItemIsSpecial</samp> is false, the player will be able collect the reward infinite times. Default false.
 +
 
 +
After the reward is collected, you can check this value using the <samp><nowiki>HasFlag</nowiki></samp> condition in [[Modding:Content Patcher|Content Patcher]].
 
|-
 
|-
| <samp>Frames</samp>
+
| <samp>RewardActions</samp>
| ''(Optional)'' The animation to apply to the machine sprite, specified as a list of offsets relative to the base sprite index. Default none.
+
| Run one or more [[Modding:Trigger actions|trigger action strings]]. For example, this adds {{price|500}} to the current player:
 +
<syntaxhighlight lang="js">
 +
"RewardActions": [
 +
    "AddMoney 500"
 +
]
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Interval</samp>
+
| <samp>RewardItemId</samp>
| ''(Optional)'' The number of milliseconds for which each frame in <samp>Frames</samp> is kept on-screen. Default 100.
+
| ''(Optional)'' The [[#Custom items|qualified item ID]] for the item given to the player when they donate all required items for this group. There's no reward item if omitted.
 
|-
 
|-
| <samp>TemporarySprites</samp>
+
| <samp>RewardItemCount</samp>
| ''(Optional)'' The temporary animated sprites to show. This consists of a list of models with these fields:
+
| ''(Optional)'' The stack size for the <samp>RewardItemId</samp> (if the item supports stacking). Default 1.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>RewardItemIsSpecial</samp>
! effect
+
| ''(Optional)'' Whether to mark the <samp>RewardItemId</samp> as a special permanent item, which can't be destroyed/dropped and can only be collected once. Default false.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>RewardItemIsRecipe</samp>
| The asset name for the texture (under the game's <samp>Content</samp> folder) for the animated sprite.
+
| ''(Optional)'' Whether to give the player a cooking/crafting recipe which produces the <samp>RewardItemId</samp>, instead of the item itself. Ignored if the item type can't be cooked/crafted (i.e. non-object-type items). Default false.
 
|-
 
|-
| <samp>SourceRect</samp>
+
| <samp>CustomFields</samp>
| The pixel area for the first animated frame within the <samp>Texture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
+
| The [[#Custom data fields|custom fields]] for this entry.
|-
  −
| <samp>PositionOffset</samp>
  −
| ''(Optional)'' A pixel offset applied to the sprite, relative to the top-left corner of the machine's collision box, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. Defaults to (0, 0).
  −
|-
  −
| <samp>Color</samp>
  −
| ''(Optional)'' A tint color to apply to the sprite. See [[#Color fields|color format]]. Default <samp>White</samp> (no tint).
  −
|-
  −
| <samp>AlphaFade</samp><br /><samp>Loops</samp><br /><samp>Rotation</samp><br /><samp>RotationChange</samp><br /><samp>ScaleChange</samp><br /><samp>SortOffset</samp>
  −
| ''(Optional)'' See equivalent fields in the [[#Event changes|<samp>temporaryAnimatedSprite</samp> event command]]. Default 0.
  −
|-
  −
| <samp>Frames</samp><br /><samp>Scale</samp>
  −
| ''(Optional)'' See equivalent fields in the [[#Event changes|<samp>temporaryAnimatedSprite</samp> event command]]. Default 1.
  −
|-
  −
| <samp>Interval</samp>
  −
| ''(Optional)'' See equivalent fields in the [[#Event changes|<samp>temporaryAnimatedSprite</samp> event command]]. Default 100.
  −
|-
  −
| <samp>Flicker</samp><br /><samp>Flip</samp>
  −
| ''(Optional)'' See equivalent fields in the [[#Event changes|<samp>temporaryAnimatedSprite</samp> event command]]. Default false.
  −
|}
   
|}
 
|}
|-
  −
| <samp>WorkingEffectChance</samp>
  −
| ''(Optional)'' The percentage chance to apply <samp>WorkingEffects</samp> each time the day starts or the in-game clock changes, as a value between 0 (never) and 1 (always). Default 0.33.
  −
|-
  −
| <samp>LightWhileWorking</samp>
  −
| ''(Optional)'' The light emitted by the machine while it's processing an item. Default none.
     −
This consists of a list of models with these fields:  
+
For example, this content pack adds two rewards (one mail and one item):
{| class="wikitable"
+
{{#tag:syntaxhighlight|<nowiki>
|-
+
{
! field
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
! effect
+
    "Changes": [
|-
+
        {
| <samp>Radius</samp>
+
            "Action": "EditData",
| ''(Optional)'' The size of the area covered by the light effect, as a multiplier of the default radius (like <samp>1.5</samp> for an area 50% wider than the default). Default 1.
+
            "Target": "Data/MuseumRewards",
|-
+
            "Entries": {
| <samp>Color</samp>
+
                // send a letter when a specific item is donated
| ''(Optional)'' A tint color to apply to the light. See [[#Color fields|color format]]. Default <samp>White</samp> (no tint).
+
                "{{ModId}}_ShinyArtifact": {
|}
+
                    "TargetContextTags": [
|-
+
                        {
| <samp>WobbleWhileWorking</samp>
+
                            "Tag": "id_{{ModId}}_ShinyArtifact", // unique context tag identifying the item by ID
| ''(Optional)'' Whether the machine sprite should bulge in & out while it's processing an item. Default false.
+
                            "Count": 1
|-
+
                        },
| <samp>ShowNextIndexWhileWorking</samp><br /><samp>ShowNextIndexWhenReady</samp>
+
                    ],
| ''(Optional)'' Whether to show the next sprite in the machine's spritesheet while it's processing an item (<samp>ShowNextIndexWhileWorking</samp>) or ready (<samp>ShowNextIndexWhenReady</samp>). Default false.
+
                    "FlagOnCompletion": true,
|}
+
                    "RewardActions": [ "AddMail Current {{ModId}}_ShinyArtifact" ]
 +
                },
 +
 
 +
                // give item when 18 minerals are donated
 +
                "{{ModId}}_18MineralItems": {
 +
                    "TargetContextTags": [
 +
                        {
 +
                            "Tag": "item_type_minerals",
 +
                            "Count": 18
 +
                        },
 +
                    ],
 +
                    "RewardItemId": "(BC){{ModId}}_SuperMachine",
 +
                    "RewardItemCount": 1,
 +
                    "FlagOnCompletion": true
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
See also [[Modding:Mail data|mail data]], [[#Custom items|custom items]], and [[#custom machines|custom machines]] to add the custom mail and items.
 +
 
 +
====Achievements====
 +
The ''A Complete Collection'' [[Achievements|achievement]] is automatically adjusted to require any custom donations added too. This is based on the number of donated items though, so removing custom donations later may incorrectly mark the museum complete (since you may have donated enough items to meet the total required).
   −
====Player interaction messages====
+
===Custom fruit trees===
These only apply when the player interacts with a chest directly, instead of using a [[hopper]] or mod like {{nexus mod|1063|Automate}}.
+
{{/doc status|[[Modding:Fruit trees]]|done=false}}
 +
 
 +
====Data format====
 +
You can now add custom [[Fruit Trees|fruit trees]] by editing the revamped <samp>Data/fruitTrees</samp> asset. This consists of a string → model lookup, where...
 +
* The key is the [[#Custom items|unqualified item ID]] for the sapling item in <samp>Data/Objects</samp>.
 +
* The value is a model with the fields listed below.
    
{| class="wikitable"
 
{| class="wikitable"
Line 1,052: Line 1,236:  
! effect
 
! effect
 
|-
 
|-
| <samp>InvalidItemMessage</samp>
+
| <samp>DisplayName</samp>
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the message shown in a toaster notification if the player tries to input an item that isn't accepted by the machine.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the tree's display name. This should return a display name without 'tree' (like <samp>Cherry</samp> for a cherry tree). This is used in UI messages like "''Your &lt;display name&gt; tree wasn't able to grow last night''".
 
|-
 
|-
| <samp>InvalidItemMessageCondition</samp>
+
| <samp>Seasons</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether <samp>InvalidItemMessage</samp> should be shown. This can use item-related queries like <samp>ITEM_TYPE</samp>. Defaults to always true.
+
| The seasons in which the fruit tree bears fruit. This consists of an array of season names (any combination of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>).
 +
 
 +
'''Note:''' the previous '<samp>island</samp>' season value is no longer valid. Using <samp>summer</samp> is equivalent to how it worked before (since we now have [[#Custom location contexts|per-location seasons]]).
 
|-
 
|-
| <samp>InvalidCountMessage</samp>
+
| <samp>Fruit</samp>
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the message shown in a toaster notification if the input inventory doesn't contain this item, unless overridden by <samp>InvalidCountMessage</samp> under <samp>OutputRules</samp>.
+
| The fruit items to add to the tree each day while the tree is in-season. The first matching fruit (if any) is selected each day.
   −
This can use extra custom tokens:
+
This consists of a list of models with these fields:
* <samp>[ItemCount]</samp>: the number of remaining items needed. For example, if you're holding three and need five, <samp>[ItemCount]</samp> will be replaced with <samp>2</samp>.
  −
|}
  −
 
  −
====Advanced logic====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,071: Line 1,253:  
! effect
 
! effect
 
|-
 
|-
| <samp>InteractMethod</samp>
+
| ''common fields''
| ''(Optional)'' A C# method invoked when the player interacts with the machine when it doesn't have output ready to harvest.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for fruit items.
   −
This must be specified in the form <samp>{{t|full type name}}.{{t|method name}}</samp> (like <samp>StardewValley.Object.SomeInteractMethod</samp>). The method must be static and match the game's <samp>MachineInteractDelegate</samp> method signature:
+
Notes:
<syntaxhighlight lang="c#">
+
* If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
/// <summary>The method signature for a custom <see cref="MachineData.InteractMethod"/> method.</summary>
+
* Season conditions are ignored in non-seasonal locations like the [[greenhouse]] and [[Ginger Island]].
/// <param name="machine">The machine instance for which to produce output.</param>
  −
/// <param name="location">The location containing the machine.</param>
  −
/// <param name="player">The player using the machine.</param>
  −
/// <returns>Returns whether the interaction was handled.</returns>
  −
public static bool InteractWithMachine(Object machine, GameLocation location, Farmer player);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>HasInput</samp><br /><samp>HasOutput</samp>
+
| <samp>Season</samp>
| ''(Optional)'' Whether to force adding the <samp>machine_input</samp> or <samp>machine_output</samp> [[#New context tags|context tags]] respectively. This isn't needed for most machines, since they'll be set based on the <samp>OutputRules</samp> field. Default false.
+
| ''(Optional)'' If set, the group only applies if the tree's location is in this season. This is ignored in non-seasonal locations like the [[greenhouse]] and [[Ginger Island]].
 
|-
 
|-
| <samp>IsIncubator</samp>
+
| <samp>Chance</samp>
| ''(Optional)'' Whether this machine acts as an incubator when placed in a building, so players can incubate eggs in it. Default false.
+
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 
+
|}
This is used by the [[incubator]] and [[Ostrich Incubator|ostrich incubator]]. The game logic assumes there's only one such machine in each building, so this generally shouldn't be used by custom machines that can be built in a vanilla [[barn]] or [[coop]].
   
|-
 
|-
| <samp>StatsToIncrementWhenLoaded</samp><br /><samp>StatsToIncrementWhenHarvested</samp>
+
| <samp>Texture</samp>
| ''(Optional)'' The game stat counters to increment when an item is placed in the machine (<samp>StatsToIncrementWhenLoaded</samp>) or when the processed output is collected (<samp>StatsToIncrementWhenHarvested</samp>). Default none. This consists of a list of models with these fields:
+
| The asset name for the texture under the game's <samp>Content</samp> folder. Use <samp>\</samp> (or <samp>\\</samp> in JSON) to separate name segments if needed. For example, vanilla fruit trees use <samp>TileSheets\fruitTrees</samp>.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>TextureSpriteRow</samp>
! effect
+
| The tree's row index in the <samp>Texture</samp> spritesheet (e.g. 0 for the first tree, 1 for the second tree, etc).
 
|-
 
|-
| <samp>StatName</samp>
+
| <samp>PlantableLocationRules</samp>
| The name of the stat counter field on <samp>Game1.stats</samp>.
+
| ''(Optional)'' The rules to decide which locations you can plant the sapling in, if applicable. The first matching rule is used. This can override location checks (e.g. crops being limited to the farm), but not built-in requirements like crops needing dirt.
|-
  −
| <samp>RequiredItemId</samp>
  −
| ''(Optional)'' If set, only increment the stat if the main input item has this qualified or unqualified item ID.
  −
|-
  −
| <samp>RequiredTags</samp>
  −
| ''(Optional)'' If set, only increment the stat if the main input item has ''all'' of these [[Modding:Context tags|context tags]]. You can negate a tag with <samp>!</samp> (like <code>"RequiredTags": [ "bone_item", "!fossil_item" ]</code> for bone items that aren't fossils).
  −
|}
     −
It's fine to use this with custom machines, but you can only increment built-in stats so it won't be applicable for most custom machines. For example, the vanilla game increments <samp>PiecesOfTrashRecycled</samp> for the [[Recycling Machine|recycling machine]] and <samp>GeodesCracked</samp> for the [[Geode Crusher|geode crusher]].
+
This consists of a list of models with these fields:
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
  −
|}
     −
====Interacting with machines in C#====
  −
Stardew Valley 1.6 adds two <samp>Object</samp> fields for reference:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,122: Line 1,283:  
! effect
 
! effect
 
|-
 
|-
| <samp>lastOutputRuleId</samp>
+
| <samp>Id</samp>
| If this is a machine, the output rule ID for the rule being processed by the machine (if any).
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 
|-
 
|-
| <samp>lastInputItem</samp>
+
| <samp>Result</samp>
| If this is a machine, the item that was dropped into the machine to start the current output (if any).
+
| Indicates whether the sapling can be planted in a location if this entry is selected. The possible values are:
|}
+
* <samp>Default</samp>: the sapling can be planted if the location normally allows it. This can be used to stop processing further rules, and/or set a custom <samp>DeniedMessage</samp>.
 
+
* <samp>Allow</samp>: the sapling can be planted here, regardless of whether the location normally allows it.
And a few methods for processing items:
+
* <samp>Deny</samp>: the sapling can't be planted here, regardless of whether the location normally allows it.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Condition</samp>
! effect
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
 
|-
 
|-
| <samp>IsMachineWorking()</samp>
+
| <samp>PlantedIn</samp>
| Get whether the machine is currently processing an item.
+
| ''(Optional)'' The planting context to apply this rule for. The possible values are <samp>Ground</samp> (planted directly in the ground), <samp>GardenPot</samp> (planted in a [[Garden Pot|garden pot]]), or <samp>Any</samp>. Default <samp>Any</samp>.
 +
 
 +
Note that saplings can't be planted in garden pots.
 
|-
 
|-
| <samp>ShouldTimePassForMachine(location)</samp>
+
| <samp>DeniedMessage</samp>
| Get whether the machine should be updated in the given location. For example, this will return false for [[Solar Panel|solar panels]] placed indoors, or outdoors on a cloudy day.
+
| ''(Optional)'' If this rule prevents planting the sapling, the tokenizable string to show to the player (or <samp>null</samp> to default to the normal behavior for the context). This also applies when the <samp>Result</samp> is <samp>Default</samp>, if that causes the planting to be denied.
 +
|}
 
|-
 
|-
| <samp>GetMachineData()</samp>
+
| <samp>CustomFields</samp>
| Get the underlying machine data from <samp>Data/Machines</samp>.
+
| The [[#Custom data fields|custom fields]] for this entry.
|-
  −
| <samp>PlaceInMachine(…)</samp>
  −
| Try to place an item in the machine using the rules from <samp>Data/Machines</samp>. This returns a boolean which indicates whether the machine was successfully started.
  −
|-
  −
| <samp>OutputMachine(…)</samp>
  −
| Try to set the machine output given the input item and an optional output rule to apply. Most code should call <samp>PlaceInMachine</samp> instead.
   
|}
 
|}
   −
A lot of the generic machine logic is also handled by a new <samp>MachineDataUtility</samp> class, which lets C# mods interact with machine data more directly. For example, you can check which output a machine would produce without actually updating the machine.
+
For example, this content pack adds a custom fruit tree, including [[#Custom items|custom items]] for the sapling and fruit:
   −
===Custom melee weapons===
+
{{#tag:syntaxhighlight|<nowiki>
[[Modding:Items#Weapons|Melee weapons]] are still stored in <samp>Data/Weapons</samp>, but that asset has been overhauled in Stardew Valley 1.6. The slash-delimited entries are now models to simplify edits and enable new features (like the new <samp>Projectiles</samp> feature).
+
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        // add fruit + sapling items
 +
        // note: sapling must have an edibility under 0 (usually -300) to be plantable
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/Objects",
 +
            "Entries": {
 +
                "{{ModId}}_Pufferfruit": {
 +
                    "Name": "{{ModId}}_Pufferfruit", // best practice to match the ID, since it's sometimes used as an alternate ID
 +
                    "DisplayName": "Pufferfruit",
 +
                    "Description": "An example fruit item.",
 +
                    "Type": "Basic",
 +
                    "Category": -6,
 +
                    "Price": 1200,
   −
This consists of a string → model lookup, where...
+
                    "Texture": "Mods/{{ModId}}/Objects",
* The key is the unqualified [[#Custom items|item ID]] for the weapon.
+
                    "SpriteIndex": 0
* The value is model with the fields listed below.
+
                },
 +
                "{{ModId}}_Puffersapling": {
 +
                    "Name": "{{ModId}}_Puffersapling",
 +
                    "DisplayName": "Puffersapling",
 +
                    "Description": "An example tree sapling.",
 +
                    "Type": "Basic",
 +
                    "Category": -74,
 +
                    "Price": 1200,
   −
====Basic weapon info====
+
                    "Texture": "Mods/{{ModId}}/Objects",
{| class="wikitable"
+
                    "SpriteIndex": 1
|-
+
                }
! field
+
            }
! effect
+
        },
|-
  −
| <samp>Name</samp>
  −
| The internal weapon name.
  −
|-
  −
| <samp>DisplayName</samp><br /><samp>Description</samp>
  −
| A [[#Tokenizable string format|tokenizable string]] for the translated display name & description.
  −
|-
  −
| <samp>Type</samp>
  −
| 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).
  −
|}
     −
====Appearance====
+
        // add fruit tree
{| class="wikitable"
+
        {
|-
+
            "Action": "EditData",
! field
+
            "Target": "Data/FruitTrees",
! effect
+
            "Entries": {
|-
+
                "{{ModId}}_Puffersapling": {
| <samp>Texture</samp>
+
                    "DisplayName": "Pufferfruit",
| The asset name for the spritesheet containing the weapon's sprite.
+
                    "Seasons": [ "spring" ],
|-
+
                    "Fruit": [
| <samp>SpriteIndex</samp>
+
                        {
| The index within the <samp>Texture</samp> for the weapon sprite, where 0 is the top-left sprite.
+
                            "Id": "E{{ModId}}_Pufferfruit",
|}
+
                            "ItemId": "{{ModId}}_Pufferfruit"
 +
                        }
 +
                    ],
 +
                    "Texture": "Mods/{{ModId}}/FruitTrees",
 +
                    "TextureSpriteRow": 0
 +
                }
 +
            }
 +
        },
   −
====Stats====
+
        // add images
{| class="wikitable"
+
        {
 +
            "Action": "Load",
 +
            "Target": "Mods/{{ModId}}/FruitTrees, Mods/{{ModId}}/Objects",
 +
            "FromFile": "assets/{{TargetWithoutPath}}.png" // assets/FruitTrees.png, assets/Objects.png
 +
        },
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
The fruit trees can then be added to the game by giving the player a sapling item in the usual ways (e.g. from [[#Custom shops|a shop]]).
 +
 
 +
====Fruit items====
 +
For C# mods, the <samp>fruitsOnTree</samp> field (number of fruit on the tree) has been replaced by <samp>fruit</samp> (list of fruit items).
 +
 
 +
====Spawning fruit trees====
 +
Custom trees can be added to the game in two ways:
 +
* Spawn them on [[Modding:Maps|map tiles]] when the location is created, using the new <samp>SpawnTree: fruit {{t|tree ID}} {{o|growth stage on location created}} {{o|growth stage on day-update regrowth}}</samp> tile property. This must be added on the <samp>Paths</samp> layer, which must also have tile index 34 from the <samp>paths</samp> tilesheet.
 +
* Or give the player a seed item in the usual ways (e.g. from [[#Custom shops|a shop]], [[Modding:Mail data|mail letter]], etc).
 +
 
 +
===Custom objects===
 +
{{/doc status|[[Modding:Items#Objects]]|done=false}}
 +
 
 +
You can now create/edit objects (the main item type) by editing the new <samp>Data/Objects</samp> asset, which replaces the previous slash-delimited <samp>Data/objectInformation</samp>.
 +
 
 +
Besides the format change, this adds...
 +
* support for custom textures;
 +
* revamped geode drops with support for conditions, probabilities, and item queries;
 +
* expanded food/drink buffs (e.g. set a custom buff ID, add a custom buff icon, etc);
 +
* context tags (moved from the former <samp>Data/ObjectContextTags</samp> asset);
 +
* [[#Custom data fields|custom fields]] to let framework mods support additional features.
 +
 
 +
This 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.
 +
 
 +
====Basic info====
 +
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>MinDamage</samp><br /><samp>MaxDamage</samp>
+
| <samp>Name</samp>
| The minimum and maximum based damage caused when hitting a monster with this weapon.
+
| The internal item name.
 
|-
 
|-
| <samp>Knockback</samp>
+
| <samp>DisplayName</samp><br /><samp>Description</samp>
| ''(Optional)'' 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). Default 1.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the item's in-game display name and description.
 
|-
 
|-
| <samp>Speed</samp>
+
| <samp>Type</samp>
| ''(Optional)'' 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]]. Default 0.
+
| The item's general type, like <samp>Arch</samp> (artifact) or <samp>Minerals</samp>. See details at [[Modding:Items#Objects]].
 
|-
 
|-
| <samp>Precision</samp>
+
| <samp>Category</samp>
| ''(Optional)'' Reduces the chance that a strike will miss. Default 0.
+
| The [[Modding:Items#Categories|item category]].
 
|-
 
|-
| <samp>Defense</samp>
+
| <samp>Price</samp>
| ''(Optional)'' Reduces damage received by the player. Default 0.
+
| ''(Optional)'' The price when sold by the player. This is not the price when bought from a shop. Default 0.
 +
|}
 +
 
 +
====Appearance====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>AreaOfEffect</samp>
+
! field
| ''(Optional)'' Slightly increases the area of effect. Default 0.
+
! purpose
 
|-
 
|-
| <samp>CritChance</samp>
+
| <samp>Texture</samp>
| ''(Optional)'' The chance of a critical hit, as a decimal value between 0 (never) and 1 (always). Default 0.02.
+
| The asset name for the texture containing the item's sprite. Defaults to <samp>Maps/springobjects</samp>.
 
|-
 
|-
| <samp>CritMultiplier</samp>
+
| <samp>SpriteIndex</samp>
| ''(Optional)'' A multiplier applied to the base damage for a critical hit. This can be a decimal value. Default 3.
+
| The sprite's index within the <samp>Texture</samp>, where 0 is the top-left sprite.
 
|}
 
|}
   −
====Game logic====
+
====Edibility====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! 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>CanBeLostOnDeath</samp>
+
| <samp>IsDrink</samp>
| Whether the player can [[Adventurer's Guild#Item Recovery Service|lose this tool when they die]]. Default true.
+
| ''(Optional)'' Whether to drink the item instead of eating it. Default false.
 
|-
 
|-
| <samp>MineBaseLevel</samp><br /><samp>MineMinLevel</samp>
+
| <samp>Buffs</samp>
| ''(Optional)'' The base and minimum mine level, which affect [[#Mine container drops|mine container drops]]. Both default to -1, which disables automatic mine drops.
+
| ''(Optional)'' The buffs to apply to the player when this item is eaten, if any. Default none.
|}
     −
====Advanced====
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! 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>Projectiles</samp>
+
| <samp>BuffId</samp>
| ''(Optional)'' The projectiles fired when the weapon is used, which continue along their path until they hit a monster and cause damage. A separate projectile is fired for each entry in this list.
+
| ''(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.
   −
This consists of a list of models with these fields (one projectile will fire for each entry in the list):
+
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"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! result
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>Duration</samp><br /><samp>IconTexture</samp><br /><samp>SpriteIndex</samp><br /><samp>GlowColor</samp>
| A unique identifier for the projectile within the current weapon's data. The ID should only contain alphanumeric/underscore/dot characters. For custom projectiles, this should be prefixed with your mod ID like Example.ModId_ProjectileId.
+
| 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>Damage</samp>
+
| <samp>CustomAttributes</samp>
| ''(Optional)'' The amount of damage caused when the projectile hits a monster. Default 10.
+
| 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>Explodes</samp>
+
| <samp>IsDebuff</samp>
| ''(Optional)'' Whether the projectile explodes when it collides with something. Default false.
+
| The value in <samp>Data/Objects</samp> is used.
 +
|}
 
|-
 
|-
| <samp>Bounces</samp>
+
| <samp>IsDebuff</samp>
| ''(Optional)'' The number of times the projectile can bounce off walls before being destroyed. Default 0.
+
| ''(Optional)'' Whether this buff counts as a debuff, so its duration should be halved when wearing a Sturdy Ring. Default false.
 
|-
 
|-
| <samp>MaxDistance</samp>
+
| <samp>IconTexture</samp>
| ''(Optional)'' The maximum tile distance the projectile can travel. Default 4.
+
| ''(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>Velocity</samp>
+
| <samp>SpriteIndex</samp>
| ''(Optional)'' The speed at which the projectile moves. Default 10.
+
| ''(Optional)'' The buff's icon index within the <samp>IconTexture</samp>, where 0 is the top-left icon. Default 0.
 
|-
 
|-
| <samp>RotationVelocity</samp>
+
| <samp>GlowColor</samp>
| ''(Optional)'' The rotation velocity. Default 32.
+
| ''(Optional)'' The glow color to apply to the player. See [[#Color fields|color format]]. Default none.
 
|-
 
|-
| <samp>TailLength</samp>
+
| <samp>CustomAttributes</samp>
| ''(Optional)'' The length of the tail which trails behind the main projectile. Default 1.
+
| The custom buff attributes to apply, if any.
|-
  −
| <samp>FireSound</samp><br /><samp>BounceSound</samp><br /><samp>CollisionSound</samp>
  −
| ''(Optional)'' The sound played when the projectile is fired, bounces off a wall, or collides with something. All three default to none.
  −
|-
  −
| <samp>MinAngleOffset</samp><br /><samp>MaxAngleOffset</samp>
  −
| ''(Optional)'' A random offset applied to the direction of the project each time it's fired. Both fields default to 0, in which case it's always shot at the 90° angle matching the player's facing direction.
  −
|-
  −
| <samp>SpriteIndex</samp>
  −
| ''(Optional)'' The sprite index in the <samp>TileSheets/Projectiles</samp> asset to draw for this projectile. Defaults to 11 (a glowing-yellow-ball sprite).
  −
|-
  −
| <samp>Item</samp>
  −
| ''(Optional)'' The item to shoot. If set, this overrides <samp>SpriteIndex</samp>.
     −
This consists of a list of models with these fields:
+
This consists of a model with any combination of these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! 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.
 
|-
 
|-
| ''common fields''
+
| <samp>Attack</samp><br /><samp>Defense</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>Speed</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
+
| ''(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.
 
  −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
  −
|}
   
|}
 
|}
  −
Note that these are magic projectiles fired when the weapon is used, they're not aimed directly like [[slingshot]] projectiles.
   
|-
 
|-
 
| <samp>CustomFields</samp>
 
| <samp>CustomFields</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.  
 +
|}
 
|}
 
|}
   −
===Custom movie concessions===
+
====Geodes & artifact spots====
: ''See also: [[#Custom movies|custom movies]].''
+
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>GeodeDrops</samp><br /><samp><samp>GeodeDropsDefaultItems</samp>
 +
| ''(Optional)'' The items that can be dropped when breaking open this item as a [[Minerals#Geodes|geode]]. Specifying either or both fields automatically enables geode behavior for this item.
   −
You could already [[Modding:Movie theater data#Concession data|add/edit concessions]] sold in the [[Movie Theater|movie theater]], but conflicts were likely since each concession had an incrementing numeric ID which matched its position in the vanilla tilesheet.
+
You can specify one or both fields:
 
  −
Stardew Valley 1.6 addresses that with two changes:
   
<ul>
 
<ul>
<li>The <samp>Id</samp> field is now a string, so you can use a globally unique ID like <samp>ExampleAuthor.ModId_ItemName</samp>.</li>
+
<li><samp>GeodeDrops</samp> can be set to the specific items to drop. Default none. This consists of a list of models with these fields:
<li>You can now use a different texture with two new required fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>Texture</samp>
  −
| The asset name for the texture containing the concession's sprite.
   
|-
 
|-
| <samp>SpriteIndex</samp>
+
| ''common fields''
| The index within the <samp>Texture</samp> for the concession sprite, where 0 is the top-left sprite.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by geode drops.
|}
  −
</li>
  −
</ul>
     −
For example, this content pack adds a new 'Pufferchick Pop' concession with a custom image:
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
{{#tag:syntaxhighlight|<nowiki>
+
|-
{
+
| <samp>Chance</samp>
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
| ''(Optional)'' The probability that the item will be dropped if the other fields match, as a decimal value between 0 (never) and 1 (always). Default 1.
    "Changes": [
+
|-
        {
+
| <samp>SetFlagOnPickup</samp>
            "Action": "EditData",
+
| ''(Optional)'' The mail flag to set for the current player when this drop is picked up.
            "Target": "Data/Concessions",
+
|-
            "Entries": {
+
| <samp>Precedence</samp>
                "Example.ModId_PufferchickPop": {
+
| ''(Optional)'' The order in which this entry should be checked, where lower values are checked first. This can be a negative value. Geode drops with the same precedence are checked in the order listed. Default 0.
                    "Id": "Example.ModId_PufferchickPop", // must specify ID again when creating a new entry
+
 
                    "Name": "PufferchickPop",
+
For consistency, vanilla drops mostly use these values:
                    "DisplayName": "Pufferchick Pop",
+
* <samp>-1000</samp>: special overrides like the [[Golden Helmet]];
                    "Description": "A cute cake pop shaped like a pufferchick.",
+
* <samp>0</samp>: normal items.
                    "Price": 25,
+
|}</li>
                    "Texture": "{{InternalAssetKey: assets/pufferchick-pop.png}}" // an image in your content pack
+
<li><samp>GeodeDropsDefaultItems</samp> chooses a predefined list of possible geode drops like [[clay]], [[coal]], [[Copper Ore|copper]], [[Iridium Ore|iridium]], etc. Default false.</li>
                    "SpriteIndex": 0
+
</ul>
                }
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
     −
===Custom museum donations & rewards===
+
If both fields are specified, each geode will choose between them with an equal 50% chance. If <samp>GeodeDrops</samp> is specified but no entries match, the geode will use the <samp>GeodeDropsDefaultItems</samp> regardless of whether it's true.
You can now add/edit the items which the [[museum]] accepts in donation and gives back in rewards through the new <samp>Data/MuseumRewards</samp> data asset.
+
|-
 +
| <samp>ArtifactSpotChances</samp>
 +
| ''(Optional)'' If this is an artifact (i.e. the <samp>Type</samp> field is <samp>Arch</samp>), the chance that it can be found by digging [[Artifact Spot|artifact spots]] in each location.
   −
====Format====
+
This consists of a string → model lookup, where:
The data asset consists of a string → model lookup, where...
+
* the key is the internal location name;
* The key is a unique identifier for the reward group. The ID should only contain alphanumeric/underscore/dot characters. For custom reward entries, this should be prefixed with your mod ID like <samp>Example.ModId_RewardName</samp>.
+
* the value is the probability the item will spawn if checked, as a decimal value between 0 (never) and 1 (always).
* The value is a model with the fields listed below.
+
|}
    +
====Context tags & exclusions====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! 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": [ "color_yellow", "fish_ocean", "fish_upright", "season_summer" ]
 +
</syntaxhighlight>
 +
|-
 +
| <samp>ExcludeFromRandomSale</samp>
 +
| ''(Optional)'' Whether to exclude this item from shops when selecting random items to sell. Default false.
 
|-
 
|-
| <samp>TargetContextTags</samp>
+
| <samp>ExcludeFromFishingCollection</samp><br /><samp>ExcludeFromShippingCollection</samp>
| The items that must be donated to complete this reward group. The player must fulfill every entry in the list to unlock the reward. This consists of a list of models with these fields:
+
| ''(Optional)'' Whether to exclude this item from the fishing/shipping collection and their respective effect on the [[perfection|perfection score]]. Default false, in which case the normal requirements apply (e.g. artifacts are always excluded from the shipping collection).
 +
|}
 +
 
 +
====Advanced====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>Tag</samp>
+
| <samp>CustomFields</samp>
| The [[Modding:Context tags|context tag]] for the items to require.
+
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.  
|-
  −
| <samp>Count</samp>
  −
| The minimum number of items matching the context tags that must be donated.
   
|}
 
|}
   −
For example, an entry with the tag <samp>forage_item</samp> and count 2 will require donating any two forage items.
+
===Custom pants===
 +
{{/doc status|[[Modding:Items]]|done=false}}
 +
 
 +
You can now create/edit [[Tailoring#Pants|pants]] by editing the new <samp>Data/Pants</samp> asset, which replaces <samp>Data/clothingInformation</samp>. This 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.
   −
Special case: an entry with the exact values <code>Tag: "", Count: -1</code> passes if the museum is complete (i.e. the player has donated the max number of items).
+
====Basic pants data====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>Name</samp>
 +
| ''(Optional)'' The internal name for the item. Default <samp>Pants</samp>.
 
|-
 
|-
| <samp>FlagOnCompletion</samp>
+
| <samp>DisplayName</samp><br /><samp>Description</samp>
| ''(Optional if <samp>RewardItemIsSpecial</samp> is true)'' Whether to add the <samp>ID</samp> value to the player's received mail. This is used to track whether the player has collected the reward, and should almost always be true. If this is omitted and <samp>RewardItemIsSpecial</samp> is false, the player will be able collect the reward infinite times. Default false.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the item's in-game display name and description. Defaults to the generic pants text (''Pants'' and ''A wearable pair of pants'').
 
  −
After the reward is collected, you can check this value using the <samp><nowiki>HasFlag</nowiki></samp> condition in [[Modding:Content Patcher|Content Patcher]].
   
|-
 
|-
| <samp>RewardEventSeenFlag</samp>
+
| <samp>Price</samp>
| ''(Optional)'' The ID to add to the player's event-seen list when the reward is collected. (You must still specify <samp>FlagOnCompletion</samp> or <samp>RewardItemIsSpecial</samp> either way.)
+
| ''(Optional)'' The default price when the item is sold to the player in a shop. Default 50.
 +
|}
   −
After the reward is collected, you can check this value using the <samp><nowiki>HasSeenEvent</nowiki></samp> condition in [[Modding:Content Patcher|Content Patcher]].
+
====Appearance====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>RewardItemId</samp>
+
! field
| ''(Optional)'' The [[#Custom items|qualified item ID]] for the item given to the player when they donate all required items for this group. There's no reward item if omitted.
+
! purpose
 
|-
 
|-
| <samp>RewardItemCount</samp>
+
| <samp>Texture</samp>
| ''(Optional)'' The stack size for the <samp>RewardItemId</samp> (if the item supports stacking). Default 1.
+
| The asset name for the texture containing the pants' sprite. Defaults to <samp>Characters/Farmer/pants</samp>.
 
|-
 
|-
| <samp>RewardItemIsSpecial</samp>
+
| <samp>SpriteIndex</samp>
| ''(Optional)'' Whether to mark the <samp>RewardItemId</samp> as a special permanent item, which can't be destroyed/dropped and can only be collected once. Default false.
+
| The pants' sprite index within the <samp>Texture</samp>, where 0 is the top-left set.
 
|-
 
|-
| <samp>RewardItemIsRecipe</samp>
+
| <samp>DefaultColor</samp>
| ''(Optional)'' Whether to give the player a cooking/crafting recipe which produces the <samp>RewardItemId</samp>, instead of the item itself. Ignored if the item type can't be cooked/crafted (i.e. non-object-type items). Default false.
+
| ''(Optional)'' The dye color to apply to the sprite when the player hasn't [[dyeing|dyed]] it yet, if any. See [[#Color fields|color format]]. Default <samp>255 235 203</samp> (which matches the color of the cloth item).
 
|-
 
|-
| <samp>RewardMail</samp>
+
| <samp>CanBeDyed</samp>
| ''(Optional)'' A [[Modding:Mail data|mail ID]] to add to the player's mailbox tomorrow.
+
| ''(Optional)'' Whether the player can [[dyeing|dye]] these pants. Default false.
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>IsPrismatic</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' Whether the pants continuously shift colors. This overrides <samp>DefaultColor</samp> and <samp>CanBeDyed</samp> if set. Default false.
 
|}
 
|}
    +
====Other====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>CanChooseDuringCharacterCustomization</samp>
 +
| ''(Optional)'' Whether these pants can be selected on the character customization screen (e.g. when creating a character). Default false.
 +
|-
 +
| <samp>CustomFields</samp>
 +
| The [[#Custom data fields|custom fields]] for this entry.
 +
|}
   −
For example, this content pack adds two rewards, one in form of a mail, the other a machine :
+
===Custom shirts===
 
+
{{/doc status|[[Modding:Items]]|done=false}}
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "1.28.0",
  −
"Changes": [
  −
{
  −
"Action": "EditData",
  −
"Target": "Data/MuseumRewards",
  −
"Entries": {
  −
//Send a mail when a specific item is donated
  −
"Example.ModId_ShinyArtifact": {
  −
"TargetContextTags": [
  −
{
  −
"Tag": "id_example.modid_shinyartifact",//The unique context tag identifying the item
  −
"Count": 1
  −
},
  −
],
  −
"FlagOnCompletion": true,
  −
"RewardMail": "Example.ModId_ShinyArtifact"
  −
},
  −
//Gives a machine as reward when 18 minerals are donated.
  −
"Example.ModId_18MineralItems": {
  −
"TargetContextTags": [
  −
{
  −
"Tag": "item_type_minerals",
  −
"Count": 18
  −
},
  −
],
  −
"RewardItemId": "(BC)Example.ModId_SuperMachine",
  −
"RewardItemCount": 1,
  −
"FlagOnCompletion": true,
  −
  −
},
  −
},
  −
}
  −
]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
The mail entry would then be added to [[Modding:Mail_data|mail data]] using the same key. See [[#Custom_items|Custom Items]] and [[#Custom_machines|Custom Machines]] to add the items themselves.
     −
====Achievements====
+
You can now create/edit [[Tailoring#Shirts|shirts]] by editing the new <samp>Data/Shirts</samp> asset, which replaces <samp>Data/clothingInformation</samp>. This consists of a string → model lookup, where...
The ''A Complete Collection'' [[Achievements|achievement]] is automatically adjusted to require any custom donations added too. This is based on the number of donated items though, so removing custom donations later may incorrectly mark the museum complete (since you may have donated enough items to meet the total required).
+
* The key is the unqualified [[#Custom items|item ID]].
 
  −
===Custom fruit trees===
  −
====Data format====
  −
You can now add custom [[Fruit Trees|fruit trees]] by editing the revamped <samp>Data/fruitTrees</samp> asset. This consists of a string → model lookup, where...
  −
* The key is the [[#Custom items|unqualified item ID]] for the sapling item in <samp>Data/Objects</samp>.
   
* The value is a model with the fields listed below.
 
* The value is a model with the fields listed below.
    +
====Basic shirt data====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>Name</samp>
| A [[#Tokenizable string format|tokenizable string]] for the tree's display name. This should return a display name without 'tree' (like <samp>Cherry</samp> for a cherry tree). This is used in UI messages like "''Your &lt;display name&gt; tree wasn't able to grow last night''".
+
| ''(Optional)'' The internal name for the item. Default <samp>Shirt</samp>.
 
|-
 
|-
| <samp>Seasons</samp>
+
| <samp>DisplayName</samp><br /><samp>Description</samp>
| The seasons in which the fruit tree bears fruit. This consists of an array of season names (any combination of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>).
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the item's in-game display name and description. Defaults to the generic shirt text (''Shirt'' and ''A wearable shirt'').
 
  −
'''Note:''' the previous '<samp>island</samp>' season value is no longer valid. Using <samp>summer</samp> is equivalent to how it worked before (since we now have [[#Custom location contexts|per-location seasons]]).
   
|-
 
|-
| <samp>Fruit</samp>
+
| <samp>Price</samp>
| The fruit items to add to the tree each day while the tree is in-season. The first matching fruit (if any) is selected each day.
+
| ''(Optional)'' The default price when the item is sold to the player in a shop. Default 50.
 +
|}
   −
This consists of a list of models with these fields:
+
====Appearance====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| ''common fields''
+
| <samp>Texture</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for fruit items.
+
| The asset name for the texture containing the shirt's sprite. Defaults to <samp>Characters/Farmer/shirts</samp>.
 
  −
Notes:
  −
* If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
  −
* Season conditions are ignored in non-seasonal locations like the [[greenhouse]] and [[Ginger Island]].
   
|-
 
|-
| <samp>Season</samp>
+
| <samp>SpriteIndex</samp>
| ''(Optional)'' If set, the group only applies if the tree's location is in this season. This is ignored in non-seasonal locations like the [[greenhouse]] and [[Ginger Island]].
+
| The shirt's sprite index within the <samp>Texture</samp>, where 0 is the top-left set.
 
|-
 
|-
| <samp>Chance</samp>
+
| <samp>DefaultColor</samp>
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
| ''(Optional)'' The dye color to apply to the sprite when the player hasn't [[dyeing|dyed]] it yet, if any. See [[#Color fields|color format]]. Default none.
|}
   
|-
 
|-
| <samp>Texture</samp>
+
| <samp>CanBeDyed</samp>
| The asset name for the texture under the game's <samp>Content</samp> folder. Use <samp>\</samp> (or <samp>\\</samp> in JSON) to separate name segments if needed. For example, vanilla fruit trees use <samp>TileSheets\fruitTrees</samp>.
+
| ''(Optional)'' Whether the player can [[dyeing|dye]] this shirt. Default false.
 
|-
 
|-
| <samp>TextureSpriteRow</samp>
+
| <samp>IsPrismatic</samp>
| The tree's row index in the <samp>Texture</samp> spritesheet (e.g. 0 for the first tree, 1 for the second tree, etc).
+
| ''(Optional)'' Whether the shirt continuously shifts colors. This overrides <samp>DefaultColor</samp> and <samp>CanBeDyed</samp> if set. Default false.
 
|-
 
|-
| <samp>PlantableLocationRules</samp>
+
| <samp>HasSleeves</samp>
| ''(Optional)'' The rules to decide which locations you can plant the sapling in, if applicable. The first matching rule is used. This can override location checks (e.g. crops being limited to the farm), but not built-in requirements like crops needing dirt.
+
| ''(Optional)'' Whether to draw shirt sleeves. Default true.
 
+
|}
This consists of a list of models with these fields:
      +
====Other====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>CanChooseDuringCharacterCustomization</samp>
| A key which uniquely identifies this entry within the list. The ID should only contain alphanumeric/underscore/dot characters. For custom entries for vanilla items, this should be prefixed with your mod ID like <samp>Example.ModId_RuleId</samp>.
+
| ''(Optional)'' Whether this shirt can be selected on the character customization screen (e.g. when creating a character). Default false.
|-
  −
| <samp>Result</samp>
  −
| Indicates whether the sapling can be planted in a location if this entry is selected. The possible values are:
  −
* <samp>Default</samp>: the sapling can be planted if the location normally allows it. This can be used to stop processing further rules, and/or set a custom <samp>DeniedMessage</samp>.
  −
* <samp>Allow</samp>: the sapling can be planted here, regardless of whether the location normally allows it.
  −
* <samp>Deny</samp>: the sapling can't be planted here, regardless of whether the location normally allows it.
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry applies. Default true.
  −
|-
  −
| <samp>PlantedIn</samp>
  −
| ''(Optional)'' The planting context to apply this rule for. The possible values are <samp>Ground</samp> (planted directly in the ground), <samp>GardenPot</samp> (planted in a [[Garden Pot|garden pot]]), or <samp>Any</samp>. Default <samp>Any</samp>.
  −
 
  −
Note that saplings can't be planted in garden pots.
  −
|-
  −
| <samp>DeniedMessage</samp>
  −
| ''(Optional)'' If this rule prevents planting the sapling, the tokenizable string to show to the player (or <samp>null</samp> to default to the normal behavior for the context). This also applies when the <samp>Result</samp> is <samp>Default</samp>, if that causes the planting to be denied.
  −
|}
   
|-
 
|-
 
| <samp>CustomFields</samp>
 
| <samp>CustomFields</samp>
Line 1,537: Line 1,711:  
|}
 
|}
   −
For example, this content pack adds a custom fruit tree, including [[#Custom items|custom items]] for the sapling and fruit:
+
===Custom tools===
 +
{{/doc status|[[Modding:Items]]|done=false}}
 +
 
 +
You can now create/edit [[tools]] by editing the new <samp>Data/Tools</samp> asset. This 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.
   −
{{#tag:syntaxhighlight|<nowiki>
+
====Basic tool data====
{
+
{| class="wikitable"
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
|-
    "Changes": [
+
! field
        // add fruit + sapling items
+
! purpose
        // note: sapling must have an edibility under 0 (usually -300) to be plantable
+
|-
        {
+
| <samp>ClassName</samp>
            "Action": "EditData",
+
| The name of the C# class to construct within the <code>StardewValley.Tools</code> namespace. The class must be a subclass of <samp>StardewValley.Tool</samp>, and have a constructor with no arguments. For example, given a value of <samp>Axe</samp>, the game will create <code>StardewValley.Tools.Axe</code> instances.
            "Target": "Data/Objects",
  −
            "Entries": {
  −
                "Example.ModId_Pufferfruit": {
  −
                    "Name": "Pufferfruit",
  −
                    "DisplayName": "Pufferfruit",
  −
                    "Description": "An example fruit item.",
  −
                    "Type": "Basic",
  −
                    "Category": -6,
  −
                    "Price": 1200,
     −
                    "Texture": "Mods/Example.ModId/Objects",
+
The main values are:
                    "SpriteIndex": 0
+
* main tools (<samp>Axe</samp>, <samp>FishingRod</samp>, <samp>Hoe</samp>, <samp>MeleeWeapon</samp>, <samp>MilkPail</samp>, <samp>Pan</samp>, <samp>Pickaxe</samp>, <samp>Shears</samp>, <samp>Wand</samp>, and <samp>WateringCan</samp>);
                },
+
* a special <samp>GenericTool</samp> type which applies the <samp>Data/Tools</samp> data and only has generic logic, so C# mods can patch in their own logic;
                "Example.ModId_Puffersapling": {
+
* and two tools cut from the game which may not work correctly (<samp>Lantern</samp> and <samp>Raft</samp>).
                    "Name": "Puffersapling",
+
|-
                    "DisplayName": "Puffersapling",
+
| <samp>Name</samp>
                    "Description": "An example tree sapling.",
+
| The internal name to set for the tool item.
                    "Type": "Basic",
+
|-
                    "Category": -74,
+
| <samp>DisplayName</samp><br /><samp>Description</samp>
                    "Price": 1200,
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the tool's in-game display name and description.
 +
|-
 +
| <samp>AttachmentSlots</samp>
 +
| ''(Optional)'' The number of attachment slots to enable on the tool. Note that only <samp>FishingRod</samp> tools have the code to render and use attachment slots. Default <samp>-1</samp>, which keeps the default value set by the tool class.
 +
|-
 +
| <samp>SalePrice</samp>
 +
| ''(Optional)'' The default price when the item is sold to the player in a shop. Defaults to <samp>-1</samp>, in which case you should set the price manually in shops.
 +
|-
 +
| <samp>CustomFields</samp>
 +
| The [[#Custom data fields|custom fields]] for this entry.
 +
|}
   −
                    "Texture": "Mods/Example.ModId/Objects",
+
====Appearance====
                    "SpriteIndex": 1
+
Note that drawing the tool correctly in the world (ie, while the player is trying to use it) probably still needs custom code.
                }
  −
            }
  −
        },
     −
        // add fruit tree
+
{| class="wikitable"
        {
+
|-
            "Action": "EditData",
+
! field
            "Target": "Data/FruitTrees",
+
! purpose
            "Entries": {
+
|-
                "Example.ModId_Puffersapling": {
+
| <samp>Texture</samp>
                    "DisplayName": "Pufferfruit",
+
| The asset name for the texture containing the tool's sprite.
                    "Seasons": [ "spring" ],
+
|-
                    "Fruit": [
+
| <samp>SpriteIndex</samp>
                        {
+
| The tool's sprite index within the <samp>Texture</samp>, where 0 is the top row.
                            "Id": "Example.ModId_Pufferfruit",
+
|-
                            "ItemId": "Example.ModId_Pufferfruit"
+
| <samp>MenuSpriteIndex</samp>
                        }
+
| ''(Optional)'' The sprite index within the <samp>Texture</samp> for the item icon. Defaults to <samp>SpriteIndex</samp>.
                    ],
+
|}
                    "Texture": "Mods/Example.ModId/FruitTrees",
  −
                    "TextureSpriteRow": 0
  −
                }
  −
            }
  −
        },
     −
        // add images
+
====Upgrades====
        {
  −
            "Action": "Load",
  −
            "Target": "Mods/Example.ModId/FruitTrees, Mods/Example.ModId/Objects",
  −
            "FromFile": "assets/{{TargetWithoutPath}}.png" // assets/FruitTrees.png, assets/Objects.png
  −
        },
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
The fruit trees can then be added to the game by giving the player a sapling item in the usual ways (e.g. from [[#Custom shops|a shop]]).
  −
 
  −
====Fruit items====
  −
For C# mods, the <samp>fruitsOnTree</samp> field (number of fruit on the tree) has been replaced by <samp>fruit</samp> (list of fruit items).
  −
 
  −
====Spawning fruit trees====
  −
Custom trees can be added to the game in two ways:
  −
* Spawn them on [[Modding:Maps|map tiles]] when the location is created, using the new <samp>SpawnTree: fruit {{t|tree ID}}</samp> tile property. This must be added on the <samp>Paths</samp> layer, which must also have tile index 34 from the <samp>paths</samp> tilesheet.
  −
* Or give the player a seed item in the usual ways (e.g. from [[#Custom shops|a shop]], [[Modding:Mail data|mail letter]], etc).
  −
 
  −
===Custom objects===
  −
You can now create/edit objects (the main item type) by editing the new <samp>Data/Objects</samp> asset, which replaces the previous slash-delimited <samp>Data/objectInformation</samp>.
  −
 
  −
Beyond the format change, this adds...
  −
* support for custom textures;
  −
* revamped geode drops with support for conditions, probabilities, and item queries;
  −
* expanded food/drink buffs (e.g. set a custom buff ID, add a custom buff icon, etc).
  −
 
  −
This 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.
  −
 
  −
====Basic info====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,631: Line 1,772:  
! purpose
 
! purpose
 
|-
 
|-
| <samp>Name</samp>
+
| <samp>UpgradeLevel</samp>
| The internal item name.
+
| ''(Optional)'' The tool upgrade level. Default <samp>-1</samp>, which keeps the default value set by the tool class.
 
|-
 
|-
| <samp>DisplayName</samp><br /><samp>Description</samp>
+
| <samp>ApplyUpgradeLevelToDisplayName</samp>
| A [[#Tokenizable string format|tokenizable string]] for the item's in-game display name and description.
+
| ''(Optional)'' Whether to adjust the <samp>DisplayName</samp> for the usual upgrade levels. For example, the display name for a level one Axe changes to 'Copper Axe'. Default false.
 +
 
 +
The display name format in English is:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Type</samp>
+
! upgrade level
| The item's general type, like <c>Arch</c> (artifact) or <c>Minerals</c>. See details at [[Modding:Items#Objects]].
+
! display name format
 
|-
 
|-
| <samp>Category</samp>
+
| 1
| The [[Modding:Items#Categories|item category]].
+
| Copper {{t|display name}}
 +
|-
 +
| 2
 +
| Steel {{t|display name}}
 +
|-
 +
| 3
 +
| Gold {{t|display name}}
 
|-
 
|-
| <samp>Price</samp>
+
| 4
| ''(Optional)'' The price when sold by the player. This is not the price when bought from a shop. Default 0.
+
| Iridium {{t|display name}}
 
|}
 
|}
 +
|-
 +
| <samp>ConventionalUpgradeFrom</samp>
 +
| ''(Optional)'' If set, prepends an upgrade for the given tool ID to the <samp>UpgradeFrom</samp> field. This applies these rules (based on the <samp>UpgradeLevel</samp> field, not the upgrade level of the specified tool ID):
   −
====Edibility====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! upgrade level
! purpose
+
! price
 +
! items needed
 +
|-
 +
| 1
 +
| {{price|2000}}
 +
| {{name|Copper Bar|5}}
 +
|-
 +
| 2
 +
| {{price|5000}}
 +
| {{name|Iron Bar|5}}
 
|-
 
|-
| <samp>Edibility</samp>
+
| 3
| ''(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.
+
| {{price|10000}}
 +
| {{name|Gold Bar|5}}
 
|-
 
|-
| <samp>IsDrink</samp>
+
| 4
| ''(Optional)'' Whether to drink the item instead of eating it. Default false.
+
| {{price|25000}}
 +
| {{name|Iridium Bar|5}}
 +
|}
 +
 
 +
For example, Iridium Axe specifies this value:
 +
<syntaxhighlight lang="js">
 +
"ConventionalUpgradeFrom": "(T)GoldAxe"
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Buff</samp>
+
| <samp>UpgradeFrom</samp>
| ''(Optional)'' The buff to apply to the player when this item is eaten, if any. Default none.
+
| ''(Optional)'' The requirements to buy this tool from Clint's [[Blacksmith#Upgrade Tools|blacksmith tool upgrade shop]]. If you specify multiple entries, the first one which matches will be applied.
   −
This consists of a model with these fields:
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,668: Line 1,837:  
! purpose
 
! purpose
 
|-
 
|-
| <samp>Duration</samp>
+
| <samp>Price</samp>
| The buff duration measured in in-game minutes.
+
| ''(Optional)'' The gold price to buy the upgrade. Defaults to 0.
 
|-
 
|-
| <samp>BuffId</samp>
+
| <samp>RequireToolId</samp>
| ''(Optional)'' The buff ID to apply. Defaults to <samp>food</samp> or <samp>drink</samp> depending on the item's <samp>IsDrink</samp> field.
+
| ''(Optional)'' If set, the [[#Custom items|qualified or unqualified item ID]] for the tool that must be in the player's inventory for the upgrade to appear. The tool will be destroyed when the upgrade is purchased.
 
|-
 
|-
| <samp>IconTexture</samp>
+
| <samp>TradeItemId</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.
+
| ''(Optional)'' If set, the [[#Custom items|qualified or unqualified item ID]] for an extra item that must be traded to upgrade the tool. (For example, many vanilla tools need metal bars.)
 
|-
 
|-
| <samp>SpriteIndex</samp>
+
| <samp>TradeItemAmount</samp>
| ''(Optional)'' The buff's icon index within the <samp>IconTexture</samp>, where 0 is the top-left icon. Default 0.
+
| ''(Optional)'' The number of <samp>TradeItemId</samp> required. Defaults to 1.
 
|-
 
|-
| <samp>CustomAttributes</samp>
+
| <samp>Condition</samp>
| The custom buff attributes to apply, if any.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this upgrade is available. Defaults to always true.
 +
|}
 +
 
 +
For example, these are equivalent to the Steel Axe's upgrade settings:
 +
<syntaxhighlight lang="js">
 +
"UpgradeFrom": [
 +
    {
 +
        "RequireToolId": "(T)CopperAxe",
 +
        "Price": 5000,
 +
        "TradeItemId": "(O)335", // Iron Bar
 +
        "TradeItemAmount": 5
 +
    }
 +
]
 +
</syntaxhighlight>
 +
 
 +
If you want the tool to always be available, you can just omit the conditions. For example:
 +
<syntaxhighlight lang="js">
 +
"UpgradeFrom": [
 +
    {
 +
        "Price": 5000
 +
    }
 +
]
 +
</syntaxhighlight>
 +
 
 +
Note that Clint needs a few days to smith the new tool. If you want to sell the tool directly, [[#Custom shops|add it to a regular shop]] instead.
 +
|}
   −
This consists of a model with any combination of these fields:
+
====Game logic====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,689: Line 1,883:  
! purpose
 
! purpose
 
|-
 
|-
| <samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MiningLevel</samp>
+
| <samp>CanBeLostOnDeath</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.
+
| Whether the player can [[Adventurer's Guild#Item Recovery Service|lose this tool when they die]]. Default false.
|-
  −
| <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.
  −
|}
  −
|}
   
|}
 
|}
   −
====Geodes & artifact spots====
+
====Extensibility====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,704: Line 1,893:  
! purpose
 
! purpose
 
|-
 
|-
| <samp>GeodeDrops</samp><br /><samp><samp>GeodeDropsDefaultItems</samp>
+
| <samp>ModData</samp>
| ''(Optional)'' The items that can be dropped when breaking open this item as a [[Minerals#Geodes|geode]]. Specifying either or both fields automatically enables geode behavior for this item.
+
| ''(Optional)'' The mod data values to set when the tool is created, accessible in C# code via the <samp>tool.modData</samp> dictionary. For example:
 
+
<syntaxhighlight lang="js">
You can specify one or both fields:
+
"ModData": {
<ul>
+
    "PowerLevel": 9000
<li><samp>GeodeDrops</samp> can be set to the specific items to drop. Default none. This consists of a list of models with these fields:
+
}
 +
</syntaxhighlight>
 +
|-
 +
| <samp>SetProperties</samp>
 +
| ''(Optional)'' Set the value of arbitrary properties on the tool class. For example, this would disable the tool animation and require no stamina:
 +
<syntaxhighlight lang="js">
 +
"SetProperties": {
 +
    "InstantUse": true,
 +
    "IsEfficient": true
 +
}
 +
</syntaxhighlight>
 +
|}
 +
 
 +
===Custom wild trees===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
====Data format====
 +
You can now create/edit [[Trees|wild trees]] by editing the <samp>Data/WildTrees</samp> asset.
 +
 
 +
This consists of a string → model lookup, where...
 +
* The asset key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the tree type. The vanilla tree IDs are <samp>1</samp> (oak), <samp>2</samp> (maple), <samp>3</samp> (pine), <samp>6</samp> (palm), <samp>7</samp> (mushroom), and <samp>8</samp> (mahogany).
 +
* The asset value is a model with thee fields listed below.
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
 +
| <samp>Textures</samp>
 +
| The texture to use as the tree's spritesheet in-game. If multiple textures are listed, the first matching one is used.
 +
 +
This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| ''common fields''
+
! field
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by geode drops.
+
! effect
 
  −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>Chance</samp>
+
| <samp>Texture</samp>
| ''(Optional)'' The probability that the item will be dropped if the other fields match, as a decimal value between 0 (never) and 1 (always). Default 1.
+
| The asset name for the tree's spritesheet.
 
|-
 
|-
| <samp>SetFlagOnPickup</samp>
+
| <samp>Season</samp>
| ''(Optional)'' The mail flag to set for the current player when this drop is picked up.
+
| ''(Optional)'' If set, the specific season when this texture should apply. For more complex conditions, see <samp>Condition</samp>.
 
|-
 
|-
| <samp>Precedence</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' The order in which this entry should be checked, where lower values are checked first. This can be a negative value. Geode drops with the same precedence are checked in the order listed. Default 0.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this texture should be applied for a tree. Defaults to always enabled.
   −
For consistency, vanilla drops mostly use these values:
+
This is checked when the tree is created, a new day starts, or its texture is reloaded by a mod. More frequent conditions (like time of day) won't work as expected unless a mod manually triggers a tree update.
* <samp>-1000</samp>: special overrides like the [[Golden Helmet]];
+
|}
* <samp>0</samp>: normal items.
  −
|}</li>
  −
<li><samp>GeodeDropsDefaultItems</samp> chooses a predefined list of possible geode drops like [[clay]], [[coal]], [[Copper Ore|copper]], [[Iridium Ore|iridium]], etc. Default false.</li>
  −
</ul>
  −
 
  −
If both fields are specified, each geode will choose between them with an equal 50% chance. If <samp>GeodeDrops</samp> is specified but no entries match, the geode will use the <samp>GeodeDropsDefaultItems</samp> regardless of whether it's true.
   
|-
 
|-
| <samp>ArtifactSpotChances</samp>
+
| <samp>SeedItemId</samp>
| ''(Optional)'' If this is an artifact (i.e. the <samp>Type</samp> field is <samp>Arch</samp>), the chance that it can be found by digging [[Artifact Spot|artifact spots]] in each location.
+
| ''(Optional)'' The [[#Custom items|qualified item ID]] for the seed item. If omitted, the tree can't be planted and <samp>SeedOnShakeChance</samp> will be ignored.
 
  −
This consists of a string → model lookup, where:
  −
* the key is the internal location name;
  −
* the value is the probability the item will spawn if checked, as a decimal value between 0 (never) and 1 (always).
  −
|}
  −
 
  −
====Appearance====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>SeedPlantable</samp>
! purpose
+
| ''(Optional)'' Whether the seed can be planted by the player. If this is false, it can only be spawned automatically via map properties. Default true.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>GrowthChance</samp>
| The asset name for the texture containing the item's sprite. Defaults to <samp>Maps/springobjects</samp>.
+
| ''(Optional)'' The probability each day that the tree will grow to the next stage without [[Tree Fertilizer|tree fertilizer]], as a value from 0 (will never grow) to 1 (will grow every day). Defaults to 0.2 (20% chance).
 
|-
 
|-
| <samp>SpriteIndex</samp>
+
| <samp>FertilizedGrowthChance</samp>
| The sprite's index within the <samp>Texture</samp>, where 0 is the top-left sprite.
+
| ''(Optional)'' Equivalent to <samp>GrowthChance</samp>, but with [[Tree Fertilizer|tree fertilizer]]. Defaults to 1 (100% chance).
|}
  −
 
  −
===Custom pants===
  −
You can now create/edit [[Tailoring#Pants|pants]] by editing the new <samp>Data/Pants</samp> asset, which replaces <samp>Data/clothingInformation</samp>. This 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.
  −
 
  −
====Basic pants data====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>SeedSpreadChance</samp>
! purpose
+
| ''(Optional)'' The probability each day that the tree will plant a seed on a nearby tile, as a value from 0 (never) to 1 (always). This only applied in locations where trees plant seeds (e.g. farms in vanilla). Default 0.15 (15% chance).
 
|-
 
|-
| <samp>Name</samp>
+
| <samp>SeedOnShakeChance</samp>
| ''(Optional)'' The internal name for the item. Default <samp>Pants</samp>.
+
| ''(Optional)'' The probability each day that the tree will produce a seed that will drop when the tree is shaken, as a value from 0 (never) to 1 (always). Default 0.05 (5% chance).
 
|-
 
|-
| <samp>DisplayName</samp><br /><samp>Description</samp>
+
| <samp>SeedOnChopChance</samp>
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the item's in-game display name and description. Defaults to the generic pants text (''Pants'' and ''A wearable pair of pants'').
+
| ''(Optional)'' The probability that a seed will drop when the player chops down the tree, as a value from 0 (never) to 1 (always). Default 0.75 (75% chance).
 
|-
 
|-
| <samp>Price</samp>
+
| <samp>DropWoodOnChop</samp>
| ''(Optional)'' The default price when the item is sold to the player in a shop. Default 50.
+
| ''(Optional)'' Whether to drop [[wood]] when the player chops down the tree. Default true.
|}
  −
 
  −
====Appearance====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>DropHardwoodOnLumberChop</samp>
! purpose
+
| ''(Optional)'' Whether to drop [[hardwood]] when the player chops down the tree, if they have the [[Skills#Foraging|Lumberjack profession]]. Default true.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>IsLeafy</samp>
| The asset name for the texture containing the pants' sprite. Defaults to <samp>Characters/Farmer/pants</samp>.
+
| ''(Optional)'' Whether shaking or chopping the tree causes cosmetic leaves to drop from tree and produces a leaf rustle sound. When a leaf drops, the game will use one of the four leaf sprites in the tree's spritesheet in the slot left of the stump sprite. Default true.
 
|-
 
|-
| <samp>SpriteIndex</samp>
+
| <samp>IsLeafyInWinter</samp>
| The pants' sprite index within the <samp>Texture</samp>, where 0 is the top-left set.
+
| ''(Optional)'' Whether <samp>IsLeafy</samp> also applies in winter. Default false.
 +
|-
 +
| <samp>GrowsInWinter</samp>
 +
| ''(Optional)'' Whether the tree can grow in winter (subject to <samp>GrowthChance</samp> or <samp>FertilizedGrowthChance</samp>). Default false.
 +
|-
 +
| <samp>IsStumpDuringWinter</samp>
 +
| ''(Optional)'' Whether the tree is reduced to a stump in winter and regrows in spring, like the vanilla [[Trees#Mushroom Tree|mushroom tree]]. Default false.
 +
|-
 +
| <samp>AllowWoodpeckers</samp>
 +
| ''(Optional)'' Whether woodpeckers can spawn on the tree. Default true.
 
|-
 
|-
| <samp>DefaultColor</samp>
+
| <samp>UseAlternateSpriteWhenNotShaken</samp><br /><samp>UseAlternateSpriteWhenSeedReady</samp>
| ''(Optional)'' The dye color to apply to the sprite when the player hasn't [[dyeing|dyed]] it yet, if any. See [[#Color fields|color format]]. Default <samp>255 235 203</samp> (which matches the color of the cloth item).
+
| ''(Optional)'' Whether to render a different tree sprite when the player hasn't shaken it on that day (<samp>UseAlternateSpriteWhenNotShaken</samp>) or it has a seed ready (<samp>UseAlternateSpriteWhenSeedReady</samp>). If either field is true, the tree spritesheet must be double-width with the alternate textures on the right. If both are true, the same alternate sprites are used for both. Default false.
 
|-
 
|-
| <samp>CanBeDyed</samp>
+
| <samp>DebrisColor</samp>
| ''(Optional)'' Whether the player can [[dyeing|dye]] these pants. Default false.
+
| ''(Optional)'' The color of the cosmetic wood chips when chopping the tree. This can be...
 +
* a [[#Color fields|standard color format]];
 +
* or one of <samp>12</samp> (brown/woody), <samp>100001</samp> (white), <samp>100001</samp> (light green),  <samp>100002</samp> (light blue), <samp>100003</samp> (red), <samp>100004</samp> (yellow), <samp>100005</samp> (black), <samp>100006</samp> (gray), or <samp>100007</samp> (charcoal / dim gray).
 +
 
 +
Defaults to <samp>12</samp> (brown/woody).
 
|-
 
|-
| <samp>IsPrismatic</samp>
+
| <samp>SeedDropItems</samp>
| ''(Optional)'' Whether the pants continuously shift colors. This overrides <samp>DefaultColor</samp> and <samp>CanBeDyed</samp> if set. Default false.
+
| ''(Optional)'' When a seed is dropped subject to <samp>SeedOnShakeChance</samp>, the item to drop instead of the item specified by <samp>SeedItemId</samp>. If this is empty or none match, the <samp>SeedItemId</samp> will be dropped instead.
|}
     −
====Other====
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 +
|-
 +
| ''common fields''
 +
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 +
|-
 +
| <samp>Season</samp>
 +
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
 
|-
 
|-
| <samp>CanChooseDuringCharacterCustomization</samp>
+
| <samp>Chance</samp>
| ''(Optional)'' Whether these pants can be selected on the character customization screen (e.g. when creating a character). Default false.
+
| ''(Optional)'' The probability that the item will drop, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>ContinueOnDrop</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' If this item is dropped, whether to continue as if it hadn't been dropped for the remaining drop candidates. Default false.
 
|}
 
|}
 +
|-
 +
| <samp>ChopItems</samp>
 +
| ''(Optional)'' The additional items to drop when the tree is chopped down. All matching items are dropped.
   −
===Custom shirts===
+
This consists of a list of models with these fields:
You can now create/edit [[Tailoring#Shirts|shirts]] by editing the new <samp>Data/Shirts</samp> asset, which replaces <samp>Data/clothingInformation</samp>. This 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.
  −
 
  −
====Basic shirt data====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>Name</samp>
+
| ''common fields''
| ''(Optional)'' The internal name for the item. Default <samp>Shirt</samp>.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 +
|-
 +
| <samp>Season</samp>
 +
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
 +
|-
 +
| <samp>Chance</samp>
 +
| ''(Optional)'' The probability that the item will drop, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 
|-
 
|-
| <samp>DisplayName</samp><br /><samp>Description</samp>
+
| <samp>MinSize</samp><br /><samp>MaxSize</samp>
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the item's in-game display name and description. Defaults to the generic shirt text (''Shirt'' and ''A wearable shirt'').
+
| ''(Optional)'' The minimum and/or maximum growth stage for the tree at which this item is produced. The possible values are <samp>Seed</samp>, <samp>Sprout</samp>, <samp>Sapling</samp>, <samp>Bush</samp>, and <samp>Tree</samp>. Both default to no limit.
 
|-
 
|-
| <samp>Price</samp>
+
| <samp>ForStump</samp>
| ''(Optional)'' The default price when the item is sold to the player in a shop. Default 50.
+
| ''(Optional)'' Whether the item is only produced if the tree is a stump (<samp>true</samp>), not a stump (<samp>false</samp>), or both (<samp>null</samp>). Defaults to <samp>false</samp> (non-stumps only).
 
|}
 
|}
 +
|-
 +
| <samp>ShakeItems</samp>
 +
| The items produced by shaking the tree when it's fully grown. This only applies the first time the tree is shaken each day. All matching items are dropped.
   −
====Appearance====
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>Texture</samp>
+
| ''common fields''
| The asset name for the texture containing the shirt's sprite. Defaults to <samp>Characters/Farmer/shirts</samp>.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for shake items.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
| <samp>SpriteIndex</samp>
+
| <samp>Season</samp>
| The shirt's sprite index within the <samp>Texture</samp>, where 0 is the top-left set.
+
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
 
|-
 
|-
| <samp>DefaultColor</samp>
+
| <samp>Chance</samp>
| ''(Optional)'' The dye color to apply to the sprite when the player hasn't [[dyeing|dyed]] it yet, if any. See [[#Color fields|color format]]. Default none.
+
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 +
|}
 
|-
 
|-
| <samp>CanBeDyed</samp>
+
| <samp>TapItems</samp>
| ''(Optional)'' Whether the player can [[dyeing|dye]] this shirt. Default false.
+
| The items produced by [[Tapper|tapping]] the tree. If multiple items can be produced, the first available one is selected.
|-
  −
| <samp>IsPrismatic</samp>
  −
| ''(Optional)'' Whether the shirt continuously shifts colors. This overrides <samp>DefaultColor</samp> and <samp>CanBeDyed</samp> if set. Default false.
  −
|-
  −
| <samp>HasSleeves</samp>
  −
| ''(Optional)'' Whether to draw shirt sleeves. Default true.
  −
|}
     −
====Other====
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>CanChooseDuringCharacterCustomization</samp>
+
| ''common fields''
| ''(Optional)'' Whether this shirt can be selected on the character customization screen (e.g. when creating a character). Default false.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for tapper items.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>Season</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
|}
+
|-
 
+
| <samp>Chance</samp>
===Custom tools===
+
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
You can now create/edit [[tools]] by editing the new <samp>Data/Tools</samp> asset. This 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.
  −
 
  −
====Basic tool data====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>DaysUntilReady</samp>
! purpose
+
| The number of days before the tapper is ready to empty.
 
|-
 
|-
| <samp>ClassName</samp>
+
| <samp>PreviousItemId</samp>
| The name of the C# class to construct within the <code>StardewValley.Tools</code> namespace. The class must be a subclass of <samp>StardewValley.Tool</samp>, and have a constructor with no arguments. For example, given a value of <samp>Axe</samp>, the game will create <code>StardewValley.Tools.Axe</code> instances.
+
| ''(Optional)'' If set, the item only applies if the previous item produced by the tapper matches one of the given [[#Custom items|qualified item IDs]]. If an entry is null or an empty string, it matches when there's no previous item.
   −
The main values are:
+
For example: <code>"PreviousItemId": [ null ]</code> only applies when a tapper is first added to the tree, and <code>"PreviousItemsId": [ "(O)420" ]</code> applies if the player just collected a [[Red Mushroom|red mushroom]] (object #420) from it.
* main tools (<samp>Axe</samp>, <samp>FishingRod</samp>, <samp>Hoe</samp>, <samp>MeleeWeapon</samp>, <samp>MilkPail</samp>, <samp>Pan</samp>, <samp>Pickaxe</samp>, <samp>Shears</samp>, <samp>Wand</samp>, and <samp>WateringCan</samp>);
  −
* a special <samp>GenericTool</samp> type which applies the <samp>Data/Tools</samp> data and only has generic logic, so C# mods can patch in their own logic;
  −
* and two tools cut from the game which may not work correctly (<samp>Lantern</samp> and <samp>Raft</samp>).
   
|-
 
|-
| <samp>Name</samp>
+
| <samp>DaysUntilReadyModifiers</samp>
| The internal name to set for the tool item.
+
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the <samp>DaysUntilReady</samp> value. Default none.
 
|-
 
|-
| <samp>DisplayName</samp><br /><samp>Description</samp>
+
| <samp>DaysUntilReadyModifiersMode</samp>
| A [[#Tokenizable string format|tokenizable string]] for the tool's in-game display name and description.
+
| ''(Optional)'' [[#Quantity modifiers|Quantity modifier modes]] which indicate what to do if multiple modifiers in the <samp>DaysUntilReadyModifiersMode</samp> field apply at the same time. Default <samp>Stack</samp>.
 +
|}
 
|-
 
|-
| <samp>AttachmentSlots</samp>
+
| <samp>PlantableLocationRules</samp>
| ''(Optional)'' The number of attachment slots to enable on the tool. Note that only <samp>FishingRod</samp> tools have the code to render and use attachment slots. Default <samp>-1</samp>, which keeps the default value set by the tool class.
+
| ''(Optional)'' The rules to decide which locations you can plant the seed in, if applicable. The first matching rule is used. This can override location checks (e.g. crops being limited to the farm), but not built-in requirements like crops needing dirt.
|-
  −
| <samp>SalePrice</samp>
  −
| ''(Optional)'' The default price when the item is sold to the player in a shop. Defaults to <samp>-1</samp>, in which case you should set the price manually in shops.
  −
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
  −
|}
     −
====Appearance====
+
This consists of a list of models with these fields:
Note that drawing the tool correctly in the world (ie, while the player is trying to use it) probably still needs custom code.
      
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>Id</samp>
| The asset name for the texture containing the tool's sprite.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 
|-
 
|-
| <samp>SpriteIndex</samp>
+
| <samp>Result</samp>
| The tool's sprite index within the <samp>Texture</samp>, where 0 is the top row.
+
| Indicates whether the seed can be planted in a location if this entry is selected. The possible values are:
 +
* <samp>Default</samp>: the seed can be planted if the location normally allows it. This can be used to stop processing further rules, and/or set a custom <samp>DeniedMessage</samp>.
 +
* <samp>Allow</samp>: the seed can be planted here, regardless of whether the location normally allows it.
 +
* <samp>Deny</samp>: the seed can't be planted here, regardless of whether the location normally allows it.
 +
|-
 +
| <samp>Condition</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
 +
|-
 +
| <samp>PlantedIn</samp>
 +
| ''(Optional)'' The planting context to apply this rule for. The possible values are <samp>Ground</samp> (planted directly in the ground), <samp>GardenPot</samp> (planted in a [[Garden Pot|garden pot]]), or <samp>Any</samp>. Default <samp>Any</samp>.
 +
 
 +
Note that trees can't be planted in garden pots.
 +
|-
 +
| <samp>DeniedMessage</samp>
 +
| ''(Optional)'' If this rule prevents planting the seed, the tokenizable string to show to the player (or <samp>null</samp> to default to the normal behavior for the context). This also applies when the <samp>Result</samp> is <samp>Default</samp>, if that causes the planting to be denied.
 +
|}
 
|-
 
|-
| <samp>MenuSpriteIndex</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' The sprite index within the <samp>Texture</samp> for the item icon. Defaults to <samp>SpriteIndex</samp>.
+
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
   −
====Upgrades====
+
====Spawning wild trees====
 +
Custom trees can be added to the game in two ways:
 +
* Spawn them on [[Modding:Maps|map tiles]] when the location is created, using the new <samp>SpawnTree: wild {{t|tree ID}} {{o|growth stage on location created}} {{o|growth stage on day-update regrowth}}</samp> tile property. This must be added on the <samp>Paths</samp> layer, which must also have tile index 34 from the <samp>paths</samp> tilesheet.
 +
* Or give the player a seed item in the usual ways (e.g. from [[#Custom shops|a shop]], [[Modding:Mail data|mail letter]], etc).
 +
 
 +
===Default recipes===
 +
{{/doc status|[[Modding:Recipe data]]|done=false}}
 +
 
 +
You can now have [[Modding:Recipe data|crafting and cooking recipes]] that are learned automatically by setting the condition field to <samp>default</samp>. Any missing default recipes will be learned on day start.
 +
 
 +
For example, here's the chest entry from <samp>Data/CraftingRecipes</samp>:
 +
<syntaxhighlight lang="js">
 +
"Chest": "388 50/Home/130/true/default/"
 +
</syntaxhighlight>
 +
 
 +
===Global inventories===
 +
C# mods can now set a <samp>chest.GlobalInventoryId</samp> field to make it share a global inventory with every other chest having the same ID. This replaces the equivalent hardcoded logic for [[Junimo Chest|Junimo chests]], which now just default to a <samp>"JunimoChests"</samp> global inventory ID. For example, this can be used to have multiple Junimo chest networks or make other containers share inventory.
 +
 
 +
C# mods can also use this to store items for other mod purposes, by using <samp>Game1.player.team.globalInventories</samp> or <samp>Game1.player.team.GetOrCreateGlobalInventory(id)</samp> directly.
 +
 
 +
===Hats on aquarium fish===
 +
{{/doc status|[[Modding:Fish data]]|done=false}}
 +
 
 +
Custom [[Modding:Fish data|fish in aquariums]] can now wear [[hats]], just like vanilla [[Sea Urchin|sea urchins]]. This can be enabled by specifying a new field in <samp>Data/AquariumFish</samp>:
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 +
! index
 
! field
 
! field
 
! purpose
 
! purpose
 
|-
 
|-
| <samp>UpgradeLevel</samp>
+
| 7
| ''(Optional)'' The tool upgrade level. Default <samp>-1</samp>, which keeps the default value set by the tool class.
+
| hat position
|-
+
| The pixel position of the hat on the sprite, specified as an object with <samp>X</samp> and <samp>Y</samp> values.
| <samp>ApplyUpgradeLevelToDisplayName</samp>
+
|}
| ''(Optional)'' Whether to adjust the <samp>DisplayName</samp> for the usual upgrade levels. For example, the display name for a level one Axe changes to 'Copper Axe'. Default false.
+
 
 +
===Context tag changes===
 +
{{/doc status|[[Modding:Items#Context tags]]|done=false}}
 +
 
 +
====New context tags====
 +
1.6 adds several new [[Modding:Items#Context tags|item context tags]]:
   −
The display name format in English is:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! upgrade level
+
! context tag
! display name format
+
! effect
 +
|-
 +
| <samp>campfire_item</samp>
 +
| Marks the item as a [[campfire]]. If the item also has the <samp>torch_item</samp> context tag, when it's placed in the world and turned on...
 +
* campfire flames are drawn over it;
 +
* if the item is [[Modding:Items#Big craftables|big craftable]], light is emitted from its center instead of the top.
 
|-
 
|-
| 1
+
| <samp>fish_pond_ignore</samp>
| Copper {{t|display name}}
+
| Prevents players from adding this fish to [[Fish Pond|fish ponds]], even if it would otherwise match an entry in <samp>Data/FishPondData</samp>.
 
|-
 
|-
| 2
+
| <samp>geode_crusher_ignored</samp>
| Steel {{t|display name}}
+
| Prevents breaking this item open in a [[Geode Crusher|geode crusher]], even if the item has geode fields in [[#Custom objects|<samp>Data/Objects</samp>]].
 
|-
 
|-
| 3
+
| <samp>item_type_{{t|type}}</samp>
| Gold {{t|display name}}
+
| For an [[Modding:Items#Objects|object-type item]], the type value from the 'type and category' field. (Non-object items always have the exact tag <samp>item_type_</samp> with nothing after the last underscore.) This is automatic and shouldn't be set manually. The tag is checked in a few places (''e.g.'' the [[museum]] to check if an item is an artifact or mineral), but most of the game won't be affected.
 
|-
 
|-
| 4
+
| <samp>museum_donatable</samp><br /><samp>not_museum_donatable</samp>
| Iridium {{t|display name}}
+
| Set whether the item can be donated to the [[museum]], overriding the vanilla logic.
|}
   
|-
 
|-
| <samp>ConventionalUpgradeFrom</samp>
+
| <samp>not_giftable</samp>
| ''(Optional)'' If set, prepends an upgrade for the given tool ID to the <samp>UpgradeFrom</samp> field. This applies these rules (based on the <samp>UpgradeLevel</samp> field, not the upgrade level of the specified tool ID):
+
| Prevents players from gifting this item to NPCs, who'll ignore the item entirely (e.g. as if you were holding a tool).
   −
{| class="wikitable"
+
This only affects gift-giving, it doesn't affect non-gift logic like quest goals or special order objectives. If the NPC also has a <samp>reject_*</samp> dialogue for the item, the dialogue takes priority.
 
|-
 
|-
! upgrade level
+
| <samp>not_placeable</samp><br /><samp>placeable</samp>
! price
+
| Sets whether the item can be placed on the ground.
! items needed
   
|-
 
|-
| 1
+
| <samp>prevent_loss_on_death</samp>
| {{price|2000}}
+
| Indicates the item can't be [[Adventurer's Guild#Item Recovery Service|lost when the player dies]].
| {{name|Copper Bar|5}}
   
|-
 
|-
| 2
+
| <samp>sign_item</samp>
| {{price|5000}}
+
| Marks the item as a [[Crafting#Signs|sign]], which lets player display items on it or place it on a [[Fish Pond|fish pond]] to show the fish count.
| {{name|Iron Bar|5}}
   
|-
 
|-
| 3
+
| <samp>torch_item</samp>
| {{price|10000}}
+
| Marks the item as a [[torch]], which lets the player turn it on/off to emit light.
| {{name|Gold Bar|5}}
  −
|-
  −
| 4
  −
| {{price|25000}}
  −
| {{name|Iridium Bar|5}}
  −
|}
     −
For example, Iridium Axe specifies this value:
+
See also <samp>campfire_item</samp>.
<syntaxhighlight lang="js">
+
|}
"ConventionalUpgradeFrom": "(T)GoldAxe"
  −
</syntaxhighlight>
  −
|-
  −
| <samp>UpgradeFrom</samp>
  −
| ''(Optional)'' The requirements to buy this tool from Clint's [[Blacksmith#Upgrade Tools|blacksmith tool upgrade shop]]. If you specify multiple entries, the first one which matches will be applied.
     −
This consists of a list of models with these fields:
+
Context tags which affect [[#Custom machines|machine processing]]:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! context tag
! purpose
+
! effect
 +
|-
 +
| <samp>crystalarium_banned</samp>
 +
| When applied to a gem or mineral item, prevents players from placing it in a [[crystalarium]].
 
|-
 
|-
| <samp>Price</samp>
+
| <samp>keg_juice</samp><br /><samp>keg_wine</samp>
| ''(Optional)'' The gold price to buy the upgrade. Defaults to 0.
+
| Allows processing the item in a [[keg]] to produce a juice or wine variant.
 
|-
 
|-
| <samp>RequireToolId</samp>
+
| <samp>preserves_jelly</samp><br /><samp>preserves_pickle</samp>
| ''(Optional)'' If set, the [[#Custom items|qualified or unqualified item ID]] for the tool that must be in the player's inventory for the upgrade to appear. The tool will be destroyed when the upgrade is purchased.
+
| Allows processing the item in a [[Preserves Jar|preserves jar]] to produce a jelly or pickled variant.
 
|-
 
|-
| <samp>TradeItemId</samp>
+
| <samp>seedmaker_banned</samp>
| ''(Optional)'' If set, the [[#Custom items|qualified or unqualified item ID]] for an extra item that must be traded to upgrade the tool. (For example, many vanilla tools need metal bars.)
+
| When applied to a seed item, prevents players from placing it in a [[Seed Maker|seed maker]].
 
|-
 
|-
| <samp>TradeItemAmount</samp>
+
| <samp>tapper_item</samp>
| ''(Optional)'' The number of <samp>TradeItemId</samp> required. Defaults to 1.
+
| Marks the item as a [[tapper]] or [[Heavy Tapper|heavy tapper]].
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>tapper_multiplier_{{t|multiplier}}</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this upgrade is available. Defaults to always true.
+
| The multiplier applied to the tapper production speed. For example, <samp>2</samp> will make items take half their base time (''i.e.'' each item will finish in <sup>base time</sup>/<sub>speed multiplier</sub>). Defaults to 1 if omitted.
 
|}
 
|}
   −
For example, these are equivalent to the Steel Axe's upgrade settings:
+
And informational tags which have no effect on the game logic:
<syntaxhighlight lang="js">
+
{| class="wikitable"
"UpgradeFrom": [
+
|-
    {
+
! context tag
        "RequireToolId": "(T)CopperAxe",
+
! effect
        "Price": 5000,
+
|-
        "TradeItemId": "(O)335", // Iron Bar
+
| <samp>fish_legendary</samp><br /><samp>fish_legendary_family</samp>
        "TradeItemAmount": 5
+
| Marks the fish as a [[Fish#Legendary Fish|legendary fish]] or [[Quests#Extended Family|legendary fish family]]. These are purely informational; the legendary fish behavior is determined by data fields like <samp>CatchLimit</samp> or <samp>IsBossFish</samp> in [[#Custom locations|<samp>Data/Locations</samp>]].
    }
+
|-
]
+
| <samp>geode</samp>
</syntaxhighlight>
+
| ''(Added automatically)'' Marks the item as a [[Minerals#Geodes|geode]] item, which can be broken open at [[Blacksmith|Clint's blacksmith shop]] or using a [[Geode Crusher|geode crusher]]. This is added automatically if the geode fields are present in [[#Custom objects|<samp>Data/Objects</samp>]].
 
+
|-
If you want the tool to always be available, you can just omit the conditions. For example:
+
| <samp>id_{{t|item id}}</samp>
<syntaxhighlight lang="js">
+
| ''(Added automatically)'' The [[#Custom items|qualified item ID]], like <samp>id_(o)128</samp>. This can be used to match or exclude an item by ID using context tags. Any spaces in the ID are replaced with underscores, and single quotes are removed.
"UpgradeFrom": [
+
|-
    {
+
| <samp>is_machine</samp>
        "Price": 5000
+
| ''(Added automatically)'' Indicates the item has [[#Custom machines|machine logic]]. This is added automatically based on <samp>Data/Machines</samp>.
    }
  −
]
  −
</syntaxhighlight>
  −
 
  −
Note that Clint needs a few days to smith the new tool. If you want to sell the tool directly, [[#Custom shops|add it to a regular shop]] instead.
  −
|}
  −
 
  −
====Game logic====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>machine_input</samp>
! purpose
+
| ''(Added automatically)'' Whether the item is a machine which accepts items from the player. This is added automatically based on the machine's fields in <samp>Data/Machines</samp>:
 +
* if <samp>HasInput</samp> is true;
 +
* ''or'' if any output rules have an <samp>ItemPlacedInMachine</samp> trigger.
 
|-
 
|-
| <samp>CanBeLostOnDeath</samp>
+
| <samp>machine_output</samp>
| Whether the player can [[Adventurer's Guild#Item Recovery Service|lose this tool when they die]]. Default false.
+
| ''(Added automatically)'' Whether the item is a machine which produces items for the player to collect. This is added automatically based on the machine's fields in <samp>Data/Machines</samp>:
 +
* if <samp>HasOutput</samp> is true;
 +
* ''or'' if it has any output rules.
 
|}
 
|}
   −
====Extensibility====
+
====ItemContextTagManager class====
 +
For C# mods, 1.6 adds a new <samp>ItemContextTagManager</samp> class which simplifies working with [[Modding:Items#Context tags|item context tags]] and reduces repeated code.
 +
 
 +
This provides a few utility methods:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! method
! purpose
+
! effect
 +
|-
 +
| <code>GetBaseContextTags(id)</code>
 +
| Get the base context tags for an item based on its raw data in <samp>Data/Objects</samp> or <samp>Data/BigCraftables</samp>. This doesn't include dynamic tags added that are based on instance info (like quality), which you can get using <code>item.GetContextTags()</code>.
 
|-
 
|-
| <samp>ModData</samp>
+
| <code>DoesTagQueryMatch(query, tags)</code>
| ''(Optional)'' The mod data values to set when the tool is created, accessible in C# code via the <samp>tool.modData</samp> dictionary. For example:
+
| Get whether a context tag query matches the given tags. For example, <code>ItemContextTagManager.DoesTagQueryMatch("bone_item, !fossil_item", item.GetContextTags())</code> returns true if the item is a bone item but not a fossil (like the [[Bone Flute]]).
<syntaxhighlight lang="js">
  −
"ModData": {
  −
    "PowerLevel": 9000
  −
}
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>SetProperties</samp>
+
| <code>DoAllTagsMatch(requiredTags, actualTags)</code><br /><code>DoAnyTagsMatch(requiredTags, actualTags)</code>
| ''(Optional)'' Set the value of arbitrary properties on the tool class. For example, this would disable the tool animation and require no stamina:
+
| Get whether every (<samp>DoAllTagsMatch</samp>) or at least one (<samp>DoAnyTagsMatch</samp) required tag matches the actual item tags. This supports negated required tags like <samp>"!fossil_item"</samp> too.
<syntaxhighlight lang="js">
+
|-
"SetProperties": {
+
| <code>DoesTagMatch(requiredTag, actualTags)</code>
    "InstantUse": true,
+
| Get whether a single tag matches the actual item tags. This supports negated required tags like <samp>"!fossil_item"</samp> too.
    "IsEfficient": true
+
|-
}
+
| <code>SanitizeContextTag(tag)</code>
</syntaxhighlight>
+
| ''(Specialized)'' Replace characters that may appear in item names so they're valid in context tags. For example, <code>SanitizeContextTag("Sam's Boombox")</code> returns <samp>sams_boombox</samp>.
 
|}
 
|}
   −
===Custom wild trees===
+
====Other context tag changes====
====Data format====
+
* Context tags are now case-insensitive.
You can now create/edit [[Trees|wild trees]] by editing the <samp>Data/WildTrees</samp> asset.
     −
This consists of a string → model lookup, where...
+
===Inventory class===
* The asset key is the unique tree type identifier. The vanilla tree IDs are <samp>1</samp> (oak), <samp>2</samp> (maple), <samp>3</samp> (pine), <samp>6</samp> (palm), <samp>7</samp> (mushroom), and <samp>8</samp> (mahogany). For custom trees, this should be prefixed with your mod ID like <samp>Example.ModId_TreeType</samp>. This should only contain alphanumeric/underscore/dot characters.
+
For C# mods, 1.6 adds a new <samp>Inventory</samp> class to manage a list of items. This is used for the <samp>Farmer.items</samp> and <samp>Chest.items</samp> fields. It implements <samp>IList&lt;Item&gt;</samp>, so most existing code should still work fine.
* The asset value is a model with thee fields listed below.
      +
This has three main benefits:
 +
<ul>
 +
<li>It has methods to simplify many common operations. For example:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>Textures</samp>
+
| <code>HasAny()</code>
| The texture to use as the tree's spritesheet in-game. If multiple textures are listed, the first matching one is used.
+
| Get whether the inventory contains any items (ignoring empty slots).
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <code>CountItemStacks()</code>
! effect
+
| Get the number of item stacks in the inventory (ignoring empty slots).
 
|-
 
|-
| <samp>Texture</samp>
+
| <code>ContainsId(id)</code>
| The asset name for the tree's spritesheet.
+
| Get whether the inventory contains any item with the given qualified or unqualified item ID.
 
|-
 
|-
| <samp>Season</samp>
+
| <code>ContainsId(id, minCount)</code>
| ''(Optional)'' If set, the specific season when this texture should apply. For more complex conditions, see <samp>Condition</samp>.
+
| Get whether the inventory contains items with the given qualified or unqualified item ID, and their combined stack size is at least <samp>minCount</samp>.
 
|-
 
|-
| <samp>Condition</samp>
+
| <code>CountId(id)</code>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this texture should be applied for a tree. Defaults to always enabled.
+
| Get the combined stack size of all items with the given qualified or unqualified item ID.
 
  −
This is checked when the tree is created, a new day starts, or its texture is reloaded by a mod. More frequent conditions (like time of day) won't work as expected unless a mod manually triggers a tree update.
  −
|}
   
|-
 
|-
| <samp>SeedItemId</samp>
+
| <code>GetById(id)</code>
| ''(Optional)'' The [[#Custom items|qualified item ID]] for the seed item. If omitted, the tree can't be planted and <samp>SeedChance</samp> will be ignored.
+
| Get a list of items in the inventory with the given qualified or unqualified item ID.
 
|-
 
|-
| <samp>SeedPlantable</samp>
+
| <code>ReduceId(id, count)</code>
| ''(Optional)'' Whether the seed can be planted by the player. If this is false, it can only be spawned automatically via map properties. Default true.
+
| Remove the given number of items matching the given qualified or unqualified item ID. This reduces the stack size for matching items until a total of <samp>count</samp> have been removed, and clears any slots which reach a stack size of zero.
 +
|}</li>
 +
<li>Many common operations have been unified, so previously player-only methods can now be used with chests too.</li>
 +
<li>It has an internal index by item ID, so operations like <code>items.ContainsId("(O)128")</code> are much more efficient since they no longer iterate the list.</li>
 +
</ul>
 +
 
 +
This replaces some previous methods:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>GrowthChance</samp>
+
! game class
| ''(Optional)'' The probability each day that the tree will grow to the next stage without [[Tree Fertilizer|tree fertilizer]], as a value from 0 (will never grow) to 1 (will grow every day). Defaults to 0.2 (20% chance).
+
! old code
 +
! migration
 
|-
 
|-
| <samp>FertilizedGrowthChance</samp>
+
|rowspan="6"| <samp>Farmer</samp>
| ''(Optional)'' Equivalent to <samp>GrowthChance</samp>, but with [[Tree Fertilizer|tree fertilizer]]. Defaults to 1 (100% chance).
+
| <code>getItemCount(id)</code><br /><code>GetTallyOfObject(id)</code><br /><code>GetTallyOfObject(id, isBigCraftable)</code><br /><code>hasItemInInventory(id, count)</code><br /><code>hasItemInList(list, id, count)</code>
 +
| &#32;
 +
* To check an item ID, use <code>items.CountId(id)</code> or <code>Items.ContainsId(id, count)</code>.
 +
* To check Golden Walnuts or Qi Gems, use the <samp>Game1.netWorldState.Value.GoldenWalnuts</samp> and <samp>Farmer.QiGems</samp> fields.
 +
* To check category matches or <samp>-777</samp> (seasonal wild seeds), the <samp>getItemCount</samp> and <samp>getItemCountInList</samp> still exist.
 
|-
 
|-
| <samp>SeedChance</samp>
+
| <code>hasItemInInventoryNamed(name)</code><br /><code>hasItemWithNameThatContains(name)</code>
| ''(Optional)'' The probability each day that the tree will produce a seed that will drop when the tree is shaken, as a value from 0 (never) to 1 (always). Default 0.05 (5% chance).
+
| In most cases, you should match items by ID instead (see the previous row).
 +
 
 +
If you really need to match items by name, you can replace it like this:
 +
<syntaxhighlight lang="c#">
 +
// exact name
 +
bool hasMatch = Game1.player.Items.Any(item => item?.Name == name);
 +
 
 +
// name contains
 +
bool hasMatch = Game1.player.Items.Any(item => item?.Name?.Contains(name) is true);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>SeedOnChopChance</samp>
+
| <code>areAllItemsNull()</code>
| ''(Optional)'' The probability that a seed will drop when the player chops down the tree, as a value from 0 (never) to 1 (always). Default 0.75 (75% chance).
+
| Use <code>!items.HasAny()</code>.
 
|-
 
|-
| <samp>DropWoodOnChop</samp>
+
| <code>numberOfItemsInInventory()</code>
| ''(Optional)'' Whether to drop [[wood]] when the player chops down the tree. Default true.
+
| Use <code>items.CountItemStacks()</code> to count all items, or <code>Items.Count(p => p is Object)</code> to match this method's actual behavior.
 
|-
 
|-
| <samp>DropHardwoodOnLumberChop</samp>
+
| <code>consumeObject(id, count)</code>
| ''(Optional)'' Whether to drop [[hardwood]] when the player chops down the tree, if they have the [[Skills#Foraging|Lumberjack profession]]. Default true.
+
| Use <code>items.ReduceId(id, count)</code>.
 
|-
 
|-
| <samp>IsLeafy</samp>
+
| <code>removeItemsFromInventory(id, count)</code>
| ''(Optional)'' Whether shaking or chopping the tree causes cosmetic leaves to drop from tree and produces a leaf rustle sound. When a leaf drops, the game will use one of the four leaf sprites in the tree's spritesheet in the slot left of the stump sprite. Default true.
+
| &#32;
 +
* To remove an item by ID, use <code>items.ReduceId(id, count)</code>.
 +
* To deduct Golden Walnuts or Qi Gems, change the <samp>Game1.netWorldState.Value.GoldenWalnuts</samp> and <samp>Farmer.QiGems</samp> fields.
 
|-
 
|-
| <samp>IsLeafyInWinter</samp>
+
|rowspan="2"| <samp>Object</samp>
| ''(Optional)'' Whether <samp>IsLeafy</samp> also applies in winter. Default false.
+
| <code>ConsumeInventoryItem(player, id, count)</code>
 +
| This was somewhat specialized and shouldn't be called by mod code, but the equivalent would be <code>(Object.autoLoadChest ?? player.items).ReduceId(id, count)</code>. See also notes for <samp>Farmer.removeItemsFromInventory</samp>.
 
|-
 
|-
| <samp>GrowsInWinter</samp>
+
| <code>GetTallyOfObject(player, id)</code>
| ''(Optional)'' Whether the tree can grow in winter (subject to <samp>GrowthChance</samp> or <samp>FertilizedGrowthChance</samp>). Default false.
+
| This was somewhat specialized and shouldn't be called by mod code, but the equivalent would be <code>(Object.autoLoadChest ?? player.items).CountId(id)</code>. See also notes for <samp>Farmer.getTallyOfObject</samp>.
 +
|}
 +
 
 +
It implements a new <samp>IInventory</samp> interface, which lets mods pass their own implementations to code which works on inventories.
 +
 
 +
===Furniture changes===
 +
{{/doc status|[[Modding:Items#Furniture]]|done=false}}
 +
 
 +
<ul>
 +
<li>[[Modding:Items#Furniture|<samp>Data/furniture</samp>]] no longer has language variants. Translations were moved into <samp>Strings/Furniture</samp>.</li>
 +
<li>
 +
There are a few changes in [[Modding:Items#Furniture|<samp>Data/furniture</samp>]]:
 +
<ul>
 +
<li>Field index 6 is now placement restrictions and field index 7 is now display name. The display name field is no longer omitted in English.</li>
 +
<li>Field index 7 (display name) now allows [[Modding:Tokenizable strings|tokenizable strings]].</li>
 +
<li>Added new fields:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>IsStumpDuringWinter</samp>
+
! index
| ''(Optional)'' Whether the tree is reduced to a stump in winter and regrows in spring, like the vanilla [[Trees#Mushroom Tree|mushroom tree]]. Default false.
+
! field
 +
! effect
 +
|-
 +
| 8
 +
| sprite index
 +
| The sprite index within the spritesheet texture to draw.
 
|-
 
|-
| <samp>AllowWoodpeckers</samp>
+
| 9
| ''(Optional)'' Whether woodpeckers can spawn on the tree. Default true.
+
| texture
 +
| ''(Optional)'' The asset name of the texture to draw. Defaults to <samp>TileSheets/furniture</samp>.
 
|-
 
|-
| <samp>UseAlternateSpriteWhenNotShaken</samp><br /><samp>UseAlternateSpriteWhenSeedReady</samp>
+
| 10
| ''(Optional)'' Whether to render a different tree sprite when the player hasn't shaken it on that day (<samp>UseAlternateSpriteWhenNotShaken</samp>) or it has a seed ready (<samp>UseAlternateSpriteWhenSeedReady</samp>). If either field is true, the tree spritesheet must be double-width with the alternate textures on the right. If both are true, the same alternate sprites are used for both. Default false.
+
| off limits for random sale
 +
| ''(Optional)'' Whether to prevent this furniture from appearing in randomly generated shop stocks and the furniture catalogue. Default false.
 
|-
 
|-
| <samp>DebrisColor</samp>
+
| 11
| ''(Optional)'' The color of the cosmetic wood chips when chopping the tree. This can be...
+
| context tags
* a [[#Color fields|standard color format]];
+
| ''(Optional)'' A space-delimited list of [[Modding:Items#Context tags|context tags]] which apply to this furniture. Default none.
* or one of <samp>12</samp> (brown/woody), <samp>100001</samp> (white), <samp>100001</samp> (light green),  <samp>100002</samp> (light blue), <samp>100003</samp> (red), <samp>100004</samp> (yellow), <samp>100005</samp> (black), <samp>100006</samp> (gray), or <samp>100007</samp> (charcoal / dim gray).
+
|}</li>
 +
</ul>
 +
</li>
 +
</ul>
   −
Defaults to <samp>12</samp> (brown/woody).
+
===Other item changes for C# mods===
|-
+
* Placed object changes:
| <samp>SeedDropItems</samp>
+
** Every placed object now has a <samp>Location</samp> property set to the location which contains it. This removes location parameters from many object methods.
| ''(Optional)'' When a seed is dropped subject to <samp>SeedChance</samp>, the item to drop instead of the item specified by <samp>SeedItemId</samp>. If this is empty or none match, the <samp>SeedItemId</samp> will be dropped instead.
+
** Setting an object's tile position through <samp>obj.TileLocation</samp> now recalculcates its collision box automatically. (Setting it through the <samp>tileLocation</samp> net field directly won't though.)
 +
** The <samp>obj.IsScarecrow()</samp> and <samp>GetScarecrowRadius()</samp> methods now work for non-bigcraftable objects too.
 +
* Clothing changes:
 +
** <samp>Clothes.clothesType</samp> is now an enum field.
 +
** Clothing is no longer gender-specific. This renames <samp>indexInTileSheetMale</samp> to <samp>indexInTileSheet</samp>, obsoletes <samp>indexInTileSheetFemale</samp>, and converts gender-variant clothing into regular items.
 +
** Removed unused <samp>ClothesType.ACCESSORY</samp> value.
 +
** <samp>Farmer.pants</samp> and <samp>Farmer.shirt</samp> now store the item ID instead of the sprite index.
 +
** In <samp>Data/TailoringRecipes</samp>, added a <samp>CraftingIdFeminine</samp> field which overrides <samp>CraftingId</samp> for female characters.
 +
* Crop changes:
 +
** Added <samp>Game1.cropData</samp> to read crop info without constantly reloading the <samp>Data/Crops</samp> asset.
 +
** Removed most crop fields which only mirror the data (like <samp>harvestMethod</samp> or <samp>seasonsToGrowIn</samp>). Mods can get the info through <samp>crop.GetData()</samp> instead.
 +
** Partly de-hardcoded fertilizer logic. Almost all fertilizer logic is now centralized into a new patchable set of <samp>HoeDirt</samp> methods (see list below). The only fertilizer logic that's still embedded elsewhere is the interaction errors in <samp>Utility.tryToPlaceItem</samp>.
 +
** HoeDirt.fertilizer.Value is now set to <samp>null</samp> when there is no fertilizer. Both qualified and unqualified IDs should be expected.
 +
** Removed <samp>crop.InferSeedIndex()</samp>. This was used to support old crops, which are now fixed by a save migration instead.
 +
* Tool changes:
 +
** Fixed various logic not handling custom tool upgrade levels.
 +
<ul>
 +
<li>Other item logic:<ul>
 +
<li>Simplified the constructors for many item types, particularly <samp>Object</samp>.</li>
 +
<li>[[Honey]] items now have their <samp>preserve</samp> field set to a new <samp>Honey</samp> type (instead of null).</li>
 +
<li>The <samp>Object.performObjectDropInAction</samp> method now applies the <samp>probe</samp> argument much more consistently. This only affects method calls with <samp>probe: true</samp>.</li>
 +
<li>The <samp>Item.salePrice()</samp> method now has option to get the price without [[Multiplayer#Profit margins|profit margins]].</li>
 +
<li>Added new fields & methods:
   −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! type
 +
! field/method
 
! effect
 
! effect
 
|-
 
|-
| ''common fields''
+
| <samp>Chest</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
+
| <samp>GetItemsForPlayer()</samp>
 
+
| Shortcut for <samp>chest.GetItemsForPlayer(Game1.player.UniqueMultiplayerID)</samp>.
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>Season</samp>
+
| rowspan="2"| <samp>Crop</samp>
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
+
| <samp>GetHarvestMethod()</samp>
 +
| Get the method used to harvest the crop (one of <samp>HarvestMethod.Grab</samp> or <samp>HarvestMethod.Scythe</samp>).
 
|-
 
|-
| <samp>Chance</samp>
+
| <samp>IsInSeason(location)</samp>
| ''(Optional)'' The probability that the item will drop, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
| Whether the crop can grow in the location's current season (or true if crops ignore seasons in the location, like the [[greenhouse]]).
 
|-
 
|-
| <samp>ContinueOnDrop</samp>
+
| rowspan="8"| <samp>HoeDirt</samp>
| ''(Optional)'' If this item is dropped, whether to continue as if it hadn't been dropped for the remaining drop candidates. Default false.
+
| <samp>HasFertilizer()</samp>
|}
+
| Get whether the dirt has any fertilizer applied.
 
|-
 
|-
| <samp>ChopItems</samp>
+
| <samp>CanApplyFertilizer(itemId)</samp>
| ''(Optional)'' The additional items to drop when the tree is chopped down. All matching items are dropped.
+
| Get whether a player can apply the given fertilizer to this dirt.
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>CheckApplyFertilizerRules(itemId)</samp>
! effect
+
| Get whether a player can apply the given fertilizer to this dirt, and the reason they can't if applicable.
 
|-
 
|-
| ''common fields''
+
| <samp>GetFertilizerSpeedBoost()</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
+
| Get the crop growth speed boost from fertilizers applied to this dirt.
 
  −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>Season</samp>
+
| <samp>GetFertilizerWaterRetentionChance()</samp>
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
+
| Get the water retention chance from fertilizers applied to this dirt, as a value between 0 (no change) and 1 (100% chance of staying watered).
 
|-
 
|-
| <samp>Chance</samp>
+
| <samp>GetFertilizerQualityBoostLevel()</samp>
| ''(Optional)'' The probability that the item will drop, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
| Get the quality boost level from fertilizers applied to this dirt, which influences the chance of producing a higher-quality crop.
 
|-
 
|-
| <samp>MinSize</samp><br /><samp>MaxSize</samp>
+
| <samp>GetFertilizerSourceRect()</samp>
| ''(Optional)'' The minimum and/or maximum growth stage for the tree at which this item is produced. The possible values are <samp>Seed</samp>, <samp>Sprout</samp>, <samp>Sapling</samp>, <samp>Bush</samp>, and <samp>Tree</samp>. Both default to no limit.
+
| Get the pixel area within the dirt spritesheet to draw for any fertilizer applied to this dirt.
 +
 
 +
(This method existed before, but no longer requires the fertilizer ID argument.)
 
|-
 
|-
| <samp>ForStump</samp>
+
| <samp>isWatered()</samp>
| ''(Optional)'' Whether the item is only produced if the tree is a stump (<samp>true</samp>), not a stump (<samp>false</samp>), or both (<samp>null</samp>). Defaults to <samp>false</samp> (non-stumps only).
+
| Get whether the dirt is currently watered.
|}
   
|-
 
|-
| <samp>ShakeItems</samp>
+
|rowspan="5"| <samp>Item</samp>
| The items produced by shaking the tree when it's fully grown. This only applies the first time the tree is shaken each day. All matching items are dropped.
+
| <samp>IsRecipe</samp><br /><samp>Quality</samp><br /><samp>Stack</samp></samp><br /><samp>sellToStorePrice(…)</samp>
 
+
| Equivalent to the previous <samp>Object</samp> fields/methods, to simplify common code and avoid needing to special-case <samp>Object</samp> items.
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>appliesProfitMargins()</samp>
! effect
+
| Get whether this item should apply [[Multiplayer#Profit margins|profit margins]] to shop prices.
 
|-
 
|-
| ''common fields''
+
| <samp>CanBeLostOnDeath()</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for shake items.
+
| Get whether this item can be lost when the player dies, so it can be recovered from the [[Adventurer's Guild#Item Recovery Service|item recovery service]].
 
  −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>Season</samp>
+
| <samp>HasTypeId(id)</samp><br /><samp>HasTypeObject()</samp><br /><samp>HasTypeBigCraftable()</samp>
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
+
| Get whether the item has the given [[#Custom items|type definition ID]]. These are null-safe and double as a null check:
 +
<syntaxhighlight lang="c#">
 +
if (item.HasTypeId(ItemRegistry.type_object))
 +
{
 +
    // item is non-null and has type (O)
 +
}
 +
</syntaxhighlight>
 +
<samp>HasTypeObject()</samp> and <samp>HasTypeBigCraftable()</samp> are shortcuts for passing <samp>ItemRegistry.type_object</samp> and <samp>ItemRegistry.type_bigCraftable</samp> respectively.
 
|-
 
|-
| <samp>Chance</samp>
+
| <samp>TryGetTempData</samp><br /><samp>SetTempData</samp>
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
| Get or set temporary item info that's not synchronized in multiplayer or written to the save file.
|}
+
 
|-
+
For example, the game uses this to pass spawn options to the fishing minigame:
| <samp>TapItems</samp>
+
<syntaxhighlight lang="c#">
| The items produced by [[Tapper|tapping]] the tree. If multiple items can be produced, the first available one is selected.
+
if (spawn.IsBossFish)
 +
    fish.SetTempData(nameof(spawn.IsBossFish), true);
 +
 
 +
...
   −
This consists of a list of models with these fields:
+
fish.TryGetTempData(nameof(SpawnFishData.IsBossFish), out bool bossFish);
{| class="wikitable"
+
</syntaxhighlight>
 
|-
 
|-
! field
+
| <samp>FishingRod</samp>
! effect
+
| <samp>CanUseBait()</samp><br /><samp>CanUseTackle()</samp><br /><samp>GetBait()</samp><br /><samp>GetTackle()</samp><br /><samp>HasMagicBait()</samp><br /><samp>HasCuriosityLure()</samp>
 +
| Simplifies working with the fishing rod's [[bait]] and [[tackle]].
 
|-
 
|-
| ''common fields''
+
|rowspan="2"| <samp>Furniture</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for tapper items.
+
| <samp>SetPlacement</samp><br /><samp>SetHeldObject</samp>
 +
| Set the furniture's position and rotation (<samp>SetPlacement</samp>) or held object (<samp>SetHeldObject</samp>). The latter will initialize the held object's tile position to match the furniture instance.
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
These are used by the game to initialize furniture in one go. For example:
 +
<syntaxhighlight lang="c#">
 +
// oak table holding decorative bowl
 +
Furniture table = ItemRegistry
 +
    .Create<Furniture>("(F)1120")
 +
    .SetPlacement(5, 4, 0)
 +
    .SetHeldObject(ItemRegistry.Create<Furniture>("(F)1364"));
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Season</samp>
+
| <samp>IsTable()</samp>
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
+
| Get whether this furniture is a table.
 
|-
 
|-
| <samp>Chance</samp>
+
|rowspan="2"| <samp>FruitTree</samp>
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
| <samp>GetQuality()</samp>
 +
| Get the quality of fruit currently being produced by the fruit tree.
 
|-
 
|-
| <samp>DaysUntilReady</samp>
+
| <samp>TryAddFruit()</samp>
| The number of days before the tapper is ready to empty.
+
| Add a fruit item to the tree based on [[#Custom fruit trees|its data]].
 
|-
 
|-
| <samp>PreviousItemId</samp>
+
| <samp>IndoorPot</samp>
| ''(Optional)'' If set, the item only applies if the previous item produced by the tapper matches one of the given [[#Custom items|qualified item IDs]]. If an entry is null or an empty string, it matches when there's no previous item.
+
| <samp>Water()</samp>
 
+
| Simplifies watering dirt in the [[Garden Pot|garden pot]].
For example: <code>"PreviousItemId": [ null ]</code> only applies when a tapper is first added to the tree, and <code>"PreviousItemsId": [ "(O)420" ]</code> applies if the player just collected a [[Red Mushroom|red mushroom]] (object #420) from it.
   
|-
 
|-
| <samp>DaysUntilReadyModifiers</samp>
+
| <samp>Object</samp>
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the <samp>DaysUntilReady</samp> value. Default none.
+
| <samp>GetBoundingBox()</samp><br /><samp>GetBoundingBoxAt(x, y)</samp>
 +
| Get the pixel collision area for the item placed in the world. These replace the former <samp>getBoundingBox(position)</samp> method.
 
|-
 
|-
| <samp>DaysUntilReadyModifiersMode</samp>
+
| <samp>Tool</samp>
| ''(Optional)'' [[#Quantity modifiers|quantity modifier modes]] which indicate what to do if multiple modifiers in the <samp>DaysUntilReadyModifiersMode</samp> field apply at the same time. Default <samp>Stack</samp>.
+
| <samp>isScythe()</samp>
|}
+
| Equivalent to the previous <samp>MeleeWeapon</samp> method, to simplify common code and avoid needing to special-case <samp>MeleeWeapon</samp> items.
 
|-
 
|-
| <samp>PlantableLocationRules</samp>
+
|rowspan="3"| <samp>Tree</samp>
| ''(Optional)'' The rules to decide which locations you can plant the seed in, if applicable. The first matching rule is used. This can override location checks (e.g. crops being limited to the farm), but not built-in requirements like crops needing dirt.
+
| <samp>CheckForNewTexture()</samp>
 
+
| Reset the tree's texture if it would change based on [[#Custom wild trees|its data]].
This consists of a list of models with these fields:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>GetMaxSizeHere</samp>
! effect
+
| Get the maximum size the tree can grow in its current position (e.g. accounting for nearby trees blocking growth).
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>IsGrowthBlockedByNearbyTree</samp>
| A key which uniquely identifies this entry within the list. The ID should only contain alphanumeric/underscore/dot characters. For custom entries for vanilla items, this should be prefixed with your mod ID like <samp>Example.ModId_RuleId</samp>.
+
| Get whether growth is blocked because it's too close to another fully-grown tree.
|-
  −
| <samp>Result</samp>
  −
| Indicates whether the seed can be planted in a location if this entry is selected. The possible values are:
  −
* <samp>Default</samp>: the seed can be planted if the location normally allows it. This can be used to stop processing further rules, and/or set a custom <samp>DeniedMessage</samp>.
  −
* <samp>Allow</samp>: the seed can be planted here, regardless of whether the location normally allows it.
  −
* <samp>Deny</samp>: the seed can't be planted here, regardless of whether the location normally allows it.
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry applies. Default true.
  −
|-
  −
| <samp>PlantedIn</samp>
  −
| ''(Optional)'' The planting context to apply this rule for. The possible values are <samp>Ground</samp> (planted directly in the ground), <samp>GardenPot</samp> (planted in a [[Garden Pot|garden pot]]), or <samp>Any</samp>. Default <samp>Any</samp>.
  −
 
  −
Note that trees can't be planted in garden pots.
  −
|-
  −
| <samp>DeniedMessage</samp>
  −
| ''(Optional)'' If this rule prevents planting the seed, the tokenizable string to show to the player (or <samp>null</samp> to default to the normal behavior for the context). This also applies when the <samp>Result</samp> is <samp>Default</samp>, if that causes the planting to be denied.
  −
|}
  −
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
   
|}
 
|}
 +
</li>
 +
<li>Modularized <samp>Object.CheckForAction</samp> to simplify mod patches.</li>
 +
<li>Reworked <samp>Item.getOne()</samp> implementation to avoid common pitfalls. (This only affects mods with custom item classes, or which patch <samp>Item.getOne</samp> or <samp>Item._GetOneFrom</samp>.)</li>
 +
<li>Fixed fruit trees forgetting the growth stage set in their constructor when they're updated overnight.</li>
 +
</ul>
   −
====Spawning wild trees====
+
===Other item changes===
Custom trees can be added to the game in two ways:
+
* Added per-object display names (''e.g.'' for custom flavored items). See the <samp>ObjectDisplayName</samp> [[Modding:Item queries#Item spawn fields|item spawn field]], or <samp>object.displayNameFormat</samp> in C#.
* Spawn them on [[Modding:Maps|map tiles]] when the location is created, using the new <samp>SpawnTree: wild {{t|tree ID}}</samp> tile property. This must be added on the <samp>Paths</samp> layer, which must also have tile index 34 from the <samp>paths</samp> tilesheet.
+
* [[Ginger Island#Gem Birds|Item pedestals]] are now normal item, so you can spawn them using a mod like CJB Item Spawner to display items.
* Or give the player a seed item in the usual ways (e.g. from [[#Custom shops|a shop]], [[Modding:Mail data|mail letter]], etc).
+
* Added optional <samp>Condition</samp> [[Modding:Game state queries|game state query]] field to <samp>Data/SpecialOrders</samp>.
 +
* Item data changes:
 +
** The display name field now exists in English too for <samp>Data/Boots</samp>, <samp>Data/Bundles</samp>, <samp>Data/CookingRecipes</samp>, <samp>Data/CraftingRecipes</samp>, <samp>Data/Furniture</samp>, <samp>Data/Hats</samp>, and <samp>Data/Weapons</samp>.
 +
** The randomly spawned [[The Farm#Stone|stones]], [[The Farm#Wood|twigs]], and [[weeds]] have been formalized into ''litter''. They all now have object type <samp>Litter</samp>, [[Modding:Items#Categories|category]] -999 (<samp>StardewValley.Object.litterCategory</samp>), a relevant display name/description (like ''Gold Stone'' & ''Break apart to obtain gold ore'' instead of ''Stone'' & ''...''), a price of 0 (not sellable), and edibility of -300 (inedible). This also adds all mine ore nodes to <samp>Data/Objects</samp>, so the game no longer creates invalid items to show their sprite. (Doing so in 1.6 will now show an Error Item sprite instead.)
 +
** [[Honey]] items now have the <samp>honey_item</samp> context tag.
 +
** Shirts no longer have a dynamic numeric ID range; every valid shirt is now listed in [[#Custom shirts|<samp>Data/Shirts</samp>]].
 +
** You can now apply a custom buff ID when the item is eaten, via <samp>Data/Objects</samp>'s <samp>Buff</samp> field.
 +
** The type field in <samp>Data/Objects</samp> is no longer checked using substring matching (e.g. the game now uses <code>data.Type == "Fish"</code> instead of <code>typeAndCategory.Contains("Fish")</code>), which may impact mods which depended on that undocumented behavior.
 +
* Crop changes:
 +
** Paddy crops now recheck for nearby water each day, so they'll update if you add/remove a building with water or change the map layout.
 +
** In <samp>Data/Crops</samp>, each harvest option is now self-contained. For example, you can set <samp>HarvestMinStack</samp> without <samp>ExtraHarvestChance</samp>.
 +
* Fish changes:
 +
** <samp>Data/Fish</samp> is no longer translated, so there's only one <samp>Data/Fish.xnb</samp> field. Fish display names are now taken from <samp>Data/Objects</samp>.
 +
** Added a new field (index 13) in <samp>Data/Fish</samp>, which sets whether the fish can be selected for the first-catch tutorial.
 +
* Recipe changes in <samp>Data/CookingRecipes</samp> and <samp>Data/CraftingRecipes</samp>:
 +
** These assets no longer have language variants.
 +
** The display name now supports [[Modding:Tokenizable strings|tokenizable strings]].
 +
** The display name can now be left blank to get it from the first item in the output list.
 +
* Other item logic:
 +
** Missing recipes that should already be unlocked are now added to the player automatically on save load.
 +
** <samp>Data/Bundles</samp> is now loaded later, so content packs can edit it reliably.</samp>
 +
** Chests with <samp>fridge: true</samp> are now treated as mini-fridges for the cooking menu.
 +
** Gift boxes can now contain multiple items.
 +
** Fixed furniture drawn over sitting players if it has no front texture.
 +
** Fixed tool being upgraded by Clint not affected by recursive item search logic.
 +
** Fixed <samp>tool.getOne()</samp> not copying the tool name.
 +
** Fixed cooking menu constantly creating hovered item if the item/recipe names don't match.
 +
 
 +
==What's new for locations & weather==
 +
===Custom locations===
 +
{{/doc status|[[Modding:Location data]]|done=true}}
 +
 
 +
You can now add/edit locations by editing the revamped <samp>Data/Locations</samp> asset. This makes nearly everything in the location configurable — display name, default warp arrival tile, how the location is created, artifact spots / fish / forage / weeds, music, etc.
   −
===Default recipes===
+
See [[Modding:Location data]] for docs on the new data format.
You can now have [[Modding:Recipe data|crafting and cooking recipes]] that are learned automatically by setting the condition field to <samp>default</samp>. Any missing default recipes will be learned on day start.
     −
For example, here's the chest entry from <samp>Data/CraftingRecipes</samp>:
+
===Custom location contexts===
<syntaxhighlight lang="js">
+
{{/doc status|[[Modding:Location data]] or a new doc page|done=false}}
"Chest": "388 50/Home/130/true/default/"
  −
</syntaxhighlight>
     −
===Global inventories===
+
====Vanilla contexts====
C# mods can now set a <samp>chest.GlobalInventoryId</samp> field to make it share a global inventory with every other chest having the same ID. This replaces the equivalent hardcoded logic for [[Junimo Chest|Junimo chests]], which now just default to a <samp>"JunimoChests"</samp> global inventory ID. For example, this can be used to have multiple Junimo chest networks or make other containers share inventory.
+
* The game previously had two hardcoded location context enums: <samp>Default</samp> (for the valley) and <samp>Island</samp> (for [[Ginger Island]]). These have been replaced with data models which define the location context settings, loaded from the <samp>Data/LocationContexts</samp> asset.
 +
* [[The Desert|The desert]] is now part of a new <samp>Desert</samp> context (instead of <samp>Default</samp>). Some of the previously hardcoded desert logic (like always sunny weather) is now just part of the context data in <samp>Data/LocationContexts</samp>.
   −
C# mods can also use this to store items for other mod purposes, by using <samp>Game1.player.team.globalInventories</samp> or <samp>Game1.player.team.GetOrCreateGlobalInventory(id)</samp> directly.
+
====Format====
 +
Custom contexts can be created by editing the new <samp>Data/LocationContexts</samp> asset, and setting the context name in the location's <samp>LocationContext</samp> [[Modding:Maps|map property]].
   −
===Hats on aquarium fish===
+
The data asset consists of a string → model lookup, where the key matches the <samp>Name</samp> field and the value is a model with these fields:
Custom [[Modding:Fish data|fish in aquariums]] can now wear [[hats]], just like vanilla [[Sea Urchin|sea urchins]]. This can be enabled by specifying a new field in <samp>Data/AquariumFish</samp>:
      +
<dl style="margin-left: 2em;">
 +
<dt>Required fields:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! index
   
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| 7
+
| <samp>Name</samp>
| hat position
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the location context.
| The pixel position of the hat on the sprite, specified as an object with <samp>X</samp> and <samp>Y</samp> values.
  −
 
  −
'''Note:''' currently this is only used to check if the fish can wear a hat, and has no effect on its position.
   
|}
 
|}
 +
</dd>
   −
===Context tag changes===
+
<dt>Player actions:</dt>
====New context tags====
+
<dd>
1.6 adds several new [[Modding:Items#Context tags|item context tags]]:
  −
 
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! context tag
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>campfire_item</samp>
+
| <samp>AllowRainTotem</samp>
| Marks the item as a [[campfire]]. If the item also has the <samp>torch_item</samp> context tag, when it's placed in the world and turned on...
+
| ''(Optional)'' Whether a [[Rain Totem|rain totem]] can be used to force rain in this context tomorrow. If false, using a rain totem here will show a "''this item can't be used here''" message instead.
* campfire flames are drawn over it;
  −
* if the item is [[Modding:Items#Big craftables|big craftable]], light is emitted from its center instead of the top.
   
|-
 
|-
| <samp>fish_pond_ignore</samp>
+
| <samp>RainTotemAffectsContext</samp>
| Prevents players from adding this fish to [[Fish Pond|fish ponds]], even if it would otherwise match an entry in <samp>Data/FishPondData</samp>.
+
| ''(Optional)'' If set, using a rain totem here will change the weather in the given context ID. For example, rain totems in the desert change weather in the valley.
 
|-
 
|-
| <samp>geode</samp>
+
| <samp>MaxPassOutCost</samp>
| Marks the item as a [[geode]] item, which can be broken open at [[Blacksmith|Clint's blacksmith shop]] or using a [[Geode Crusher|geode crusher]].
+
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context, the maximum amount of [[gold]] lost. If omitted or set to <samp>-1</samp>, uses the same value as the <samp>Default</samp> context ({{price|1000}} by default).
 
|-
 
|-
| <samp>geode_crusher_ignored</samp>
+
| <samp>PassOutMail</samp>
| If the item also has <samp>geode</samp>, prevents breaking it open in a geode crusher.
+
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context, the possible [[Modding:Mail data|letter IDs]] to add to their mailbox (if they haven't received it before). If multiple letters are valid, one will be chosen randomly (unless one specifies <samp>SkipRandomSelection</samp>).
 +
 
 +
This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>item_type_{{t|type}}</samp>
+
! field
| For an [[Modding:Items#Objects|object-type item]], the type value from the 'type and category' field. (Non-object items always have the exact tag <samp>item_type_</samp> with nothing after the last underscore.) This is automatic and shouldn't be set manually. The tag is checked in a few places (''e.g.'' the [[museum]] to check if an item is an artifact or mineral), but most of the game won't be affected.
+
! effect
 
|-
 
|-
| <samp>museum_donatable</samp><br /><samp>not_museum_donatable</samp>
+
| <samp>Id</samp>
| Set whether the item can be donated to the [[museum]], overriding the vanilla logic.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
 
|-
 
|-
| <samp>not_giftable</samp>
+
| <samp>Mail</samp>
| Prevents players from gifting this item to NPCs, who'll ignore the item entirely (e.g. as if you were holding a tool).
+
| The [[Modding:Mail data|letter ID]] to add.
 +
 
 +
The game will look for an existing letter ID in <samp>Data/mail</samp> in this order (where {{t|billed}} is <samp>Billed</samp> if they lost [[gold]] or <samp>NotBilled</samp> otherwise, and {{t|gender}} is <samp>Female</samp> or <samp>Male</samp>):
 +
* <samp>{{t|letter id}}_{{t|billed}}_{{t|gender}}</samp>
 +
* <samp>{{t|letter id}}_{{t|billed}}</samp>
 +
* <samp>{{t|letter id}}</samp>
 +
 
 +
If no match is found in <samp>Data/mail</samp>, the game will send <samp>passedOut2</samp> instead.
   −
This only affects gift-giving, it doesn't affect non-gift logic like quest goals or special order objectives. If the NPC also has a <samp>reject_*</samp> dialogue for the item, the dialogue takes priority.
+
If the mail ID starts with <samp>passedOut</samp>, <samp>{0}</samp> in the letter text will be replaced with the gold amount lost, and it won't appear in the [[collections]] page.
 
|-
 
|-
| <samp>not_placeable</samp><br /><samp>placeable</samp>
+
| <samp>MaxPassOutCost</samp>
| Sets whether the item can be placed on the ground.
+
| ''(Optional)'' The maximum amount of [[gold]] lost. This is applied after the context's <samp>MaxPassOutCost</samp> (i.e. the context's value is used to calculate the random amount, then this field caps the result). Defaults to unlimited.
 
|-
 
|-
| <samp>prevent_loss_on_death</samp>
+
| <samp>Condition</samp>
| Indicates the item can't be [[Adventurer's Guild#Item Recovery Service|lost when the player dies]].
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always true.
 
|-
 
|-
| <samp>sign_item</samp>
+
| <samp>SkipRandomSelection</samp>
| Marks the item as a [[Crafting#Signs|sign]], which lets player display items on it or place it on a [[Fish Pond|fish pond]] to show the fish count.
+
| ''(Optional)'' If true, send this mail if the <samp>Condition</samp> matches instead of choosing a random valid mail. Default false.
 +
|}
 
|-
 
|-
| <samp>torch_item</samp>
+
| <samp>PassOutLocations</samp>
| Marks the item as a [[torch]], which lets the player turn it on/off to emit light.
+
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context ''and'' they started the day in a different location context, the locations where they'll wake up. (If the player started the day in the same context, they'll wake up in the last bed they slept in instead.)
   −
See also <samp>campfire_item</samp>.
+
If the selected location doesn't contain a bed and doesn't have the [[#New map properties|<samp>AllowWakeUpWithoutBed</samp> map property]], the player will wake up in the farmhouse instead.
|}
     −
Context tags which affect [[#Custom machines|machine processing]]:
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! context tag
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>crystalarium_banned</samp>
+
| <samp>Id</samp>
| When applied to a gem or mineral item, prevents players from placing it in a [[crystalarium]].
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
 
|-
 
|-
| <samp>keg_juice</samp><br /><samp>keg_wine</samp>
+
| <samp>Location</samp>
| Allows processing the item in a [[keg]] to produce a juice or wine variant.
+
| The internal location name.
 
|-
 
|-
| <samp>preserves_jelly</samp><br /><samp>preserves_pickle</samp>
+
| <samp>Position</samp>
| Allows processing the item in a [[Preserves Jar|preserves jar]] to produce a jelly or pickled variant.
+
| The ''default'' tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. If the location has any bed furniture, they'll be placed in the first bed found instead.
 
|-
 
|-
| <samp>seedmaker_banned</samp>
+
| <samp>Condition</samp>
| When applied to a seed item, prevents players from placing it in a [[Seed Maker|seed maker]].
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
 +
|}
 +
 
 +
If no locations are specified or none match, the player will wake up in their bed at home.
 
|-
 
|-
| <samp>tapper_item</samp>
+
| <samp>ReviveLocations</samp>
| Marks the item as a [[tapper]] or [[Heavy Tapper|heavy tapper]].
+
| ''(Optional)'' If the player just got knocked out in combat, the location names where they'll wake up.
|-
  −
| <samp>tapper_multiplier_{{t|multiplier}}</samp>
  −
| The multiplier applied to the tapper production speed. For example, <samp>2</samp> will make items take half their base time (''i.e.'' each item will finish in <sup>base time</sup>/<sub>speed multiplier</sub>). Defaults to 1 if omitted.
  −
|}
     −
And informational tags which have no effect on the game logic:
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! context tag
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>fish_legendary</samp><br /><samp>fish_legendary_family</samp>
+
| <samp>Id</samp>
| Marks the fish as a [[Fish#Legendary Fish|legendary fish]] or [[Quests#Extended Family|legendary fish family]]. These are purely informational; the legendary fish behavior is determined by data fields like <samp>CatchLimit</samp> or <samp>IsBossFish</samp> in [[#Custom locations|<samp>Data/Locations</samp>]].
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
 
|-
 
|-
| <samp>id_{{t|item id}}</samp>
+
| <samp>Location</samp>
| ''(Added automatically)'' The [[#Custom items|qualified item ID]], like <samp>id_(o)128</samp>. This can be used to match or exclude an item by ID using context tags. Any spaces in the ID are replaced with underscores, and single quotes are removed.
+
| The internal location name.
 
|-
 
|-
| <samp>is_machine</samp>
+
| <samp>Position</samp>
| ''(Added automatically)'' Indicates the item has [[#Custom machines|machine logic]]. This is added automatically based on <samp>Data/Machines</samp>.
+
| The tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
 
|-
 
|-
| <samp>machine_input</samp>
+
| <samp>Condition</samp>
| ''(Added automatically)'' Whether the item is a machine which accepts items from the player. This is added automatically based on the machine's fields in <samp>Data/Machines</samp>:
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
* if <samp>HasInput</samp> is true;
+
|}
* ''or'' if any output rules have an <samp>ItemPlacedInMachine</samp> trigger.
+
 
 +
If the selected location has a standard [[Modding:Event data|event]] with the exact key <samp>PlayerKilled</samp> (with no <samp>/</samp> or preconditions in the key), that event will play when the player wakes up and the game will apply the lost items or [[gold]] logic. The game won't track this event, so it'll repeat each time the player is revived. If there's no such event, the player will wake up without an event, and no items or gold will be lost.
 +
 
 +
If no locations are specified or none match, the player will wake up at [[Harvey's Clinic|Harvey's clinic]].
 +
|}
 +
</dd>
 +
 
 +
<dt>Season:</dt>
 +
<dd>
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 
|-
 
|-
| <samp>machine_output</samp>
+
| <samp>SeasonOverride</samp>
| ''(Added automatically)'' Whether the item is a machine which produces items for the player to collect. This is added automatically based on the machine's fields in <samp>Data/Machines</samp>:
+
| ''(Optional)'' The season which is always active for locations within this context (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>). For example, setting <samp>summer</samp> will make it always [[summer]] there regardless of the calendar season. If not set, the calendar season applies.
* if <samp>HasOutput</samp> is true;
  −
* ''or'' if it has any output rules.
   
|}
 
|}
 +
</dd>
   −
====ItemContextTagManager class====
+
<dt>Weather:</dt>
For C# mods, 1.6 adds a new <samp>ItemContextTagManager</samp> class which simplifies working with [[Modding:Items#Context tags|item context tags]] and reduces repeated code.
+
<dd>
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 +
|-
 +
| <samp>WeatherConditions</samp>
 +
| ''(Optional)'' The weather logic to apply for locations in this context (ignored if <samp>CopyWeatherFromLocation</samp> is set). Defaults to always sunny. If multiple are specified, the first matching weather is applied.
   −
This provides a few utility methods:
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! method
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <code>GetBaseContextTags(id)</code>
+
| <samp>Id</samp>
| Get the base context tags for an item from the <samp>Data/ObjectContextTags</samp> asset. This doesn't include dynamic context tags added by the instance, which you can get via <code>item.GetContextTags()</code>.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
 
|-
 
|-
| <code>DoesTagQueryMatch(query, tags)</code>
+
| <samp>Weather</samp>
| Get whether a context tag query matches the given tags. For example, <code>ItemContextTagManager.DoesTagQueryMatch("bone_item, !fossil_item", item.GetContextTags())</code> returns true if the item is a bone item but not a fossil (like the [[Bone Flute]]).
+
| The [[#Custom weather|weather ID]] to set.
 
|-
 
|-
| <code>DoAllTagsMatch(requiredTags, actualTags)</code><br /><code>DoAnyTagsMatch(requiredTags, actualTags)</code>
+
| <samp>Condition</samp>
| Get whether every (<samp>DoAllTagsMatch</samp>) or at least one (<samp>DoAnyTagsMatch</samp) required tag matches the actual item tags. This supports negated required tags like <samp>"!fossil_item"</samp> too.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether to apply the weather. Defaults to always applied.
 +
|}
 
|-
 
|-
| <code>DoesTagMatch(requiredTag, actualTags)</code>
+
| <samp>CopyWeatherFromLocation</samp>
| Get whether a single tag matches the actual item tags. This supports negated required tags like <samp>"!fossil_item"</samp> too.
+
| ''(Optional)'' The <samp>Name</samp> (i.e. unique ID) of the location context from which to inherit weather.
|-
  −
| <code>SanitizeContextTag(tag)</code>
  −
| ''(Specialized)'' Replace characters that may appear in item names so they're valid in context tags. For example, <code>SanitizeContextTag("Sam's Boombox")</code> returns <samp>sams_boombox</samp>.
   
|}
 
|}
   −
====Other context tag changes====
+
If a [[#Custom passive festivals|passive festival]] is active in any location within this context, the weather is sunny for the entire context regardless of these fields.
* Context tags are now case-insensitive.
     −
===Inventory class===
+
</dd>
For C# mods, 1.6 adds a new <samp>Inventory</samp> class to manage a list of items. This is used for the <samp>Farmer.items</samp> and <samp>Chest.items</samp> fields. It implements <samp>IList&lt;Item&gt;</samp>, so most existing code should still work fine.
     −
This has three main benefits:
+
<dt>Music:</dt>
<ul>
+
<dd>
<li>It has methods to simplify many common operations. For example:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! method
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <code>HasAny()</code>
+
| <samp>DefaultMusic</samp>
| Get whether the inventory contains any items (ignoring empty slots).
+
| ''(Optional)'' The [[#Custom audio|cue ID]] for the music to play when the player is in the location, unless overridden by a <samp>Music</samp> map property. Despite the name, this has a higher priority than the seasonal music fields below. Ignored if omitted.
 
|-
 
|-
| <code>CountItemStacks()</code>
+
| <samp>DefaultMusicCondition</samp>
| Get the number of item stacks in the inventory (ignoring empty slots).
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which returns whether the <samp>DefaultMusic</samp> field should be applied (if more specific music isn't playing). Defaults to always true.
 
|-
 
|-
| <code>ContainsId(id)</code>
+
| <samp>DefaultMusicDelayOneScreen</samp>
| Get whether the inventory contains any item with the given qualified or unqualified item ID.
+
| ''(Optional)'' When the player warps and the music changes, whether to silence the music and play the ambience (if any) until the next warp (similar to the default valley locations). Default false.
 
|-
 
|-
| <code>ContainsId(id, minCount)</code>
+
| <samp>Music</samp>
| Get whether the inventory contains items with the given qualified or unqualified item ID, and their combined stack size is at least <samp>minCount</samp>.
+
| ''(Optional)'' A list of [[#Custom audio|cue IDs]] to play before noon in this location unless it's raining, there's a <samp>Music</samp> map property, or the context has a <samp>DefaultMusic</samp> value. If multiple values are specified, the game will play one per day in sequence.
|-
  −
| <code>CountId(id)</code>
  −
| Get the combined stack size of all items with the given qualified or unqualified item ID.
  −
|-
  −
| <code>GetById(id)</code>
  −
| Get a list of items in the inventory with the given qualified or unqualified item ID.
  −
|-
  −
| <code>ReduceId(id, count)</code>
  −
| Remove the given number of items matching the given qualified or unqualified item ID. This reduces the stack size for matching items until a total of <samp>count</samp> have been removed, and clears any slots which reach a stack size of zero.
  −
|}</li>
  −
<li>Many common operations have been unified, so previously player-only methods can now be used with chests too.</li>
  −
<li>It has an internal index by item ID, so operations like <code>items.ContainsId("(O)128")</code> are much more efficient since they no longer iterate the list.</li>
  −
</ul>
  −
 
  −
This replaces some previous methods:
      +
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! game class
+
! field
! old code
+
! effect
! migration
   
|-
 
|-
|rowspan="6"| <samp>Farmer</samp>
+
| <samp>Id</samp>
| <code>getItemCount(id)</code><br /><code>GetTallyOfObject(id)</code><br /><code>GetTallyOfObject(id, isBigCraftable)</code>
+
| ''(Optional)'' A [[Modding:Common data field types#Unique string ID|unique string ID]] which identifies this entry within the list. Defaults to the <samp>Track</samp> value.
| Use <code>items.CountId(id)</code>.
   
|-
 
|-
| <code>hasItemInInventory(id, count)</code><br /><code>hasItemInInventoryNamed(name)</code><br /><code>hasItemWithNameThatContains(name)</code>
+
| <samp>Track</samp>
| Use <code>Items.ContainsId(id, count)</code>.
+
| The [[Modding:Migrate to Stardew Valley 1.6#Custom audio|audio track ID]] to play.
 
|-
 
|-
| <code>hasItemInList(list, id, count)</code>
+
| <samp>Condition</samp>
| Use <code>list.ContainsId(id, count)</code>.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
 +
|}
 
|-
 
|-
| <code>areAllItemsNull()</code>
+
| <samp>DayAmbience</samp><br /><samp>NightAmbience</samp>
| Use <code>!items.HasAny()</code>.
+
| ''(Optional)'' The [[#Custom audio|cue ID]] for the background ambience to play when there's no music active, depending on the [[Day Cycle|time of day]]. Both default to none.
 
|-
 
|-
| <code>numberOfItemsInInventory()</code>
+
| <samp>PlayRandomAmbientSounds</samp>
| Use <code>items.CountItemStacks()</code> to count all items, or <code>Items.Count(p => p is Object)</code> to match this method's actual behavior.
+
| ''(Optional)'' Whether to play random outdoor ambience sounds depending on factors like the season and time of day (e.g. birds, crickets, and mysterious groan sounds in the rain). This is unrelated to the <samp>DayAmbience</samp> and <samp>NightAmbience</samp> fields. Default true.
 +
|}
 +
</dd>
 +
 
 +
<dt>Advanced:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <code>consumeObject(id, count)</code><br /><code>removeItemsFromInventory(id, count)</code>
+
! field
| Use <code>items.ReduceId(id, count)</code>.
+
! effect
 
|-
 
|-
|rowspan="2"| <samp>Object</samp>
+
| <samp>CustomFields</samp>
| <code>ConsumeInventoryItem(player, id, count)</code>
+
| The [[#Custom data fields|custom fields]] for this entry.
| This was somewhat specialized and shouldn't be called by mod code, but the equivalent would be <code>(obj.autoLoadChest?.items ?? player.items).ReduceId(id, count)</code>.
  −
|-
  −
| <code>GetTallyOfObject(player, id)</code>
  −
| This was somewhat specialized and shouldn't be called by mod code, but the equivalent would be <code>(obj.autoLoadChest?.items ?? player.items).CountId(id)</code>.
   
|}
 
|}
 +
</dd>
 +
</dl>
   −
It implements a new <samp>IInventory</samp> interface, which lets mods pass their own implementations to code which works on inventories.
+
===Custom garbage cans===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
====Format====
 +
You can now add or edit [[Garbage Can|garbage cans]] on any map by editing the new <samp>Data/GarbageCans</samp> asset (see examples below).
   −
===Other item changes for C# mods===
+
The asset consists of a data model with these fields:
* Placed object changes:
  −
** Every placed object now has a <samp>Location</samp> property set to the location which contains it. This removes location parameters from many object methods.
  −
** Setting an object's tile position through <samp>obj.TileLocation</samp> now recalculcates its collision box automatically. (Setting it through the <samp>tileLocation</samp> net field directly won't though.)
  −
** The <samp>obj.IsScarecrow()</samp> and <samp>GetScarecrowRadius()</samp> methods now work for non-bigcraftable objects too.
  −
* Clothing changes:
  −
** <samp>Clothes.clothesType</samp> is now an enum field.
  −
** Clothing is no longer gender-specific. This renames <samp>indexInTileSheetMale</samp> to <samp>indexInTileSheet</samp>, obsoletes <samp>indexInTileSheetFemale</samp>, and converts gender-variant clothing into regular items.
  −
** Removed unused <samp>ClothesType.ACCESSORY</samp> value.
  −
** <samp>Farmer.pants</samp> and <samp>Farmer.shirt</samp> now store the item ID instead of the sprite index.
  −
** In <samp>Data/TailoringRecipes</samp>, added a <samp>CraftingIdFeminine</samp> field which overrides <samp>CraftingId</samp> for female characters.
  −
* Crop changes:
  −
** Added <samp>Game1.cropData</samp> to read crop info without constantly reloading the <samp>Data/Crops</samp> asset.
  −
** Removed most crop fields which only mirror the data (like <samp>harvestMethod</samp> or <samp>seasonsToGrowIn</samp>). Mods can get the info through <samp>crop.GetData()</samp> instead.
  −
** Partly de-hardcoded fertilizer logic. Almost all fertilizer logic is now centralized into a new patchable set of <samp>HoeDirt</samp> methods (see list below). The only fertilizer logic that's still embedded elsewhere is the interaction errors in <samp>Utility.tryToPlaceItem</samp>.
  −
** Removed <samp>crop.InferSeedIndex()</samp>. This was used to support old crops, which are now fixed by a save migration instead.
  −
* Tool changes:
  −
** Fixed various logic not handling custom tool upgrade levels.
  −
<ul>
  −
<li>Other item logic:<ul>
  −
<li>Simplified the constructors for many item types, particularly <samp>Object</samp>.</li>
  −
<li>[[Honey]] items now have their <samp>preserve</samp> field set to a new <samp>Honey</samp> type (instead of null).</li>
  −
<li>The <samp>Object.performObjectDropInAction</samp> method now applies the <samp>probe</samp> argument much more consistently. This only affects method calls with <samp>probe: true</samp>.</li>
  −
<li>The <samp>Item.salePrice()</samp> method now has option to get the price without [[Multiplayer#Profit margins|profit margins]].</li>
  −
<li>Added new fields & methods:
      
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! type
+
! field
! field/method
   
! effect
 
! effect
 
|-
 
|-
| rowspan="2"| <samp>Crop</samp>
+
| <samp>DefaultBaseChance</samp>
| <samp>GetHarvestMethod()</samp>
+
| The probability that an item will be found when searching garbage cans, as a value between 0 (never) and 1 (always). If the probability check fails, only items that set <samp>IgnoreBaseChance</samp> can spawn. This can be overridden by the per-garbage-can <samp>BaseChance</samp> field. Default 0.2.
| Get the method used to harvest the crop (one of <samp>HarvestMethod.Grab</samp> or <samp>HarvestMethod.Scythe</samp>).
   
|-
 
|-
| <samp>IsInSeason(location)</samp>
+
| <samp>BeforeAll</samp><br /><samp>AfterAll</samp>
| Whether the crop can grow in the location's current season (or true if crops ignore seasons in the location, like the [[greenhouse]]).
+
| The items to prepend (<samp>BeforeAll</samp>) or append (<samp>AfterAll</samp>) to the <samp>GarbageCans</samp> → <samp>Items</samp> field for all garbage cans. These work exactly like the items in that field (e.g. subject to the garbage can's base chance).
 
|-
 
|-
| rowspan="7"| <samp>HoeDirt</samp>
+
| <samp>GarbageCans</samp>
| <samp>HasFertilizer()</samp>
+
| The data for individual garbage cans. This consists of a string → model lookup with these fields:
| Get whether the dirt has any fertilizer applied.
+
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>CanApplyFertilizer(itemId)</samp>
+
! field
| Get whether a player can apply the given fertilizer to this dirt.
+
! effect
 
|-
 
|-
| <samp>CheckApplyFertilizerRules(itemId)</samp>
+
| ''entry key''
| Get whether a player can apply the given fertilizer to this dirt, and the reason they can't if applicable.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this garbage can.
 
|-
 
|-
| <samp>GetFertilizerSpeedBoost()</samp>
+
| <samp>BaseChance</samp>
| Get the crop growth speed boost from fertilizers applied to this dirt.
+
| ''(Optional)'' If set, overrides the root <samp>DefaultBaseChance</samp> field for this garbage can. Defaults to <samp>DefaultBaseChance</samp>.
 
|-
 
|-
| <samp>GetFertilizerWaterRetentionChance()</samp>
+
| <samp>Items</samp>
| Get the water retention chance from fertilizers applied to this dirt, as a value between 0 (no change) and 1 (100% chance of staying watered).
+
| ''(Optional)'' The items to try spawning when the player searches the garbage can. The first matching item in <samp>BeforeAll</samp> + <samp>Items</samp> + <samp>AfterAll</samp> will be spawned, and any further items will be ignored. Defaults to none.
 +
 
 +
This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>GetFertilizerQualityBoostLevel()</samp>
+
! field
| Get the quality boost level from fertilizers applied to this dirt, which influences the chance of producing a higher-quality crop.
+
! effect
 
|-
 
|-
| <samp>GetFertilizerSourceRect()</samp>
+
| ''common fields''
| Get the pixel area within the dirt spritesheet to draw for any fertilizer applied to this dirt.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by garbage cans.
   −
(This method existed before, but no longer requires the fertilizer ID argument.)
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 +
|-
 +
| <samp>IgnoreBaseChance</samp>
 +
| ''(Optional)'' Whether this item can spawn even if the <samp>BaseChance</samp> probability check didn't pass. Default false.
 
|-
 
|-
|rowspan="5"| <samp>Item</samp>
+
| <samp>IsMegaSuccess</samp>
| <samp>IsRecipe</samp><br /><samp>Quality</samp><br /><samp>Stack</samp></samp><br /><samp>sellToStorePrice()</samp>
+
| ''(Optional)'' Whether to treat this item as a 'mega success' if it's selected, which plays a special <samp>crit</samp> sound and bigger animation. Default false.
| Equivalent to the previous <samp>Object</samp> fields/methods, to simplify common code and avoid needing to special-case <samp>Object</samp> items.
   
|-
 
|-
| <samp>appliesProfitMargins()</samp>
+
| <samp>IsDoubleMegaSuccess</samp>
| Get whether this item should apply [[Multiplayer#Profit margins|profit margins]] to shop prices.
+
| ''(Optional)'' Whether to treat this item as an 'double mega success' if it's selected, which plays an explosion sound and dramatic animation. Default false.
 
|-
 
|-
| <samp>CanBeLostOnDeath()</samp>
+
| <samp>AddToInventoryDirectly</samp>
| Get whether this item can be lost when the player dies, so it can be recovered from the [[Adventurer's Guild#Item Recovery Service|item recovery service]].
+
| ''(Optional)'' Whether to add the item to the player's inventory directly, opening an item grab menu if they don't have room in their inventory. If false, the item will be dropped on the ground next to the garbage can instead. Default false.
 
|-
 
|-
| <samp>HasTypeId(id)</samp><br /><samp>HasTypeObject()</samp><br /><samp>HasTypeBigCraftable()</samp>
+
| <samp>CreateMultipleDebris</samp>
| Get whether the item has the given [[#Custom items|type definition ID]]. These are null-safe and double as a null check:
+
| ''(Optional)'' Whether to split the spawned item into multiple stacks which each have a stack size of one. This has no effect if <samp>AddToInventoryDirectly</samp> is enabled. Default false.
<syntaxhighlight lang="c#">
+
|}
if (item.HasTypeId(ItemRegistry.type_object))
+
|}
{
+
 
    // item is non-null and has type (O)
+
If the garbage can being searched doesn't have its own entry under <samp>GarbageCans</samp>, the game will just use the <samp>BeforeAll</samp> and <samp>AfterAll</samp> fields.
}
  −
</syntaxhighlight>
  −
<samp>HasTypeObject()</samp> and <samp>HasTypeBigCraftable()</samp> are shortcuts for passing <samp>ItemRegistry.type_object</samp> and <samp>ItemRegistry.type_bigCraftable</samp> respectively.
   
|-
 
|-
| <samp>TryGetTempData</samp><br /><samp>SetTempData</samp>
+
| <samp>CustomFields</samp>
| Get or set temporary item info that's not synchronized in multiplayer or written to the save file.
+
| The [[#Custom data fields|custom fields]] for this entry.
 +
|}
   −
For example, the game uses this to pass spawn options to the fishing minigame:
+
====Example new garbage can====
<syntaxhighlight lang="c#">
+
You can add garbage cans using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example, this content pack adds a new garbage can entry with the ID <samp>Example.ModId_Carpenter</samp>:
if (spawn.IsBossFish)
  −
    fish.SetTempData(nameof(spawn.IsBossFish), true);
     −
...
+
{{#tag:syntaxhighlight|<nowiki>
 +
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/GarbageCans",
 +
            "TargetField": [ "GarbageCans" ],
 +
            "Entries": {
 +
                "{{ModId}}_Carpenter": {
 +
                    "Items": [
 +
                        // 25% chance of pufferfish
 +
                        {
 +
                            "ID": "{{ModId}}_Pufferfish",
 +
                            "Condition": "RANDOM 0.25",
 +
                            "ItemId": "(O)128"
 +
                        },
   −
fish.TryGetTempData(nameof(SpawnFishData.IsBossFish), out bool bossFish);
+
                        // else guaranteed random House Plant item
</syntaxhighlight>
+
                        {
|-
+
                            "ID": "{{ModId}}_RandomHousePlant",
| <samp>FishingRod</samp>
+
                            "ItemID": "RANDOM_ITEMS (F) 1376 1390"
| <samp>CanUseBait()</samp><br /><samp>CanUseTackle()</samp><br /><samp>GetBait()</samp><br /><samp>GetTackle()</samp><br /><samp>HasMagicBait()</samp><br /><samp>HasCuriosityLure()</samp>
+
                        }
| Simplifies working with the fishing rod's [[bait]] and [[tackle]].
+
                    ]
|-
+
                }
| <samp>Furniture</samp>
+
            }
| <samp>SetPlacement</samp><br /><samp>SetHeldObject</samp>
+
        }
| Set the furniture's position and rotation (<samp>SetPlacement</samp>) or held object (<samp>SetHeldObject</samp>). The latter will initialize the held object's tile position to match the furniture instance.
+
    ]
 +
}</nowiki>|lang=javascript}}
   −
These are used by the game to initialize furniture in one go. For example:
+
Then you'd place an <code>Action: Garbage Example.ModId_Carpenter</code> [[Modding:Maps|map tile property]] to mark a tile as a garbage can using this data.
<syntaxhighlight lang="c#">
+
 
// oak table holding decorative bowl
+
====Example change for existing garbage can====
Furniture table = ItemRegistry
+
You can edit an existing garbage cans using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example, this content pack adds pufferfish to the Saloon garbage can, and moves it above the dish of the day.
    .Create<Furniture>("(F)1120")
+
 
    .SetPlacement(5, 4, 0)
+
Note that this uses <samp>TargetField</samp> to 'move into' the item list for the saloon, and then treat those items as the entry list being edited. Specifying an ID which isn't in the list will add a new entry, just like when editing a regular list asset.
    .SetHeldObject(ItemRegistry.Create<Furniture>("(F)1364"));
+
 
 +
{{#tag:syntaxhighlight|<nowiki>
 +
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/GarbageCans",
 +
            "TargetField": [ "GarbageCans", "Saloon", "Items" ],
 +
            "Entries": {
 +
                // 25% chance of pufferfish
 +
               
 +
                "{{ModId}}_Pufferfish":{
 +
                    "ID": "{{ModId}}_Pufferfish",
 +
                    "Condition": "RANDOM 0.25",
 +
                    "ItemId": "(O)128"
 +
                }
 +
            },
 +
            "MoveEntries": [
 +
                { "ID": "{{ModId}}_Pufferfish", "BeforeId": "Base_DishOfTheDay" }
 +
            ]
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
====Changes for C# mods====
 +
Previously garbage cans were tracked by <samp>Town.garbageChecked</samp>, an array of boolean fields. That approach doesn't work in Stardew Valley 1.6, since we're no longer limited to a specific set of garbage cans in the town map. This has been replaced by <samp>Game1.netWorldState.Value.CheckedGarbage</samp>, which is a hash set of garbage can IDs.
 +
 
 +
To migrate code:
 +
{| class="wikitable"
 +
|-
 +
! action
 +
! code in 1.5.6
 +
! code in 1.6
 +
|-
 +
| check if a garbage can was searched
 +
| <syntaxhighlight lang="js">
 +
Town town = (Town)Game1.getLocationFromName("Town");
 +
if (town.garbageChecked[5])
 +
  ...
 +
</syntaxhighlight>
 +
| <syntaxhighlight lang="js">
 +
if (Game1.netWorldState.Value.CheckedGarbage.Contains("Saloon"))
 +
  ...
 +
</syntaxhighlight>
 +
|-
 +
| mark a garbage can searched
 +
| <syntaxhighlight lang="js">
 +
Town town = (Town)Game1.getLocationFromName("Town");
 +
town.garbageChecked[5] = true;
 +
</syntaxhighlight>
 +
| <syntaxhighlight lang="js">
 +
Game1.netWorldState.Value.CheckedGarbage.Add("Saloon");
 
</syntaxhighlight>
 
</syntaxhighlight>
 +
|}
 +
 +
To migrate former vanilla trash can IDs:
 +
{| class="wikitable"
 
|-
 
|-
|rowspan="2"| <samp>FruitTree</samp>
+
! position
| <samp>GetQuality()</samp>
+
! ID in 1.5.6
| Get the quality of fruit currently being produced by the fruit tree.
+
! ID in 1.6
 
|-
 
|-
| <samp>TryAddFruit()</samp>
+
| Near [[Jodi]] and [[Kent]]'s house
| Add a fruit item to the tree based on [[#Custom fruit trees|its data]].
+
| <code>0</code>
 +
| <code>JodiAndKent</code>
 
|-
 
|-
| <samp>IndoorPot</samp>
+
| Near [[Emily]] and [[Haley]]'s house
| <samp>Water()</samp>
+
| <code>1</code>
| Simplifies watering dirt in the [[Garden Pot|garden pot]].
+
| <code>EmilyAndHaley</code>
 
|-
 
|-
| <samp>Object</samp>
+
| Near [[Lewis]]' house
| <samp>GetBoundingBox()</samp><br /><samp>GetBoundingBoxAt(x, y)</samp>
+
| <code>2</code>
| Get the pixel collision area for the item placed in the world. These replace the former <samp>getBoundingBox(position)</samp> method.
+
| <code>Mayor</code>
 
|-
 
|-
| <samp>Tool</samp>
+
| Near [[Museum]]
| <samp>isScythe()</samp>
+
| <code>3</code>
| Equivalent to the previous <samp>MeleeWeapon</samp> method, to simplify common code and avoid needing to special-case <samp>MeleeWeapon</samp> items.
+
| <code>Museum</code>
 +
|-
 +
| Near [[Blacksmith|Clint's blacksmith]]
 +
| <code>4</code>
 +
| <code>Blacksmith</code>
 
|-
 
|-
|rowspan="3"| <samp>Tree</samp>
+
| Near [[The Stardrop Saloon|the Saloon]]
| <samp>CheckForNewTexture()</samp>
+
| <code>5</code>
| Reset the tree's texture if it would change based on [[#Custom wild trees|its data]].
+
| <code>Saloon</code>
 
|-
 
|-
| <samp>GetMaxSizeHere</samp>
+
| Near [[Evelyn]] and [[George]]'s house
| Get the maximum size the tree can grow in its current position (e.g. accounting for nearby trees blocking growth).
+
| <code>6</code>
 +
| <code>Evelyn</code>
 
|-
 
|-
| <samp>IsGrowthBlockedByNearbyTree</samp>
+
| Near [[JojaMart]]
| Get whether growth is blocked because it's too close to another fully-grown tree.
+
| <code>7</code>
 +
| <code>JojaMart</code>
 
|}
 
|}
</li>
  −
<li>Modularized <samp>Object.CheckForAction</samp> to simplify mod patches.</li>
  −
<li>Reworked <samp>Item.getOne()</samp> implementation to avoid common pitfalls. (This only affects mods with custom item classes, or which patch <samp>Item.getOne</samp> or <samp>Item._GetOneFrom</samp>.)</li>
  −
</ul>
     −
===Other item changes===
+
===Custom map actions===
* Added per-object display names (''e.g.'' for custom flavored items). See the <samp>ObjectDisplayName</samp> [[#Item spawn fields|item spawn field]], or <samp>object.displayNameFormat</samp> in C#.
+
{{/doc status|[[Modding:Maps]]|done=false}}
* [[Ginger Island#Gem Birds|Item pedestals]] are now normal item, so you can spawn them using a mod like CJB Item Spawner to display items.
  −
* Added optional <samp>Condition</samp> [[#Game state queries|game state query]] field to <samp>Data/SpecialOrders</samp>.
  −
* Item data changes:
  −
** The display name field now exists in English too for <samp>Data/Boots</samp>, <samp>Data/Bundles</samp>, <samp>Data/CookingRecipes</samp>, <samp>Data/CraftingRecipes</samp>, <samp>Data/Furniture</samp>, <samp>Data/Hats</samp>, and <samp>Data/Weapons</samp>.
  −
** The randomly spawned [[The Farm#Stone|stones]], [[The Farm#Wood|twigs]], and [[weeds]] have been formalized into ''litter''. They all now have object type <samp>Litter</samp>, [[Modding:Items#Categories|category]] -999 (<samp>Game1.litterCategory</samp>), a relevant display name/description (like ''Gold Stone'' & ''Break apart to obtain gold ore'' instead of ''Stone'' & ''...''), a price of 0 (not sellable), and edibility of -300 (inedible). This also adds all mine ore nodes to <samp>Data/Objects</samp>, so the game no longer creates invalid items to show their sprite. (Doing so in 1.6 will now show an Error Item sprite instead.)
  −
** [[Honey]] items now have the <samp>honey_item</samp> context tag.
  −
** Shirts no longer have a dynamic numeric ID range; every valid shirt is now listed in [[#Custom shirts|<samp>Data/Shirts</samp>]].
  −
** You can now apply a custom buff ID when the item is eaten, via <samp>Data/Objects</samp>'s <samp>Buff</samp> field.
  −
** The type field in <samp>Data/Objects</samp> is no longer checked using substring matching (e.g. the game now uses <code>data.Type == "Fish"</code> instead of <code>typeAndCategory.Contains("Fish")</code>), which may impact mods which depended on that undocumented behavior.
  −
* Crop changes:
  −
** Paddy crops now recheck for nearby water each day, so they'll update if you add/remove a building with water or change the map layout.
  −
** In <samp>Data/Crops</samp>, each harvest option is now self-contained. For example, you can set <samp>HarvestMinStack</samp> without <samp>ExtraHarvestChance</samp>.
  −
* Fish changes:
  −
** <samp>Data/Fish</samp> is no longer translated, so there's only one <samp>Data/Fish.xnb</samp> field. Fish display names are now taken from <samp>Data/Objects</samp>.
  −
** Added a new field (index 13) in <samp>Data/Fish</samp>, which sets whether the fish can be selected for the first-catch tutorial.
  −
* Recipe changes in <samp>Data/CookingRecipes</samp> and <samp>Data/CraftingRecipes</samp>:
  −
** These assets no longer have language variants.
  −
** The display name now supports [[#Tokenizable string format|tokenizable strings]].
  −
** The display name can now be left blank to get it from the first item in the output list.
  −
* Other item logic:
  −
** <samp>Data/Bundles</samp> is now loaded later, so content packs can edit it reliably.</samp>
  −
** Fixed furniture drawn over sitting players if it has no front texture.
     −
==What's new for locations & weather==
+
C# mods can now handle custom <samp>Action</samp> & <samp>TouchAction</samp> [[Modding:Maps|map properties]] by calling <samp>GameLocation.RegisterTileAction</samp> & <samp>RegisterTouchAction</samp>, and passing a callback which receives the location, map property arguments, player who activated it, and tile position.
===Custom locations===
  −
You can now add/edit locations by editing the revamped <samp>Data/Locations</samp> asset.
     −
====Location format====
+
For example, let's say you want a locked gate which needs a custom key item. You can add a regular <code>TouchAction Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod:
The asset consists of a string → model lookup, where...
+
<syntaxhighlight lang="c#">
* The key is the internal name of the location to change, which will also be used as the location's <samp>Name</samp> (not <samp>DisplayName</samp>) field. This should only contain alphanumeric/underscore/dot characters, and custom locations' names should be prefixed with your mod ID like <samp>Example.ModId_LocationName</samp>. (The farm will use <samp>Farm_{{t|type key}}</samp> for a vanilla farm type, or <samp>Farm_{{t|type ID}}</samp> for a custom farm type, or <samp>Farm_Standard</samp> if no type-specific entry was found.)
+
internal class ModEntry : Mod
* The value is a model with the fields listed below.
+
{
 +
    /// <inheritdoc />
 +
    public override void Entry(IModHelper helper)
 +
    {
 +
        GameLocation.RegisterTouchAction("Example.ModId_UnlockGate", this.HandleUnlockGate);
 +
    }
   −
'''Basic info''':
+
    private void HandleUnlockGate(GameLocation location, string[] args, Farmer player, Vector2 tile)
{| class="wikitable" style="margin-left: 2em;"
+
    {
|-
+
        const string mailFlag = "Example.ModId_GateUnlocked";
! field
+
        const string keyId = "Example.ModId_GateKey";
! effect
  −
|-
  −
| <samp>DisplayName</samp>
  −
| ''(Optional but strongly recommended)'' A [[#Tokenizable string format|tokenizable string]] for the translated location name. This is used anytime the location name is shown in-game for base game logic or mods.
  −
|-
  −
| <samp>DefaultArrivalTile</samp>
  −
| ''(Optional but strongly recommended)'' The default tile position where the player should be placed when they arrive in the location, if arriving from a warp that didn't specify a tile position. Default none, which usually places the player at (0, 0).
  −
|-
  −
| <samp>ExcludeFromNpcPathfinding</samp>
  −
| ''(Optional)'' Whether NPCs should ignore this location when pathfinding between locations. Default false.
  −
|}
     −
'''Creation''':
+
        // unlock gate if locked
{| class="wikitable" style="margin-left: 2em;"
+
        if (!player.mailReceived.Contains(mailFlag))
|-
+
        {
! field
+
            if (!Game1.player.Items.ContainsId(id, count))
! effect
+
            {
|-
+
                Game1.activeClickableMenu = new DialogueBox("This gate is locked. I wonder where the key is?");
| <samp>CreateOnLoad</samp>
+
                return;
| ''(Optional)'' If set, the location will be created automatically when the save is loaded using this data.
+
            }
   −
This consists of a model with these fields:
+
            player.removeFirstOfThisItemFromInventory(keyId);
 +
            player.mailReceived.Add(mailFlag);
 +
        }
   −
{| class="wikitable"
+
        // apply open-gate map edit
|-
+
        // NOTE: this is a quick example which changes the location's current map. If another mod reloads the map
! field
+
        // (e.g. a content pack editing it), the change will be lost. For persistent changes, you should use the
! effect
+
        // AssetRequested event to apply the change when the map is reloaded.
|-
+
        IAssetDataForMap mapHelper = this.Helper.GameContent.GetPatchHelper(location.map).AsMap();
| <samp>MapPath</samp>
+
        mapHelper.PatchMap(
| The asset name for the map to use for this location.
+
            this.Helper.Content.Load<Map>("assets/unlocked-gate.tmx"),
|-
+
            targetArea: new Rectangle((int)tile.X - 1, (int)tile.Y - 1, 2, 2)
| <samp>AlwaysActive</samp>
+
        );
| ''(Optional)'' Whether this location is always synchronized to farmhands in multiplayer, even if they're not in the location. Any location which allows building cabins '''must''' have this enabled to avoid breaking game logic.
+
    }
|-
+
}
| <samp>Type</samp>
+
</syntaxhighlight>
| ''(Optional)'' The full name of the C# location class to create. This must be one of the vanilla types to avoid a crash when saving. There are too many to list here, but the most useful types are likely <samp>StardewValley.GameLocation</samp> (default value) and <samp>StardewValley.Locations.DecoratableLocation</samp>.
  −
|}
  −
|}
     −
'''Contents''':
+
As another example, let's say you want the gate to unlock when the player presses the action key. You can add a regular <code>Action Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod:
{| class="wikitable" style="margin-left: 2em;"
+
<syntaxhighlight lang="c#">
|-
+
internal class ModEntry : Mod
! field
+
{
! effect
+
    /// <inheritdoc />
|-
+
    public override void Entry(IModHelper helper)
| <samp>ArtifactSpots</samp>
+
    {
| ''(Optional)'' The items that can be found when digging [[Artifact Spot|artifact spots]] in this location.
+
        GameLocation.RegisterTileAction("Example.ModId_UnlockGate", this.HandleUnlockGate);
 +
    }
   −
An artifact spot is selected by combining this field with the equivalent field on the <samp>Default</samp> entry, sorting by <samp>Precedence</samp> value, and then choosing the first entry whose fields match. (Artifact spot drops can also be listed in [[Modding:Items#Objects|<samp>Data/Objects</samp>]]'s <samp>Miscellaneous</samp> field; those are applied by the <samp>RANDOM_ARTIFACT_FOR_DIG_SPOT</samp> entry in <samp>DefaultArtifactSpots</samp>.)
+
    private bool HandleUnlockGate(GameLocation location, string[] args, Farmer player, Microsoft.Xna.Framework.Point point)
 +
    {
 +
        const string mailFlag = "Example.ModId_GateUnlocked";
 +
        const string keyId = "Example.ModId_GateKey";
   −
This consists of a list of models with these fields:
+
        // unlock gate if locked
{| class="wikitable"
+
        if (!player.mailReceived.Contains(mailFlag))
|-
+
        {
! field
+
            if (!Game1.player.Items.ContainsId(id, count))
! effect
+
            {
|-
+
                Game1.activeClickableMenu = new DialogueBox("This gate is locked. I wonder where the key is?");
| ''common fields''
+
                return false;
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by artifact spot drops.
+
            }
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
            player.removeFirstOfThisItemFromInventory(keyId);
|-
+
            player.mailReceived.Add(mailFlag);
| <samp>Chance</samp>
+
        }
| ''(Optional)'' The probability that the item will be dropped if the other fields match, as a decimal value between 0 (never) and 1 (always). Default 1.
  −
|-
  −
| <samp>ApplyGenerousEnchantment</samp>
  −
| ''(Optional)'' Whether to apply the 'Generous' [[Forge#Enchantments|enchantment]], which adds a 50% chance of the item dropping twice. If the enchantment is applied, the item's fields are rerolled for the second drop (e.g. a new random value between <samp>MinStack</samp> and <samp>MaxStack</samp> is selected). Default true.
  −
|-
  −
| <samp>OneDebrisPerDrop</samp>
  −
| ''(Optional)'' Whether to split the dropped item stack into multiple floating debris that each have a stack size of one. For example, if the dropped item has a stack size of 3, this will spawn three separate item stacks. Default true.
  −
|-
  −
| <samp>ContinueOnDrop</samp>
  −
| ''(Optional)'' Whether to continue checking for more items to drop when this item is dropped. Default false.
  −
|-
  −
| <samp>Precedence</samp>
  −
| ''(Optional)'' The order in which this entry should be checked, where lower values are checked first. This can be a negative value. Artifact spots with the same precedence are checked in the order listed. Default 0.
     −
For consistency, vanilla artifact drops mostly use these values:
+
        // apply open-gate map edit
* <samp>-1000</samp>: location items which should override the global priority items (e.g. fossils on Ginger Island);
+
        // NOTE: this is a quick example which changes the location's current map. If another mod reloads the map
* <samp>-100</samp>: global priority items (e.g. Qi Beans);
+
        // (e.g. a content pack editing it), the change will be lost. For persistent changes, you should use the
* <samp>0</samp>: normal items;
+
        // AssetRequested event to apply the change when the map is reloaded.
* <samp>100</samp>: global fallback items (e.g. clay).
+
        IAssetDataForMap mapHelper = this.Helper.GameContent.GetPatchHelper(location.map).AsMap();
|}
+
        mapHelper.PatchMap(
 +
            this.Helper.Content.Load<Map>("assets/unlocked-gate.tmx"),
 +
            targetArea: new Rectangle((int)point.X - 1, (int)point.Y - 1, 2, 2)
 +
        );
   −
For example, a location with this field will drop 2-4 pufferfish with a 50% chance on summer days:
+
        return true;
<syntaxhighlight lang="js">
+
    }
"ArtifactSpots": [
+
}
    {
  −
          "Condition": "LOCATION_SEASON Here summer",
  −
          "ItemId": "(O)128",
  −
          "MinStack": 2,
  −
          "MaxStack": 4
  −
    }
  −
]
   
</syntaxhighlight>
 
</syntaxhighlight>
|-
  −
| <samp>FishAreas</samp>
  −
| ''(Optional)'' The distinct [[fishing]] areas within the location. These can be referenced by fish via <samp>FishAreaId</samp>, and determine which fish are collected by [[Crab Pot|crab pots]].
     −
This consists of a string → model lookup, where the key is the fish area ID and the value consists of a list of models with these fields:
+
===Custom map layers===
 +
{{/doc status|[[Modding:Maps]]|done=false}}
 +
 
 +
You can now add any number of [[Modding:Maps|map layers]] by suffixing a vanilla layer name (i.e. <samp>Back</samp>, <samp>Buildings</samp>, <samp>Front</samp>, or <samp>AlwaysFront</samp>) with an offset. For example, <samp>Back-1</samp> will be drawn before/under <samp>Back</samp>, and <samp>Back2</samp> will be drawn after/over it. You can increment the number to add more layers.
 +
 
 +
This only affects layer rendering. Tile properties must still be set on the original layers.
 +
 
 +
===Custom minecarts===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
You can now extend [[minecart]]s by editing the <samp>Data\Minecarts</samp> data asset.
 +
 
 +
This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the minecart network. When you interact with a minecart, the destinations listed for its network are shown.
 +
* The value is a model with the fields listed below.
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,822: Line 3,176:  
! effect
 
! effect
 
|-
 
|-
| <samp>Position</samp>
+
| <samp>Destinations</samp>
| ''(Optional)'' The tile position and size covered by this fishing area, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. This area will apply for crab pots placed within it, or when the fishing rod bobber lands within it. Default null (anywhere).
+
| The destinations which the player can travel to from minecarts in this network. This consists of a list of model with these fields:
 
  −
Areas with a <samp>Position</samp> value have priority over those without.
  −
|-
  −
| <samp>CrabPotFishTypes</samp>
  −
| ''(Optional)'' A list of fish types that can be caught by crab pots within the area. This is matched against field index 4 in [[Modding:Fish data|<samp>Data/Fish</samp>]] for 'trap' (i.e. crab pot) fish. The vanilla types are <samp>freshwater</samp> and <samp>ocean</samp>. If omitted, defaults to <samp>freshwater</samp>.
  −
|-
  −
| <samp>CrabPotJunkChance</samp>
  −
| ''(Optional)'' The chance that crab pots within the area will find junk instead of a fish each time they produce a harvest. This is ignored if the player has the [[Fishing#Fishing Skill|Mariner]] profession. Default <samp>0.2</samp> (20%).
  −
|}
  −
|-
  −
| <samp>Fish</samp>
  −
| ''(Optional)'' The fish that can be caught in the location.
  −
 
  −
A fish is selected by combining this field with the equivalent field on the <samp>Default</samp> entry, sorting by <samp>Precedence</samp> value (and randomly shuffling entries with the same precedence), and then choosing the first entry whose fields match.
  −
 
  −
Note: the produced item ID is saved to recreate the fish later. Any item info that's not based on the item ID is ignored (like stack size, quality, flavored variants like Blueberry Wine vs Wine, and the is-recipe flag).
  −
 
  −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,847: Line 3,183:  
! effect
 
! effect
 
|-
 
|-
| ''common fields''
+
| <samp>Id</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by forage items.
+
| A [[Modding:Common data field types#Unique string ID|unique string ID]] for this destination within the network.
 
  −
This must return an <samp>Object</samp> item (or subclass of <samp>Object</samp>). If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>Chance</samp>
+
| <samp>DisplayName</samp>
| ''(Optional)'' The probability that the fish will spawn if selected, as a decimal value between 0 (never) and 1 (always). Default 1.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the destination name shown in the minecart menu. You can use the location's display name with the <samp>LocationName</samp> token (like <code>[LocationName Desert]</code> for the [[desert]]).
 
|-
 
|-
| <samp>Season</samp>
+
| <samp>TargetLocation</samp>
| ''(Optional)'' If set, the specific season when the fish can be caught. This is much more efficient than using <samp>Condition</samp>, but only supports a single season. Defaults to <samp>null</samp> (all seasons).
+
| The [[#Custom locations|location ID]] for the destination.
 
|-
 
|-
| <samp>FishAreaId</samp>
+
| <samp>TargetTile</samp>
| ''(Optional)'' If set, the fish area in which the fish can be caught (as an area ID defined under <samp>FishAreas</samp>). Defaults to <samp>null</samp> (all zones).
+
| The destination tile position within the location, specified as a model with <samp>X</samp> and <samp>Y</samp> fields.
 
|-
 
|-
| <samp>BobberPosition</samp>
+
| <samp>TargetDirection</samp>
| ''(Optional)'' If set, the tile area within the location where the fishing rod's bobber must land to catch the fish. Default <samp>null</samp> (anywhere).
+
| The direction the player should face after arrival (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>).
 
|-
 
|-
| <samp>PlayerPosition</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' If set, the tile area within the location where the player must be standing to catch the fish. Default <samp>null</samp> (anywhere).
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this minecart destination is available. Defaults to always available.
 
|-
 
|-
| <samp>MinFishingLevel</samp>
+
| <samp>Price</samp>
| ''(Optional)'' The minimum fishing level needed for the fish to appear. Default 0.
+
| ''(Optional)'' The gold price that must be paid each time to use this destination. Default none.
 
|-
 
|-
| <samp>ApplyDailyLuck</samp>
+
| <samp>BuyTicketMessage</samp>
| ''(Optional)'' Whether to add the player's [[Luck|daily luck]] to the spawn chance. This affects both the <samp>Chance</samp> field and the <samp>Data\Fish</samp> chance, if applicable. Default false.
+
| ''(Optional)'' If the destination costs money to use, a [[Modding:Tokenizable strings|tokenizable string]] for the purchase confirmation message shown. If present, <code>{0}</code> is replaced with the purchase price. Defaults to the network's <samp>BuyTicketMessage</samp> field.
 
|-
 
|-
| <samp>CuriosityLureBuff</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' The value to add to the spawn chance when the player has the [[Curiosity Lure]] equipped, if set to 0 or higher. This affects both the <samp>Chance</samp> field and the <samp>Data\Fish</samp> chance, if applicable. Default -1, which keeps the default behavior (i.e. no effect on the <samp>Chance</samp> field and a scaled boost to the <samp>Data\Fish</samp> chance).
+
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
 +
|}
 
|-
 
|-
| <samp>CatchLimit</samp>
+
| <samp>UnlockCondition</samp>
| ''(Optional)'' The maximum number of this fish which can be caught by each player. This limit is permanent (i.e. once it's reached, that fish will never appear again). For example, legendary fish set this to one. Default -1 (no limit).
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this minecart network is unlocked. Default always enabled.
 
|-
 
|-
| <samp>IsBossFish</samp>
+
| <samp>LockedMessage</samp>
| ''(Optional)'' Whether this is a 'boss fish' catch. This shows a crowned fish sprite in the fishing minigame and gives five times normal XP, like [[Legendary Fish|legendary fish]].
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when interacting with a minecart when the <samp>UnlockCondition</samp> false. Defaults to an "''Out of order''" translation.
 
|-
 
|-
| <samp>RequireMagicBait</samp>
+
| <samp>ChooseDestinationMessage</samp>
| ''(Optional)'' Whether the player must fish with Magic Bait for this fish to spawn. Default false.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when listing destinations to choose from. Defaults to a "''Choose destination:''" translation.
 
|-
 
|-
| <samp>MinDistanceFromShore</samp>
+
| <samp>BuyTicketMessage</samp>
| ''(Optional)'' The minimum distance from the nearest shore (measured in tiles) at which the fish can be caught, where zero is water directly adjacent to shore.
+
| ''(Optional)'' When a destination costs money to use, a [[Modding:Tokenizable strings|tokenizable string]] for the purchase confirmation message shown. If present, <code>{0}</code> is replaced with the purchase price. Defaults to a "''Buy a ticket for {0}g?''" translation.
|-
+
|}
| <samp>MaxDistanceFromShore</samp>
  −
| ''(Optional)'' The maximum distance from the nearest shore (measured in tiles) at which the fish can be caught, where zero is water directly adjacent to shore. Default -1 (no limit).
  −
|-
  −
| <samp>Precedence</samp>
  −
| ''(Optional)'' The order in which this entry should be checked, where lower values are checked first. This can be a negative value. Fish with the same precedence are shuffled randomly. Default 0.
     −
For consistency, vanilla fish mostly use values in these ranges:
+
====Open a minecart menu====
* <samp>-1100</samp> to <samp>-1000</samp>: global priority items (e.g. Qi Beans);
+
You can use an <samp>Action: MinecartTransport {{o|network ID}} {{o|exclude destination ID}}</samp> [[Modding:Maps|map property]] to open the minecart menu. When the player interacts with the tile, it'll open the menu for the {{o|network ID}} network (default <samp>Default</samp>). if {{o|exclude destination ID}} is specified, the matching destination will be hidden from the list (usually because you're at that minecart). For example, the [[Bus Stop|bus stop]] minecart uses <code>Action: MinecartTransport Default Bus</code>.
* <samp>-200</samp> to <samp>-100</samp>: unique location items (e.g. legendary fish or secret items);
  −
* <samp>-50</samp> to <samp>-1</samp>: normal high-priority items;
  −
* <samp>0</samp>: normal items;
  −
* <samp>1</samp> to <samp>100</samp>: normal low-priority items;
  −
* <samp>1000+</samp>: global fallback items (e.g. trash).
  −
|-
  −
| <samp>IgnoreFishDataRequirements</samp>
  −
| ''(Optional)'' Whether to ignore spawn requirements listed in [[Modding:Fish data|<samp>Data/Fish</samp>]], if applicable.
     −
The <samp>Data/Fish</samp> requirements are ignored regardless of this field for non-object (<samp>(O)</samp>)-type items, or objects whose ID isn't listed in <samp>Data/Fish</samp>.
+
From a C# mod, you can call <code>Game1.currentLocation.ShowMineCartMenu(networkId, excludeDestinationId)</code> which works the same way (except that <samp>networkId</samp> is required).
|-
  −
| <samp>CanBeInherited</samp>
  −
| ''(Optional)'' Whether this fish can be spawned in another location via the <samp>LOCATION_FISH</samp> [[#Item queries|item query]]. Default true.
  −
|-
  −
| <samp>SetFlagOnCatch</samp>
  −
| ''(Optional)'' The mail flag to set for the current player when this fish is successfully caught. Default none.
  −
|-
  −
| <samp>ChanceModifiers</samp>
  −
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the <samp>Chance</samp> value. Default none.
  −
|-
  −
| <samp>ChanceModifierMode</samp>
  −
| ''(Optional)'' [[#Quantity modifiers|quantity modifier modes]] which indicate what to do if multiple modifiers in the <samp>ChanceModifiers</samp> field apply at the same time. Default <samp>Stack</samp>.
  −
|}
  −
|-
  −
| <samp>Forage</samp>
  −
| ''(Optional)'' The [[forage]] that can spawn in the location.
     −
Notes:
+
====Example====
* Unlike other item spawn lists, these entries aren't checked sequentially. Instead, the game...
+
This [[Modding:Content Patcher|Content Patcher]] content pack adds the [[Railroad]] as a minecart destination, complete with a map edit adding a decorative minecart. It is available after the [[Random Events|Earthquake]] has occurred and minecarts have been unlocked.
*# combines this list with any forage in the <samp>Default</samp> location entry;
  −
*# adds every forage entry whose <samp>Condition</samp> and <samp>Season</samp> match to a spawn pool;
  −
*# chooses a random number of spawn ''opportunities'' (between 1 and 4);
  −
*# for each spawn opportunity, chooses a random tile position and forage to spawn. If the spawn fails (e.g. the tile is water/occupied or the forage's <samp>Chance</samp> doesn't pass), the game will make nine other attempts with a re-randomized tile & forage before skipping this spawn opportunity.
  −
* The stack size is ignored.
     −
This consists of a list of models with these fields:
+
{{#tag:syntaxhighlight|<nowiki>
{| class="wikitable"
+
{
|-
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
! field
+
    "Changes": [
! effect
+
        // add minecart destination
|-
+
        {
| ''common fields''
+
            "Action": "EditData",
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by forage items.
+
            "Target": "Data/Minecarts",
 +
            "TargetField": [ "Default", "Destinations" ], // for the "Default" network, edit the "Destinations" field
 +
            "Entries": {
 +
                "Railroad": {
 +
                    "Id": "Railroad",
 +
                    "DisplayName": "[LocationName Railroad]",
 +
                    "Condition": "LOCATION_ACCESSIBLE Railroad",
   −
This must return an <samp>Object</samp> (<samp>(O)</samp>)-type item. If it uses an [[#Item queries|item query]] that returns multiple items, one will be selected at random. If it returns null or a non-<samp>Object</samp> item, the spawn attempt will be skipped (with a logged warning if the item type is invalid).
+
                    "TargetLocation": "Railroad",
|-
+
                    "TargetTile": { "X": 16, "Y": 39 },
| <samp>Chance</samp>
+
                    "TargetDirection": "down",
| ''(Optional)'' The probability that the item will spawn if selected, as a decimal value between 0 (never) and 1 (always). Default 1.
+
                }
|-
+
            }
| <samp>Season</samp>
+
        },
| ''(Optional)'' The specific season when the forage should apply. This is more efficient than using <samp>Condition</samp>, but only supports a single season. Defaults to <samp>null</samp> (all seasons).
  −
|}
  −
|-
  −
| <samp>MinDailyWeeds</samp><br /><samp>MaxDailyWeeds</samp>
  −
| ''(Optional)'' The minimum and maximum number of weeds to spawn in a day, if applicable. Default 1 and 5 respectively.
  −
|-
  −
| <samp>FirstDayWeedMultiplier</samp>
  −
| ''(Optional)'' On the first day of each year, a multiplier to apply to the number of daily weeds spawned. Default 15.
  −
|-
  −
| <samp>MinDailyForageSpawn</samp><br /><samp>MaxDailyForageSpawn</samp>
  −
| ''(Optional)'' The minimum and maximum number of forage to try spawning in one day, if applicable and the location has fewer than <samp>MaxSpawnedForageAtOnce</samp> forage. Default 1 and 4 respectively.
  −
|-
  −
| <samp>MaxSpawnedForageAtOnce</samp>
  −
| ''(Optional)'' The maximum number of spawned forage that can be present at once on the map before they stop spawning. Default 6.
  −
|-
  −
| <samp>ChanceForClay</samp>
  −
| ''(Optional)'' The probability that digging a tile will produce clay, as a value between 0 (never) and 1 (always).
  −
|}
     −
'''Music''':
+
        // add decorative minecart
{| class="wikitable" style="margin-left: 2em;"
+
        {
|-
+
            "Action": "EditMap",
! field
+
            "Target": "Maps/Railroad",
! effect
+
            "FromFile": "assets/Custom_Railroad_Minecart.tmx",
|-
+
            "ToArea": { "X": 15, "Y": 35, "Width": 4, "Height": 5 }
| <samp>Music</samp>
+
        }
| ''(Optional)'' The music to play when the player enters the location (subject to the other fields like <samp>MusicContext</samp>).
+
    ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
===Custom passive festivals===
 +
{{/doc status|[[Modding:Festival data]] or a new doc page|done=false}}
 +
 
 +
You can now add or modify passive festivals by editing the <samp>Data/PassiveFestivals</samp> asset.
   −
The first matching entry is used. If none match, falls back to <samp>MusicDefault</samp>.
+
(A ''passive festival'' is a [[festivals|festival]] like the [[Night Market]]. They replace a location for a period of time, the player can enter/leave them anytime, and time continues passing while at the festival.)
   −
This consists of a list of models with these fields:
+
====Data format====
 +
The <samp>Data/PassiveFestivals</samp> asset consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the festival.
 +
* The value is a model with the fields listed below.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,982: Line 3,280:  
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>DisplayName</samp>
| A key which uniquely identifies this entry within the list. The ID should only contain alphanumeric/underscore/dot characters. For custom entries for vanilla locations, this should be prefixed with your mod ID like <samp>Example.ModId_MusicId</samp>.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the display name shown on the [[calendar]].
 +
|-
 +
| <samp>Season</samp>
 +
| The [[season]] when the festival becomes active.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>StartDay</samp><br /><samp>EndDay</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry applies. Default true.
+
| The days of month when the festival becomes active.
 
|-
 
|-
| <samp>Track</samp>
+
| <samp>StartTime</samp>
| The [[#Custom audio|audio track ID]] to play.
+
| The time of day when the festival opens each day.
|}
   
|-
 
|-
| <samp>MusicDefault</samp>
+
| <samp>StartMessage</samp>
| ''(Optional)'' The music to play if none of the options in <samp>Music</samp> matched. If this is null, falls back to the <samp>Music</samp> [[Modding:Maps|map property]] (if set).
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the in-game [[wikipedia:Pop-up notification|toast notification]] shown when the festival begins each day.
 
|-
 
|-
| <samp>MusicContext</samp>
+
| <samp>MapReplacements</samp>
| ''(Optional)'' The music context for this location. The recommended values are <samp>Default</samp> or <samp>SubLocation</samp>. Default <samp>Default</samp>.
+
| The locations to swap for the duration of the festival. Despite the field name, this swaps '''locations''' (e.g. as added by <samp>CustomLocations</samp> using [[Modding:Content Patcher|Content Patcher]]), and not the location's map asset.
   −
Setting <samp>SubLocation</samp> has two effects:
+
This is specified as a string → string lookup, where the key is the original location to replace and the value is the new location. Both use the internal location name, as shown by the {{nexus mod|679|Debug Mode}} mod. For example, this swaps the <samp>Beach</samp> location with <samp>BeachNightMarket</samp> during the [[Night Market]]:
* <samp>SubLocation</samp> has a lower priority than <samp>Default</samp>. In split-screen mode, that means if player A is at a location with a <samp>Default</samp> music context, and player B is a location with a <samp>SubLocation</samp> context, the game will choose player A's music.
+
<syntaxhighlight lang="js">
* When the player leaves a location with <samp>SubLocation</samp> music, the music will be stopped unless the new location has the same music and music context set.
+
"MapReplacements": {
 +
    "Beach": "BeachNightMarket"
 +
}
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>MusicIgnoredInRain</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' Whether the location music is ignored when it's raining in this location. Default false.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the festival is enabled (subject to the other fields like <samp>StartDay</samp> and <samp>EndDay</samp>). Defaults to always enabled.
 
|-
 
|-
| <samp>MusicIgnoredInSpring</samp><br /><samp>MusicIgnoredInSummer</samp><br /><samp>MusicIgnoredInFall</samp><br /><samp>MusicIgnoredInWinter</samp>
+
| <samp>ShowOnCalendar</samp>
| ''(Optional)'' Whether the location music is ignored in the given season. Default false.
+
| ''(Optional)'' Whether the festival appears on the [[calendar]], using the same iridium-star icon as the [[Calendar#Winter|Night Market]]. Default true.
 
|-
 
|-
| <samp>MusicIgnoredInFallDebris</samp>
+
| <samp>DailySetupMethod</samp><br /><samp>CleanupMethod</samp>
| ''(Optional)'' Whether the location music is ignored in fall during windy weather. Default false.
+
| ''(Optional)'' A C# method which applies custom logic when the day starts (<samp>DailySetupMethod</samp>) and/or overnight after the last day of the festival (<samp>CleanupMethod</samp>).
|-
  −
| <samp>MusicIsTownTheme</samp>
  −
| ''(Optional)'' Whether to use the same behavior as [[Pelican Town]]'s music: it will start playing after the day music has finished, and will continue playing while the player travels through indoor areas, but will stop when entering another outdoor area that isn't marked with the same <samp>Music</samp> and <samp>MusicIsTownTheme</samp> values. Default false.
  −
|}
     −
'''Advanced''':
+
These must be specified in the form <samp>{{t|full type name}}: {{t|method name}}</samp> (like <samp>ExampleMod.Namespace.Type, ExampleMod: MethodName</samp>). The methods must be static, take zero arguments, and return void.
{| class="wikitable" style="margin-left: 2em;"
  −
|-
  −
! field
  −
! effect
   
|-
 
|-
 
| <samp>CustomFields</samp>
 
| <samp>CustomFields</samp>
Line 3,025: Line 3,320:  
|}
 
|}
   −
====<samp>Default</samp> entry====
+
====NPC schedules====
The asset has a location with the key <samp>Default</samp>. The <samp>ArtifactSpots</samp>, <samp>Fish</samp>, and <samp>Forage</samp> fields for this entry are added to every other location's equivalent fields, so this lets you add artifact spots / fish / forage in all locations.
+
When a passive festival is active, NPCs will check for [[Modding:Schedule data|a schedule entry]] in this order:
   −
===Custom location contexts===
+
{| class="wikitable"
====Vanilla contexts====
+
|-
* The game previously had two hardcoded location context enums: <samp>Default</samp> (for the valley) and <samp>Island</samp> (for [[Ginger Island]]). These have been replaced with data models which define the location context settings, loaded from the <samp>Data/LocationContexts</samp> asset.
+
! syntax
* [[The Desert|The desert]] is now part of a new <samp>Desert</samp> context (instead of <samp>Default</samp>). Some of the previously hardcoded desert logic (like always sunny weather) is now just part of the context data in <samp>Data/LocationContexts</samp>.
+
! summary
 +
|-
 +
| <samp>{{t|festival ID}}_{{t|festival day}}</samp>
 +
| Applies on the given date. The {{t|festival day}} is relative, so <samp>1</samp> matches the festival <samp>StartDay</samp>.<br /><small>Example: <samp>NightMarket_3</samp> or <samp>marriage_NightMarket_3</samp></small>
 +
|-
 +
| <samp>{{t|festival ID}}</samp>
 +
| Applies if there's no date-specific entry.<br /><small>Example: <samp>NightMarket</samp> or <samp>marriage_NightMarket</samp></small>
 +
|}
 +
 
 +
If the NPC is married to a player, they'll add a <samp>marriage_</samp> prefix to the keys (like <samp>marriage_{{t|festival ID}}_{{t|festival day}}</samp>) and ignore any entry without the prefix.
 +
 
 +
===Custom weather===
 +
{{/doc status|[[Modding:Weather data]]|done=false}}
 +
 
 +
You can now change the weather algorithm by editing [[#Custom location contexts|location context data]], and (with a C# mod) implement custom weathers.
 +
 
 +
Fields like <samp>Game1.weather</samp> and <samp>Game1.weatherForTomorrow</samp> are now strings to support custom mod weather IDs. The change for vanilla weather has no effect on Content Patcher packs, since the new weather IDs match the ones Content Patcher was using before (i.e. <samp>Sun</samp>, <samp>Rain</samp>, <samp>Snow</samp>, <samp>Storm</samp>, and <samp>Wind</samp>). C# mods may also see a <samp>Festival</samp> weather, while Content Patcher packs will see <samp>Sun</samp> for it. The constants like <samp>Game1.weather_sunny</samp> have the new string values (with new constants like <samp>Game1.legacy_weather_sunny</samp> for the legacy values).
 +
 
 +
The base game will treat an invalid weather as sunny. C# mods can implement custom weather effects using [[Modding:Modder Guide/APIs/Events|normal SMAPI events]] like <samp>UpdateTicked</samp>, or by [[Modding:Modder Guide/APIs/Harmony|patching]] methods like <samp>Game1.ApplyWeatherForNewDay</samp> and <samp>Game1.populateDebrisWeatherArray</samp>.
 +
 
 +
===Custom world maps===
 +
{{/doc status|[[Modding:World map]]|done=true}}
 +
 
 +
[[File:Modding map area.png|thumb|The default world map, with the farm map area highlighted.]]
 +
 
 +
You can now change the world map shown in the game menu by editing the <samp>Data/WorldMap</samp> asset. This lets you...
 +
* add custom maps for certain locations;
 +
* apply texture overlays;
 +
* add/edit tooltips;
 +
* set real-time player marker positioning;
 +
* etc.
 +
 
 +
The game's default map is fully defined in <samp>Data/WorldMap</samp>, including all the display text and conditional changes.
   −
====Format====
+
===New map properties===
Custom contexts can be created by editing the new <samp>Data/LocationContexts</samp> asset, and setting the context name in the location's <samp>LocationContext</samp> [[Modding:Maps|map property]].
+
{{/doc status|[[Modding:Maps]]|done=false}}
   −
The data asset consists of a string → model lookup, where the key matches the <samp>Name</samp> field and the value is a model with these fields:
+
1.6 adds several new [[Modding:Maps|map properties]].
   −
<dl style="margin-left: 2em;">
+
====Building construction====
<dt>Required fields:</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! property
! effect
+
! explanation
|-
  −
| <samp>Name</samp>
  −
| The unique ID for the location context. This should only contain alphanumeric/underscore/dot characters. For custom contexts, this should be prefixed with your mod ID like <samp>Example.ModId_ContextName</samp>.
  −
|}
  −
</dd>
  −
 
  −
<dt>Player actions:</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>CanBuildHere T</samp><br />''(valid in any outdoor location)''
! effect
+
| Whether to allow constructing buildings in this location. The game will adjust automatically to account for it (e.g. Robin will let you choose where to build). See [[#Build anywhere|''build anywhere'' in what's new]].
 +
|-
 +
| <samp>BuildConditions {{t|query}}</samp><br />''(valid in any outdoor location)''
 +
| If <samp>CanBuildHere</samp> is set, an optional [[Modding:Game state queries|game state query]] which indicates whether building is allowed currently.
 
|-
 
|-
| <samp>PlantableLocations</samp>
+
| <samp>LooserBuildRestrictions T</samp><br />''(valid in any outdoor location)''
| ''(Optional)'' The internal names of the locations where crops can be planted and grown, unless overridden by planting rules in their data.
+
| If set, tiles don't need to be marked <samp>Buildable T</samp> or <samp>Diggable T</samp> in their properties. Tiles can be blocked with <samp>Buildable F</samp> instead. The other restrictions still apply.
 
|-
 
|-
| <samp>AllowRainTotem</samp>
+
| <samp>ValidBuildRect {{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp><br />''(valid in any outdoor location)''
| ''(Optional)'' Whether a [[Rain Totem|rain totem]] can be used to force rain in this context tomorrow. If false, using a rain totem here will show a "''this item can't be used here''" message instead.
+
| The tile area within the map where buildings may be placed. If omitted, buildings may be placed in any open space in the map.
 +
|}
 +
 
 +
====Crops====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>RainTotemAffectsContext</samp>
+
! property
| ''(Optional)'' If set, using a rain totem here will change the weather in the given context ID. For example, rain totems in the desert change weather in the valley.
+
! explanation
 
|-
 
|-
| <samp>MaxPassOutCost</samp>
+
| <samp>AllowGiantCrops T</samp>
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context, the maximum amount of [[gold]] lost. If omitted or set to <samp>-1</samp>, uses the same value as the <samp>Default</samp> context ({{price|1000}} by default).
+
| If set with any non-blank value, [[Crops#Giant Crops|giant crops]] can grow in this location (if crops are also allowed per the [[#Custom crops|crop data]] or [[#Custom location contexts|<samp>PlantableLocations</samp> context field]]).
 
|-
 
|-
| <samp>PassOutMail</samp>
+
| <samp>DirtDecayChance {{t|chance}}</samp>
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context, the possible [[Modding:Mail data|letter IDs]] to add to their mailbox (if they haven't received it before). If multiple letters are valid, one will be chosen randomly (unless one specifies <samp>SkipRandomSelection</samp>).
+
| The probability that each dirt tile will disappear overnight if it doesn't contain a crop, as a value between 0 (never) and 1 (always). Defaults to 0 (greenhouses), 0.1 (farms), and 1 (anywhere else).
 +
|}
   −
This consists of a list of models with these fields:
+
====Farmhouse interior====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! property
! effect
+
! explanation
 
|-
 
|-
| <samp>Mail</samp>
+
| <samp>FarmHouseStarterGift [{{t|id}} {{o|count}}]+</samp>
| The [[Modding:Mail data|letter ID]] to add.
+
| The items that should appear in the initial gift box placed in the farmhouse when the save is created. This consists of one or more pairs of item ID (which can be qualified or unqualified) and count. The count is optional on the last entry.
   −
The game will look for an existing letter ID in <samp>Data/mail</samp> in this order (where {{t|billed}} is <samp>Billed</samp> if they lost [[gold]] or <samp>NotBilled</samp> otherwise, and {{t|gender}} is <samp>Female</samp> or <samp>Male</samp>):
+
For example, this will add 10 pufferfish (object 128) and a blobfish mask (hat 56):
* <samp>{{t|letter id}}_{{t|billed}}_{{t|gender}}</samp>
+
<pre>FarmHouseStarterGift (O)128 10 (H)56 1</pre>
* <samp>{{t|letter id}}_{{t|billed}}</samp>
  −
* <samp>{{t|letter id}}</samp>
     −
If no match is found in <samp>Data/mail</samp>, the game will send <samp>passedOut2</samp> instead.
+
If omitted, the default items (usually a 15 parsnip seeds) are added instead.
 +
|}
   −
If the mail ID starts with <samp>passedOut</samp>, <samp>{0}</samp> in the letter text will be replaced with the gold amount lost, and it won't appear in the [[collections]] page.
+
====Warps & map positions====
 +
{| class="wikitable"
 +
|-
 +
! property
 +
! explanation
 
|-
 
|-
| <samp>MaxPassOutCost</samp>
+
| <samp>AllowWakeUpWithoutBed {{t|allow}}</samp>
| ''(Optional)'' The maximum amount of [[gold]] lost. This is applied after the context's <samp>MaxPassOutCost</samp> (i.e. the context's value is used to calculate the random amount, then this field caps the result). Defaults to unlimited.
+
| Whether the player can wake up in this location without a bed, similar to the island farmhouse. This is typically used with <samp>PassOutLocations</samp> in [[#Custom location contexts|<samp>Data/LocationContexts</samp>]].
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>DefaultWarpLocation {{t|x}} {{t|y}}</samp><br />''(valid in any location)''
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry is active. Defaults to always true.
+
| The default arrival tile, used when a player or NPC is added to the location without a target tile (e.g. using [[Modding:Console commands|debug commands]] like <samp>debug warp</samp> or <samp>debug eventbyid</samp>).
 
|-
 
|-
| <samp>SkipRandomSelection</samp>
+
| <samp>PetBowlLocation {{t|x}} {{t|y}}</samp><br />''(valid in the farm)''
| ''(Optional)'' If true, send this mail if the <samp>Condition</samp> matches instead of choosing a random valid mail. Default false.
+
| The default position of the pet bowl
|}
   
|-
 
|-
| <samp>PassOutLocations</samp>
+
| <samp>SpouseRoomPosition {{t|x}} {{t|y}}</samp><br />''(valid in farmhouse)''
| ''(Optional)'' When the player passes out (due to [[energy|exhaustion]] or at 2am) in this context ''and'' they started the day in a different location context, the locations where they'll wake up. (If the player started the day in the same context, they'll wake up in the last bed they slept in instead.)
+
| The top-left position at which to place the [[Marriage#Spouse Rooms|spouse room]].
 +
|-
 +
| <samp>TravelingCartPosition {{t|x}} {{t|y}}</samp><br />''(valid in the forest)''
 +
| The top-left position at which to place the [[Traveling Cart]]. This is the top-left corner of the collision box, so the roof will extend two tiles above this tile.
 +
|}
 +
 
 +
===Other map property changes===
 +
{{/doc status|[[Modding:Maps]]|done=false}}
   −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! map property
! effect
+
! changes
 +
|-
 +
| <samp>Arch</samp><br /><samp>asdf</samp><br /><samp>Debris</samp><br /><samp>Fish</samp>
 +
| Removed (these were unused).
 +
|-
 +
| <samp>FarmHouseFlooring</samp><br /><samp>FarmHouseFurniture</samp><br /><samp>FarmHouseStarterSeedsPosition</samp><br /><samp>FarmHouseWallpaper</samp>
 +
| These now work independently. For example, you can now use <samp>FarmHouseFlooring</samp> without needing to set <samp>FarmHouseFurniture</samp> too.
 +
|-
 +
| <samp>Music</samp>
 +
| Deprecated; use the music fields in [[#Custom locations|<samp>Data/Locations</samp>]] instead. This property is only applied if the location has no music in <samp>Data/Locations</samp>. This was removed from all vanilla maps.
 
|-
 
|-
| <samp>Location</samp>
+
| <samp>NPCWarp</samp><br /><samp>Warp</samp>
| The internal location name.
+
| Now fault-tolerant. They'll automatically ignore extra spaces, log an informative warning if parsing still fails, and continue with the next warp if possible.
 
|-
 
|-
| <samp>Position</samp>
+
| <samp>Stumps</samp>
| The ''default'' tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. If the location has any bed furniture, they'll be placed in the first bed found instead.
+
| Now works in all locations.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>UniquePortrait</samp><br /><samp>UniqueSprite</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
+
| Deprecated; use [[#Custom NPC appearance|custom NPC appearances]] instead. These properties will override NPC appearances. This was removed from all vanilla maps.
 
|}
 
|}
   −
If no locations are specified or none match, the player will wake up in their bed at home.
+
===Tile property changes===
|-
+
{{/doc status|[[Modding:Maps]]|done=false}}
| <samp>ReviveLocations</samp>
  −
| ''(Optional)'' If the player just got knocked out in combat, the location names where they'll wake up.
     −
This consists of a list of models with these fields:
+
<ul>
 +
<li>You can now override a tile index property by setting it as a tile property.</li>
 +
<li>Added new [[Modding:Maps|tile properties]]:
 
{| class="wikitable"
 
{| class="wikitable"
 +
! layer
 +
! property
 +
! explanation
 
|-
 
|-
! field
+
| <samp>Paths</samp>
! effect
+
| <samp>SpawnTree {{t|category}} {{t|ID}} {{t|Growth stage}} {{t|Regrowth stage}}</samp>
 +
| Spawns a tree when the map is created. {{t|category}} may be either <samp>wild</samp> or <samp>fruit</samp>. <samp>wild</samp> will spawn a [[Trees|wild tree]], while <samp>fruit</samp> will spawn a [[Fruit Trees|fruit tree]].
 +
|}
 +
</li>
 +
<li>Added new <samp>Action</samp> [[Modding:Maps|tile properties]]:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Location</samp>
+
! layer
| The internal location name.
+
! property
 +
! explanation
 
|-
 
|-
| <samp>Position</samp>
+
| <samp>Buildings</samp>
| The tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
+
| <samp>Action BuildingSilo</samp>
 +
| If a building covers this tile, enables [[silo]] interactions on this tile subject to the building's <samp>HayCapacity</samp> field in <samp>Data/Buildings</samp>.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>Buildings</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
+
| <samp>Action BuildingToggleAnimalDoor</samp>
|}
+
| If a building covers this tile, opens or closes its animal door.
 +
|-
 +
| <samp>Buildings</samp>
 +
| <samp>Action Dialogue</samp>
 +
| &#32;
 +
* The message can now be a [[Modding:Tokenizable strings|tokenizable string]].
 +
* Fixed the cursor not changing to the inspection icon when hovering on an <samp>Action Dialogue</samp> tile.
 +
|-
 +
| <samp>Buildings</samp>
 +
| <samp>Action Forge</samp>
 +
| Opens the [[Forge]] menu.
 +
|-
 +
| <samp>Buildings</samp>
 +
| <samp>Action None</samp>
 +
| Does nothing. This is used to mark the tile interactive if the click will be handled separately.
 +
|-
 +
| <samp>Buildings</samp>
 +
| <samp>Action ObeliskWarp {{t|location name}} {{t|x}} {{t|y}} {{o|whether to dismount}}</samp>
 +
| Warps the player to the specified location name and position with the [[Warp Totem|Obelisk]] animation/sound effects.
 +
|-
 +
| <samp>Buildings</samp>
 +
| <samp>Action OpenShop {{t|shop id}} {{o|from direction}} {{o|open time}} {{o|close time}} {{o|owner tile area}}</samp>
 +
| Open the [[#Custom shops|shop]] with the given {{t|shop id}}. All arguments besides the ID are optional:
 +
* {{o|from direction}}: if specified, the player must be standing in this direction relative to the shop (one of <samp>down</samp>, <samp>up</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>none</samp>). Setting this to <samp>none</samp> disables the requirement. The default for most vanilla shops is <samp>down</samp>.
 +
* {{o|open time}} and {{o|close time}}: the start & end times in 26-hour format when the shop is available. Interacting with the tile outside those times does nothing.
 +
* {{o|owner tile area}}: if specified, the tile area which must contain one of the shop owners for the shop to be available. For a custom shop, these are defined by its <samp>Owners</samp> field. This can be specified in two forms: <samp>{{t|x}} {{t|y}}</samp> for a single tile, or <samp>{{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp> for a multi-tile area.
 +
|-
 +
| <samp>Buildings</samp>
 +
| <samp>Action PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
 +
| Immediately start an [[Modding:Event data|event]], subject to the conditions:
 +
* {{o|check preconditions}}: whether to ignore the action if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
 +
* {{o|skip if seen}}: whether to ignore the action if the player has already seen the given event. Default true.
   −
If the selected location has a standard [[Modding:Event data|event]] with the exact key <samp>PlayerKilled</samp> (with no <samp>/</samp> or preconditions in the key), that event will play when the player wakes up and the game will apply the lost items or [[gold]] logic. The game won't track this event, so it'll repeat each time the player is revived. If there's no such event, the player will wake up without an event, and no items or gold will be lost.
+
If the event doesn't start for any reason (including the preceding conditions):
 +
* If {{o|fallback action}} is specified, it'll be run as an action. This can be any <samp>Action</samp> tile property (without the "Action " prefix), like <code>Action PlayEvent 60367 true true PlayEvent 520702 false false</code> to play a different event.
 +
* Otherwise the action is silently ignored.
   −
If no locations are specified or none match, the player will wake up at [[Harvey's Clinic|Harvey's clinic]].
+
For example, <code>Action PlayEvent 60367 false false</code> will replay the bus arrival event from the start of the game.
 
|}
 
|}
</dd>
+
</li>
 
+
<li>Added new <samp>TouchAction</samp> [[Modding:Maps|tile properties]]:
<dt>Season:</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! layer
! effect
+
! property
 +
! explanation
 
|-
 
|-
| <samp>SeasonOverride</samp>
+
| <samp>Back</samp>
| ''(Optional)'' The season which is always active for locations within this context (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>). For example, setting <samp>summer</samp> will make it always [[summer]] there regardless of the calendar season. If not set, the calendar season applies.
+
| <samp>TouchAction PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
|}
+
| Equivalent to <samp>Action PlayEvent</samp>, but activated on touch. Note that {{o|fallback action}} is an <samp>Action</samp> tile property, ''not'' a <samp>TouchAction</samp> tile property.
</dd>
+
|}</li>
 
+
<li>Changed existing tile properties:
<dt>Weather:</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! layer
! effect
+
! property
 +
! reason
 +
|-
 +
|rowspan="4"| <samp>Back</samp>
 +
| <samp>NoSpawn</samp>
 +
| Added <samp>NoSpawn false</samp> form, which disables any previous <samp>NoSpawn</samp> property on the tile. For example, this can be used to enable spawning on a tile which has a <samp>NoSpawn</samp> tile index property.
 
|-
 
|-
| <samp>WeatherConditions</samp>
+
| <samp>TouchAction Bus</samp>
| ''(Optional)'' The weather logic to apply for locations in this context (ignored if <samp>CopyWeatherFromLocation</samp> is set). Defaults to always sunny. If multiple are specified, the first matching weather is applied.
+
| Removed. This wasn't used by the game or mods.
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>TouchAction Emote</samp>
! effect
+
| Fixed error if the specified NPC isn't found.
 
|-
 
|-
| <samp>Weather</samp>
+
| <samp>Treasure</samp>
| The [[#Custom weather|weather ID]] to set.
+
| Added <samp>Treasure Item {{t|item ID}}</samp> form which accepts a [[#Custom items|qualified or unqualified item ID]].
 
|-
 
|-
| <samp>Condition</samp>
+
|rowspan="2"| <samp>Buildings</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether to apply the weather. Defaults to always applied.
+
| <samp>Action ItemChest</samp><br /><samp>Action Minecart</samp><br /><samp>Action RemoveChest</samp>
|}
+
| Removed. These weren't used by the game or mods.
 
|-
 
|-
| <samp>CopyWeatherFromLocation</samp>
+
| <samp>Action Kitchen</samp>
| ''(Optional)'' The <samp>Name</samp> (i.e. unique ID) of the location context from which to inherit weather.
+
| Now works in any location (including those without a fridge).
 
|}
 
|}
 +
</li>
 +
</ul>
   −
If a [[#Custom passive festivals|passive festival]] is active in any location within this context, the weather is sunny for the entire context regardless of these fields.
+
===Other location/map changes===
 +
{{/doc status|[[Modding:Maps]] and other pages as needed|done=false}}
   −
</dd>
+
* Farm data:
 
+
** Added <samp>SpawnMonstersByDefault</samp> field to <samp>Data/AdditionalFarms</samp> to set the default value of the 'spawn monsters at night' [[Options#Advanced Game Options|advanced save option]].
<dt>Music:</dt>
+
** Fixed crash on new-save screen if the farm type's tooltip has no description.
<dd>
+
* General location data:
{| class="wikitable"
+
** All locations can now have animals. The <samp>IAnimalLocation</samp> is now obsolete and implemented by <samp>GameLocation</samp>.
|-
+
** Added new [[Modding:Fish data|fishing areas]] to simplify compatibility between fish & map mods (specifically for hilltop farm, wilderness farm, town, and desert).
! field
+
** Added a descriptive error when a required location or layer isn't found. Mods can use <samp>map.RequireLayer</samp> and <samp>Game1.RequireLocation</samp> to get a location with similar error-checking.
! effect
+
** Added <samp>WarpPathfindingCache</samp> for C# mods, which modularizes the NPC warp route logic. You can edit its <samp>IgnoreLocationNames</samp>, <samp>OverrideTargetNames</samp>, and <samp>GenderRestrictions</samp> fields if needed for custom locations.
|-
+
** Game logic which checks tile indexes is now more fault-tolerant, so it won't crash if an expected tile was edited.
| <samp>DefaultMusic</samp>
+
** Finished migrating <samp>DecoratableLocation</samp> flooring/wallpaper areas to string IDs (started in Stardew Valley 1.5.5).
| ''(Optional)'' The [[#Custom audio|cue ID]] for the music to play when the player is in the location, unless overridden by a <samp>Music</samp> map property. Despite the name, this has a higher priority than the seasonal music fields below. Ignored if omitted.
+
* General map changes:
 +
** Added validation for [[Modding:Maps|map properties and tile properties]]. If the format is invalid, the game will now log a detailed error and skip it.
 +
** Removed unused [[Modding:Maps#Paths layer|path tiles]] in <samp>Maps/paths</samp> and all map files.
 +
* Location context data:
 +
** Building interiors now inherit their parent's location context by default.
 +
** Added <samp>Game1.locationContextData</samp> to cache the data from <samp>Data/LocationContexts</samp>.
 +
** Added constants for the vanilla context IDs like <samp>LocationContexts.IslandId</samp>.
 +
** Added validation for required location context IDs (and <samp>LocationContexts.Require(id)</samp> for mod logic).
 +
** Removed the <samp>Name</samp> field in <samp>Data/LocationContexts</samp>, which duplicated the ID.
 +
<ul>
 +
<li>Added methods to simplify common operations:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>DefaultMusicCondition</samp>
+
! type
| ''(Optional)'' A [[#Game state queries|game state query]] which returns whether the <samp>DefaultMusic</samp> field should be applied (if more specific music isn't playing). Defaults to always true.
+
! method
 +
! effect
 
|-
 
|-
| <samp>DefaultMusicDelayOneScreen</samp>
+
|rowspan="7"| <samp>Building</samp>
| ''(Optional)'' When the player warps and the music changes, whether to silence the music and play the ambience (if any) until the next warp (similar to the default valley locations). Default false.
+
| <samp>GetParentLocation</samp>
 +
| Get the location which contains this building.
 
|-
 
|-
| <samp>SpringMusic</samp><br /><samp>SummerMusic</samp><br /><samp>FallMusic</samp><br /><samp>WinterMusic</samp>
+
| <samp>IsInCurrentLocation</samp>
| ''(Optional)'' A list of [[#Custom audio|cue IDs]] to play before noon in this location unless it's raining, there's a <samp>Music</samp> map property, or the context has a <samp>DefaultMusic</samp> value. If multiple values are specified, the game will play one per day in sequence.
+
| Get whether the building is in the same location as the current player.
 
|-
 
|-
| <samp>DayAmbience</samp><br /><samp>NightAmbience</samp>
+
| <samp>HasIndoors</samp>
| ''(Optional)'' The [[#Custom audio|cue ID]] for the background ambience to play when there's no music active, depending on the [[Day Cycle|time of day]]. Both default to none.
+
| Get whether the building has an interior location.
 
|-
 
|-
| <samp>PlayRandomAmbientSounds</samp>
+
| <samp>GetIndoors</samp>
| ''(Optional)'' Whether to play random outdoor ambience sounds depending on factors like the season and time of day (e.g. birds, crickets, and mysterious groan sounds in the rain). This is unrelated to the <samp>DayAmbience</samp> and <samp>NightAmbience</samp> fields. Default true.
+
| Get the location within this building, if applicable.
|}
  −
</dd>
  −
 
  −
<dt>Advanced:</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>HasIndoorsName</samp>
! effect
+
| Get whether the building has an interior location and its unique name matches the given value (like <code>building.HasIndoorsName("FarmHouse")</code>).
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>GetIndoorsName</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| Get the unique name of the location within this building, if applicable.
|}
  −
</dd>
  −
</dl>
  −
 
  −
===Custom garbage cans===
  −
====Format====
  −
You can now add or edit [[Garbage Can|garbage cans]] on any map by editing the new <samp>Data/GarbageCans</samp> asset (see examples below).
  −
 
  −
The asset consists of a data model with these fields:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| ...
! effect
+
| ''see also [[#Other building changes|other building changes]] for non-location methods.''
 +
|-
 +
|rowspan="7"|<samp>Cabin</samp><br /><samp>FarmHouse</samp>
 +
| <samp>GetCellar</samp>
 +
| Get the [[cellar]] location linked to this cabin, if any.
 
|-
 
|-
| <samp>DefaultBaseChance</samp>
+
| <samp>CanAssignFarmhand</samp><br /><samp>AssignFarmhand</samp>
| The probability that an item will be found when searching garbage cans, as a value between 0 (never) and 1 (always). If the probability check fails, only items that set <samp>IgnoreBaseChance</samp> can spawn. This can be overridden by the per-garbage-can <samp>BaseChance</samp> field. Default 0.2.
+
| ''(Cabin only)'' Check whether the cabin is available to assign to a farmhand, or perform the assignment.
 
|-
 
|-
| <samp>BeforeAll</samp><br /><samp>AfterAll</samp>
+
| <samp>HasOwner</samp>
| The items to prepend (<samp>BeforeAll</samp>) or append (<samp>AfterAll</samp>) to the <samp>GarbageCans</samp> → <samp>Items</samp> field for all garbage cans. These work exactly like the items in that field (e.g. subject to the garbage can's base chance).
+
| Get whether the home has an assigned player, regardless of whether they've finished creating their character.
 
|-
 
|-
| <samp>GarbageCans</samp>
+
| <samp>OwnerId</samp>
| The data for individual garbage cans. This consists of a string → model lookup with these fields:
+
| Get the unique ID of the player who owns this home, if any.
 
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>IsOwnedByCurrentPlayer</samp>
! effect
+
| Get whether the cabin belongs to the current player.
 
|-
 
|-
| ''entry key''
+
| <samp>IsOwnerActivated</samp>
| A key which uniquely identifies this garbage can. The key should only contain alphanumeric/underscore/dot characters. For custom garbage cans, this should be prefixed with your mod ID like <samp>Example.ModId_GarbageCanId</samp>.
+
| Get whether the home has an assigned player and they've finished creating their character.
 
|-
 
|-
| <samp>BaseChance</samp>
+
| <samp>HasNpcSpouse</samp>
| ''(Optional)'' If set, overrides the root <samp>DefaultBaseChance</samp> field for this garbage can. Defaults to <samp>DefaultBaseChance</samp>.
+
| Get whether the player who owns this home is married to any NPC (when used like <samp>HasNpcSpouse()</samp>) or a specific NPC (like <samp>HasNpcSpouse(name)</samp>). This also replaces <samp>shouldShowSpouseRoom()</samp>.
 
|-
 
|-
| <samp>Items</samp>
+
|rowspan="2"| <samp>Farm</samp>
| ''(Optional)'' The items to try spawning when the player searches the garbage can. The first matching item in <samp>BeforeAll</samp> + <samp>Items</samp> + <samp>AfterAll</samp> will be spawned, and any further items will be ignored. Defaults to none.
+
| <samp>GetStarterFarmhouseLocation</samp>
 
+
| Get the default tile position for the farmhouse. (See also <samp>farm.GetMainFarmHouseEntry()</samp>.)
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>GetStarterPetBowlLocation</samp>
! effect
+
| Get the default tile position for the pet bowl.
 
|-
 
|-
| ''common fields''
+
|rowspan="19"| <samp>GameLocation</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by garbage cans.
+
| <samp>AddDefaultBuildings</samp>
 +
| Can be overridden to add custom buildings when the location is created and/or loaded. These can either be re-added whenever they're missing (like the vanilla farmhouse), or only built once on save creation (like the vanilla pre-built cabins).
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
This replaces the former <samp>farm.AddModularShippingBin()</samp> method.
 
|-
 
|-
| <samp>IgnoreBaseChance</samp>
+
| <samp>GetFridge</samp><br /><samp>GetFridgePosition</samp>
| ''(Optional)'' Whether this item can spawn even if the <samp>BaseChance</samp> probability check didn't pass. Default false.
+
| Get the fridge's chest or tile position, if the location has one.
 
|-
 
|-
| <samp>IsMegaSuccess</samp>
+
| <samp>GetSeason</samp><br /><samp>GetSeasonIndex</samp><br /><samp>GetSeasonKey</samp>
| ''(Optional)'' Whether to treat this item as a 'mega success' if it's selected, which plays a special <samp>crit</samp> sound and bigger animation. Default false.
+
| Get the local season that applies within the location as an enum, number (like <samp>0</samp> for spring), or string (like <samp>spring</samp>) respectively. For example, it's always summer on [[Ginger Island]].
 +
|-
 +
| <samp>GetWeather</samp><br /><samp>IsDebrisWeatherHere</samp><br /><samp>IsLightningHere</samp><br /><samp>IsRainingHere</samp><br /><samp>IsSnowingHere</samp>
 +
| Get the current weather in this location's context, regardless of whether the player is indoors and sheltered from it.
 +
|-
 +
| <samp>InDesertContext</samp><br /><samp>InIslandContext</samp><br /><samp>InValleyContext</samp>
 +
| Get whether this location is within the <samp>Island</samp> or <samp>Default</samp> location context respectively.
 +
|-
 +
| <samp>IsActiveLocation</samp>
 +
| Get whether this location is actively synced to the current player (see [[Modding:Modder Guide/Game Fundamentals#Farmhand shadow world|farmhand shadow world]]).
 +
|-
 +
| <samp>IsTemporary</samp>
 +
| Get whether this is a temporary location for a festival or minigame. This is cached based on the location name (e.g. locations starting with <samp>Temp</samp> or some other specific names).
 +
|-
 +
| <samp>GetLocationContextId</samp>
 +
| Get the ID of the location context in <samp>Data/LocationContexts</samp> which contains this building.
 +
|-
 +
| <samp>GetContainingBuilding</samp>
 +
| Get the building instance which contains this location (like the cabin for a cabin interior), if applicable.
 +
|-
 +
| <samp>GetParentLocation</samp>
 +
| Get the parent location which contains this one (like the farm for a cabin interior), or <samp>null</samp> if it has no parent.
 
|-
 
|-
| <samp>IsDoubleMegaSuccess</samp>
+
| <samp>GetRootLocation</samp>
| ''(Optional)'' Whether to treat this item as an 'double mega success' if it's selected, which plays an explosion sound and dramatic animation. Default false.
+
| Get the parent location which contains this one (like the farm for a cabin interior), or the location itself if it has no parent.
 
|-
 
|-
| <samp>AddToInventoryDirectly</samp>
+
| <samp>GetInstancedBuildingInteriors</samp>
| ''(Optional)'' Whether to add the item to the player's inventory directly, opening an item grab menu if they don't have room in their inventory. If false, the item will be dropped on the ground next to the garbage can instead. Default false.
+
| Get all building interiors within this location which are instanced to the building (i.e. not in <samp>Game1.locations</samp> separately).
 
|-
 
|-
| <samp>CreateMultipleDebris</samp>
+
| <samp>GetMapPropertySplitBySpaces</samp><br /><samp>GetTilePropertySplitBySpaces</samp>
| ''(Optional)'' Whether to split the spawned item into multiple stacks which each have a stack size of one. This has no effect if <samp>AddToInventoryDirectly</samp> is enabled. Default false.
+
| Get the value of a map/tile property and split it into individual words. If the map/tile property isn't defined, returns an empty array.
|}
  −
|}
     −
If the garbage can being searched doesn't have its own entry under <samp>GarbageCans</samp>, the game will just use the <samp>BeforeAll</samp> and <samp>AfterAll</samp> fields.
+
For example:
 +
<syntaxhighlight lang="c#">
 +
string[] fields = Game1.currentLocation.GetMapPropertySplitBySpaces("ScreenshotRegion");
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>HasMapPropertyWithValue</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| Get whether a map property is defined and has a non-empty value.
|}
     −
====Example new garbage can====
+
For example:
You can add garbage cans using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example, this content pack adds a new garbage can entry with the ID <samp>Example.ModId_Carpenter</samp>:
+
<syntaxhighlight lang="c#">
 
+
bool canUseCasks = Game1.currentLocation.HasMapPropertyWithValue("CanCaskHere");
{{#tag:syntaxhighlight|<nowiki>
+
</syntaxhighlight>
{
+
|-
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
| <samp>StoreHayInAnySilo</samp>
    "Changes": [
+
| Add hay to any silo with free space (preferring silos in the current location, then the farm, then anywhere).
        {
+
|-
            "Action": "EditData",
+
| <samp>TryGetMapProperty</samp>
            "Target": "Data/GarbageCans",
+
| Get a map property value as a string, if it's defined.
            "TargetField": [ "GarbageCans" ],
  −
            "Entries": {
  −
                "Example.ModId_Carpenter": {
  −
                    "Items": [
  −
                        // 25% chance of pufferfish
  −
                        {
  −
                            "ID": "Example.ModId_Pufferfish",
  −
                            "Condition": "RANDOM 0.25",
  −
                            "ItemId": "(O)128"
  −
                        },
     −
                        // else guaranteed random House Plant item
+
For example:
                        {
+
<syntaxhighlight lang="c#">
                            "ID": "Example.ModId_RandomHousePlant",
+
if (this.TryGetMapProperty("Warps", out string warps))
                            "ItemID": "RANDOM_ITEMS (F) @has_id_in_base_range 1376 1390"
+
{
                        }
+
    // ...
                    ]
+
}
                }
+
</syntaxhighlight>
            }
+
|-
        }
+
| <samp>TryGetMapPropertyAs</samp>
    ]
+
| Get a map property and parse it into into a <samp>bool</samp>, <samp>double</samp>, <samp>Point</samp>, <samp>Rectangle</samp>, or <samp>Vector2</samp> value.
}</nowiki>|lang=javascript}}
     −
Then you'd place an <code>Action: Garbage Example.ModId_Carpenter</code> [[Modding:Maps|map tile property]] to mark a tile as a garbage can using this data.
+
For example:
 
+
<syntaxhighlight lang="c#">
====Example change for existing garbage can====
+
if (!this.TryGetMapPropertyAs("MailboxLocation", out Point position))
You can edit an existing garbage cans using only [[Modding:Content Patcher|Content Patcher]] or [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example, this content pack adds pufferfish to the Saloon garbage can, and moves it above the dish of the day.
  −
 
  −
Note that this uses <samp>TargetField</samp> to 'move into' the item list for the saloon, and then treat those items as the entry list being edited. Specifying an ID which isn't in the list will add a new entry, just like when editing a regular list asset.
  −
 
  −
{{#tag:syntaxhighlight|<nowiki>
   
{
 
{
     "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
     position = new Point(68, 16); // default value
    "Changes": [
+
}
        {
+
</syntaxhighlight>
            "Action": "EditData",
+
|-
            "Target": "Data/GarbageCans",
+
| <samp>removeObjectsAndSpawned</samp>
            "TargetField": [ "GarbageCans", "Saloon", "Items" ],
+
| Remove all objects, bushes, resource clumps, and terrain features within a tile area.
            "Entries": {
+
|-
                // 25% chance of pufferfish
+
| <samp>OnBuildingConstructed</samp><br /><samp>OnBuildingMoved</samp><br /><samp>OnBuildingDemolished</samp>
               
+
| These methods are called for all players when any player constructs, moves, or demolishes a building.
                "Example.ModId_Pufferfish":{
+
|-
                    "ID": "Example.ModId_Pufferfish",
+
|rowspan="3"| <samp>LibraryMuseum</samp>
                    "Condition": "RANDOM 0.25",
+
| <samp>HasDonatedArtifacts()</samp>
                    "ItemId": "(O)128"
+
| Get whether any items have been donated to the [[museum]].
                }
+
|-
            },
+
| <samp>HasDonatedArtifactAt(tile)</samp>
            "MoveEntries": [
+
| Get whether any donated item is currently placed at the given tile position within the [[museum]].
                { "ID": "Example.ModId_Pufferfish", "BeforeId": "Base_DishOfTheDay" }
+
|-
            ]
+
| <samp>HasDonatedArtifact(itemId)</samp>
        }
+
| Get whether an artifact with the given qualified or unqualified item ID has been donated to the [[museum]].
    ]
+
|-
}</nowiki>|lang=javascript}}
+
|rowspan="2"| <samp>MineShaft</samp>
 +
| <samp>GetLevelName</samp>
 +
| Get the location name for a generated [[The Mines|mine]] or [[Skull Cavern]] level.
   −
===Custom map actions===
+
For example:
C# mods can now handle custom <samp>Action</samp> & <samp>TouchAction</samp> [[Modding:Maps|map properties]] by calling <samp>GameLocation.RegisterTileAction</samp> & <samp>RegisterTouchAction</samp>, and passing a callback which receives the location, map property arguments, player who activated it, and tile position.
+
<syntaxhighlight lang="c#">
 +
string locationName = MineShaft.GetLevelName(10); // returns "UndergroundMine10"
 +
Game1.warpFarmer(locationName, 0, 0, false);
 +
</syntaxhighlight>
 +
|-
 +
| <samp>IsGeneratedLevel</samp>
 +
| Get whether a location or location name is a generated [[The Mines|mine]] or [[Skull Cavern]] level.
   −
For example, let's say you want a locked gate which needs a custom key item. You can add a regular <code>TouchAction Example.ModId_UnlockGate</code> map property (e.g. by adding it directly in the map file, or using [[Modding:Content Patcher|Content Patcher]]'s <samp>EditMap</samp>, or using the [[Modding:Modder Guide/APIs/Content|content API]]). Then you can just handle the logic from your C# mod:
+
For example:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
internal class ModEntry : Mod
+
string locationName = "UndergroundMine10";
{
+
bool isMine = MineShaft.IsGeneratedLevel(locationName, out int level); // returns true, 10
    /// <inheritdoc />
+
</syntaxhighlight>
    public override void Entry(IModHelper helper)
+
|-
    {
+
| <samp>VolcanoDungeon</samp>
        GameLocation.RegisterTouchAction("Example.ModId_UnlockGate", this.HandleUnlockGate);
+
| <samp>GetLevelName</samp><br /><samp>IsGeneratedLevel</samp>
    }
+
| Equivalent to the matching <samp>MineShaft</samp> methods, but for the [[Volcano Dungeon]].
 
+
|}
    private void HandleUnlockGate(GameLocation location, string[] args, Farmer player, Vector2 tile)
+
</li>
    {
+
</ul>
        const string mailFlag = "Example.ModId_GateUnlocked";
+
* Added map/tile property <samp>TryAdd</samp>/<samp>TryGetValue</samp> extensions in <samp>StardewValley.Extensions</samp> for string property values. For example, this lets you do <samp>map.Properties.TryGetValue(key, out string value)</samp>.
        const string keyId = "Example.ModId_GateKey";
+
* <samp>MineShaft.tryToAddMonster</samp> now returns whether a monster was added.
 +
* <samp>Game1.GetNumberBuildingsConstructed</samp> and <samp>location.getNumberBuildingsConstructed</samp> now have overloads to count all building types and/or specify whether to count under-construction buildings.
 +
* Fixed <samp>location.refurbishMapPortion</samp> copying <samp>Back</samp> source properties to the <samp>Building</samp> target layer.
 +
* Fixed door warps in custom indoor locations not consistently detected by the game.
   −
        // unlock gate if locked
+
==What's new for buildings==
        if (!player.mailReceived.Contains(mailFlag))
+
===Custom buildings===
        {
+
{{/doc status|[[Modding:Blueprint data]]|done=false}}
            if (!Game1.player.Items.ContainsId(id, count))
  −
            {
  −
                Game1.activeClickableMenu = new DialogueBox("This gate is locked. I wonder where the key is?");
  −
                return;
  −
            }
     −
            player.removeFirstOfThisItemFromInventory(keyId);
+
You can now add custom buildings by editing the <samp>Data/Buildings</samp> asset. This consists of a string → model lookup, where...
            player.mailReceived.Add(mailFlag);
+
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the building type.
        }
+
* The value is a model with the fields listed below.
 
  −
        // apply open-gate map edit
  −
        IAssetDataForMap mapHelper = this.Helper.Content.GetPatchHelper(location.map).AsMap();
  −
        mapHelper.PatchMap(
  −
            this.Helper.Content.Load<Map>("assets/unlocked-gate.tmx"),
  −
            targetArea: new Rectangle((int)tile.X - 1, (int)tile.Y - 1, 2, 2)
  −
        );
  −
    }
  −
}
  −
</syntaxhighlight>
  −
 
  −
===Custom map layers===
  −
You can now add any number of [[Modding:Maps|map layers]] by suffixing a vanilla layer name (i.e. <samp>Back</samp>, <samp>Buildings</samp>, <samp>Front</samp>, or <samp>AlwaysFront</samp>) with an offset. For example, <samp>Back-1</samp> will be drawn before/under <samp>Back</samp>, and <samp>Back2</samp> will be drawn after/over it. You can increment the number to add more layers.
  −
 
  −
This only affects layer rendering. Tile properties must still be set on the original layers.
  −
 
  −
===Custom minecarts===
  −
You can now add/edit [[minecart]] destinations by editing the <samp>Data\Minecarts</samp> data asset, which consists of a data model with two relevant fields (listed below).
      +
====Required fields====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,416: Line 3,793:  
! effect
 
! effect
 
|-
 
|-
| <samp>MinecartsUnlocked</samp>
+
| <samp>Name</samp><br /><samp>Description</samp>
| A [[#Game state queries|game state query]] which indicates whether minecarts in general are unlocked. You usually shouldn't change this value, unless you're changing the overall game progression (e.g. adding an alternative way to unlock minecart access).
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the display name and description (e.g. shown in the construction menu).
 
|-
 
|-
| <samp>Destinations</samp>
+
| <samp>Texture</samp>
| The destinations which the player can travel to from any minecart. This consists of a string → model lookup, where the key is a unique destination ID (only containing alphanumeric/underscore/dot characters, with custom entries prefixed with your mod ID like <samp>Example.ModId_DestinationId</samp>), and the value is a model with these fields:
+
| The asset name for the texture under the game's Content folder.
 +
|}
 +
 
 +
====Construction====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,426: Line 3,806:  
! effect
 
! effect
 
|-
 
|-
| <samp>Location</samp>
+
| <samp>Builder</samp>
| The [[#Custom locations|location ID]] for the destination.
+
| ''(Optional)'' The NPC from whom you can request construction. The vanilla values are [[Carpenter's Shop|<samp>Robin</samp>]] and [[Wizard's Tower#Buildings|<samp>Wizard</samp>]], but you can specify a different name if a C# mod opens a construction menu for them. Defaults to <samp>Robin</samp>. If omitted, it won't appear in any menu.
 
|-
 
|-
| <samp>Tile</samp>
+
| <samp>BuildCost</samp>
| The destination tile position within the location, specified as a model with <samp>X</samp> and <samp>Y</samp> fields.
+
| ''(Optional)'' The gold cost to construct the building. Defaults to {{price|0}}.
 
|-
 
|-
| <samp>Direction</samp>
+
| <samp>BuildMaterials</samp>
| The direction the player should face after arrival (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>).
+
| ''(Optional)'' The materials you must provide to start construction, as a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>DisplayName</samp>
+
! field
| A [[#Tokenizable string format|tokenizable string]] for the destination name shown in the minecart menu. You can use the location's display name with the <samp>LocationName</samp> token (like <code>[LocationName Desert]</code> for the [[desert]]).
+
! effect
 
|-
 
|-
| <samp>Network</samp>
+
| <samp>Id</samp>
| ''(Optional)'' An arbitrary ID which groups the destination (along with any others having the same ID) into a separate network. Destinations in a network are only visible if the destination list is opened for that network via the <samp>MinecartTransport {{o|network name}}</samp> [[Modding:Maps|action property]]. If omitted, the minecart is part of the implicit default network.
+
| ''(Optional)'' The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list. Defaults to the <samp>ItemId</samp> if not specified.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>ItemId</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this minecart destination is available. Defaults to always available.
+
| The required item ID (qualified or unqualified).
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>Amount</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| The number of the item required.
 
|}
 
|}
 +
|-
 +
| <samp>BuildDays</samp>
 +
| ''(Optional)'' The number of days needed to complete construction (e.g. <samp>1</samp> for a building completed the next day). If set to 0, construction finishes instantly. Defaults to 0.
 +
|-
 +
| <samp>BuildCondition</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the building should be available in the construction menu. Defaults to always available.
 +
|-
 +
| <samp>BuildMenuDrawOffset</samp>
 +
| ''(Optional)'' A pixel offset to apply to the building sprite when drawn in the construction menu. Default none.
 +
|-
 +
| <samp>AdditionalPlacementTiles</samp>
 +
| ''(Optional)'' The extra tiles to treat as part of the building when placing it through the construction menu. For example, the farmhouse uses this to make sure the stairs are clear. This consists of a list of models with these fields:
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 +
|-
 +
| <samp>TileArea</samp>
 +
| The tile area relative to the top-left corner of the building, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
 +
|-
 +
| <samp>OnlyNeedsToBePassable</samp>
 +
| ''(Optional)'' Whether this area allows tiles that would normally not be buildable, so long as they are passable. For example, this is used to ensure that an entrance is accessible. Default false.
 +
|}
 +
|-
 +
| <samp>IndoorItems</samp>
 +
| ''(Optional)'' The items to place in the building interior when it's constructed or upgraded. This consists of a list of models with these fields:
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 +
|-
 +
| <samp>Id</samp>
 +
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 +
|-
 +
| <samp>ItemId</samp>
 +
| The [[#Custom items|qualified item ID]] for the item to place.
 +
|-
 +
| <samp>Tile</samp>
 +
| The tile position at which to place the item, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
 +
|-
 +
| <samp>Indestructible</samp>
 +
| ''(Optional)'' Whether to prevent the player from destroying, picking up, or moving the item. Default false.
 +
|}
 +
|-
 +
| <samp>MagicalConstruction</samp>
 +
| ''(Optional)'' Whether the building is magical. This changes the carpenter menu to a mystic theme while this building's blueprint is selected, and completes the construction instantly when placed.
 +
|-
 +
| <samp>AddMailOnBuild</samp>
 +
| ''(Optional)'' A list of [[Modding:Mail data|letter IDs]] to send to all players when the building is constructed for the first time.
 
|}
 
|}
   −
====Example====
+
====Upgrades====
This [[Modding:Content Patcher|Content Patcher]] content pack adds the [[Railroad]] as a minecart destination, complete with a map edit adding a decorative minecart. It is available after the [[Random Events|Earthquake]] has occured and minecarts have been unlocked.
  −
 
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        // add minecart destination
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/Minecarts",
  −
            "TargetField": [ "Destinations" ],
  −
            "Entries": {
  −
                "Railroad": {
  −
                    "Location": "Railroad",
  −
                    "Tile": { "X": 16, "Y": 39 },
  −
                    "Direction": "down",
  −
                    "DisplayName": "[LocationName Railroad]"
  −
                }
  −
            },
  −
            "When": {
  −
                "HasFlag": "ccBoilerRoom",
  −
                "query: {{DaysPlayed}} </nowiki>><nowiki>= 32": true
  −
            }
  −
        },
  −
 
  −
        // add decorative minecart
  −
        {
  −
            "Action": "EditMap",
  −
            "Target": "Maps/Railroad",
  −
            "FromFile": "assets/Custom_Railroad_Minecart.tmx",
  −
            "ToArea": { "X": 15, "Y": 35, "Width": 4, "Height": 5 }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
===Custom passive festivals===
  −
You can now add or modify passive festivals by editing the <samp>Data/PassiveFestivals</samp> asset.
  −
 
  −
(A ''passive festival'' is a [[festivals|festival]] like the [[Night Market]]. They replace a location for a period of time, the player can enter/leave them anytime, and time continues passing while at the festival.)
  −
 
  −
====Data format====
  −
The <samp>Data/PassiveFestivals</samp> asset consists of a string → model lookup, where...
  −
* The key is the unique festival ID. This should only contain alphanumeric/underscore/dot characters. For custom festivals, it should ideally be prefixed with your mod ID like <samp>Example.ModId_FestivalName</samp>.
  −
* The value is a model with the fields listed below.
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,499: Line 3,885:  
! effect
 
! effect
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>BuildingToUpgrade</samp>
| A [[#Tokenizable string format|tokenizable string]] for the display name shown on the [[calendar]].
+
| ''(Optional)'' The ID of the building for which this is an upgrade, or omit to allow constructing it as a new building. For example, the [[Coop|Big Coop]] sets this to <samp>"Coop"</samp>. Any numbers of buildings can be an upgrade for the same building, in which case the player can choose one upgrade path.
 
|-
 
|-
| <samp>Season</samp>
+
| <samp>IndoorItemMoves</samp>
| The [[season]] when the festival becomes active.
+
| ''(Optional)'' When applied as an upgrade to an existing building, the placed items in its interior to move when transitioning to the new map. This is a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>StartDay</samp><br /><samp>EndDay</samp>
+
! field
| The days of month when the festival becomes active.
+
! effect
 
|-
 
|-
| <samp>StartTime</samp>
+
| <samp>Id</samp>
| The time of day when the festival opens each day.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
|-
 
|-
| <samp>StartMessage</samp>
+
| <samp>Source</samp>
| A [[#Tokenizable string format|tokenizable string]] for the in-game [[wikipedia:Pop-up notification|toast notification]] shown when the festival begins each day.
+
| The tile position on which any item will be moved.
 
|-
 
|-
| <samp>MapReplacements</samp>
+
| <samp>Destination</samp>
| The locations to swap for the duration of the festival. Despite the field name, this swaps '''locations''' (e.g. as added by <samp>CustomLocations</samp> using [[Modding:Content Patcher|Content Patcher]]), and not the location's map asset.
+
| The tile position to which to move the item.
 
  −
This is specified as a string → string lookup, where the key is the original location to replace and the value is the new location. Both use the internal location name, as shown by the {{nexus mod|679|Debug Mode}} mod. For example, this swaps the <samp>Beach</samp> location with <samp>BeachNightMarket</samp> during the [[Night Market]]:
  −
<syntaxhighlight lang="js">
  −
"MapReplacements": {
  −
    "Beach": "BeachNightMarket"
  −
}
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Condition</samp>
+
| <samp>Size</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the festival is enabled (subject to the other fields like <samp>StartDay</samp> and <samp>EndDay</samp>). Defaults to always enabled.
+
| ''(Optional)'' The tile size of the area to move, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to a 1×1 area. If this is multiple tiles, the <samp>Source</samp> and <samp>Destination</samp> specify the top-left coordinate of the area.
 +
|}
 
|-
 
|-
| <samp>ShowOnCalendar</samp>
+
| <samp>UpgradeSignTile</samp>
| ''(Optional)'' Whether the festival appears on the [[calendar]], using the same iridium-star icon as the [[Calendar#Winter|Night Market]]. Default true.
+
| ''(Optional)'' The tile position relative to the top-left corner of the building where the upgrade sign will be placed when Robin is building an upgrade, in the form <samp>"{{t|x}}, {{t|y}}"</samp>. Defaults to approximately <samp>"5, 1"</samp> if the building interior type is <samp>Shed</samp>, else <samp>"0, 0"</samp>.
 
|-
 
|-
| <samp>DailySetupMethod</samp><br /><samp>CleanupMethod</samp>
+
| <samp>UpgradeSignHeight</samp>
| ''(Optional)'' A C# method which applies custom logic when the day starts (<samp>DailySetupMethod</samp>) and/or overnight after the last day of the festival (<samp>CleanupMethod</samp>).
+
| ''(Optional)'' The pixel height of the upgrade sign when Robin is building an upgrade. Defaults to 0.
 
  −
These must be specified in the form <samp>{{t|full type name}}.{{t|method name}}</samp>. The methods must be static, take zero arguments, and return void.
  −
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
   
|}
 
|}
   −
====NPC schedules====
+
====Exterior behavior====
When a passive festival is active, NPCs will check for [[Modding:Schedule data|a schedule entry]] in this order:
  −
 
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! syntax
+
! field
! summary
+
! effect
 
|-
 
|-
| <samp>{{t|festival ID}}_{{t|festival day}}</samp>
+
| <samp>Size</samp>
| Applies on the given date. The {{t|festival day}} is relative, so <samp>1</samp> matches the festival <samp>StartDay</samp>.<br /><small>Example: <samp>NightMarket_3</samp> or <samp>marriage_NightMarket_3</samp></small>
+
| ''(Optional)'' The building's width and height when constructed, measured in tiles. Defaults to a 1 x 1 area.
 
|-
 
|-
| <samp>{{t|festival ID}}</samp>
+
| <samp>CollisionMap</samp>
| Applies if there's no date-specific entry.<br /><small>Example: <samp>NightMarket</samp> or <samp>marriage_NightMarket</samp></small>
+
| ''(Optional)'' An ASCII text block which indicates which of the building's tiles the players can walk onto, where each character can be <samp>X</samp> (blocked) or <samp>O</samp> (passable). Defaults to all tiles blocked.
|}
     −
If the NPC is married to a player, they'll add a <samp>marriage_</samp> prefix to the keys (like <samp>marriage_{{t|festival ID}}_{{t|festival day}}</samp>) and ignore any entry without the prefix.
+
For example, a [[stable]] covers a 2x4 tile area with the front two tiles passable:
 +
<pre>XXXX
 +
XOOX</pre>
   −
===Custom weather===
+
When the collision map is parsed, leading/trailing whitespace is trimmed (both for the entire map and for each line). In JSON, you can specify it in two forms:
You can now change the weather algorithm by editing [[#Custom location contexts|location context data]], and (with a C# mod) implement custom weathers.
+
<syntaxhighlight lang="js">
 +
// single line with \n line breaks
 +
"CollisionMap": "XXXX\nXOOX"
   −
Fields like <samp>Game1.weather</samp> and <samp>Game1.weatherForTomorrow</samp> are now strings to support custom mod weather IDs. The change for vanilla weather has no effect on Content Patcher packs, since the new weather IDs match the ones Content Patcher was using before (i.e. <samp>Sun</samp>, <samp>Rain</samp>, <samp>Snow</samp>, <samp>Storm</samp>, and <samp>Wind</samp>). C# mods may also see a <samp>Festival</samp> weather, while Content Patcher packs will see <samp>Sun</samp> for it. The constants like <samp>Game1.weather_sunny</samp> have the new string values (with new constants like <samp>Game1.legacy_weather_sunny</samp> for the legacy values).
+
// multi-line with optional indentation
 
+
"CollisionMap": "
The base game will treat an invalid weather as sunny. C# mods can implement custom weather effects using [[Modding:Modder Guide/APIs/Events|normal SMAPI events]] like <samp>UpdateTicked</samp>, or by [[Modding:Modder Guide/APIs/Harmony|patching]] methods like <samp>Game1.ApplyWeatherForNewDay</samp> and <samp>Game1.populateDebrisWeatherArray</samp>.
+
    XXXX
 
+
    XOOX
===Custom world maps===
+
"
[[File:Modding map area.png|thumb|The default world map, with the farm map area highlighted.]]
+
</syntaxhighlight>
 
  −
You can now change the world map shown in the game menu by editing the <samp>Data/WorldMap</samp> asset. This lets you...
  −
* add custom maps for certain locations;
  −
* apply texture overlays;
  −
* add/edit tooltips;
  −
* set real-time player marker positioning;
  −
* etc.
  −
 
  −
The game's default map is fully defined in <samp>Data/WorldMap</samp>, including all the display text and conditional changes.
  −
 
  −
See [[Modding:World map]] for more info.
  −
 
  −
===New map properties===
  −
1.6 adds several new [[Modding:Maps|map properties]].
  −
 
  −
====Warps & map positions====
  −
{| class="wikitable"
   
|-
 
|-
! property
+
| <samp>HumanDoor</samp>
! explanation
+
| ''(Optional)'' The position of the door that can be clicked to warp into the building interior. This is measured in tiles relative to the top-left corner tile. Defaults to disabled.
 
|-
 
|-
| <samp>DefaultWarpLocation {{t|x}} {{t|y}}</samp><br />''(valid in any location)''
+
| <samp>AnimalDoor</samp>
| The default arrival tile, used when a player or NPC is added to the location without a target tile (e.g. using [[Modding:Console commands|debug commands]] like <samp>debug warp</samp> or <samp>debug eventbyid</samp>).
+
| ''(Optional)'' The position and size of the door that animals use to enter/exit the building, if the building interior is an animal location, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. This is measured in tiles relative to the top-left corner tile. Defaults to disabled.
 
|-
 
|-
| <samp>SpouseRoomPosition {{t|x}} {{t|y}}</samp><br />''(valid in farmhouse)''
+
| <samp>AnimalDoorOpenDuration</samp><br /><samp>AnimalDoorCloseDuration</samp>
| The top-left position at which to place the [[Marriage#Spouse Rooms|spouse room]].
+
| ''(Optional)'' The duration of the open/close animation for the animal door, measured in milliseconds. If omitted, the door switches to the open/closed state instantly.
 
|-
 
|-
| <samp>TravelingCartPosition {{t|x}} {{t|y}}</samp><br />''(valid in the forest)''
+
| <samp>AnimalDoorOpenSound</samp><br /><samp>AnimalDoorCloseSound</samp>
| The top-left position at which to place the [[Traveling Cart]]. This is the top-left corner of the collision box, so the roof will extend two tiles above this tile.
+
| ''(Optional)'' The sound which is played once each time the animal door is opened/closed. Disabled by default.
 
|}
 
|}
   −
====Crops====
+
====Exterior appearance====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! property
+
! field
! explanation
+
! effect
 +
|-
 +
| <samp>SourceRect</samp>
 +
| ''(Optional)'' The building's pixel area within the <samp>Texture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to the entire texture.
 
|-
 
|-
| <samp>AllowGiantCrops T</samp>
+
| <samp>Skins</samp>
| If set with any non-blank value, [[Crops#Giant Crops|giant crops]] can grow in this location (if crops are also allowed per the [[#Custom crops|crop data]] or [[#Custom location contexts|<samp>PlantableLocations</samp> context field]]).
+
| ''(Optional)'' The appearances which can be selected from Robin's menu (like stone/plank/log [[cabin]]s), in addition to the default appearance based on <samp>Texture</samp>. This consists of a list of models with these fields:
|}
  −
 
  −
====Building construction====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! property
+
! field
! explanation
+
! effect
 +
|-
 +
| <samp>Id</samp>
 +
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the skin.
 +
|-
 +
| <samp>Name</samp><br /><samp>Description</samp>
 +
| [[Modding:Tokenizable strings|Tokenizable strings]] for the skin's display name and description.
 +
|-
 +
| <samp>Texture</samp>
 +
| The asset name for the texture under the game's Content folder.
 
|-
 
|-
| <samp>CanBuildHere T</samp><br />''(valid in any outdoor location)''
+
| <samp>Condition</samp>
| Whether to allow constructing buildings in this location. The game will adjust automatically to account for it (e.g. Robin will let you choose where to build). See [[#Build anywhere|''build anywhere'' in what's new]].
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this skin should be available to apply. This doesn't change buildings which already have it applied. Defaults to always true.
 
|-
 
|-
| <samp>BuildConditions {{t|query}}</samp><br />''(valid in any outdoor location)''
+
| <samp>BuildDays</samp><br /><samp>BuildCost</samp><br /><samp>BuildMaterials</samp>
| If <samp>CanBuildHere</samp> is set, an optional [[#Game state queries|game state query]] which indicates whether building is allowed currently.
+
| ''(Optional)'' If set, overrides the equivalent field in the building data.
 
|-
 
|-
| <samp>LooserBuildRestrictions T</samp><br />''(valid in any outdoor location)''
+
| <samp>ShowAsSeparateConstructionEntry</samp>
| If set, tiles don't need to be marked <samp>Buildable T</samp> or <samp>Diggable T</samp> in their properties. Tiles can be blocked with <samp>Buildable F</samp> instead. The other restrictions still apply.
+
| ''(Optional)'' Whether this skin should be shown as a separate building option in the construction menu (like cabins). Default false.
 
|-
 
|-
| <samp>ValidBuildRect {{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp><br />''(valid in any outdoor location)''
+
| <samp>Metadata</samp>
| The tile area within the map where buildings may be placed. If omitted, buildings may be placed in any open space in the map.
+
| ''(Optional)'' Equivalent to the <samp>Metadata</samp> field on the building. Properties defined in this field are added to the building's metadata when this skin is active, overwriting the previous property with the same name if applicable. Default none.
 
|}
 
|}
  −
===Other map property changes===
  −
{| class="wikitable"
   
|-
 
|-
! map property
+
| <samp>FadeWhenBehind</samp>
! changes
+
| ''(Optional)'' Whether the building should become semi-transparent when the player is behind it. Default true.
 
|-
 
|-
| <samp>Arch</samp><br /><samp>asdf</samp><br /><samp>Debris</samp><br /><samp>Fish</samp>
+
| <samp>DrawOffset</samp>
| Removed (these were unused).
+
| ''(Optional)'' A pixel offset applied to the building sprite's placement in the world. Default 0.
 
|-
 
|-
| <samp>Music</samp>
+
| <samp>SeasonOffset</samp>
| Deprecated; use the music fields in [[#Custom locations|<samp>Data/Locations</samp>]] instead. This property is only applied if the location has no music in <samp>Data/Locations</samp>. This was removed from all vanilla maps.
+
| ''(Optional)'' A pixel offset to apply each season. This is applied to the <samp>SourceRect</samp> position by multiplying the offset by 0 (spring), 1 (summer), 2 (fall), or 3 (winter). Default 0, so all seasons use the same source rect.
 
|-
 
|-
| <samp>NPCWarp</samp><br /><samp>Warp</samp>
+
| <samp>SortTileOffset</samp>
| Now fault-tolerant. They'll automatically ignore extra spaces, log an informative warning if parsing still fails, and continue with the next warp if possible.
+
| ''(Optional)'' A Y tile offset applied when figuring out render layering. For example, a value of <samp>2.5</samp> will treat the building as if it was 2.5 tiles further up the screen for the purposes of layering. Default 0.
 
|-
 
|-
| <samp>Stumps</samp>
+
| <samp>DrawLayers</samp>
| Now works in all locations.
+
| ''(Optional)'' A list of textures to draw over or behind the building, with support for conditions and animations. This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>UniquePortrait</samp><br /><samp>UniqueSprite</samp>
+
! field
| Deprecated; use [[#Custom NPC appearance|custom NPC appearances]] instead. These properties will override NPC appearances. This was removed from all vanilla maps.
+
! effect
|}
  −
 
  −
===Tile property changes===
  −
<ul>
  −
<li>You can now override a tile index property by setting it as a tile property.</li>
  −
<li>Added new <samp>Action</samp> [[Modding:Maps|tile properties]]:
  −
{| class="wikitable"
   
|-
 
|-
! layer
+
| <samp>Id</samp>
! property
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
! explanation
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>SourceRect</samp>
| <samp>Action BuildingSilo</samp>
+
| The pixel area within the <samp>texture</samp> to draw, formatted like <samp>"{{t|x}} {{t|y}} {{t|width}} {{t|height}}"</samp>. If the overlay is animated via <samp>FrameCount</samp>, this is the area of the first frame.
| If a building covers this tile, enables [[silo]] interactions on this tile subject to the building's <samp>HayCapacity</samp> field in <samp>Data/Buildings</samp>.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>DrawPosition</samp>
| <samp>Action BuildingToggleAnimalDoor</samp>
+
| The tile position at which to draw the top-left corner of the texture, relative to the building's top-left corner tile.
| If a building covers this tile, opens or closes its animal door.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>Texture</samp>
| <samp>Action Forge</samp>
+
| ''(Optional)'' The asset name of the texture to draw. Defaults to the building's default <samp>Texture</samp> field.
| Opens the [[Forge]] menu.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>DrawInBackground</samp>
| <samp>Action None</samp>
+
| ''(Optional)'' Whether to draw the texture behind the building sprite (i.e. underlay) instead of over it.
| Does nothing. This is used to mark the tile interactive if the click will be handled separately.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>SortTileOffset</samp>
| <samp>Action ObeliskWarp {{t|location name}} {{t|x}} {{t|y}} {{o|whether to dismount}}</samp>
+
| ''(Optional)'' A Y tile offset applied when figuring out render layering. For example, a value of <samp>2.5</samp> will treat the texture as if it was 2.5 tiles further up the screen for the purposes of layering. Default 0.
| Warps the player to the specified location name and position with the [[Warp Totem|Obelisk]] animation/sound effects.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>OnlyDrawIfChestHasContents</samp>
| <samp>Action OpenShop {{t|shop id}} {{o|from direction}} {{o|open time}} {{o|close time}} {{o|owner tile area}}</samp>
+
| ''(Optional)'' The ID of a chest defined in the <samp>Chests</samp> field which must contain items. If it's empty, this overlay won't be rendered. Default none.
| Open the [[#Custom shops|shop]] with the given {{t|shop id}}. All arguments besides the ID are optional:
  −
* {{o|from direction}}: if specified, the player must be standing in this direction relative to the shop (one of <samp>down</samp>, <samp>up</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>none</samp>). Setting this to <samp>none</samp> disables the requirement. The default for most vanilla shops is <samp>down</samp>.
  −
* {{o|open time}} and {{o|close time}}: the start & end times in 26-hour format when the shop is available. Interacting with the tile outside those times does nothing.
  −
* {{o|owner tile area}}: if specified, the tile area which must contain one of the shop owners for the shop to be available. For a custom shop, these are defined by its <samp>ValidNPCs</samp> field. This can be specified in two forms: <samp>{{t|x}} {{t|y}}</samp> for a single tile, or <samp>{{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp> for a multi-tile area.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>FrameCount</samp><br /><samp>FramesPerRow</samp><br /><samp>FrameDuration</samp>
| <samp>Action PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}}</samp>
+
| ''(Optional)'' If <samp>FrameCount</samp> is more than one, the building overlay will be animated automatically. For each frame, the <samp>SourceRect</samp> will be offset by its <samp>Width</samp> to the right up to <samp>FramesPerRow - 1</samp> times, and then down by its <samp>Height</samp>. Each frame will be rendered on-screen for <samp>FrameDuration</samp> milliseconds before switching to the next frame.
| Immediately start an [[Modding:Event data|event]], subject to the conditions:
  −
* {{o|check preconditions}}: whether to ignore the action if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
  −
* {{o|skip if seen}}: whether to ignore the action if the player has already seen the given event. Default true.
     −
If the event is skipped, the action is silently ignored.
+
For example, if you set <samp>FrameCount</samp> to 6 and <samp>FramesPerRow</samp> to 3, the building will expect the frames to be laid out like this in the spritesheet (where frame 1 matches <samp>SourceRect</samp>):
 
+
<pre>
For example, <code>Action PlayEvent 60367 false false</code> will replay the bus arrival event from the start of the game.
+
┌───┬───┬───┐
|}
+
│ 1 │ 2 │ 3 │
</li>
+
├───┼───┼───┤
<li>Added new <samp>TouchAction</samp> [[Modding:Maps|tile properties]]:
+
│ 4 │ 5 │ 6 │
{| class="wikitable"
+
└───┴───┴───┘
 +
</pre>
 
|-
 
|-
! layer
+
| <samp>AnimalDoorOffset</samp>
! property
+
| ''(Optional)'' A pixel offset applied to the draw layer when the animal door is open. While the door is opening, the percentage open is applied to the offset (e.g. 50% open = 50% offset).
! explanation
+
|}
 
|-
 
|-
| <samp>Back</samp>
+
| <samp>DrawShadow</samp>
| <samp>TouchAction PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
+
| ''(Optional)'' Whether to draw an automatic shadow along the bottom edge of the building's sprite. Default true.
| Equivalent to <samp>Action PlayEvent</samp>. If the event is skipped, you can optionally specify another action to call instead after the other parameters, like <code>TouchAction PlayEvent 60367 true true TouchAction PlayEvent 520702 false false</code> to play another event instead.
+
|}
|}</li>
+
 
<li>Changed existing tile properties:
+
====Interior====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! layer
+
! field
! property
+
! effect
! reason
   
|-
 
|-
|rowspan="4"| <samp>Back</samp>
+
| <samp>IndoorMap</samp>
| <samp>NoSpawn</samp>
+
| ''(Optional)'' The name of the map asset under <samp>Maps</samp> to load for the building interior. For example, <samp>"Shed"</samp> will load the [[shed]]'s <samp>Maps/Shed</samp> map.
| Added <samp>NoSpawn false</samp> form, which disables any previous <samp>NoSpawn</samp> property on the tile. For example, this can be used to enable spawning on a tile which has a <samp>NoSpawn</samp> tile index property.
   
|-
 
|-
| <samp>TouchAction Bus</samp>
+
| <samp>IndoorMapType</samp>
| Removed. This wasn't used by the game or mods.
+
| ''(Optional)'' The full name of the C# location class which will manage the building's interior location. This must be one of the vanilla types to avoid a crash when saving. There are too many to list here, but the most useful types are likely...
 +
* <samp>StardewValley.AnimalHouse</samp>;
 +
* <samp>StardewValley.Locations.Cabin</samp>;
 +
* <samp>StardewValley.Locations.Cellar</samp>;
 +
* <samp>StardewValley.Locations.DecoratableLocation</samp>;
 +
* <samp>StardewValley.Locations.FarmCave</samp>;
 +
* <samp>StardewValley.Locations.FarmHouse</samp>;
 +
* <samp>StardewValley.Shed</samp>;
 +
* and <samp>StardewValley.SlimeHutch</samp>.
 +
Defaults to the generic <samp>StardewValley.GameLocation</samp> class.
 
|-
 
|-
| <samp>TouchAction Emote</samp>
+
| <samp>NonInstancedIndoorLocation</samp>
| Fixed error if the specified NPC isn't found.
+
| ''(Optional)'' The name of the existing global location to treat as the building's interior, like <samp>FarmHouse</samp> and <samp>Greenhouse</samp> for their buildings.
 +
 
 +
Each location can only be used by one building. If the location is already in use (e.g. because the player has two of this building), each subsequent building will use the <samp>IndoorMap</samp> and <samp>IndoorMapType</samp> instead. For example, the first greenhouse will use the global <samp>Greenhouse</samp> location, and any subsequent greenhouse will use a separate instanced location.
 
|-
 
|-
| <samp>Treasure</samp>
+
| <samp>MaxOccupants</samp>
| Added <samp>Treasure Item {{t|item ID}}</samp> form which accepts a [[#Custom items|qualified or unqualified item ID]].
+
| ''(Optional)'' The maximum number of animals who can live in this building.
 
|-
 
|-
|rowspan="2"| <samp>Buildings</samp>
+
| <samp>AllowAnimalPregnancy</samp>
| <samp>Action ItemChest</samp><br /><samp>Action Minecart</samp><br /><samp>Action RemoveChest</samp>
+
| ''(Optional)'' Whether animals can get pregnant and produce offspring in this building. Default false.
| Removed. These weren't used by the game or mods.
   
|-
 
|-
| <samp>Action Kitchen</samp>
+
| <samp>ValidOccupantTypes</samp>
| Now works in any location (including those without a fridge).
+
| ''(Optional)'' A list of building IDs whose animals to allow in this building too. For example, <code>[ "Barn", "Coop" ]</code> will allow [[barn]] and [[coop]] animals in this building. Default none.
 
|}
 
|}
</li>
  −
</ul>
     −
===Other location/map changes===
+
====Item processing====
* Farm data:
  −
** Added <samp>SpawnMonstersByDefault</samp> field to <samp>Data/AdditionalFarms</samp> to set the default value of the 'spawn monsters at night' [[Options#Advanced Game Options|advanced save option]].
  −
** Fixed crash on new-save screen if the farm type's tooltip has no description.
  −
* General location data:
  −
** All locations can now have animals. The <samp>IAnimalLocation</samp> is now obsolete and implemented by <samp>GameLocation</samp>.
  −
** Added new [[Modding:Fish data|fishing areas]] to simplify compatibility between fish & map mods (specifically for hilltop farm, wilderness farm, town, and desert).
  −
** Added a descriptive error when a required location or layer isn't found. Mods can use <samp>map.RequireLayer</samp> and <samp>Game1.RequireLocation</samp> to get a location with similar error-checking.
  −
** Added <samp>WarpPathfindingCache</samp> for C# mods, which modularizes the NPC warp route logic. You can edit its <samp>IgnoreLocationNames</samp>, <samp>OverrideTargetNames</samp>, and <samp>GenderRestrictions</samp> fields if needed for custom locations.
  −
** Game logic which checks tile indexes is now more fault-tolerant, so it won't crash if an expected tile was edited.
  −
** Finished migrating <samp>DecoratableLocation</samp> flooring/wallpaper areas to string IDs (started in Stardew Valley 1.5.5).
  −
* General map changes:
  −
** Added validation for [[Modding:Maps|map properties and tile properties]]. If the format is invalid, the game will now log a detailed error and skip it.
  −
** Removed unused [[Modding:Maps#Paths layer|path tiles]] in <samp>Maps/paths</samp> and all map files.
  −
* Location context data:
  −
** Building interiors now inherit their parent's location context by default.
  −
** Added <samp>Game1.locationContextData</samp> to cache the data from <samp>Data/LocationContexts</samp>.
  −
** Added constants for the vanilla context IDs like <samp>LocationContexts.IslandId</samp>.
  −
** Added validation for required location context IDs (and <samp>LocationContexts.Require(id)</samp> for mod logic).
  −
** Removed the <samp>Name</samp> field in <samp>Data/LocationContexts</samp>, which duplicated the ID.
  −
<ul>
  −
<li>Added methods to simplify common operations:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! type
+
! field
! method
   
! effect
 
! effect
 
|-
 
|-
|rowspan="7"| <samp>Building</samp>
+
| <samp>HayCapacity</samp>
| <samp>GetParentLocation</samp>
+
| ''(Optional)'' The amount of hay that can be stored in this building. If built on the [[The Farm|farm]], this works just like [[silo]]s and contributes to the farm's available hay.
| Get the location which contains this building.
   
|-
 
|-
| <samp>IsInCurrentLocation</samp>
+
| <samp>ItemConversions</samp>
| Get whether the building is in the same location as the current player.
+
| ''(Optional)'' The item processing rules which take input items and convert them into output items using the inventories defined by <samp>Chests</samp>. This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>HasIndoors</samp>
+
! field
| Get whether the building has an interior location.
+
! effect
 
|-
 
|-
| <samp>GetIndoors</samp>
+
| <samp>Id</samp>
| Get the location within this building, if applicable.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this rule within the current list.
 
|-
 
|-
| <samp>HasIndoorsName</samp>
+
| <samp>RequiredTags</samp>
| Get whether the building has an interior location and its unique name matches the given value (like <code>building.HasIndoorsName("FarmHouse")</code>).
+
| A list of [[Modding:Items#Context tags|context tags]] to match against an input item. An item must have ''all'' of these tags to be accepted.
 
|-
 
|-
| <samp>GetIndoorsName</samp>
+
| <samp>SourceChest</samp>
| Get the unique name of the location within this building, if applicable.
+
| The ID of the inventory defined in <samp>Chests</samp> from which to take input items.
 
|-
 
|-
| ...
+
| <samp>DestinationChest</samp>
| ''see also [[#Other building changes|other building changes]] for non-location methods.''
+
| The ID of the inventory defined in <samp>Chests</samp> in which to store output items.
 
|-
 
|-
|rowspan="7"|<samp>Cabin</samp><br /><samp>FarmHouse</samp>
+
| <samp>ProducedItems</samp>
| <samp>GetCellar</samp>
+
| The output items produced when an input item is converted. This consists of a list of models with these fields:
| Get the [[cellar]] location linked to this cabin, if any.
+
{| class="wikitable"
 
|-
 
|-
| <samp>CanAssignFarmhand</samp><br /><samp>AssignFarmhand</samp>
+
! field
| ''(Cabin only)'' Check whether the cabin is available to assign to a farmhand, or perform the assignment.
+
! effect
 
|-
 
|-
| <samp>HasOwner</samp>
+
| ''common fields''
| Get whether the home has an assigned player, regardless of whether they've finished creating their character.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
| <samp>OwnerId</samp>
+
| <samp>Chance</samp>
| Get the unique ID of the player who owns this home, if any.
+
| ''(Optional)'' The probability that the item will be produced, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 +
|}
 
|-
 
|-
| <samp>IsOwnedByCurrentPlayer</samp>
+
| <samp>RequiredCount</samp>
| Get whether the cabin belongs to the current player.
+
| ''(Optional)'' The number of the input item to consume. Default 1.
 
|-
 
|-
| <samp>IsOwnerActivated</samp>
+
| <samp>MaxDailyConversions</samp>
| Get whether the home has an assigned player and they've finished creating their character.
+
| ''(Optional)'' The maximum number of the input item which can be processed each day. Each conversion rule has its own separate maximum (e.g. if you have two rules each with a max of 1, then you can convert one of each daily). Set to -1 to allow unlimited conversions. Default 1.
 +
|}
 
|-
 
|-
| <samp>HasNpcSpouse</samp>
+
| <samp>Chests</samp>
| Get whether the player who owns this home is married to any NPC (when used like <samp>HasNpcSpouse()</samp>) or a specific NPC (like <samp>HasNpcSpouse(name)</samp>). This also replaces <samp>shouldShowSpouseRoom()</samp>.
+
| ''(Optional)'' The input/output inventories that can be accessed from a tile on the building exterior. The allowed items are defined by the separate <samp>ItemConversions</samp> field. This is a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
|rowspan="2"| <samp>Farm</samp>
+
! field
| <samp>GetStarterFarmhouseLocation</samp>
+
! effect
| Get the default tile position for the farmhouse. (See also <samp>farm.GetMainFarmHouseEntry()</samp>.)
   
|-
 
|-
| <samp>GetStarterPetBowlLocation</samp>
+
| <samp>Id</samp>
| Get the default tile position for the pet bowl.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this chest within the current list.
|-
  −
|rowspan="19"| <samp>GameLocation</samp>
  −
| <samp>AddDefaultBuildings</samp>
  −
| Can be overridden to add custom buildings when the location is created and/or loaded. These can either be re-added whenever they're missing (like the vanilla farmhouse), or only built once on save creation (like the vanilla pre-built cabins).
     −
This replaces the former <samp>farm.AddModularShippingBin()</samp> method.
+
This is referenced from the <samp>ItemConversions</samp> field.
 
|-
 
|-
| <samp>GetFridge</samp><br /><samp>GetFridgePosition</samp>
+
| <samp>Type</samp>
| Get the fridge's chest or tile position, if the location has one.
+
| The inventory type. This must be one of:
 +
* <samp>Chest</samp>: show a normal chest UI on click.
 +
* <samp>Collect</samp>: provides items for the player to collect. Clicking the tile will do nothing (if empty), grab the item directly (if it only contains one item), else show a grab-only inventory UI.
 +
* <samp>Load</samp>: lets the player add items for the building to process.
 +
|-
 +
| <samp>Sound</samp>
 +
| ''(Optional)'' The sound to play once when the player clicks the chest.
 
|-
 
|-
| <samp>GetSeason</samp><br /><samp>GetSeasonIndex</samp><br /><samp>GetSeasonKey</samp>
+
| <samp>InvalidItemMessage</samp><br /><samp>InvalidCountMessage</samp><br /><samp>ChestFullMessage</samp>
| Get the local season that applies within the location as an enum, number (like <samp>0</samp> for spring), or string (like <samp>spring</samp>) respectively. For example, it's always summer on [[Ginger Island]].
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] to show when the player tries to add an item to the chest when...
 +
* it isn't a supported item;
 +
* it's supported but they don't have enough in their inventory;
 +
* the chest has no more room to accept it.
 +
If omitted, the player interaction is ignored with no message shown.
 
|-
 
|-
| <samp>GetWeather</samp><br /><samp>IsDebrisWeatherHere</samp><br /><samp>IsLightningHere</samp><br /><samp>IsRainingHere</samp><br /><samp>IsSnowingHere</samp>
+
| <samp>InvalidItemMessageCondition</samp>
| Get the current weather in this location's context, regardless of whether the player is indoors and sheltered from it.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether <samp>InvalidItemMessage</samp> should be shown. This can use item-related queries like <samp>ITEM_TYPE</samp>. Defaults to always true.
 
|-
 
|-
| <samp>InDesertContext</samp><br /><samp>InIslandContext</samp><br /><samp>InValleyContext</samp>
+
| <samp>DisplayTile</samp>
| Get whether this location is within the <samp>Island</samp> or <samp>Default</samp> location context respectively.
+
| ''(Optional)'' The chest's position on the building exterior, measured in tiles from the top-left corner of the building, specified in the form <samp>"{{t|x}}, {{t|y}}"</samp>. This affects the position of the 'item ready to collect' bubble. If omitted, the bubble is disabled.
 
|-
 
|-
| <samp>IsActiveLocation</samp>
+
| <samp>DisplayHeight</samp>
| Get whether this location is actively synced to the current player (see [[Modding:Modder Guide/Game Fundamentals#Farmhand shadow world|farmhand shadow world]]).
+
| ''(Optional)'' If <samp>DisplayTile</samp> is set, the chest's tile height like <samp>1.5</samp>.
 +
|}
 +
|}
 +
 
 +
====Tile interactions====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>IsTemporary</samp>
+
! field
| Get whether this is a temporary location for a festival or minigame. This is cached based on the location name (e.g. locations starting with <samp>Temp</samp> or some other specific names).
+
! effect
 
|-
 
|-
| <samp>GetLocationContextId</samp>
+
| <samp>ActionTiles</samp>
| Get the ID of the location context in <samp>Data/LocationContexts</samp> which contains this building.
+
| ''(Optional)'' A list of tiles which the player can click to trigger an <samp>Action</samp> [[Modding:Maps|map tile property]]. This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>GetContainingBuilding</samp>
+
! field
| Get the building instance which contains this location (like the cabin for a cabin interior), if applicable.
+
! effect
 
|-
 
|-
| <samp>GetParentLocation</samp>
+
| <samp>Id</samp>
| Get the parent location which contains this one (like the farm for a cabin interior), or <samp>null</samp> if it has no parent.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
|-
 
|-
| <samp>GetRootLocation</samp>
+
| <samp>Tile</samp>
| Get the parent location which contains this one (like the farm for a cabin interior), or the location itself if it has no parent.
+
| The tile position, relative to the building's top-left corner tile.
 
|-
 
|-
| <samp>GetInstancedBuildingInteriors</samp>
+
| <samp>Action</samp>
| Get all building interiors within this location which are instanced to the building (i.e. not in <samp>Game1.locations</samp> separately).
+
| The [[Modding:Tokenizable strings|tokenizable string]] for the action to perform, excluding the <samp>Action</samp> prefix. For example, <samp>"Dialogue Hi there @!"</samp> to show a messagebox like "''Hi there <player name>!''". The tokenizable string is expected before the action is raised. See the [[Modding:Maps#Tile properties 2|list of tile properties]] for useful <samp>Action</samp> values.
 +
|}
 
|-
 
|-
| <samp>GetMapPropertySplitBySpaces</samp><br /><samp>GetTilePropertySplitBySpaces</samp>
+
| <samp>DefaultAction</samp>
| Get the value of a map/tile property and split it into individual words. If the map/tile property isn't defined, returns an empty array.
+
| ''(Optional)'' The default tile action if the clicked tile isn't in <samp>ActionTiles</samp>. Default none.
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
string[] fields = Game1.currentLocation.GetMapPropertySplitBySpaces("ScreenshotRegion");
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>HasMapPropertyWithValue</samp>
+
| <samp>TileProperties</samp>
| Get whether a map property is defined and has a non-empty value.
+
| ''(Optional)'' The [[Modding:Maps|map tile properties]] to set. This consists of a list of models with these fields:
 
+
{| class="wikitable"
For example:
  −
<syntaxhighlight lang="c#">
  −
bool canUseCasks = Game1.currentLocation.HasMapPropertyWithValue("CanCaskHere");
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>StoreHayInAnySilo</samp>
+
! field
| Add hay to any silo with free space (preferring silos in the current location, then the farm, then anywhere).
+
! effect
 
|-
 
|-
| <samp>TryGetMapProperty</samp>
+
| <samp>Id</samp>
| Get a map property value as a string, if it's defined.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
if (this.TryGetMapProperty("Warps", out string warps))
  −
{
  −
    // ...
  −
}
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>TryGetMapPropertyAs</samp>
+
| <samp>Name</samp>
| Get a map property and parse it into into a <samp>Point</samp>, <samp>Rectangle</samp>, or <samp>Vector2</samp> value.
+
| The tile property name to set.
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
if (!this.TryGetMapPropertyAs("MailboxLocation", out Point position))
  −
{
  −
    position = new Point(68, 16); // default value
  −
}
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>removeObjectsAndSpawned</samp>
+
| <samp>Value</samp>
| Remove all objects, bushes, resource clumps, and terrain features within a tile area.
+
| ''(Optional)'' The tile property value to set, or omit to set a null value.
 
|-
 
|-
| <samp>OnBuildingConstructed</samp><br /><samp>OnBuildingMoved</samp><br /><samp>OnBuildingDemolished</samp>
+
| <samp>Layer</samp>
| These methods are called for all players when any player constructs, moves, or demolishes a building.
+
| The name of the map layer whose tiles to change.
 
|-
 
|-
|rowspan="3"| <samp>LibraryMuseum</samp>
+
| <samp>TileArea</samp>
| <samp>HasDonatedArtifacts()</samp>
+
| The tiles to which to add the property, relative to the top-left corner of the building's collision box. This is specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
| Get whether any items have been donated to the [[museum]].
+
|}
 
|-
 
|-
| <samp>HasDonatedArtifactAt(tile)</samp>
+
| <samp>AdditionalTilePropertyRadius</samp>
| Get whether any donated item is currently placed at the given tile position within the [[museum]].
+
| ''(Optional)'' When checking whether the player clicked on a <samp>TileProperties</samp> tile, an added distance around the building at which tile locations may be placed. Default 0, so only tile properties within the normal building bounds will work.
|-
  −
| <samp>HasDonatedArtifact(itemId)</samp>
  −
| Get whether an artifact with the given qualified or unqualified item ID has been donated to the [[museum]].
  −
|-
  −
|rowspan="2"| <samp>MineShaft</samp>
  −
| <samp>GetLevelName</samp>
  −
| Get the location name for a generated [[The Mines|mine]] or [[Skull Cavern]] level.
  −
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
string locationName = MineShaft.GetLevelName(10); // returns "UndergroundMine10"
  −
Game1.warpFarmer(locationName, 0, 0, false);
  −
</syntaxhighlight>
  −
|-
  −
| <samp>IsGeneratedLevel</samp>
  −
| Get whether a location or location name is a generated [[The Mines|mine]] or [[Skull Cavern]] level.
  −
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
string locationName = "UndergroundMine10";
  −
bool isMine = MineShaft.IsGeneratedLevel(locationName, out int level); // returns true, 10
  −
</syntaxhighlight>
  −
|-
  −
| <samp>VolcanoDungeon</samp>
  −
| <samp>GetLevelName</samp><br /><samp>IsGeneratedLevel</samp>
  −
| Equivalent to the matching <samp>MineShaft</samp> methods, but for the [[Volcano Dungeon]].
   
|}
 
|}
</li>
  −
</ul>
  −
* Added map/tile property <samp>TryAdd</samp>/<samp>TryGetValue</samp> extensions in <samp>StardewValley.Extensions</samp> for string property values. For example, this lets you do <samp>map.Properties.TryGetValue(key, out string value)</samp>.
  −
* <samp>MineShaft.tryToAddMonster</samp> now returns whether a monster was added.
  −
* <samp>Game1.GetNumberBuildingsConstructed</samp> and <samp>location.getNumberBuildingsConstructed</samp> now have overloads to count all building types and/or specify whether to count under-construction buildings.
  −
* Fixed <samp>location.refurbishMapPortion</samp> copying <samp>Back</samp> source properties to the <samp>Building</samp> target layer.
  −
* Fixed door warps in custom indoor locations not consistently detected by the game.
     −
==What's new for buildings==
+
====Advanced====
===Custom buildings===
  −
You can now add custom buildings by editing the <samp>Data/Buildings</samp> asset. This consists of a string → model lookup, where...
  −
* The key is a unique building ID. The ID should only contain alphanumeric/underscore/dot characters, and should ideally be prefixed with your mod ID like <samp>Example.ModId_BuildingName</samp>.
  −
* The value is a model with the fields listed below.
  −
 
  −
====Required fields====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,954: Line 4,239:  
! effect
 
! effect
 
|-
 
|-
| <samp>Name</samp><br /><samp>Description</samp>
+
| <samp>Metadata</samp>
| A [[#Tokenizable string format|tokenizable string]] for the display name and description (e.g. shown in the construction menu).
+
| ''(Optional)'' A list of custom properties applied to the building, which can optionally be overridden per-skin in the <samp>Skins</samp> field. Default none.
|-
  −
| <samp>Texture</samp>
  −
| The asset name for the texture under the game's Content folder.
  −
|}
     −
====Construction====
+
The base game recognizes these properties:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! property
! effect
+
! description
 
|-
 
|-
| <samp>Builder</samp>
+
| <samp>ChimneyPosition: {{t|x}} {{t|y}}</samp>
| ''(Optional)'' The NPC from whom you can request construction. The vanilla values are [[Carpenter's Shop|<samp>Robin</samp>]] and [[Wizard's Tower#Buildings|<samp>Wizard</samp>]], but you can specify a different name if a C# mod opens a construction menu for them. Defaults to <samp>Robin</samp>. If omitted, it won't appear in any menu.
+
| ''(Optional)'' The pixel position at which to place a chimney on the building exterior, relative to the top-left corner of the sprite. This will apply the same logic as the farmhouse chimney (e.g. producing smoke if there's a lit fireplace inside the building).
 +
|-
 +
| <samp>ChimneyPosition{{o|upgrade level}}: {{t|x}} {{t|y}}</samp>
 +
| ''(Optional, for farmhouses/cabins only)'' Override <samp>ChimneyPosition</samp> for the given upgrade level, starting from 0 for the initial farmhouse/cabin. If there's no override for the current upgrade level, the highest override for a lower upgrade level is used (if any). For example, <samp>ChimneyPosition3</samp> would be used for the third house upgrade (and the fourth if there's no <samp>ChimneyPosition4</samp>).
 +
|}
 +
 
 +
This can also contain arbitrary custom properties, which C# mods can read using <samp>building.GetMetadata(key)</samp>.
 +
|-
 +
| <samp>BuildingType</samp>
 +
| ''(Optional)'' The full name of the C# type to instantiate for the building instance. Defaults to a generic <samp>Building</samp> instance.
 +
 
 +
'''⚠ Caution:''' this is meant to support vanilla building types like <samp>StardewValley.Shed</samp>. Setting this to a non-vanilla type will cause a crash when it's written to the save file, and may cause crashes in multiplayer. If you need custom behavior, consider handling it in C# based on the building type instead of creating a custom subclass; otherwise you'll need a framework mod like {{nexus mod|1348|SpaceCore}} to handle serialization and multiplayer sync.
 
|-
 
|-
| <samp>BuildCost</samp>
+
| <samp>ModData</samp>
| ''(Optional)'' The gold cost to construct the building. Defaults to {{price|0}}.
+
| ''(Optional)'' A string → string lookup of arbitrary <samp>modData</samp> values to attach to the building when it's constructed.
 
|-
 
|-
| <samp>BuildMaterials</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' The materials you must provide to start construction, as a list of models with these fields:
+
| The [[#Custom data fields|custom fields]] for this entry.
 +
|}
 +
 
 +
===Build anywhere===
 +
{{/doc status|[[Modding:Blueprint data]] and [[Modding:Maps]]|done=false}}
 +
 
 +
* You can now allow building construction for any location using the [[#Map/tile property changes|new <samp>CanBuildHere</samp> and related map properties]]. The game will adjust accordingly (e.g. Robin will let you choose where to construct the building).
 +
* Buildings and animals are no longer hardcoded to the [[The Farm|farm]] location (except [[cabin]]s and the [[farmhouse]] which still are).
 +
* Scything hay will now add hay to silos in any location, and animals will be auto-fed from hay in any location.
 +
 
 +
===Other building changes===
 +
{{/doc status|[[Modding:Blueprint data]]|done=false}}
 +
 
 +
: ''See also: [[#Other location/map changes|other location changes]] for location-related building changes.''
 +
 
 +
; General building changes
 +
* Building display names & descriptions are now in <samp>Strings/Buildings</samp> for reuse.
 +
* Removed <samp>Data/Blueprints</samp>. This has been replaced by <samp>Data/Buildings</samp> (building data) and <samp>Strings/Buildings</samp> (display names & descriptions).
 +
<ul>
 +
<li>Added methods to simplify common operations:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! type
 +
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
|rowspan="7"| <samp>Building</samp>
| ''(Optional)'' A key which uniquely identifies this entry within the current list. The ID should only contain alphanumeric/underscore/dot characters. Defaults to the <samp>ItemId</samp> if not specified.
+
| <samp>CreateInstanceFromId</samp>
 +
| Create a building instance from its type ID in <samp>Data/Buildings</samp>. For example:
 +
<syntaxhighlight lang="c#">
 +
Building shippingBin = Building.CreateInstanceFromId("Shipping Bin", Vector2.Zero); // creates an instance of StardewValley.Buildings.ShippingBin
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>GetData</samp><br /><samp>TryGetData</samp>
| The required item ID (qualified or unqualified).
+
| Get the data for the building's type from <samp>Data/Building</samp>.
 
|-
 
|-
| <samp>Amount</samp>
+
| <samp>GetMetadata</samp>
| The number of the item required.
+
| Get a value from [[#Custom buildings|the <samp>Metadata</samp> field in <samp>Data/Buildings</samp>]] for this building.
|}
   
|-
 
|-
| <samp>BuildDays</samp>
+
| <samp>GetPaintDataKey</samp>
| ''(Optional)'' The number of days needed to complete construction (e.g. <samp>1</samp> for a building completed the next day). If set to 0, construction finishes instantly. Defaults to 0.
+
| Get the key in <samp>Data/PaintData</samp> for this building, if it has any.
 
|-
 
|-
| <samp>BuildCondition</samp>
+
| <samp>ReloadBuildingData</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the building should be available in the construction menu. Defaults to always available.
+
| Apply the latest data in <samp>Data/Buildings</samp> to this building.
 
|-
 
|-
| <samp>BuildMenuDrawOffset</samp>
+
| <samp>FinishConstruction</samp>
| ''(Optional)'' A pixel offset to apply to the building sprite when drawn in the construction menu. Default none.
+
| If the building is being constructed or upgrade, instantly finish doing so.
 
|-
 
|-
| <samp>AdditionalPlacementTiles</samp>
+
| <samp>UpdateTransparency</samp>
| ''(Optional)'' The extra tiles to treat as part of the building when placing it through the construction menu. For example, the farmhouse uses this to make sure the stairs are clear. This consists of a list of models with these fields:
+
| Update the building transparency on tick for the local player's position.
{| class="wikitable"
+
 
 +
This method mainly exists to let mods override/patch the transparency logic.
 
|-
 
|-
! field
+
| <samp>Farm</samp>
! effect
+
| <samp>GetMainFarmHouse</samp>
 +
| Get the main [[farmhouse]] building.
 
|-
 
|-
| <samp>TileArea</samp>
+
| <samp>GameLocation</samp>
| The tile area relative to the top-left corner of the building, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
+
| <samp>OnParentBuildingUpgraded</samp>
|-
+
| Called when the building containing this location is upgraded, if applicable.
| <samp>OnlyNeedsToBePassable</samp>
  −
| ''(Optional)'' Whether this area allows tiles that would normally not be buildable, so long as they are passable. For example, this is used to ensure that an entrance is accessible. Default false.
   
|}
 
|}
|-
+
</li>
| <samp>IndoorItems</samp>
+
</ul>
| ''(Optional)'' The items to place in the building interior when it's constructed or upgraded. This consists of a list of models with these fields:
+
* Added building <samp>id</samp> field, which uniquely identifies each building in the world.
 +
 
 +
; [[Junimo Hut|Junimo hut]] changes
 +
* The <samp>JunimoHut.cropHarvestRange</samp> field is now per-building and editable.
 +
 
 +
; [[Fish Pond|Fish pond]] changes
 +
<ul>
 +
<li>In <samp>Data/FishPondData</samp>, added a <samp>Precedence</samp> field which sets the order in which entries are checked for a match (with lower values checked first). This ensures that the fallback entries are checked after specific fish. For consistency, vanilla entries use these values:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! precedence
! effect
+
! used for
 
|-
 
|-
| <samp>Id</samp>
+
| 0<br /><small>(default value)</small>
| A key which uniquely identifies this entry within the current list. The ID should only contain alphanumeric/underscore/dot characters. For custom entries, this should be prefixed with your mod ID like <samp>Example.ModId_EntryId</samp>.
+
| specific fish
 
|-
 
|-
| <samp>ItemId</samp>
+
| 100
| The [[#Custom items|qualified item ID]] for the item to place.
+
| custom groups (e.g. desert fish)
 
|-
 
|-
| <samp>Tile</samp>
+
| 500
| The tile position at which to place the item, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
+
| broad fish type (e.g. ocean fish)
 
|-
 
|-
| <samp>Indestructible</samp>
+
| 1000
| ''(Optional)'' Whether to prevent the player from destroying, picking up, or moving the item. Default false.
+
| fallback (e.g. fish category)
|}
  −
|-
  −
| <samp>MagicalConstruction</samp>
  −
| ''(Optional)'' Whether the building is magical. This changes the carpenter menu to a mystic theme while this building's blueprint is selected, and completes the construction instantly when placed.
  −
|-
  −
| <samp>AddMailOnBuild</samp>
  −
| ''(Optional)'' A list of [[Modding:Mail data|letter IDs]] to send to all players when the building is constructed for the first time.
   
|}
 
|}
 +
</li>
 +
<li>In <samp>Data/FishPondData</samp>, the reward <samp>ItemId</samp> can now be an [[Modding:Item queries|item query]].</li>
 +
<li>[[Legendary Fish|Legendary fish]] can now be added to [[Fish Pond|fish ponds]] if they have an entry in <samp>Data/FishPondData</samp>.</li>
 +
</ul>
 +
 +
==What's new for NPCs==
 +
===Custom NPCs===
 +
{{/doc status|[[Modding:NPC data]]|done=false}}
 +
 +
[[Modding:NPC data|Custom NPC data]] has been overhauled in 1.6. The new <samp>Data/Characters</samp> asset (which replaces <samp>Data/NPCDispositions</samp> + <samp>Data/spousePatios</samp> + <samp>Data/spouseRooms</samp>) uses a data model format that's easier to edit and understand, and has a lot of fields to customize previously-hardcoded data.
 +
 +
====Format====
 +
This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the NPC like <samp>Example.ModId_NpcName</samp>, which will be used as the internal <samp>Name</samp> (not <samp>DisplayName</samp>).
 +
* The value is a model with the following fields.
   −
====Upgrades====
+
<dl style="margin-left: 2em;">
 +
<dt>Basic info:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,046: Line 4,378:  
! effect
 
! effect
 
|-
 
|-
| <samp>BuildingToUpgrade</samp>
+
| <samp>DisplayName</samp>
| ''(Optional)'' The ID of the building for which this is an upgrade, or omit to allow constructing it as a new building. For example, the [[Coop|Big Coop]] sets this to <samp>"Coop"</samp>. Any numbers of buildings can be an upgrade for the same building, in which case the player can choose one upgrade path.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the NPC's display name.
 
|-
 
|-
| <samp>IndoorItemMoves</samp>
+
| <samp>Language</samp>
| ''(Optional)'' When applied as an upgrade to an existing building, the placed items in its interior to move when transitioning to the new map. This is a list of models with these fields:
+
| ''(Optional)'' The language spoken by the NPC. One of <samp>Default</samp> (the default language understood by the player) or <samp>Dwarvish</samp> (which the player can only understand after finding the [[Dwarvish Translation Guide|Dwarvish translation guide]]). Default <samp>Default</samp>.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Gender</samp>
! effect
+
| ''(Optional)'' The NPC's gender identity. One of <samp>Female</samp>, <samp>Male</samp>, or <samp>Undefined</samp>. Default <samp>Undefined</samp>.
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>Age</samp>
| A key which uniquely identifies this entry within the current list. The ID should only contain alphanumeric/underscore/dot characters. For custom entries, this should be prefixed with your mod ID like <samp>Example.ModId_EntryId</samp>.
+
| ''(Optional)'' The general age of the NPC. One of <samp>Child</samp>, <samp>Teen</samp>, or <samp>Adult</samp>. Default <samp>Adult</samp>.
 +
 
 +
This affects generated dialogue lines (e.g. a child might say "stupid" and an adult might say "depressing"), generic dialogue (e.g. a child might respond to dumpster diving with "''Eww... What are you doing?''" and a teen would say "''Um... Why are you digging in the trash?''"), and the gift they choose as [[Feast of the Winter Star]] gift-giver. Children are also excluded from item delivery quests.
 
|-
 
|-
| <samp>Source</samp>
+
| <samp>Manner</samp>
| The tile position on which any item will be moved.
+
| ''(Optional)'' A measure of the character's general politeness, which affects some generic dialogue lines. One of <samp>Neutral</samp>, <samp>Polite</samp>, or <samp>Rude</samp>. Default <samp>Neutral</samp>.
 
|-
 
|-
| <samp>Destination</samp>
+
| <samp>SocialAnxiety</samp>
| The tile position to which to move the item.
+
| ''(Optional)'' A measure of the character's comfort with social situations, which affects some generic dialogue lines. One of <samp>Neutral</samp>, <samp>Outgoing</samp>, or <samp>Shy</samp>. Default <samp>Neutral</samp>.
 
|-
 
|-
| <samp>Size</samp>
+
| <samp>Optimism</samp>
| ''(Optional)'' The tile size of the area to move, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to a 1×1 area. If this is multiple tiles, the <samp>Source</samp> and <samp>Destination</samp> specify the top-left coordinate of the area.
+
| ''(Optional)'' A measure of the character's overall optimism. One of <samp>Neutral</samp>, <samp>Negative</samp>, or <samp>Positive</samp>. Default <samp>Neutral</samp>.
|}
   
|-
 
|-
| <samp>UpgradeSignTile</samp>
+
| <samp>BirthSeason</samp>
| ''(Optional)'' The tile position relative to the top-left corner of the building where the upgrade sign will be placed when Robin is building an upgrade, in the form <samp>"{{t|x}}, {{t|y}}"</samp>. Defaults to approximately <samp>"5, 1"</samp> if the building interior type is <samp>Shed</samp>, else <samp>"0, 0"</samp>.
+
| ''(Optional if non-social)'' The season name (case-sensitive) for the NPC's birthday. One of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>. Default none.
 +
|-
 +
| <samp>BirthDay</samp>
 +
| ''(Optional if non-social)'' The day number for the NPC's birthday. Default 0.
 +
|-
 +
| <samp>HomeRegion</samp>
 +
| ''(Optional)'' The region of the world in which the NPC lives (one of <samp>Desert</samp>, <samp>Town</samp>, or <samp>Other</samp>). For example, only <samp>Town</samp> NPCs are counted for the introductions [[Quests#List of Story Quests|quest]], can be selected as a secret santa for the [[Feast of the Winter Star]], or get a friendship boost from the [[Luau]]. Default <samp>Other</samp>.
 
|-
 
|-
| <samp>UpgradeSignHeight</samp>
+
| <samp>IsDarkSkinned</samp>
| ''(Optional)'' The pixel height of the upgrade sign when Robin is building an upgrade. Defaults to 0.
+
| ''(Optional)'' Whether the NPC has dark skin, which affects the chance of children with the player having dark skin too. Default false.
 
|}
 
|}
 +
</dd>
   −
====Exterior behavior====
+
<dt>Social features:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,082: Line 4,422:  
! effect
 
! effect
 
|-
 
|-
| <samp>Size</samp>
+
| <samp>CanSocialize</samp>
| ''(Optional)'' The building's width and height when constructed, measured in tiles. Defaults to a 1 x 1 area.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether to enable social features (like birthdays, gift giving, [[friendship]], and an entry in the social tab). Default true.
 +
|-
 +
| <samp>CanBeRomanced</samp>
 +
| ''(Optional)'' Whether the NPC can be dated and romanced. This enables romance features for this NPC (like a 'single' label in the social menu, bouquet gifting, and marriage). Default false.
 
|-
 
|-
| <samp>CollisionMap</samp>
+
| <samp>CanReceiveGifts</samp>
| ''(Optional)'' An ASCII text block which indicates which of the building's tiles the players can walk onto, where each character can be <samp>X</samp> (blocked) or <samp>O</samp> (passable). Defaults to all tiles blocked.
+
| ''(Optional)'' Whether players can give gifts to this NPC. Default true.
   −
For example, a [[stable]] covers a 2x4 tile area with the front two tiles passable:
+
The NPC must also be social per <samp>CanSocialize</samp> and have an entry in <samp>Data/NPCGiftTastes</samp> to be giftable, regardless of this value.
<pre>XXXX
+
|-
XOOX</pre>
+
| <samp>CanCommentOnPurchasedShopItems</samp>
 +
| ''(Optional)'' Whether this NPC can comment on items that a player sold to a shop which then resold it to them. If null (or omitted), this will default to true if their <samp>HomeRegion</samp> is set to <samp>Town</samp>.
   −
When the collision map is parsed, leading/trailing whitespace is trimmed (both for the entire map and for each line). In JSON, you can specify it in two forms:
+
The NPC must also be social per <samp>CanSocialize</samp> to allow it, regardless of this value.
<syntaxhighlight lang="js">
  −
// single line with \n line breaks
  −
"CollisionMap": "XXXX\nXOOX"
  −
 
  −
// multi-line with optional indentation
  −
"CollisionMap": "
  −
    XXXX
  −
    XOOX
  −
"
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>HumanDoor</samp>
+
| <samp>CanGreetNearbyCharacters</samp>
| ''(Optional)'' The position of the door that can be clicked to warp into the building interior. This is measured in tiles relative to the top-left corner tile. Defaults to disabled.
+
| ''(Optional)'' Whether this NPC can show a speech bubble greeting nearby players or NPCs, and or be greeted by other NPCs. Default true.
 
|-
 
|-
| <samp>AnimalDoor</samp>
+
| <samp>CanVisitIsland</samp>
| ''(Optional)'' The position and size of the door that animals use to enter/exit the building, if the building interior is an animal location, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. This is measured in tiles relative to the top-left corner tile. Defaults to disabled.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC can visit the [[Ginger Island]] resort once it's unlocked. Default true.
 +
 
 +
The NPC must also be social per <samp>CanSocialize</samp> to visit the island, regardless of this value.
 
|-
 
|-
| <samp>AnimalDoorOpenDuration</samp><br /><samp>AnimalDoorCloseDuration</samp>
+
| <samp>LoveInterest</samp>
| ''(Optional)'' The duration of the open/close animation for the animal door, measured in milliseconds. If omitted, the door switches to the open/closed state instantly.
+
| ''(Optional)'' Unused.
 
|-
 
|-
| <samp>AnimalDoorOpenSound</samp><br /><samp>AnimalDoorCloseSound</samp>
+
| <samp>Calendar</samp>
| ''(Optional)'' The sound which is played once each time the animal door is opened/closed. Disabled by default.
+
| ''(Optional)'' Determines when the NPC's birthday is shown in the [[calendar]]. Possible values:
|}
  −
 
  −
====Exterior appearance====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! value
 
! effect
 
! effect
 
|-
 
|-
| <samp>SourceRect</samp>
+
| <samp>HiddenAlways</samp>
| ''(Optional)'' The building's pixel area within the <samp>Texture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to the entire texture.
+
| They never appear in the calendar.
 +
|-
 +
| <samp>HiddenUntilMet</samp>
 +
| Until the player meets them, they don't appear in the calendar.
 +
|-
 +
| <samp>AlwaysShown</samp>
 +
| They always appear in the calendar.
 +
|}
 +
 
 +
Defaults to <samp>AlwaysShown</samp>.
 
|-
 
|-
| <samp>Skins</samp>
+
| <samp>SocialTab</samp>
| ''(Optional)'' The appearances which can be selected from Robin's menu (like stone/plank/log [[cabin]]s), in addition to the default appearance based on <samp>Texture</samp>. This consists of a list of models with these fields:
+
| ''(Optional)'' Determines how the NPC is shown on the [[friendship|social tab]] when unlocked. Possible values:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! value
 
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>HiddenAlways</samp>
| A key which uniquely identifies the skin. The ID should only contain alphanumeric/underscore/dot characters. For custom skins, it should be prefixed with your mod ID like <samp>Example.ModId_SkinName</samp>.
+
| They never appear in the social tab.
 
|-
 
|-
| <samp>Name</samp><br /><samp>Description</samp>
+
| <samp>HiddenUntilMet</samp>
| [[#Tokenizable string format|Tokenizable strings]] for the skin's display name and description.
+
| Until the player meets them, they don't appear on the social tab.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>UnknownUntilMet</samp>
| The asset name for the texture under the game's Content folder.
+
| Until the player meets them, their name on the social tab is replaced with "???".
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>AlwaysShown</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this skin should be available to apply. This doesn't change buildings which already have it applied. Defaults to always true.
+
| They always appear in the social tab (including their name).
 +
|}
 +
 
 +
Defaults to <samp>UnknownUntilMet</samp>.
 
|-
 
|-
| <samp>BuildDays</samp><br /><samp>BuildCost</samp><br /><samp>BuildMaterials</samp>
+
| <samp>SpouseAdopts</samp>
| ''(Optional)'' If set, overrides the equivalent field in the building data.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the player will need to adopt children with this spouse, instead of either the player or NPC giving birth. If null, defaults to true for same-gender and false for opposite-gender spouses.
 +
 
 +
The <samp>Target</samp> player is the one they're married to.
 
|-
 
|-
| <samp>ShowAsSeparateConstructionEntry</samp>
+
| <samp>SpouseWantsChildren</samp>
| ''(Optional)'' Whether this skin should be shown as a separate building option in the construction menu (like cabins). Default false.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the spouse will ask to have children. Defaults to true.
 +
 
 +
The <samp>Target</samp> player is the one they're married to.
 
|-
 
|-
| <samp>Metadata</samp>
+
| <samp>SpouseGiftJealousy</samp>
| ''(Optional)'' Equivalent to the <samp>Metadata</samp> field on the building. Properties defined in this field are added to the building's metadata when this skin is active, overwriting the previous property with the same name if applicable. Default none.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the [[Marriage#Jealousy|spouse will get jealous of gifts to other NPCs]]. Defaults to true.
|}
+
 
 +
The <samp>Target</samp> player is the one they're married to, and the <samp>Target</samp> item is the one that was gifted.
 
|-
 
|-
| <samp>FadeWhenBehind</samp>
+
| <samp>SpouseGiftJealousyFriendshipChange</samp>
| ''(Optional)'' Whether the building should become semi-transparent when the player is behind it. Default true.
+
| ''(Optional)'' The [[Friendship|friendship point]] effect when the <samp>SpouseGiftJealously</samp> is triggered. Default -30.
 
|-
 
|-
| <samp>DrawOffset</samp>
+
| <samp>SpouseRoom</samp>
| ''(Optional)'' A pixel offset applied to the building sprite's placement in the world. Default 0.
+
| ''(Optional)'' The [[Marriage#Spouse Rooms|NPC's spouse room]] in the farmhouse when the player marries them, if applicable. If this is omitted for a marriageable NPC, they'll use Abigail's spouse room by default.
 +
 
 +
This consists of a model with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>SeasonOffset</samp>
+
! field
| ''(Optional)'' A pixel offset to apply each season. This is applied to the <samp>SourceRect</samp> position by multiplying the offset by 0 (spring), 1 (summer), 2 (fall), or 3 (winter). Default 0, so all seasons use the same source rect.
+
! effect
|-
+
|-
| <samp>SortTileOffset</samp>
+
| <samp>MapAsset</samp>
| ''(Optional)'' A Y tile offset applied when figuring out render layering. For example, a value of <samp>2.5</samp> will treat the building as if it was 2.5 tiles further up the screen for the purposes of layering. Default 0.
+
| ''(Optional)'' The asset name for the spouse room map. The <samp>Map/</samp> prefix is added automatically and shouldn't be included. Defaults to <samp>spouseRooms</samp>.
 +
|-
 +
| <samp>MapSourceRect</samp>
 +
| ''(Optional)'' The tile area within the <samp>MapAsset</samp> containing the spouse's room. This should usually be a 6x9 tile area, though the game will try to adjust to a different size. Specified as a model with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to <samp>(0, 0, 6, 9)</samp>.
 +
|}
 
|-
 
|-
| <samp>DrawLayers</samp>
+
| <samp>SpousePatio</samp>
| ''(Optional)'' A list of textures to draw over or behind the building, with support for conditions and animations. This consists of a list of models with these fields:
+
| ''(Optional)'' The [[Marriage#Spouse Outside Area|NPC's patio area]] on the farm when the player marries them, if any. Default none.
 +
 
 +
This consists of a model with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,174: Line 4,533:  
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>MapAsset</samp>
| A key which uniquely identifies this entry within the current list. The ID should only contain alphanumeric/underscore/dot characters. For custom entries, this should be prefixed with your mod ID like <samp>Example.ModId_DrawLayerId</samp>.
+
| ''(Optional)'' The asset name for the patio area. The <samp>Map/</samp> prefix is added automatically and shouldn't be included. Defaults to <samp>spousePatios</samp>.
 
|-
 
|-
| <samp>SourceRect</samp>
+
| <samp>MapSourceRect</samp>
| The pixel area within the <samp>texture</samp> to draw, formatted like <samp>"{{t|x}} {{t|y}} {{t|width}} {{t|height}}"</samp>. If the overlay is animated via <samp>FrameCount</samp>, this is the area of the first frame.
+
| ''(Optional)'' The tile area within the <samp>MapAsset</samp> containing the spouse's patio area. This must be a 4x4 tile area. Specified as a model with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to <samp>(0, 0, 4, 4)</samp>.
 
|-
 
|-
| <samp>DrawPosition</samp>
+
| <samp>SpriteAnimationFrames</samp>
| The tile position at which to draw the top-left corner of the texture, relative to the building's top-left corner tile.
+
| ''(Optional)'' The spouse's animation frames when they're in the patio. Each frame is an array containing [0] the sprite index in their spritesheet, and [1] the optional duration in milliseconds (default 100). If omitted or empty, the NPC won't be animated.
 +
 
 +
For example, here is Abigail playing the flute:
 +
<syntaxhighlight lang="js">
 +
"SpriteAnimationFrames": [
 +
    [16, 500], // show index 16 for 500ms
 +
    [17, 500],
 +
    [18, 500],
 +
    [19]      // if duration is omitted, defaults to 100ms
 +
]
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>SpriteAnimationPixelOffset</samp>
| ''(Optional)'' The asset name of the texture to draw. Defaults to the building's default <samp>Texture</samp> field.
+
| ''(Optional)'' The pixel offset to apply to the NPC's sprite when they're animated in the patio, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. This is ignored if the NPC isn't animated via <samp>SpriteAnimationFrames</samp>. Default none.
 +
|}
 
|-
 
|-
| <samp>DrawInBackground</samp>
+
| <samp>SpouseFloors</samp><br /><samp>SpouseWallpapers</samp>
| ''(Optional)'' Whether to draw the texture behind the building sprite (i.e. underlay) instead of over it.
+
| ''(Optional)'' The floors and wallpapers which the NPC may randomly apply to the farmhouse when married to the player. If omitted or empty, the NPC will randomly choose a base floor (0–39) or wallpaper (0–111).
 
|-
 
|-
| <samp>SortTileOffset</samp>
+
| <samp>IntroductionsQuest</samp>
| ''(Optional)'' A Y tile offset applied when figuring out render layering. For example, a value of <samp>2.5</samp> will treat the texture as if it was 2.5 tiles further up the screen for the purposes of layering. Default 0.
+
| ''(Optional)'' Whether to include this NPC in [[Quests#List of Story Quests|the ''introductions'' quest]]. If <samp>null</samp> (or omitted), this will default to true if the <samp>HomeRegion</samp> field is set to <samp>Town</samp>.
 
|-
 
|-
| <samp>OnlyDrawIfChestHasContents</samp>
+
| <samp>ItemDeliveryQuests</samp>
| ''(Optional)'' The ID of a chest defined in the <samp>Chests</samp> field which must contain items. If it's empty, this overlay won't be rendered. Default none.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this NPC can give item delivery quests. If <samp>null</samp> (or omitted), this will default to true if the <samp>HomeRegion</samp> field is set to <samp>Town</samp>.
 +
 
 +
The NPC must also be social per <samp>CanSocialize</samp> to allow it, regardless of this value.
 
|-
 
|-
| <samp>FrameCount</samp><br /><samp>FramesPerRow</samp><br /><samp>FrameDuration</samp>
+
| <samp>PerfectionScore</samp>
| ''(Optional)'' If <samp>FrameCount</samp> is more than one, the building overlay will be animated automatically. For each frame, the <samp>SourceRect</samp> will be offset by its <samp>Width</samp> to the right up to <samp>FramesPerRow - 1</samp> times, and then down by its <samp>Height</samp>. Each frame will be rendered on-screen for <samp>FrameDuration</samp> milliseconds before switching to the next frame.
+
| ''(Optional)'' Whether to include this NPC when checking whether the player has max friendships with every NPC for the perfection score. Default true.
   −
For example, if you set <samp>FrameCount</samp> to 6 and <samp>FramesPerRow</samp> to 3, the building will expect the frames to be laid out like this in the spritesheet (where frame 1 matches <samp>SourceRect</samp>):
+
The NPC must also be social per <samp>CanSocialize</samp> to be counted, regardless of this value.
<pre>
+
|-
┌───┬───┬───┐
+
| <samp>EndSlideShow</samp>
│ 1 │ 2 │ 3 │
+
| ''(Optional)'' How the NPC appears in the end-game perfection slide show. Possible values:
├───┼───┼───┤
+
{| class="wikitable"
│ 4 │ 5 │ 6 │
+
|-
└───┴───┴───┘
+
! value
</pre>
+
! effect
 +
|-
 +
| <samp>Hidden</samp>
 +
| The NPC doesn't appear in the slide show.
 +
|-
 +
| <samp>MainGroup</samp>
 +
| The NPC is added to the main group of NPCs which walk across the screen.
 
|-
 
|-
| <samp>AnimalDoorOffset</samp>
+
| <samp>TrailingGroup</samp>
| ''(Optional)'' A pixel offset applied to the draw layer when the animal door is open. While the door is opening, the percentage open is applied to the offset (e.g. 50% open = 50% offset).
+
| The NPC is added to the trailing group of NPCs which follow the main group.
 
|}
 
|}
 +
 +
Defaults to <samp>MainGroup</samp>.
 
|-
 
|-
| <samp>DrawShadow</samp>
+
| <samp>FriendsAndFamily</samp>
| ''(Optional)'' Whether to draw an automatic shadow along the bottom edge of the building's sprite. Default true.
+
| ''(Optional)'' The NPC's closest friends and family, as a dictionary where the key is the other NPC's internal name and the value is an optional tokenizable string for the name to use in dialogue text (like 'mom'). Default none.
 +
 
 +
This affects generic dialogue for revealing likes and dislikes to family members, and may affect <samp>inlaw_&lt;NPC&gt;</samp> dialogues. This isn't necessarily comprehensive.
 
|}
 
|}
 +
</dd>
   −
====Interior====
+
<dt>Dumpster diving:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,221: Line 4,605:  
! effect
 
! effect
 
|-
 
|-
| <samp>IndoorMap</samp>
+
| <samp>DumpsterDiveEmote</samp>
| ''(Optional)'' The name of the map asset under <samp>Maps</samp> to load for the building interior. For example, <samp>"Shed"</samp> will load the [[shed]]'s <samp>Maps/Shed</samp> map.
+
| ''(Optional)'' The emote ID to show above the NPC's head when they see a player rummaging through trash. See [[Modding:event data#Emotes|emote IDs]]. If omitted or <samp>null</samp>, the default depends on the NPC's age: a child will show sad (28), a teen will show a question mark (8), and an adult will show angry (12).
 +
|-
 +
| <samp>DumpsterDiveFriendshipEffect</samp>
 +
| ''(Optional)'' The friendship point change if this NPC sees a player rummaging through trash. Default -25.
 +
|}</dd>
 +
 
 +
<dt>Festivals:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>IndoorMapType</samp>
+
! field
| ''(Optional)'' The full name of the C# location class which will manage the building's interior location. This must be one of the vanilla types to avoid a crash when saving. There are too many to list here, but the most useful types are likely...
+
! effect
* <samp>StardewValley.AnimalHouse</samp>;
  −
* <samp>StardewValley.Locations.Cabin</samp>;
  −
* <samp>StardewValley.Locations.Cellar</samp>;
  −
* <samp>StardewValley.Locations.DecoratableLocation</samp>;
  −
* <samp>StardewValley.Locations.FarmCave</samp>;
  −
* <samp>StardewValley.Locations.FarmHouse</samp>;
  −
* <samp>StardewValley.Shed</samp>;
  −
* and <samp>StardewValley.SlimeHutch</samp>.
  −
Defaults to the generic <samp>StardewValley.GameLocation</samp> class.
   
|-
 
|-
| <samp>NonInstancedIndoorLocation</samp>
+
| <samp>FlowerDanceCanDance</samp>
| ''(Optional)'' The name of the existing global location to treat as the building's interior, like <samp>FarmHouse</samp> and <samp>Greenhouse</samp> for their buildings.
+
| ''(Optional)'' Whether players can ask the NPC to dance at the Flower Dance festival. The possible values are <samp>true</samp> (can always ask), <samp>false</samp> (can never ask), or <samp>null</samp> (can ask if they're romanceable). Default <samp>null</samp>.
   −
Each location can only be used by one building. If the location is already in use (e.g. because the player has two of this building), each subsequent building will use the <samp>IndoorMap</samp> and <samp>IndoorMapType</samp> instead. For example, the first greenhouse will use the global <samp>Greenhouse</samp> location, and any subsequent greenhouse will use a separate instanced location.
+
If the NPC can dance, you should also add the [[Modding:NPC data#Overworld_sprites|dance sprite frames]] and <samp>FlowerDance_Decline</samp> [[Modding:Dialogue|dialogue text]]. You can optionally set the <samp>FlowerDance_Accept</samp> dialogue too (though NPCs have a default accept dialogue if not).
 
|-
 
|-
| <samp>MaxOccupants</samp>
+
| <samp>WinterStarParticipant</samp>
| ''(Optional)'' The maximum number of animals who can live in this building.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this NPC can give and receive gifts at the [[Feast of the Winter Star]]. If <samp>null</samp> (or omitted), this will default to true if the <samp>HomeRegion</samp> field is set to <samp>Town</samp>.
 
|-
 
|-
| <samp>AllowAnimalPregnancy</samp>
+
| <samp>WinterStarGifts</samp>
| ''(Optional)'' Whether animals can get pregnant and produce offspring in this building. Default false.
+
| At the [[Feast of the Winter Star]], the possible gifts this NPC can give to players. A matching entry is selected at random.
 +
 
 +
This consists of a list of models with these fields:
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 
|-
 
|-
| <samp>ValidOccupantTypes</samp>
+
| ''common fields''
| ''(Optional)'' A list of building IDs whose animals to allow in this building too. For example, <code>[ "Barn", "Coop" ]</code> will allow [[barn]] and [[coop]] animals in this building. Default none.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 +
|}
 
|}
 
|}
   −
====Item processing====
+
<dt>Spawn rules:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,257: Line 4,650:  
! effect
 
! effect
 
|-
 
|-
| <samp>HayCapacity</samp>
+
| <samp>UnlockConditions</samp>
| ''(Optional)'' The amount of hay that can be stored in this building. If built on the [[The Farm|farm]], this works just like [[silo]]s and contributes to the farm's available hay.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC should be added to the world, checked when loading a save and when ending each day. This only affects whether the NPC is added when missing; returning false won't remove an NPC that's already been added. Defaults to true.
 +
|-
 +
| <samp>SpawnIfMissing</samp>
 +
| ''(Optional)'' Whether to add this NPC to the world if they're missing (if the <samp>UnlockConditions</samp> match and <samp>HomeLocation</samp> is valid). Default true.
 
|-
 
|-
| <samp>ItemConversions</samp>
+
| <samp>Home</samp>
| ''(Optional)'' The item processing rules which take input items and convert them into output items using the inventories defined by <samp>Chests</samp>. This consists of a list of models with these fields:
+
| ''(Optional)'' The default place where this NPC spawns and returns each day. If there are multiple entries, the first matching one is used.
 +
 
 +
This consists of a list of models with these fields:  
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,267: Line 4,665:  
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>ID</samp>
| A key which uniquely identifies this rule within the current list. The ID should only contain alphanumeric/underscore/dot characters. For custom entries, this should be prefixed with your mod ID like <samp>Example.ModId_RuleId</samp>.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
|-
 
|-
| <samp>RequiredTags</samp>
+
| <samp>Location</samp>
| A list of [[Modding:Items#Context tags|context tags]] to match against an input item. An item must have ''all'' of these tags to be accepted.
+
| ''(Optional)'' The internal name for the home location where this NPC spawns and returns each day. Default none.
 
|-
 
|-
| <samp>SourceChest</samp>
+
| <samp>Tile</samp>
| The ID of the inventory defined in <samp>Chests</samp> from which to take input items.
+
| ''(Optional)'' The tile position within the home location where this NPC spawns and returns each day. Specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to <samp>(0, 0)</samp>.
 
|-
 
|-
| <samp>DestinationChest</samp>
+
| <samp>Direction</samp>
| The ID of the inventory defined in <samp>Chests</samp> in which to store output items.
+
| ''(Optional)'' The default direction the NPC faces when they start each day. The possible values are <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, and <samp>up</samp>. Defaults to <samp>up</samp>.
 
|-
 
|-
| <samp>ProducedItems</samp>
+
| <samp>Condition</samp>
| The output items produced when an input item is converted. This consists of a list of models with these fields:
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry can be selected. Default true.
 +
|}
 +
|}
 +
</dd>
 +
 
 +
<dt>Appearance & sprite:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,286: Line 4,690:  
! effect
 
! effect
 
|-
 
|-
| ''common fields''
+
| <samp>TextureName</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
+
| ''(Optional)'' The '''last segment''' of the NPC's portrait and sprite asset names. For example, set to <samp>Abigail</samp> to use <samp>Portraits/Abigail</samp> and <samp>Characters/Abigail</samp> respectively. Defaults to the internal NPC name.
 +
|-
 +
| <samp>Appearance</samp>
 +
| ''(Optional)'' The portrait/sprite textures to use.
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
This can list any number of appearance options. They'll be sorted by <samp>Precedence</samp> value (with lower values taking priority), then filtered to those whose fields match. If multiple matching appearances have precedence, one entry is randomly chosen based on their relative weight. This randomization is stable per day, so the NPC always makes the same choice until the next day. If a portrait/sprite can't be loaded (or no appearances match), the NPC will use the default asset based on <samp>TextureName</samp>.
|-
+
 
| <samp>Chance</samp>
+
The NPC rechecks this field each time they change location.
| ''(Optional)'' The probability that the item will be produced, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
 
|}
+
This consists of a list of models with these fields:  
|-
  −
| <samp>RequiredCount</samp>
  −
| ''(Optional)'' The number of the input item to consume. Default 1.
  −
|-
  −
| <samp>MaxDailyConversions</samp>
  −
| ''(Optional)'' The maximum number of the input item which can be processed each day. Each conversion rule has its own separate maximum (e.g. if you have two rules each with a max of 1, then you can convert one of each daily). Set to -1 to allow unlimited conversions. Default 1.
  −
|}
  −
|-
  −
| <samp>Chests</samp>
  −
| ''(Optional)'' The input/output inventories that can be accessed from a tile on the building exterior. The allowed items are defined by the separate <samp>ItemConversions</samp> field. This is a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,310: Line 4,707:  
|-
 
|-
 
| <samp>Id</samp>
 
| <samp>Id</samp>
| A key which uniquely identifies this chest within the current list. The ID should only contain alphanumeric/underscore/dot characters. For custom entries, this should be prefixed with your mod ID like <samp>Example.ModId_ActionId</samp>.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
+
|-
This is referenced from the <samp>ItemConversions</samp> field.
+
| <samp>Season</samp>
 +
| ''(Optional)'' The season in which this appearance should be used (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>), or omit for any season. Defaults to any season.
 
|-
 
|-
| <samp>Type</samp>
+
| <samp>Indoors</samp><br /><samp>Outdoors</samp>
| The inventory type. This must be one of:
+
| ''(Optional)'' Whether this appearance should be used when indoors and/or outdoors. Both default to true.
* <samp>Chest</samp>: show a normal chest UI on click.
  −
* <samp>Collect</samp>: provides items for the player to collect. Clicking the tile will do nothing (if empty), grab the item directly (if it only contains one item), else show a grab-only inventory UI.
  −
* <samp>Load</samp>: lets the player add items for the building to process.
   
|-
 
|-
| <samp>Sound</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' The sound to play once when the player clicks the chest.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry can be selected. Default true.
 
|-
 
|-
| <samp>InvalidItemMessage</samp><br /><samp>InvalidCountMessage</samp><br /><samp>ChestFullMessage</samp>
+
| <samp>Portrait</samp><br /><samp>Sprite</samp>
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] to show when the player tries to add an item to the chest when...
+
| ''(Optional)'' The asset name for the portraits and/or sprites texture to load. If omitted or it can't be loaded, it will default to the default asset per the <samp>Texture</samp> field.
* it isn't a supported item;
  −
* it's supported but they don't have enough in their inventory;
  −
* the chest has no more room to accept it.
  −
If omitted, the player interaction is ignored with no message shown.
   
|-
 
|-
| <samp>InvalidItemMessageCondition</samp>
+
| <samp>IsIslandAttire</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether <samp>InvalidItemMessage</samp> should be shown. This can use item-related queries like <samp>ITEM_TYPE</samp>. Defaults to always true.
+
| ''(Optional)'' Whether this is island beach attire worn at the resort. Default false.
 +
 
 +
This is mutually exclusive: NPCs will never wear it in other contexts if it's true, and will never wear it as island attire if it's false.
 
|-
 
|-
| <samp>DisplayTile</samp>
+
| <samp>Precedence</samp>
| ''(Optional)'' The chest's position on the building exterior, measured in tiles from the top-left corner of the building, specified in the form <samp>"{{t|x}}, {{t|y}}"</samp>. This affects the position of the 'item ready to collect' bubble. If omitted, the bubble is disabled.
+
| ''(Optional)'' The order in which this entry should be checked, where lower values are checked first. This can be a negative value. Default 0.
 
|-
 
|-
| <samp>DisplayHeight</samp>
+
| <samp>Weight</samp>
| ''(Optional)'' If <samp>DisplayTile</samp> is set, the chest's tile height like <samp>1.5</samp>.
+
| ''(Optional)'' If multiple entries with the same <samp>Precedence</samp> match, the relative weight to use when randomly choosing one. Default 1.
|}
+
 
 +
For example, let's say two appearance entries match: one has a weight of 2, and the other has a weight of 1. Their probability of being chosen is 2/3 and 1/3 respectively.
 
|}
 
|}
   −
====Tile interactions====
+
'''Note:''' the default textures based on <samp>TextureName</samp> must still exist, even if you use this field to override them.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>MugShotSourceRect</samp>
! effect
+
| ''(Optional)'' The 16x24-pixel area in the character's sprite texture to show as their mug shot icon in the calendar, social menu, and other contexts. Defaults to part of their first sprite.
 
|-
 
|-
| <samp>ActionTiles</samp>
+
| <samp>Size</samp>
| ''(Optional)'' A list of tiles which the player can click to trigger an <samp>Action</samp> [[Modding:Maps|map tile property]]. This consists of a list of models with these fields:
+
| ''(Optional)'' The pixel size of the individual sprites in their overworld sprite spritesheet. Specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to <samp>(16, 32)</samp>.
{| class="wikitable"
+
 
 +
'''Note:''' sizes bigger than 16×32 will cause issues like broken spawning, pathfinding, misalignment in the [[perfection]] end-game slide show, etc.
 
|-
 
|-
! field
+
| <samp>Breather</samp>
! effect
+
| ''(Optional)'' Whether the chest on the NPC's overworld sprite puffs in and out as they breathe. Default true</samp>.
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>BreathChestRect</samp>
| A key which uniquely identifies this entry within the current list. The ID should only contain alphanumeric/underscore/dot characters. For custom entries, this should be prefixed with your mod ID like <samp>Example.ModId_ActionId</samp>.
+
| ''(Optional)'' A [[Modding:Common data field types#Rectangle|rectangle]] pixel area within the spritesheet which expands and contracts to simulate breathing, relative to the top-left corner of the source rectangle for their current sprite. Omit to calculate it automatically. This should be omitted for most NPCs, unless they have a non-standard size.
 
|-
 
|-
| <samp>Tile</samp>
+
| <samp>BreathChestPosition</samp>
| The tile position, relative to the building's top-left corner tile.
+
| ''(Optional)'' A [[Modding:Common data field types#Point|point]] pixel offset to apply to the NPC's <samp>BreathChestPosition</samp> when drawn over the NPC. Omit to calculate it automatically. This should be omitted for most NPCs, unless they have a non-standard size.
 
|-
 
|-
| <samp>Action</samp>
+
| <samp>Shadow</samp>
| The [[#Tokenizable string format|tokenizable string]] for the action to perform, excluding the <samp>Action</samp> prefix. For example, <samp>"Dialogue Hi there @!"</samp> to show a messagebox like "''Hi there <player name>!''". The tokenizable string is expected before the action is raised. See the [[Modding:Maps#Tile properties 2|list of tile properties]] for useful <samp>Action</samp> values.
+
| ''(Optional)'' The options for the shadow to draw under the NPC, or omit to apply the default shadow behavior.
|}
+
 
|-
+
This consists of a model with these fields:
| <samp>DefaultAction</samp>
+
 
| ''(Optional)'' The default tile action if the clicked tile isn't in <samp>ActionTiles</samp>. Default none.
  −
|-
  −
| <samp>TileProperties</samp>
  −
| ''(Optional)'' The [[Modding:Maps|map tile properties]] to set. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,374: Line 4,764:  
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>Visible</samp>
| A key which uniquely identifies this entry within the current list. The ID should only contain alphanumeric/underscore/dot characters. For custom entries, this should be prefixed with your mod ID like <samp>Example.ModId_EntryId</samp>.
+
| ''(Optional)'' Whether the shadow should be drawn. Default true.
 +
|-
 +
| <samp>Offset</samp>
 +
| ''(Optional)'' A [[Modding:Common data field types#Point|point]] pixel offset applied to the shadow position. Default zero.
 
|-
 
|-
| <samp>Name</samp>
+
| <samp>Scale</samp>
| The tile property name to set.
+
| ''(Optional)'' The scale at which to draw the shadow. Default 1.
 +
 
 +
This is a multiplier applied to the default shadow scale, which can change based on factors like whether the NPC is jumping. For example, <samp>0.5</samp> means half the size it'd be drawn if you didn't specify a scale.
 +
|}
 
|-
 
|-
| <samp>Value</samp>
+
| <samp>EmoteOffset</samp>
| ''(Optional)'' The tile property value to set, or omit to set a null value.
+
| ''(Optional)'' A [[Modding:Common data field types#Point|point]] pixel offset applied to emote drawn over the NPC. Default zero.
 
|-
 
|-
| <samp>Layer</samp>
+
| <samp>ShakePortraits</samp>
| The name of the map layer whose tiles to change.
+
| ''(Optional)'' The portrait indexes which should shake when displayed. Default none.
 
|-
 
|-
| <samp>TileArea</samp>
+
| <samp>KissSpriteIndex</samp>
| The tiles to which to add the property, relative to the top-left corner of the building's collision box. This is specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
+
| ''(Optional)'' If the NPC can be married, the sprite index within their <samp>Texture</samp> to use when kissing a player. Default 28.
|}
   
|-
 
|-
| <samp>AdditionalTilePropertyRadius</samp>
+
| <samp>KissSpriteFacingDirection</samp>
| ''(Optional)'' When checking whether the player clicked on a <samp>TileProperties</samp> tile, an added distance around the building at which tile locations may be placed. Default 0, so only tile properties within the normal building bounds will work.
+
| ''(Optional)'' Whether the character is facing right (true) or left (false) in their <samp>KissSpriteIndex</samp>. The sprite will be flipped as needed to face the player. Default true.
 
|}
 
|}
 +
</dd>
   −
====Advanced====
+
<dt>[[Secrets#Gift Log|Hidden gift log emote]]:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,400: Line 4,797:  
! effect
 
! effect
 
|-
 
|-
| <samp>Metadata</samp>
+
| <samp>HiddenProfileEmoteSound</samp>
| ''(Optional)'' A list of custom properties applied to the building, which can optionally be overridden per-skin in the <samp>Skins</samp> field. Default none.
+
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the [[#Custom audio|cue ID]] for the sound played when clicking the sprite. Defaults to <samp>drumkit6</samp>.
 
  −
The base game recognizes these properties:
  −
{| class="wikitable"
   
|-
 
|-
! property
+
| <samp>HiddenProfileEmoteDuration</samp>
! description
+
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], how long the animation plays measured in milliseconds. Defaults to 4000 (4 seconds).
 
|-
 
|-
| <samp>ChimneyPosition: {{t|x}} {{t|y}}</samp>
+
| <samp>HiddenProfileEmoteStartFrame</samp>
| ''(Optional)'' The pixel position at which to place a chimney on the building exterior, relative to the top-left corner of the sprite. This will apply the same logic as the farmhouse chimney (e.g. producing smoke if there's a lit fireplace inside the building).
+
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the index within the NPC's overworld sprite spritesheet at which the animation starts. If omitted for a vanilla NPC, the game plays a default animation specific to that NPC; if omitted for a custom NPC, the game just shows them walking while facing down.
 
|-
 
|-
| <samp>ChimneyPosition{{o|upgrade level}}: {{t|x}} {{t|y}}</samp>
+
| <samp>HiddenProfileEmoteFrameCount</samp>
| ''(Optional, for farmhouses/cabins only)'' Override <samp>ChimneyPosition</samp> for the given upgrade level, starting from 0 for the initial farmhouse/cabin. If there's no override for the current upgrade level, the highest override for a lower upgrade level is used (if any). For example, <samp>ChimneyPosition3</samp> would be used for the third house upgrade (and the fourth if there's no <samp>ChimneyPosition4</samp>).
+
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the number of frames in the animation. The first frame corresponds to <samp>HiddenProfileEmoteStartFrame</samp>, and each subsequent frame will use the next sprite in the spritesheet. Default 1.
|}
     −
This can also contain arbitrary custom properties, which C# mods can read using <samp>building.GetMetadata(key)</samp>.
+
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
 
|-
 
|-
| <samp>BuildingType</samp>
+
| <samp>HiddenProfileEmoteFrameDuration</samp>
| ''(Optional)'' The full name of the C# type to instantiate for the building instance. Defaults to a generic <samp>Building</samp> instance.
+
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], how long each animation frame is shown on-screen before switching to the next one, measured in milliseconds. Default 200.
 +
 
 +
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
 +
|}
 +
</dd>
   −
'''⚠ Caution:''' this is meant to support vanilla building types like <samp>StardewValley.Shed</samp>. Setting this to a non-vanilla type will cause a crash when it's written to the save file, and may cause crashes in multiplayer. If you need custom behavior, consider handling it in C# based on the building type instead of creating a custom subclass; otherwise you'll need a framework mod like {{nexus mod|1348|SpaceCore}} to handle serialization and multiplayer sync.
+
<dt>Advanced:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>ModData</samp>
+
! field
| ''(Optional)'' A string → string lookup of arbitrary <samp>modData</samp> values to attach to the building when it's constructed.
+
! effect
 
|-
 
|-
 
| <samp>CustomFields</samp>
 
| <samp>CustomFields</samp>
 
| The [[#Custom data fields|custom fields]] for this entry.
 
| The [[#Custom data fields|custom fields]] for this entry.
|}
+
|-
 +
| <samp>FormerCharacterNames</samp>
 +
| ''(Optional)'' The former NPC names which may appear in save data. If matched, the game will rename the NPC and update related data (e.g. friendship).
   −
===Build anywhere===
+
A former name is only applied if:
Buildings and animals are no longer hardcoded to the [[The Farm|farm]] location (except [[cabin]]s and the [[farmhouse]] which still are). You can allow building construction for any location using the [[#Map/tile property changes|new <samp>CanBuildHere</samp> and related map properties]]. The game will adjust accordingly (e.g. Robin will let you choose where to construct the building).
+
# it doesn't match a current ID in <samp>Data/Characters</samp>;
 +
# the save has an NPC with the former name;
 +
# the save doesn't already have an NPC with the new name.
   −
===Other building changes===
+
For example:
: ''See also: [[#Other location/map changes|other location changes]] for location-related building changes.''
+
<syntaxhighlight lang="js">
 +
"FormerCharacterNames": [ "SomeOldName" ]
 +
</syntaxhighlight>
   −
; General building changes
+
Former names can have any format, but they must be '''globally''' unique. They can't match the ID or <samp>FormerCharacterNames</samp> of any other NPC in <samp>Data/Characters</samp> (whether vanilla or custom).
* Building display names & descriptions are now in <samp>Strings/Buildings</samp> for reuse.
  −
* Removed <samp>Data/Blueprints</samp>. This has been replaced by <samp>Data/Buildings</samp> (building data) and <samp>Strings/Buildings</samp> (display names & descriptions).
  −
<ul>
  −
<li>Added methods to simplify common operations:
  −
{| class="wikitable"
   
|-
 
|-
! type
+
| <samp>FestivalVanillaActorIndex</samp>
! method
+
| ''(Optional, Specialized)'' The NPC's index in the <samp>Maps/characterSheet</samp> tilesheet, if applicable. This is used for placing vanilla NPCs in festivals from the map; custom NPCs should use the <samp>&lt;layer&gt;_additionalCharacters</samp> field in the festival data instead.
! effect
+
|}
|-
+
</dd>
|rowspan="7"| <samp>Building</samp>
+
</dl>
| <samp>CreateInstanceFromId</samp>
  −
| Create a building instance from its type ID in <samp>Data/Buildings</samp>. For example:
  −
<syntaxhighlight lang="c#">
  −
Building shippingBin = Building.CreateInstanceFromId("Shipping Bin", Vector2.Zero); // creates an instance of StardewValley.Buildings.ShippingBin
  −
</syntaxhighlight>
  −
|-
  −
| <samp>GetData</samp><br /><samp>TryGetData</samp>
  −
| Get the data for the building's type from <samp>Data/Building</samp>.
  −
|-
  −
| <samp>GetMetadata</samp>
  −
| Get a value from [[#Custom buildings|the <samp>Metadata</samp> field in <samp>Data/Buildings</samp>]] for this building.
  −
|-
  −
| <samp>GetPaintDataKey</samp>
  −
| Get the key in <samp>Data/PaintData</samp> for this building, if it has any.
  −
|-
  −
| <samp>ReloadBuildingData</samp>
  −
| Apply the latest data in <samp>Data/Buildings</samp> to this building.
  −
|-
  −
| <samp>FinishConstruction</samp>
  −
| If the building is being constructed or upgrade, instantly finish doing so.
  −
|-
  −
| <samp>UpdateTransparency</samp>
  −
| Update the building transparency on tick for the local player's position.
     −
This method mainly exists to let mods override/patch the transparency logic.
+
====Examples====
|-
+
For example, this content pack adds a new ''Amabel'' NPC with full social features:
| <samp>Farm</samp>
  −
| <samp>GetMainFarmHouse</samp>
  −
| Get the main [[farmhouse]] building.
  −
|-
  −
| <samp>GameLocation</samp>
  −
| <samp>OnParentBuildingUpgraded</samp>
  −
| Called when the building containing this location is upgraded, if applicable.
  −
|}
  −
</li>
  −
</ul>
  −
* Added building <samp>id</samp> field, which uniquely identifies each building in the world.
     −
; [[Junimo Hut|Junimo hut]] changes
+
{{#tag:syntaxhighlight|<nowiki>
* The <samp>JunimoHut.cropHarvestRange</samp> field is now per-building and editable.
+
{
 
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
; [[Fish Pond|Fish pond]] changes
+
    "Changes": [
<ul>
+
        {
<li>In <samp>Data/FishPondData</samp>, added a <samp>Precedence</samp> field which sets the order in which entries are checked for a match (with lower values checked first). This ensures that the fallback entries are checked after specific fish. For consistency, vanilla entries use these values:
+
            "Action": "EditData",
{| class="wikitable"
+
            "Target": "Data/Characters",
|-
+
            "Entries": {
! precedence
+
                "{{ModId}}_Amabel": {
! used for
+
                    "DisplayName": "Amabel", // this would normally use {{i18n:}} to support translations
|-
+
                    "BirthSeason": "Fall",
| 0<br /><small>(default value)</small>
+
                    "BirthDay": 14,
| specific fish
+
                    "HomeRegion": "Town",
|-
+
                    "Gender": "Female",
| 100
+
                    "Age": "Teen",
| custom groups (e.g. desert fish)
+
                    "Manner": "Rude",
|-
+
                    "SocialAnxiety": "Outgoing",
| 500
+
                    "Optimism": "Neutral",
| broad fish type (e.g. ocean fish)
  −
|-
  −
| 1000
  −
| fallback (e.g. fish category)
  −
|}
  −
</li>
  −
<li>[[Legendary Fish|Legendary fish]] can now be added to [[Fish Pond|fish ponds]] if they have an entry in <samp>Data/FishPondData</samp>.</li>
  −
</ul>
     −
==What's new for NPCs==
+
                    "CanBeRomanced": true,
===Custom NPCs===
+
                    "LoveInterest": "Abigail",
[[Modding:NPC data|Custom NPC data]] has been overhauled in 1.6. The new <samp>Data/Characters</samp> asset (which replaces <samp>Data/NPCDispositions</samp> + <samp>Data/spousePatios</samp> + <samp>Data/spouseRooms</samp>) uses a data model format that's easier to edit and understand, and has a lot of fields to customize previously-hardcoded data.
     −
====Format====
+
                    "Home": [
This consists of a string → model lookup, where...
+
                        {
* The key is the unique internal NPC name.
+
                            "Id": "Default",
* The value is a model with the following fields.
+
                            "Location": "SeedShop",
 +
                            "Tile": { "X": 1, "Y": 9 },
 +
                            "Direction": "Left"
 +
                        }
 +
                    ]
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
   −
<dl style="margin-left: 2em;">
+
You can also add non-social NPCs which don't have birthdays or friendship points, accept gifts, give quests, etc:
<dt>Basic info:</dt>
+
{{#tag:syntaxhighlight|<nowiki>
<dd>
+
{
{| class="wikitable"
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
|-
+
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/Characters",
 +
            "Entries": {
 +
                "{{ModId}}_Belwick": {
 +
                    "DisplayName": "Belwick", // this would normally use {{i18n:}} to support translations
 +
 
 +
                    "SocialTab": "HiddenAlways",
 +
                    "CanSocialize": "FALSE",
 +
                    "IntroductionsQuest": false,
 +
                    "PerfectionScore": false,
 +
                    "EndSlideShow": true
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
===Custom NPC appearance===
 +
{{/doc status|[[Modding:NPC data]]|done=false}}
 +
 
 +
Each NPC can now have any number of custom portraits/sprites in <samp>Data/Characters</samp> with arbitrary conditions. This lets mods add features like indoor/outdoor outfits without the performance impact of reloading textures. If multiple outfits apply, the game will choose between them with a day-stable randomization.
 +
 
 +
For example, you can load indoor/outdoor outfits for a custom NPC to swap between automatically:
 +
<syntaxhighlight lang="js">
 +
// add base indoor/outdoor sprites
 +
{
 +
    "Action": "Load",
 +
    "Target": "Characters/Johnny_Indoor, Characters/Johnny_Outdoor, Portraits/Johnny_Indoor, Portraits/Johnny_Outdoor",
 +
    "FromFile": "assets/{{Target}}.png"
 +
},
 +
 
 +
// apply any overlays needed
 +
{
 +
    "Action": "EditImage",
 +
    "Target": "Characters/Johnny_Indoor, Portraits/Johnny_Indoor",
 +
    "FromFile": "assets/overlays/{{Target}}_married.png",
 +
    "When": {
 +
        "Spouse": "Johnny"
 +
    }
 +
},
 +
 
 +
// add NPC
 +
{
 +
    "Action": "EditData",
 +
    "Target": "Data/Characters",
 +
    "Entries": {
 +
        "SomeMod.Id_Johnny": {
 +
            ...,
 +
            "Appearance": [
 +
                {
 +
                    "Id": "Outdoors",
 +
                    "Indoors": false,
 +
                    "Portrait": "Portraits/Johnny_Outdoor",
 +
                    "Sprite": "Characters/Johnny_Outdoor"
 +
                },
 +
                {
 +
                    "Id": "Default",
 +
                    "Portrait": "Portraits/Johnny_Indoor",
 +
                    "Sprite": "Characters/Johnny_Indoor"
 +
                }
 +
            ]
 +
        }
 +
    }
 +
}
 +
</syntaxhighlight>
 +
 
 +
See the <samp>Appearance</samp> field in [[#Custom NPCs|custom NPC data]] for more info.
 +
 
 +
===Custom farm animals===
 +
{{/doc status|[[Modding:Animal data]]|done=true}}
 +
 
 +
You can now create and edit [[Animals|farm animals]] by editing the revamped <samp>Data/FarmAnimals</samp> asset. This changes to a data model, adds built-in support for custom animals, and allows far more customizability per animal (like its size, growth, produce, appearance and sounds, etc).
 +
 
 +
===Custom pets===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
====Format====
 +
You can now create and customize [[Animals#Cat or Dog|pet]]s & pet breeds by editing the new <samp>Data/Pets</samp> asset.
 +
 
 +
This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the pet (not the pet breed). The vanilla IDs are <samp>Cat</samp> and <samp>Dog</samp>.
 +
* The value is a model with the fields listed below.
 +
 
 +
=====Basic info=====
 +
{| class="wikitable"
 +
|-
 
! field
 
! field
 
! effect
 
! effect
 
|-
 
|-
 
| <samp>DisplayName</samp>
 
| <samp>DisplayName</samp>
| A [[#Tokenizable string format|tokenizable string]] for the NPC's display name.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the pet type's display name (e.g. "cat" or "dog"). For example, the vanilla adoption events show this when Marnie asks if you want to adopt the cat/dog.
 +
|}
 +
 
 +
=====Audio & sprites=====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Language</samp>
+
! field
| ''(Optional)'' The language spoken by the NPC. One of <samp>Default</samp> (the default language understood by the player) or <samp>Dwarvish</samp> (which the player can only understand after finding the [[Dwarvish Translation Guide|Dwarvish translation guide]]). Default <samp>Default</samp>.
+
! effect
 
|-
 
|-
| <samp>Gender</samp>
+
| <samp>BarkSound</samp>
| ''(Optional)'' The NPC's gender identity. One of <samp>Female</samp>, <samp>Male</samp>, or <samp>Undefined</samp>. Default <samp>Undefined</samp>.
+
| The [[#Custom audio|cue ID]] for the pet's occasional 'bark' sound.
 
|-
 
|-
| <samp>Age</samp>
+
| <samp>ContentSound</samp>
| ''(Optional)'' The general age of the NPC. One of <samp>Child</samp>, <samp>Teen</samp>, or <samp>Adult</samp>. Default <samp>Adult</samp>.
+
| The [[#Custom audio|cue ID]] for the sound which the pet makes when you pet it.
 
  −
This affects generated dialogue lines (e.g. a child might say "stupid" and an adult might say "depressing"), generic dialogue (e.g. a child might respond to dumpster diving with "''Eww... What are you doing?''" and a teen would say "''Um... Why are you digging in the trash?''"), and the gift they choose as [[Feast of the Winter Star]] gift-giver. Children are also excluded from item delivery quests.
   
|-
 
|-
| <samp>Manner</samp>
+
| <samp>RepeatContentSoundAfter</samp>
| ''(Optional)'' A measure of the character's general politeness, which affects some generic dialogue lines. One of <samp>Neutral</samp>, <samp>Polite</samp>, or <samp>Rude</samp>. Default <samp>Neutral</samp>.
+
| ''(Optional)'' The number of milliseconds until the <samp>ContentSound</samp> is repeated once. This is used by the dog, who pants twice when pet. Defaults to -1 (disabled).
 
|-
 
|-
| <samp>SocialAnxiety</samp>
+
| <samp>EmoteOffset</samp>
| ''(Optional)'' A measure of the character's comfort with social situations, which affects some generic dialogue lines. One of <samp>Neutral</samp>, <samp>Outgoing</samp>, or <samp>Shy</samp>. Default <samp>Neutral</samp>.
+
| ''(Optional)'' A pixel offset for the emote drawn above the pet sprite, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. For example, this affects the heart emote shown after petting it. Default none.
|-
  −
| <samp>Optimism</samp>
  −
| ''(Optional)'' A measure of the character's overall optimism. One of <samp>Neutral</samp>, <samp>Negative</samp>, or <samp>Positive</samp>. Default <samp>Neutral</samp>.
  −
|-
  −
| <samp>BirthSeason</samp>
  −
| ''(Optional if non-social)'' The season name (case-sensitive) for the NPC's birthday. One of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>. Default none.
  −
|-
  −
| <samp>BirthDay</samp>
  −
| ''(Optional if non-social)'' The day number for the NPC's birthday. Default 0.
  −
|-
  −
| <samp>HomeRegion</samp>
  −
| ''(Optional)'' The region of the world in which the NPC lives (one of <samp>Desert</samp>, <samp>Town</samp>, or <samp>Other</samp>). For example, only <samp>Town</samp> NPCs are counted for the introductions [[Quests#List of Story Quests|quest]], can be selected as a secret santa for the [[Feast of the Winter Star]], or get a friendship boost from the [[Luau]]. Default <samp>Other</samp>.
   
|}
 
|}
</dd>
     −
<dt>Social features:</dt>
+
=====Events=====
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,571: Line 5,012:  
! effect
 
! effect
 
|-
 
|-
| <samp>CanBeRomanced</samp>
+
| <samp>EventOffset</samp>
| ''(Optional)'' Whether the NPC can be dated and romanced. This enables romance features for this NPC (like a 'single' label in the social menu, bouquet gifting, and marriage). Default false.
+
| ''(Optional)'' The pixel offset for the pet when shown in events like Marnie's adoption event, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. Default none.
 
|-
 
|-
| <samp>LoveInterest</samp>
+
| <samp>AdoptionEventLocation</samp><br /><samp>AdoptionEventId</samp>
| ''(Optional)'' Unused.
+
| ''(Optional)'' If both fields are set, the location and [[Modding:Event data|event ID]] which lets the player adopt this pet. This forces the event to play after 20 days if its preconditions haven't been met yet. Default <samp>Farm</samp> and none respectively.
 
|-
 
|-
| <samp>Calendar</samp>
+
| <samp>SummitPerfectionEvent</samp>
| ''(Optional)'' Determines when the NPC's birthday is shown in the [[calendar]]. Possible values:
+
| ''(Optional)'' How to render the pet during the summit [[perfection]] slideshow. If this isn't set, the pet won't be shown in the slideshow.
 +
 
 +
This consists of a model with these fields:
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>HiddenAlways</samp>
+
| <samp>SourceRect</samp>
| They never appear in the calendar.
+
| The source rectangle within the pet's texture to draw.
 
|-
 
|-
| <samp>HiddenUntilMet</samp>
+
| <samp>AnimationLength</samp>
| Until the player meets them, they don't appear in the calendar.
+
| The number of frames to show starting from the <samp>SourceRect</samp>.
 +
|-
 +
| <samp>Motion</samp>
 +
| The motion to apply to the pet sprite.
 +
|-
 +
| <samp>Flipped</samp>
 +
| ''(Optional)'' Whether to flip the pet sprite left-to-right. Default false.
 
|-
 
|-
| <samp>AlwaysShown</samp>
+
| <samp>PingPong</samp>
| They always appear in the calendar.
+
| ''(Optional)'' Whether to apply the 'ping pong' effect to the pet sprite animation. Default false.
 +
|}
 
|}
 
|}
   −
Defaults to <samp>AlwaysShown</samp>.
+
=====Gifts=====
|-
  −
| <samp>SocialTab</samp>
  −
| ''(Optional)'' Determines how the NPC is shown on the [[friendship|social tab]] when unlocked. Possible values:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>HiddenAlways</samp>
+
| <samp>GiftChance</samp>
| They never appear in the social tab.
+
| ''(Optional)'' The random probability each day that the pet will give the player a gift from the <samp>Gifts</samp> list when they interact with the pet. Specified as a value between 0 (never) and 1 (always). Default .2 (20% chance).
|-
  −
| <samp>HiddenUntilMet</samp>
  −
| Until the player meets them, they don't appear on the social tab.
   
|-
 
|-
| <samp>UnknownUntilMet</samp>
+
| <samp>Gifts</samp>
| Until the player meets them, their name on the social tab is replaced with "???".
+
| ''(Optional)'' The list of gifts that this pet can give if the <samp>GiftChance</samp> is successful. Default none.
|-
  −
| <samp>AlwaysShown</samp>
  −
| They always appear in the social tab (including their name).
  −
|}
     −
Defaults to <samp>UnknownUntilMet</samp>.
+
This consists of a list of models with these fields:
|-
  −
| <samp>SocialTabIconSourceRect</samp>
  −
| ''(Optional)'' The pixel area in the character's sprite texture to show as their icon in the social menu. This should be approximately 24x24 pixels or smaller. Defaults to part of their first sprite.
  −
|-
  −
| <samp>SpouseRoom</samp>
  −
| ''(Optional)'' The [[Marriage#Spouse Rooms|NPC's spouse room]] in the farmhouse when the player marries them, if applicable. If this is omitted for a marriageable NPC, they'll use Abigail's spouse room by default.
     −
This consists of a model with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,630: Line 5,064:  
! effect
 
! effect
 
|-
 
|-
| <samp>MapAsset</samp>
+
| <samp>Id</samp>
| ''(Optional)'' The asset name for the spouse room map. The <samp>Map/</samp> prefix is added automatically and shouldn't be included. Defaults to <samp>spouseRooms</samp>.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 +
|-
 +
| <samp>QualifiedItemID</samp>
 +
| The [[Modding:Common data field types#Item ID|qualified item ID]] for the gift item to create.
 +
|-
 +
| <samp>Stack</samp>
 +
| ''(Optional)'' The stack size of the gift item to produce. Default 1.
 +
|-
 +
| <samp>MinimumFriendshipThreshold</samp>
 +
| ''(Optional)'' The friendship level that this pet must be at before it can give this gift. Defaults to 1000 (max friendship).
 
|-
 
|-
| <samp>MapSourceRect</samp>
+
| <samp>Weight</samp>
| ''(Optional)'' The tile area within the <samp>MapAsset</samp> containing the spouse's room. This should usually be a 6x9 tile area, though the game will try to adjust to a different size. Specified as a model with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to <samp>(0, 0, 6, 9)</samp>.
+
| ''(Optional)'' The option's weight when randomly choosing a gift, relative to other gifts in the list (e.g. <samp>2</samp> is twice as likely as <samp>1</samp>). Default 1.
 +
|}
 
|}
 
|}
|-
  −
| <samp>SpousePatio</samp>
  −
| ''(Optional)'' The [[Marriage#Spouse Outside Area|NPC's patio area]] on the farm when the player marries them, if any. Default none.
     −
This consists of a model with these fields:
+
=====Behavior=====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,646: Line 5,087:  
! effect
 
! effect
 
|-
 
|-
| <samp>MapAsset</samp>
+
| <samp>Id</samp>
| ''(Optional)'' The asset name for the patio area. The <samp>Map/</samp> prefix is added automatically and shouldn't be included. Defaults to <samp>spousePatios</samp>.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 
|-
 
|-
| <samp>MapSourceRect</samp>
+
| <samp>MoveSpeed</samp>
| ''(Optional)'' The tile area within the <samp>MapAsset</samp> containing the spouse's patio area. This must be a 4x4 tile area. Specified as a model with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. Defaults to <samp>(0, 0, 4, 4)</samp>.
+
| ''(Optional)'' How quickly the pet can move. Default 2.
 +
|-
 +
| <samp>SleepOnBedChance</samp><br /><samp>SleepNearBedChance</samp><br /><samp>SleepOnRugChance</samp>
 +
| ''(Optional)'' The percentage chances for the locations where the pet will sleep each night, as a decimal value between 0 (never) and 1 (always). Each value is checked in the order listed at left until a match is found. If none of them match, the pet will choose a random empty spot in the farmhouse; if none was found, it'll sleep next to its pet bowl outside.
 
|-
 
|-
| <samp>SpriteAnimationFrames</samp>
+
| <samp>Behaviors</samp>
| ''(Optional)'' The spouse's animation frames when they're in the patio. Each frame is an array containing [0] the sprite index in their spritesheet, and [1] the optional duration in milliseconds (default 100). If omitted or empty, the NPC won't be animated.
+
| The pet's possible actions and behaviors, defined as the states in a state machine. Essentially the pet will be in one state at any given time, which also determines which state they can transition to next. For example, a cat can transition from <samp>Walk</samp> to <samp>BeginSitDown</samp>, but it can't skip instantly from <samp>Walk</samp> to <samp>SitDownLick</samp>.
 +
 
 +
This consists of a list of models with these fields:
   −
For example, here is Abigail playing the flute:
+
<dl>
<syntaxhighlight lang="js">
+
<dt>Required fields:</dt>
"SpriteAnimationFrames": [
+
<dd>
    [16, 500], // show index 16 for 500ms
  −
    [17, 500],
  −
    [18, 500],
  −
    [19]      // if duration is omitted, defaults to 100ms
  −
]
  −
</syntaxhighlight>
  −
|-
  −
| <samp>SpriteAnimationPixelOffset</samp>
  −
| ''(Optional)'' The pixel offset to apply to the NPC's sprite when they're animated in the patio, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. This is ignored if the NPC isn't animated via <samp>SpriteAnimationFrames</samp>. Default none.
  −
|}
  −
|-
  −
| <samp>SocializeConditions</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether to enable social features (like birthdays, gift giving, [[friendship]], and an entry in the social tab). Default true.
  −
|-
  −
| <samp>CanVisitIslandCondition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the NPC can visit the [[Ginger Island]] resort once it's unlocked. The NPC must be social (per <samp>SocializeConditions</samp>) to visit the island, regardless of this value. Default true.
  −
|-
  −
| <samp>ExcludeFromIntroductionsQuest</samp>
  −
| ''(Optional)'' Whether this NPC will be ignored for the [[Quests#List of Story Quests|''introductions'' quest]]. Default false.
  −
|-
  −
| <samp>ExcludeFromPerfectionScore</samp>
  −
| ''(Optional)'' Whether to exclude this NPC when checking whether the player has max friendships with every NPC for the perfection score. Default false.
  −
|-
  −
| <samp>EndSlideShow</samp>
  −
| ''(Optional)'' How the NPC appears in the end-game perfection slide show. Possible values:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>Hidden</samp>
+
| <samp>Id</samp>
| The NPC doesn't appear in the slide show.
+
| A unique ID for the state. This only needs to be unique within the pet type (e.g. <samp>Cat</samp> and <samp>Dog</samp> can have different behaviors with the same ID).
|-
  −
| <samp>MainGroup</samp>
  −
| The NPC is added to the main group of NPCs which walk across the screen.
  −
|-
  −
| <samp>TrailingGroup</samp>
  −
| The NPC is added to the trailing group of NPCs which follow the main group.
  −
|}
  −
 
  −
Defaults to <samp>MainGroup</samp>.
  −
|-
  −
| <samp>FriendsAndFamily</samp>
  −
| ''(Optional)'' The NPC's closest friends and family, as a dictionary where the key is the other NPC's internal name and the value is an optional tokenizable string for the name to use in dialogue text (like 'mom'). Default none.
  −
 
  −
This affects generic dialogue for revealing likes and dislikes to family members, and may affect <samp>inlaw_&lt;NPC&gt;</samp> dialogues. This isn't necessarily comprehensive.
   
|}
 
|}
 
</dd>
 
</dd>
   −
<dt>Spawn rules:</dt>
+
<dt>Direction:</dt>
 
<dd>
 
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,714: Line 5,121:  
! effect
 
! effect
 
|-
 
|-
| <samp>UnlockConditions</samp>
+
| <samp>Direction</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the NPC should be added to the world, checked when loading a save and when ending each day. This only affects whether the NPC is added when missing; returning false won't remove an NPC that's already been added. Defaults to true.
+
| ''(Optional)'' The specific direction to face at the start of this state (one of <samp>left</samp>, <samp>right</samp>, <samp>up</samp>, or <samp>down</samp>), unless overridden by <samp>RandomizeDirection</samp>.  
 
|-
 
|-
| <samp>SpawnIfMissing</samp>
+
| <samp>RandomizeDirection</samp>
| ''(Optional)'' Whether to add this NPC to the world if they're missing (if the <samp>UnlockConditions</samp> match and <samp>HomeLocation</samp> is valid). Default true.
+
| ''(Optional)'' Whether to point the pet in a random direction at the start of this state (overriding the <samp>Direction</samp> if specified). Default false.
 
|-
 
|-
| <samp>Home</samp>
+
| <samp>IsSideBehavior</samp>
| ''(Optional)'' The default place where this NPC spawns and returns each day. If there are multiple entries, the first matching one is used.
+
| ''(Optional)'' Whether to constrain the pet's facing direction to left and right while the state is active. Default false.
 +
|}
 +
</dd>
   −
This consists of a list of models with these fields:  
+
<dt>Movement:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,729: Line 5,139:  
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>WalkInDirection</samp>
| A key which uniquely identifies this entry. The ID should only contain alphanumeric/underscore/dot characters. When adding a custom home to an existing NPC, this should be prefixed with your mod ID like <samp>Example.ModId_HomeName</samp>; when adding a single home for your own NPC, you can just set the ID to <samp>Default</samp>.
+
| ''(Optional)'' Whether to walk in the pet's facing direction. Default false.
 
|-
 
|-
| <samp>Location</samp>
+
| <samp>MoveSpeed</samp>
| ''(Optional)'' The internal name for the home location where this NPC spawns and returns each day. Default none.
+
| ''(Optional)'' Overrides the pet's <samp>MoveSpeed</samp> field while this state is active. Default -1 (which uses the pet's <samp>MoveSpeed</samp> value).
|-
  −
| <samp>Tile</samp>
  −
| ''(Optional)'' The tile position within the home location where this NPC spawns and returns each day. Specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to <samp>(0, 0)</samp>.
  −
|-
  −
| <samp>Direction</samp>
  −
| ''(Optional)'' The default direction the NPC faces when they start each day. The possible values are <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, and <samp>up</samp>. Defaults to <samp>up</samp>.
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry can be selected. Default true.
  −
|}
   
|}
 
|}
 
</dd>
 
</dd>
   −
<dt>Appearance & sprite:</dt>
+
<dt>Audio:</dt>
 
<dd>
 
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,754: Line 5,154:  
! effect
 
! effect
 
|-
 
|-
| <samp>TextureName</samp>
+
| <samp>SoundOnStart</samp>
| ''(Optional)'' The '''last segment''' of the NPC's portrait and sprite asset names. For example, set to <samp>Abigail</samp> to use <samp>Portraits/Abigail</samp> and <samp>Characters/Abigail</samp> respectively. Defaults to the internal NPC name.
+
| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound to play when the state starts. If set to <samp>BARK</samp>, the pet's <samp>BarkSound</samp> (or breed's <samp>BarkOverride</samp>) field is used. Defaults to none.
 +
|-
 +
| <samp>SoundRange</samp><br /><samp>SoundRangeFromBorder</samp>
 +
| ''(Optional)'' When set, the <samp>SoundOnStart</samp> is only audible if the pet is within this many tiles away from the player (<samp>SoundRange</samp>) or past the border of the screen (<samp>SoundRangeFromBorder</samp>). Default -1 (no distance check).
 
|-
 
|-
| <samp>Appearance</samp>
+
| <samp>SoundIsVoice</samp>
| ''(Optional)'' The portrait/sprite textures to use.
+
| ''(Optional)'' Whether to mute the <samp>SoundOnStart</samp> when the 'mute animal sounds' option is set. Default false.
 +
|}
 +
</dd>
   −
This can list any number of appearance options. They'll be sorted by <samp>Precedence</samp> value (with lower values taking priority), then filtered to those whose fields match. If multiple matching appearances have precedence, one entry is randomly chosen based on their relative weight. This randomization is stable per day, so the NPC always makes the same choice until the next day. If a portrait/sprite can't be loaded (or no appearances match), the NPC will use the default asset based on <samp>TextureName</samp>.
+
<dt>Behavior transitions:</dt>
 
+
<dd>
The NPC rechecks this field each time they change location.
  −
 
  −
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,770: Line 5,172:  
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>AnimationEndBehaviorChanges</samp><br /><samp>TimeoutBehaviorChanges</samp><br /><samp>PlayerNearbyBehaviorChanges</samp><br /><samp>RandomBehaviorChanges</samp><br /><samp>JumpLandBehaviorChanges</samp>
| A key which uniquely identifies this entry. The ID should only contain alphanumeric/underscore/dot characters. When adding a custom appearance to an existing NPC, this should be prefixed with your mod ID like <samp>Example.ModId_AppearanceName</samp>.
+
| ''(Optional)'' A list of possible behavior transitions to start when the criteria are achieved. If multiple transitions are listed, a random one will be selected. If omitted, it won't affect behavior transitions.
 +
 
 +
These are triggered when this behavior's animation finishes (<samp>AnimationEndBehaviorChanges</samp>), when the set duration ends (<samp>TimeoutBehaviorChanges</samp>), when the player is within 2 tiles of the pet (<samp>PlayerNearbyBehaviorChanges</samp>), randomly at the start of each frame based on the <samp>RandomBehaviorChangeChance</samp> field (<samp>RandomBehaviorChanges</samp>), and when the pet finishes a jump (<samp>JumpLandBehaviorChanges</samp>).
 +
 
 +
These consist of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Condition</samp>
+
! field
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry can be selected. Default true.
+
! effect
 
|-
 
|-
| <samp>Portrait</samp><br /><samp>Sprite</samp>
+
| <samp>Behavior</samp><br /><samp>LeftBehavior</samp><br /><samp>RightBehavior</samp><br /><samp>UpBehavior</samp><br /><samp>DownBehavior</samp>
| ''(Optional)'' The asset name for the portraits and/or sprites texture to load. If omitted or it can't be loaded, it will default to the default asset per the <samp>Texture</samp> field.
+
| The ID of the behavior to start. The pet will check for a behavior field matching its current facing direction first, then try the <samp>Behavior</samp>. If none are specified, the current behavior will continue unchanged.
 
|-
 
|-
| <samp>IsIslandAttire</samp>
+
| <samp>OutsideOnly</samp>
| ''(Optional)'' Whether this is island beach attire worn at the resort. Default false.
+
| ''(Optional)'' Whether the transition can only happen if the pet is outside. Default false.
 
  −
This is mutually exclusive: NPCs will never wear it in other contexts if it's true, and will never wear it as island attire if it's false.
  −
|-
  −
| <samp>Precedence</samp>
  −
| ''(Optional)'' The order in which this entry should be checked, where lower values are checked first. This can be a negative value. Default 0.
   
|-
 
|-
 
| <samp>Weight</samp>
 
| <samp>Weight</samp>
| ''(Optional)'' If multiple entries with the same <samp>Precedence</samp> match, the relative weight to use when randomly choosing one. Default 1.
+
| ''(Optional)'' The option's weight when randomly choosing a behavior, relative to other behaviors in the list (e.g. <samp>2</samp> is twice as likely as <samp>1</samp>). Default 1.
 
  −
For example, let's say two appearance entries match: one has a weight of 2, and the other has a weight of 1. Their probability of being chosen is 2/3 and 1/3 respectively.
   
|}
 
|}
  −
'''Note:''' the default textures based on <samp>TextureName</samp> must still exist, even if you use this field to override them.
   
|-
 
|-
| <samp>Size</samp>
+
| <samp>Duration</samp><br /><samp>MinimumDuration</samp><br /><samp>MaximumDuration</samp>
| ''(Optional)'' The pixel size of the individual sprites in their overworld sprite spritesheet. Specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to <samp>(16, 32)</samp>.
+
| ''(Optional)'' The millisecond duration until the pet transitions to a behavior in the <samp>TimeoutBehaviorChanges</samp> field, if set. You must specify either a specific duration, or an inclusive minimum-to-maximum range in which the game will choose a random duration. If omitted, the behavior won't have a duration limit.
 
  −
'''Note:''' sizes bigger than 16×32 will cause issues like broken spawning, pathfinding, misalignment in the [[perfection]] end-game slide show, etc.
   
|-
 
|-
| <samp>Breather</samp>
+
| <samp>RandomBehaviorChangeChance</samp>
| ''(Optional)'' Whether the chest on the NPC's overworld sprite puffs in and out as they breathe. Default true</samp>.
+
| ''(Optional)'' The random probability at the start of each frame that the pet will transition to a behavior in the <samp>RandomBehaviorChanges</samp> field, if set. Specified as a value between 0 (never) and 1 (always). Default 0.
|-
  −
| <samp>KissSpriteIndex</samp>
  −
| ''(Optional)'' If the NPC can be married, the sprite index within their <samp>Texture</samp> to use when kissing a player. Default 28.
  −
|-
  −
| <samp>KissSpriteFacingDirection</samp>
  −
| ''(Optional)'' Whether the character is facing right (true) or left (false) in their <samp>KissSpriteIndex</samp>. The sprite will be flipped as needed to face the player. Default true.
   
|}
 
|}
 
</dd>
 
</dd>
   −
<dt>[[Secrets#Gift Log|Hidden gift log emote]]:</dt>
+
<dt>Animation and per-frame sounds:</dt>
 
<dd>
 
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,818: Line 5,208:  
! effect
 
! effect
 
|-
 
|-
| <samp>HiddenProfileEmoteSound</samp>
+
| <samp>Animation</samp>
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the [[#Custom audio|cue ID]] for the sound played when clicking the sprite. Defaults to <samp>drumkit6</samp>.
+
| ''(Optional)'' The animation frames to play while this state is active. This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>HiddenProfileEmoteDuration</samp>
+
! field
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], how long the animation plays measured in milliseconds. Defaults to 4000 (4 seconds).
+
! effect
 
|-
 
|-
| <samp>HiddenProfileEmoteStartFrame</samp>
+
| <samp>Frame</samp>
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the index within the NPC's overworld sprite spritesheet at which the animation starts. If omitted for a vanilla NPC, the game plays a default animation specific to that NPC; if omitted for a custom NPC, the game just shows them walking while facing down.
+
| The frame index in the animation. This should be an incremental number starting at 0.
 
|-
 
|-
| <samp>HiddenProfileEmoteFrameCount</samp>
+
| <samp>Duration</samp>
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], the number of frames in the animation. The first frame corresponds to <samp>HiddenProfileEmoteStartFrame</samp>, and each subsequent frame will use the next sprite in the spritesheet. Default 1.
+
| The millisecond duration for which the frame should be kept on-screen before continuing to the next frame.
 
+
|-
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
+
| <samp>HitGround</samp>
 +
| ''(Optional)'' Whether to play the footstep sound for the tile under the pet when the frame starts. Default false.
 +
|-
 +
| <samp>Jump</samp>
 +
| ''(Optional)'' Whether the pet should perform a small hop when the frame starts, including a 'dwop' sound. Default false.
 +
|-
 +
| <samp>Sound</samp>
 +
| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound to play when the animation starts or loops. If set to <samp>BARK</samp>, the pet's <samp>BarkSound</samp> (or breed's <samp>BarkOverride</samp>) field is used. Defaults to none.
 +
|-
 +
| <samp>SoundRange</samp><br /><samp>SoundRangeFromBorder</samp><br /><samp>SoundIsVoice</samp>
 +
| See description for the equivalent behavior fields, but applies to the frame's <samp>Sound</samp> field instead.
 +
|}
 +
|-
 +
| <samp>Shake</samp>
 +
| ''(Optional)'' The millisecond duration for which to shake the pet when the state starts. Default 0.
 +
|-
 +
| <samp>LoopMode</samp>
 +
| ''(Optional)'' What to do when the last animation frame is reached while the behavior is still active. The possible values are <samp>Hold</samp> (keep the last frame visible until the animation ends), <samp>Loop</samp> (restart from the first frame), or <samp>None</samp> (equivalent to <samp>Loop</samp>). Default <samp>None</samp>.
 
|-
 
|-
| <samp>HiddenProfileEmoteFrameDuration</samp>
+
| <samp>AnimationMinimumLoops</samp><br /><samp>AnimationMaximumLoops</samp>
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], how long each animation frame is shown on-screen before switching to the next one, measured in milliseconds. Default 200.
+
| ''(Optional)'' The minimum and maximum number of times to play the animation. Both must be specified to have any effect. The game will choose an inclusive random value between them. Both default to -1 (don't repeat animation).
 
  −
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
   
|}
 
|}
 
</dd>
 
</dd>
 +
</dl>
 +
|}
   −
<dt>Advanced:</dt>
+
=====Breeds=====
<dd>
+
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 +
|-
 +
| <samp>Breeds</samp>
 +
| The cosmetic breeds which can be selected in the character customization menu when creating a save. This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,846: Line 5,260:  
! effect
 
! effect
 
|-
 
|-
| <samp>FestivalVanillaActorIndex</samp>
+
| <samp>ID</samp>
| ''(Optional, Specialized)'' The NPC's index in the <samp>Maps/characterSheet</samp> tilesheet, if applicable. This is used for placing vanilla NPCs in festivals from the map; custom NPCs should use the <samp>&lt;layer&gt;_additionalCharacters</samp> field in the festival data instead.
+
| The unique ID for the breed within the pet type.
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>Texture</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| The asset name for the breed spritesheet for the pet's in-game sprite. This should be 128 pixels wide, and 256 (cat) or 288 (dog) pixels high.
|}
+
|-
</dd>
+
| <samp>IconTexture</samp>
</dl>
+
| The asset name for the breed icon texture, shown on the character customization screen and in-game menu. This should be a 16x16 pixel icon.
 
+
|-
====Examples====
+
| <samp>IconSourceRect</samp>
For example, this content pack adds a new ''Amabel'' NPC with full social features:
+
| The icon's pixel area within the <samp>IconTexture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
 +
|-
 +
| <samp>BarkOverride</samp>
 +
| ''(Optional)'' Override the pet's <samp>BarkSound</samp> field for this breed, if set.
 +
|-
 +
| <samp>VoicePitch</samp>
 +
| ''(Optional)'' The [[wikipedia:Pitch (music)|pitch]] applied to the pet's bark sound, measured as a decimal value relative to 1. Defaults to 1.
 +
|}
 +
|}
   −
{{#tag:syntaxhighlight|<nowiki>
+
=====Advanced=====
{
+
{| class="wikitable"
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
|-
    "Changes": [
+
! field
        {
+
! effect
            "Action": "EditData",
+
|-
            "Target": "Data/Characters",
+
| <samp>CustomFields</samp>
            "Entries": {
+
| The [[#Custom data fields|custom fields]] for this entry.
                "Example.ModId_Amabel": {
+
|}
                    "DisplayName": "Amabel", // this would normally use {{i18n:}} to support translations
+
 
                    "BirthSeason": "Fall",
+
====Other changes====
                    "BirthDay": 14,
+
* The pet bowl is now a building which can be constructed or moved. Each pet is assigned to an available pet bowl. For C# mods, each pet now has a <samp>guid</samp> field populated with a unique ID, and each pet bowl has a <samp>petGuid</samp> field which tracks its owner (see the <samp>PetBowl::HasPet()</samp> and <samp>PetBowl::FindPet()</samp> methods).
                    "HomeRegion": "Town",
+
* In the [[Modding:Event data#Basic format|event character setup]], you can now use <samp>pet</samp> to add a pet of the player's selected type. Its actor name will be <samp>PetActor</samp> in other event commands. This supersedes <samp>cat</samp> (with name <samp>Cat</samp>) and <samp>dog</samp> (with name <samp>Dog</samp>), though those still work too.
                    "Gender": "Female",
+
* For C# mods:
                    "Age": "Teen",
+
** All pets now use a generic <samp>Pet</samp> class, instead of <samp>Cat</samp> or <samp>Dog</samp>. The pet type is tracked by the pet's <samp>petType</samp> field.
                    "Manner": "Rude",
+
** The player's preferred pet type is tracked by <samp>Game1.player.whichPetType</samp>. The former <samp>catPerson</samp> field is now readonly and checks that field.
                    "SocialAnxiety": "Outgoing",
+
** Added <samp>Pet.type_cat</samp> and <samp>Pet.type_dog</samp> constants for the default pet types.
                    "Optimism": "Neutral",
+
 
 +
===Custom monster eradication goals===
 +
{{/doc status|a new doc page|done=false}}
   −
                    "CanBeRomanced": true,
+
: ''See also: [[#Monster eradication goal flag changes|Monster eradication goal flag changes]].''
                    "LoveInterest": "Abigail",
     −
                    "Home": [
+
You can now add/edit [[Adventurer's Guild]] monster eradication goals by editing the new <samp>Data/MonsterSlayerQuests</samp> data asset.
                        {
  −
                            "Id": "Default",
  −
                            "Location": "SeedShop",
  −
                            "Tile": { "X": 1, "Y": 9 },
  −
                            "Direction": "Left"
  −
                        }
  −
                    ]
  −
                }
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
You can also add non-social NPCs which don't have birthdays or friendship points, accept gifts, give quests, etc:
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/Characters",
  −
            "Entries": {
  −
                "Example.ModId_Belwick": {
  −
                    "DisplayName": "Belwick", // this would normally use {{i18n:}} to support translations
  −
 
  −
                    "SocialTab": "HiddenAlways",
  −
                    "SocializeConditions": "FALSE",
  −
                    "ExcludeFromIntroductionsQuest": true,
  −
                    "ExcludeFromPerfectionScore": true,
  −
                    "EndSlideShow": true
  −
                }
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
===Custom NPC appearance===
  −
Each NPC can now have any number of custom portraits/sprites in <samp>Data/Characters</samp> with arbitrary conditions. This lets mods add features like indoor/outdoor outfits without the performance impact of reloading textures. If multiple outfits apply, the game will choose between them with a day-stable randomization.
  −
 
  −
See the <samp>Appearance</samp> field in [[#Custom NPCs|custom NPC data]] for more info.
  −
 
  −
===Custom farm animals===
  −
You can now create and customize [[Animals|farm animals]] by editing the revamped <samp>Data/FarmAnimals</samp> asset.
      
This consists of a string → model lookup, where...
 
This consists of a string → model lookup, where...
* The key is a unique farm animal ID. This should only contain alphanumeric/underscore/dot characters, and custom entries should be prefixed with your mod ID like <samp>Example.ModId_AnimalId</samp>.
+
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the monster eradication goal.
 
* The value is a model with the fields listed below.
 
* The value is a model with the fields listed below.
   −
====Main info====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,936: Line 5,315:  
|-
 
|-
 
| <samp>DisplayName</samp>
 
| <samp>DisplayName</samp>
| A [[#Tokenizable string format|tokenizable string]] for the animal type's display name.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the goal's display name, shown on the board in the Adventurer's Guild.
 
|-
 
|-
| <samp>House</samp>
+
| <samp>Targets</samp>
| The [[#Custom buildings|building ID]] for the main building type that houses this animal. The animal will also be placeable in buildings whose <samp>ValidOccupantTypes</samp> field contains this value.
+
| A list of [[Modding:Monster data#Monster IDs|monster IDs]] that are counted towards the <samp>Count</samp>.
 
|-
 
|-
| <samp>Gender</samp>
+
| <samp>Count</samp>
| ''(Optional)'' The possible genders for the animal type. Currently this only affects the text shown after purchasing the animal, like "''Great! I'll send little &lt;name&gt; to [his/her] new home right away''". Default <samp>Female</samp>.
+
| The total number of monsters (matching the <samp>Targets</samp>) which must be defeated to complete this goal.
 
  −
The possible values are:
  −
{| class="wikitable"
   
|-
 
|-
! value
+
| <samp>RewardItemId</samp>
! effect
+
| ''(Optional)'' The [[#Custom items|qualified ID]] for the item that can be collected from [[Gil]] when this goal is completed. Default none.
 
|-
 
|-
| <samp>Male</samp><br /><samp>Female</samp>
+
| <samp>RewardItemPrice</samp>
| Farm animals of this type are always male or always female.
+
| ''(Optional)'' The price of the <samp>RewardItemId</samp> in [[Marlon]]'s shop after the goal is completed, or -1 to disable buying it from Marlon. Default -1.
 
|-
 
|-
| <samp>MaleOrFemale</samp>
+
| <samp>RewardDialogue</samp><br /><samp>RewardDialogueFlag</samp>
| The gender of each animal is randomized based on its internal unique ID.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for custom [[Gil]] dialogue shown when talking to him after completing the goal, and an optional [[Modding:Mail data|mail flag]] to set when the player has seen the dialogue. Both default to none.
|}
+
 
|}
+
If there are reward items, they're shown after this dialogue.
   −
====Animal shop====
+
If <samp>RewardDialogue</samp> is used without <samp>RewardDialogueFlag</samp>, then this dialogue will be shown each time the reward menu is opened after completing the goal, until the player collects the reward items. If the <samp>RewardItems</samp> isn't set, this can safely be omitted since the goal will be marked collected immediately.
These fields affect how this farm animal type is shown in [[Marnie's Ranch|Marnie's animal shop]]. Animals are automatically listed if they have a valid <samp>PurchasePrice</samp> value.
     −
{| class="wikitable"
+
This doesn't send a letter; see <samp>RewardMail</samp> or <samp>RewardMailAll</samp> for that.
 
|-
 
|-
! field
+
| <samp>RewardFlag</samp><br /><samp>RewardFlagAll</samp>
! effect
+
| ''(Optional)'' The [[Modding:Mail data|mail flag ID]] to set for the current player (<samp>RewardFlag</samp>) or all players (<samp>RewardFlagAll</samp>) when talking to [[Gil]] after completing the goal. Default none.
 +
 
 +
Note that <samp>RewardFlag</samp> is usually not needed, since the game will also set a <samp>Gil_{{t|goal ID}}</samp> flag regardless.
 +
 
 +
This doesn't send a letter; see <samp>RewardMail</samp> or <samp>RewardMailAll</samp> for that.
 
|-
 
|-
| <samp>PurchasePrice</samp>
+
| <samp>RewardMail</samp><br /><samp>RewardMailAll</samp>
| ''(Optional if not purchaseable)'' Half the cost to purchase the animal (the actual price is double this value), or a negative value to disable purchasing this animal type. Default -1.
+
| ''(Optional)'' The mail letter ID to add to the mailbox tomorrow for the current player (<samp>RewardMail</samp>) or all players (<samp>RewardMailAll</samp>). Default none.
 
|-
 
|-
| <samp>ShopTexture</samp>
+
| <samp>CustomFields</samp>
| ''(Optional if not purchaseable)'' The asset name for the icon texture to show in shops. Defaults to <samp>LooseSprites/Cursors</samp> or <samp>LooseSprites/Cursors2</samp> based on the animal's position within the loaded data (but using the default isn't recommended if it's purchaseable).
+
| The [[#Custom data fields|custom fields]] for this entry.
|-
  −
| <samp>ShopSourceRect</samp>
  −
| ''(Optional if not purchaseable)'' The pixel area within the <samp>ShopTexture</samp> to draw, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields. This should be 32 pixels wide and 16 high. Ignored if <samp>ShopTexture</samp> isn't set.
  −
|-
  −
| <samp>RequiredBuilding</samp>
  −
| ''(Optional)'' The building that needs to be built on the farm for this animal to be available to purchase. Buildings that are upgraded from this building are valid too. Default none.
  −
|-
  −
| <samp>UnlockCondition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the farm animal is available in the shop menu. Default always unlocked.
  −
|-
  −
| <samp>ShopDisplayName</samp>
  −
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the display name shown in the shop menu. Defaults to the <samp>DisplayName</samp> field.
  −
|-
  −
| <samp>ShopDescription</samp>
  −
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the tooltip description shown in the shop menu. Defaults to none.
  −
|-
  −
| <samp>ShopMissingBuildingDescription</samp>
  −
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] which overrides <samp>ShopDescription</samp> if the <samp>RequiredBuilding</samp> isn't built. Defaults to none.
  −
|-
  −
| <samp>AlternatePurchaseTypes</samp>
  −
| ''(Optional)'' The possible variants for this farm animal (e.g. chickens can be Brown Chicken, Blue Chicken, or White Chicken). This consists of a list of models with these fields:
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>AnimalIDs</samp>
  −
| A list of animal IDs to spawn instead of the main <samp>ID</samp> field. If multiple are listed, one is chosen at random on purchase.
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this variant entry is available. Default always enabled.
   
|}
 
|}
   −
If multiple are listed, the first available variant is returned. Default none.
+
===Custom phone calls===
|}
+
{{/doc status|a new doc page|done=false}}
 +
 
 +
Mods can now extend the [[telephone]] with custom calls (both incoming calls, and phone numbers which the player can call).
 +
 
 +
====Incoming calls====
 +
You can add or customize incoming calls by editing the <samp>Data/IncomingPhoneCalls</samp> asset.
 +
 
 +
This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the incoming call data.
 +
* The value is a model with the fields listed below.
   −
====Hatching====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,013: Line 5,369:  
! effect
 
! effect
 
|-
 
|-
| <samp>EggItemIds</samp>
+
| <samp>Dialogue</samp>
| ''(Optional)'' A list of the [[#Custom items|object IDs]] that can be placed in the [[incubator]] or [[Ostrich Incubator|ostrich incubator]] to hatch this animal. If the animal's <samp>House</samp> field doesn't match the current building, the entry will be ignored. Default none.
+
| The dialogue text to show when the player answers the phone. This can use the full [[Modding:Dialogue|dialogue format]] (including questions and different dialogue based on the selected answer).
 
|-
 
|-
| <samp>IncubationTime</samp>
+
| <samp>FromNpc</samp>
| ''(Optional)'' How long eggs incubate before they hatch. Default 9000 minutes.
+
| ''(Optional)'' The internal name of the NPC making the call. If specified, that NPC's name and portrait will be shown.
 
|-
 
|-
| <samp>IncubatorParentSheetOffset</samp>
+
| <samp>FromPortrait</samp>
| ''(Optional)'' An offset applied to the incubator's sprite index when it's holding an egg. Default 1.
+
| ''(Optional)'' The asset name for the portrait spritesheet to display (like <samp>Portraits/Abigail</samp>). If <samp>FromNpc</samp> is specified too, this overrides the portrait from that NPC. If both <samp>FromNpc</samp> and <samp>FromDisplayName</samp> are null, this portrait will be shown with the display name "???".
 
  −
The vanilla values are:
  −
{| class="wikitable"
   
|-
 
|-
! offset
+
| <samp>FromDisplayName</samp>
! [[incubator]]
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the calling NPC's display name. If <samp>FromNpc</samp> is specified too, this overrides the display name from that NPC.
! [[Ostrich Incubator|ostrich incubator]]
   
|-
 
|-
| 0
+
| <samp>MaxCalls</samp>
| empty incubator
+
| ''(Optional)'' The maximum number of times a player can receive this phone call, or <samp>-1</samp> for no limit. Default 1.
| empty incubator
   
|-
 
|-
| 1
+
| <samp>TriggerCondition</samp><br /><samp>RingCondition</samp>
| small white egg
+
| ''(Optional)'' If set, a game state query which indicates whether to trigger this phone call (<samp>TriggerCondition</samp>) or whether the phone rings when this call is received (<samp>RingCondition</samp>).
| large brown egg
+
 
 +
Whether a player receives this call depends on both fields: <samp>TriggerCondition</samp> is checked on the main player before sending the call to all players, then <samp>RingCondition</samp> is checked on each player to determine whether the phone rings for them.
 
|-
 
|-
| 2
+
| <samp>IgnoreBaseChance</samp>
| small brown egg
+
| ''(Optional)'' Whether to ignore the 1% base chance when checking whether to trigger an incoming call. If true, the game will check if this call can be received regardless of the base chance. Default false.
| ''invalid'' (will show [[Junimo Chest|Junimo chest]] sprite)
+
|-
|}
+
| <samp>SimpleDialogueSplitBy</samp>
 +
| ''(Optional, specialized)'' If set, marks the call as having a simple dialogue string without an NPC name and portrait, with lines split into multiple boxes by this substring. For example, <code>"SimpleDialogueSplitBy": "#"</code> will split <code>Box A#Box B#Box C</code> into three consecutive dialogue boxes.
 +
 
 +
You should omit this in most cases, and use the regular dialogue format in <samp>Dialogue</samp> to split lines if needed. This is mainly intended to support some older vanilla phone calls.
 
|-
 
|-
| <samp>BirthText</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the message shown when entering the building after the egg hatched. Defaults to the text "<samp>???</samp>".
+
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
   −
====Growth====
+
====Custom handlers in C#====
 +
C# mods can implement <samp>StardewValley.PhoneCalls.IPhoneHandler</samp> and add it to <samp>Phone.PhoneHandlers</samp> for full control over both incoming and outgoing calls:
 +
 
 +
<syntaxhighlight lang="c#">
 +
/// <summary>The mod entry point.</summary>
 +
internal sealed class ModEntry : Mod
 +
{
 +
    /// <inheritdoc />
 +
    public override void Entry(IModHelper helper)
 +
    {
 +
        Phone.PhoneHandlers.Add(new CustomPhoneHandler());
 +
    }
 +
}
 +
 
 +
/// <summary>A custom phone handler.</summary>
 +
internal sealed class CustomPhoneHandler : IPhoneHandler
 +
{
 +
    ...
 +
}
 +
</syntaxhighlight>
 +
 
 +
See <samp>StardewValley.PhoneCalls.DefaultPhoneHandler</samp> in the [[Modding:Modder Guide/Get Started#decompile|decompiled game code]] for an example implementation.
 +
 
 +
===Custom shops===
 +
{{/doc status|[[Modding:Shops]]|done=true}}
 +
 
 +
You can now create and edit shops via the new <samp>Data/Shops</samp> asset. See [[Modding:Shops]] for documentation and examples.
 +
 
 +
===Dialogue changes===
 +
{{/doc status|[[Modding:Dialogue]]|done=false}}
 +
 
 +
<ul>
 +
<li>Added new [[Modding:Dialogue|dialogue]] keys:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! asset
! effect
+
! key format
 +
! description
 
|-
 
|-
| <samp>DaysToMature</samp>
+
|rowspan="22"| <samp>Characters/Dialogue/&lt;name&gt;</samp>
| ''(Optional)'' The number of days until a freshly purchased/born animal becomes an adult and begins producing items. Default 1.
   
|-
 
|-
| <samp>CanGetPregnant</samp>
+
| <samp>AcceptBirthdayGift_{{t|id}}</samp><br /><samp>AcceptBirthdayGift_{{t|tag}}</samp><br /><samp>AcceptBirthdayGift_{{t|taste}}</samp><br /><samp>AcceptBirthdayGift_Negative</samp><br /><samp>AcceptBirthdayGift_Positive</samp><br /><samp>AcceptBirthdayGift</samp>
| ''(Optional)'' Whether an animal can [[Animals#Animal Births|produce a child]] (regardless of gender). Default false.
+
| Shown when receiving a birthday gift from the player. If omitted, defaults to the generic translations for all NPCs.
|}
+
 
 +
The first matching dialogue is used in this order:
 +
# by item ID (like <samp>AcceptBirthdayGift_(O)128</samp>);
 +
# by context tag (like <samp>AcceptBirthdayGift_category_fish</samp>);
 +
# by gift taste (one of <samp>AcceptBirthdayGift_Loved</samp>, <samp>AcceptBirthdayGift_Liked</samp>, <samp>AcceptBirthdayGift_Neutral</samp>, <samp>AcceptBirthdayGift_Disliked</samp>, or <samp>AcceptBirthdayGift_Hated</samp>);
 +
# <samp>AcceptBirthdayGift_Negative</samp> (hated or disliked gift) or <samp>AcceptBirthdayGift_Positive</samp> (neutral, liked, or loved gift);
 +
# for all items (via <samp>AcceptBirthdayGift</samp>).
   −
====Produce====
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
   
|-
 
|-
| <samp>ProduceItemIds</samp><br /><samp>DeluxeProduceItemIds</samp>
+
| <samp>AcceptBouquet</samp>
| ''(Optional)'' The items produced by the animal when it's an adult. The <samp>DeluxeProduceItemIds</samp> field only applies if the <samp>Deluxe*</samp> fields match. Both default to none.
+
| Shown when the NPC accepts a [[bouquet]] from the player. Defaults to a generic dialogue.
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>AcceptGift_{{t|id}}</samp><br /><samp>AcceptGift_{{t|tag}}</samp>
! effect
+
| Shown when receiving a non-birthday gift from the player. This can be by item ID (like <samp>AcceptGift_(O)128</samp>) or context tag (like <samp>AcceptGift_category_fish</samp>). If omitted, defaults to the dialogue in <samp>Data/NPCGiftTastes</samp>.
 
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>DumpsterDiveComment</samp>
| The [[#Custom items|''unqualified'' object ID]] of the item to produce.
+
| Shown when the NPC catches the player digging through a trash can. Defaults to a generic dialogue based on the NPC's age.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>HitBySlingshot</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this item can be produced now. Defaults to always true.
+
| Shown when the player shoots them with a [[slingshot]]. Defaults to a generic dialogue.
 
|-
 
|-
| <samp>MinimumFriendship</samp>
+
| <samp>RejectBouquet_Divorced</samp><br /><samp>RejectBouquet_NotDatable</samp><br /><samp>RejectBouquet_NpcAlreadyMarried</samp><br /><samp>RejectBouquet_VeryLowHearts</samp><br /><samp>RejectBouquet_LowHearts</samp><br /><samp>RejectBouquet</samp>
| ''(Optional)'' The minimum friendship points with the animal needed to produce this item. Default 0.
+
| Shown when the NPC rejects a [[bouquet]].
|}
+
 
 +
A specific dialogue is shown if possible:
 +
* <samp>RejectBouquet_Divorced</samp>: the NPC won't accept this bouquet because you divorced them.
 +
* <samp>RejectBouquet_NotDatable</samp>: the NPC isn't romanceable.
 +
* <samp>RejectBouquet_NpcAlreadyMarried</samp>: the NPC is already married to another player. You can use <samp>{0}</samp> in the dialogue for the other player's name.
 +
* <samp>RejectBouquet_VeryLowHearts</samp>: you have less than 4 hearts with the NPC.
 +
* <samp>RejectBouquet_LowHearts</samp>: you have less than 8 hearts with the NPC.
   −
If multiple items can be produced, one is chosen at random (with deluxe items taking priority if applicable).
+
If the specific dialogue isn't set, the game will use the <samp>RejectBouquet</samp> dialogue (if set), else it'll default to generic dialogue for each case.
 
|-
 
|-
| <samp>DaysToProduce</samp>
+
| <samp>RejectGift_Divorced</samp>
| ''(Optional)'' The number of days between item productions. For example, setting <samp>1</samp> will produce an item every other day. Default 1.
+
| Shown when the NPC rejects a gift because you divorced them.
 
|-
 
|-
| <samp>ProduceOnMature</samp>
+
| <samp>RejectItem_{{t|id}}</samp><br /><samp>RejectItem_{{t|tag}}</samp>
| ''(Optional)'' Whether an item is produced on the day the animal becomes an adult. Default false.
+
| If set, the NPC will refuse to accept any matching item and show this dialogue instead. This can be by item ID (like <samp>RejectItem_(O)128</samp>) or context tag (like <samp>RejectItem_category_fish</samp>). This can prevent gifting, movie tickets, bouquets, mermaid pendants, etc. However it won't prevent accepting an item for an active quest or special order.
 
|-
 
|-
| <samp>FriendshipForFasterProduce</samp>
+
| <samp>RejectMermaidPendant_Divorced</samp><br /><samp>RejectMermaidPendant_NeedHouseUpgrade</samp><br /><samp>RejectMermaidPendant_NotDatable</samp><br /><samp>RejectMermaidPendant_NpcWithSomeoneElse</samp><br /><samp>RejectMermaidPendant_PlayerWithSomeoneElse</samp><br /><samp>RejectMermaidPendant_Under8Hearts</samp><br /><samp>RejectMermaidPendant_Under10Hearts</samp><br /><samp>RejectMermaidPendant_Under10Hearts_AskedAgain</samp><br /><samp>RejectMermaidPendant</samp>
| ''(Optional)'' The minimum friendship points needed to reduce the <samp>DaysToProduce</samp> by one. Defaults to no reduction based on friendship.
+
| Shown when the NPC rejects a [[Mermaid's Pendant|mermaid's pendant]].
 +
 
 +
A specific dialogue is shown if possible. The cases are checked in this order:
 +
# <samp>RejectMermaidPendant_PlayerWithSomeoneElse</samp>: the player is already engaged or married to someone else. You can use <samp>{0}</samp> in the dialogue for the player's spouse name.
 +
# <samp>RejectMermaidPendant_NotDatable</samp>: the NPC isn't romanceable.
 +
# <samp>RejectMermaidPendant_Divorced</samp>: you divorced them, so they won't accept gifts or proposals from you.
 +
# <samp>RejectMermaidPendant_NpcWithSomeoneElse</samp>: the NPC is already engaged or married to someone else. You can use <samp>{0}</samp> in the dialogue for the other player's name.
 +
# <samp>RejectMermaidPendant_Under8Hearts</samp>: you have under 8 hearts with the NPC.
 +
# <samp>RejectMermaidPendant_Under10Hearts</samp>: you have under 10 hearts with the NPC.
 +
# <samp>RejectMermaidPendant_Under10Hearts_AskedAgain</samp>: you have under 10 hearts with the NPC, and asked again after they already said no. (Defaults to the previous dialogue if not set.)
 +
# <samp>RejectMermaidPendant_NeedHouseUpgrade</samp>: you need to upgrade your house before they can accept.
 +
 
 +
If the specific dialogue isn't set, the game will use the <samp>RejectMermaidPendant</samp> dialogue (if set), else it'll default to generic dialogue for each case.
 
|-
 
|-
| <samp>DeluxeProduceMinimumFriendship</samp>
+
| <samp>RejectMovieTicket_AlreadyInvitedBySomeoneElse</samp><br /><samp>RejectMovieTicket_AlreadyWatchedThisWeek</samp><br /><samp>RejectMovieTicket_Divorced</samp><br /><samp>RejectMovieTicket_DontWantToSeeThatMovie</samp><br /><samp>RejectMovieTicket</samp>
| ''(Optional)'' The minimum friendship points needed to produce the <samp>DeluxeProduceItemId</samp>. Default 200.
+
| Show when the NPC rejects a [[Movie Ticket|movie ticket]].
|-
  −
| <samp>DeluxeProduceCareDivisor</samp><br /><samp>DeluxeProduceLuckMultiplier</samp>
  −
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] which change the probability of producing the <samp>DeluxeProduceItemId</samp>, based on this formula:
  −
<pre>
  −
if happiness > 200:
  −
  happiness_modifier = happiness * 1.5
  −
else if happiness > 100:
  −
  happiness_modifier = 0
  −
else
  −
  happiness_modifier = happiness - 100
     −
((friendship + happiness_modifier) / DeluxeProduceCareDivisor) + (daily_luck * DeluxeProduceLuckMultiplier)
+
A specific dialogue is shown if possible:
</pre>
+
* <samp>RejectMovieTicket_AlreadyInvitedBySomeoneElse</samp>: someone else already invited the NPC to a movie. You can use <samp>{0}</samp> in the dialogue for the other player's name.
 +
* <samp>RejectMovieTicket_AlreadyWatchedThisWeek</samp>: the NPC already watched a movie this week.
 +
* <samp>RejectMovieTicket_Divorced</samp>: you divorced the NPC, so they won't accept gifts from you.
 +
* <samp>RejectMovieTicket_DontWantToSeeThatMovie</samp>: the movie data marks that NPC as unwilling to watch it (e.g. kids for horror movies).
   −
Specifically:
+
If the specific dialogue isn't set, the game will use the <samp>RejectMovieTicket</samp> dialogue (if set), else it'll default to generic dialogue for each case.
* <samp>DeluxeProduceCareDivisor</samp> reduces the bonus from friendship and happiness, so a lower value ''increases'' the probability of producing the deluxe item. Default 1200.
+
|-
* <samp>DeluxeProduceLuckMultiplier</samp> increases the effect of [[Luck|daily luck]]. Default 0.
+
| <samp>SpouseFarmhouseClutter</samp>
 
+
| Shown by an NPC spouse when they couldn't pathfind to their kitchen standing spot in the farmhouse.
For example, given a friendship of 102 and happiness of 150, the probability with the default field values will be <code>((102 + 0) / 1200) + (daily_luck * 0) = (102 / 1200) = 0.085</code> or 8.5%.
  −
 
  −
See [[Animals#Produce]] for more info on the calculation.
   
|-
 
|-
| <samp>HarvestType</samp>
+
| <samp>SpouseGiftJealous</samp>
| ''(Optional)'' How produced items are collected from the animal. The valid values are:
+
| Shown by an NPC spouse when you gave a gift to another eligible NPC of the same gender as your spouse (unless it's their birthday). You can use <samp>{0}</samp> in the dialogue for the other NPC's name, and <samp>{1}</samp> for the gifted item name.
{| class="wikitable"
   
|-
 
|-
! value
+
| <samp>Spouse_MonstersInHouse</samp>
! effect
+
| Shown by an NPC spouse when they're in the farmhouse and there's a monster close to them.
 
|-
 
|-
| <samp>DropOvernight</samp>
+
| <samp>SpouseStardrop</samp>
| The item is placed on the ground in the animal's home building overnight.
+
| Shown when receiving the [[stardrop]] from your spouse.
 
|-
 
|-
| <samp>HarvestWithTool</samp>
+
| <samp>Fair_Judging</samp>
| The item is collected from the animal directly based on the <samp>HarvestTool</samp> field.
+
| Shown at the [[Stardew Valley Fair]] while Lewis is judging the grange displays. If omitted, the NPC will keep their normal festival dialogue.
|}
+
 
 +
If this is set without <samp>Fair_Judged*</samp>, the NPC will keep this dialogue after judging is done.
   −
Default <samp>DropOvernight</samp>.
+
''This replaces the previously hardcoded translations in <samp>Strings/StringsFromCSFiles</samp>: <samp>Event.cs.1602</samp> (Marnie), <samp>Event.cs.1604</samp> (Pierre), and <samp>Event.cs.1606</samp> (Willy).''
 
|-
 
|-
| <samp>HarvestTool</samp>
+
| <samp>Fair_Judged_PlayerLost_PurpleShorts</samp><br /><samp>Fair_Judged_PlayerLost_Skipped</samp><br /><samp>Fair_Judged_PlayerLost</samp><br /><samp>Fair_Judged_PlayerWon</samp><br /><samp>Fair_Judged</samp>
| ''(Optional)'' The [[#Custom items|tool ID]] with which produced items can be collected from the animal, if the <samp>HarvestType</samp> is set to <samp>HarvestWithTool</samp>. The values recognized by the vanilla tools are <samp>MilkPail</samp> and <samp>Shears</samp>. Default none.
+
| Shown at the [[Stardew Valley Fair]] after Lewis finishes judging the grange displays.
   −
|}
+
The first matching dialogue is used in this order:
 +
# <samp>Fair_Judged_PlayerLost_PurpleShorts</samp>: the player put the [[Secrets#Lucky Purple Shorts|lucky purple shorts]] in their display (which is an automatic loss).  Defaults to <samp>Fair_Judged_PlayerLost</samp> if omitted.
 +
# <samp>Fair_Judged_PlayerLost_Skipped</samp>: the player didn't put anything in their display. Defaults to <samp>Fair_Judged_PlayerLost</samp> if omitted.
 +
# <samp>Fair_Judged_PlayerLost</samp> or <samp>Fair_Judged_PlayerWon</samp>: the player didn't/did win first place. Defaults to <samp>Fair_Judged</samp> if omitted.
 +
# <samp>Fair_Judged</samp>: shown if a more specific dialogue didn't match. If omitted, the NPC will keep their current dialogue.
   −
====Audio & sprite====
+
''These replace the previously hardcoded translations in <samp>Strings/StringsFromCSFiles</samp>: <samp>Event.cs.1591</samp> (Pierre when he won), <samp>Event.cs.1593</samp> (Pierre when the player won), <samp>Event.cs.1595</samp> (Marnie), <samp>Event.cs.1597</samp> (Willy), and <samp>Event.cs.1600</samp> (Marnie for the purple shorts).''
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>FlowerDance_Accept_Roommate</samp><br /><samp>FlowerDance_Accept_Spouse</samp><br /><samp>FlowerDance_Accept</samp>
! effect
+
| Shown at the [[Flower Dance]] when the NPC agrees to dance. The game will prefer the <samp>_Roommate</samp> (if roommates) or <samp>_Spouse</samp> (if married) variant if applicable, else it'll check for the normal key. If omitted, defaults to a generic accept dialogue.
 +
 
 +
''This replaces the previously hardcoded translations in <samp>Strings/StringsFromCSFiles</samp> (<samp>Event.cs.1613</samp>, <samp>Event.cs.1615</samp>, <samp>Event.cs.1617</samp>, <samp>Event.cs.1619</samp>, <samp>Event.cs.1621</samp>, <samp>Event.cs.1623</samp>, <samp>Event.cs.1625</samp>, <samp>Event.cs.1627</samp>, <samp>Event.cs.1629</samp>, and <samp>Event.cs.1631</samp>).''
 
|-
 
|-
| <samp>Sound</samp>
+
| <samp>FlowerDance_Decline</samp>
| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound produced by the animal (e.g. when pet). Default none.
+
| Shown at the [[Flower Dance]] when the NPC declines to dance. This replaces the former <samp>danceRejection</samp> key (which still works as a fallback).
 
|-
 
|-
| <samp>BabySound</samp>
+
| <samp>WinterStar_GiveGift_Before_Roommate</samp><br /><samp>WinterStar_GiveGift_Before_Spouse</samp><br /><samp>WinterStar_GiveGift_Before</samp><br /><samp>WinterStar_GiveGift_After_Roommate</samp><br /><samp>WinterStar_GiveGift_After_Spouse</samp><br /><samp>WinterStar_GiveGift_After</samp>
| ''(Optional)'' Overrides <samp>Sound</samp> field when the animal is a baby. Has no effect if <samp>Sound</samp> isn't specified. Default none.
+
| Shown at the [[Feast of the Winter Star]] when the NPC gives the player their gift (before and after the player opens it). The game will prefer the <samp>_Roommate</samp> (if roommates) or <samp>_Spouse</samp> (if married) variant if applicable, else it'll check for the normal key. If omitted, the before/after dialogues each separately default to a generic translation for all NPCs.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>WinterStar_ReceiveGift_{{t|id}}</samp><br /><samp>WinterStar_ReceiveGift_{{t|tag}}</samp><br /><samp>WinterStar_ReceiveGift</samp>
| ''(Optional)'' The asset name for the animal's spritesheet. Defaults to <samp>Animals/{{t|ID}}</samp> (like <samp>Animals/Goat</samp> for a [[goat]]).
+
| Shown at the [[Feast of the Winter Star]] when receiving their gift from the player. This can be by item ID (like <samp>WinterStar_ReceiveGift_(O)128</samp>), context tag (like <samp>WinterStar_ReceiveGift_category_fish</samp>), or for any item (like <samp>WinterStar_ReceiveGift</samp>). If omitted, defaults to the generic translation for all NPCs.
 
|-
 
|-
| <samp>HarvestedTexture</samp>
+
| <samp>WipedMemory</samp>
| ''(Optional)'' Overrides <samp>Texture</samp> if the animal doesn't currently have an item ready to collect (like the [[sheep]]'s sheared sprite). Default none.
+
| Shown the first time you talk to the NPC after erasing their memory using the [[Dark Shrine of Memory]].
|-
+
|}
| <samp>BabyTexture</samp>
+
</li>
| ''(Optional)'' Overrides <samp>Texture</samp> and <samp>HarvestedTexture</samp> when the animal is a baby. Default none.
+
<li>Added new [[Modding:Dialogue|dialogue]] commands:
|-
  −
| <samp>UseFlippedRightForLeft</samp>
  −
| ''(Optional)'' When the animal is facing left, whether to use a flipped version of their right-facing sprite. Default false.
  −
|-
  −
| <samp>SpriteWidth</samp><br /><samp>SpriteHeight</samp>
  −
| ''(Optional)'' The pixel height & width of the animal's sprite (before the in-game pixel zoom). Both default to 16.
  −
|-
  −
| <samp>EmoteOffset</samp>
  −
| ''(Optional)'' A pixel offset to apply to emotes from the farm animal, specified as an object with <samp>X</samp> and <samp>Y</samp>. Default zero.
  −
|-
  −
| <samp>Skins</samp>
  −
| ''(Optional)'' A list of alternate appearances. If specified, a skin is chosen at random when the animal is purchased or hatched. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! command
! effect
+
! description
 +
|- id="gender-switch"
 +
| <samp>${male^female}$</samp><br /><samp>${male^female^non-binary}$</samp>
 +
| Change text depending on the player's gender. This largely supersedes the <samp>^</samp> dialogue token (which still works), and is supported in many more places than that token. This is applied before most other commands or parsing, so it can safely be used in cases where <samp>^</samp> might have a different meaning (e.g. mail text). For example: <code>Ahoy there ${lad^lass}$!</code> or <code>Ahoy there ${lad^lass^matey}$!</code>.
 +
 
 +
You can optionally use <samp>¦</samp> instead of <samp>^</samp>, in which case any <samp>^</samp> characters are left as-is.
 +
 
 +
Note that the non-binary value is only used if a mod overrides the player's gender, since the in-game UI only allows male or female.
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>$action {{t|action}}</samp>
| A key which uniquely identifies the skin for this animal type. The ID should only contain alphanumeric/underscore/dot characters. For custom skins, this should be prefixed with your mod ID like <samp>Example.ModId_SkinName</samp>.
+
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>$action AddMoney 500</samp> to add {{price|500}} to the current player.
 
|-
 
|-
| <samp>Weight</samp>
+
| <samp>$query {{t|query}}#{{t|if true}}&#124;{{t|if false}}</samp>
| ''(Optional)'' A multiplier for the probability to choose this skin when an animal is purchased. For example, <samp>2.0</samp> will double the chance this skin is selected relative to the other skins. Default <samp>1.0</samp>.
+
| Show different dialogue text depending on the [[Modding:Game state queries|game state query]] in {{t|query}}. For example:
 +
<syntaxhighlight lang="js">
 +
"Mon": "$query !PLAYER_VISITED_LOCATION Current Mine#Did you know there's an old abandoned mine up in the mountain? Apparently it's crawling with monsters!|I heard you went into the old mines up in the mountain!#Did you find anything tasty?$h"
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Texture</samp><br /><samp>HarvestedTexture</samp><br /><samp>BabyTexture</samp>
+
| <samp>$t {{t|topic ID}} {{o|day length}}</samp>
| ''(Optional)'' Overrides the equivalent main field when this skin is selected. Defaults to the main field's value.
+
| Add a [[Modding:Dialogue#Conversation topics|conversation topic]] for the next {{o|day length}} days (default 4 days).
|}
   
|-
 
|-
| <samp>ShadowWhenBaby</samp><br /><samp>ShadowWhenBabySwims</samp><br /><samp>ShadowWhenAdult</samp><br /><samp>ShadowWhenAdultSwims</samp>
+
| <samp>$v {{t|event id}} {{o|check preconditions}} {{o|skip if seen}}</samp>
| ''(Optional)'' The shadow to draw under the farm animal. The <samp>Baby</samp> fields only apply when the farm animal is a baby, and <samp>Adult</samp> fields only applies when it's an adult (e.g. a baby animal won't default to the adult fields). When the farm animal swims, it'll use the <samp>Swims</samp> variant if it's set, else default to the non-swim variant.
+
| Immediately start an [[Modding:Event data|event]] and end the current dialogue, subject to the conditions:
 +
* {{o|check preconditions}}: whether to ignore the command if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
 +
* {{o|skip if seen}}: whether to ignore the command if the player has already seen the given event. Default true.
 +
 
 +
If the event is not played, the dialogue continues to the next line instead.
   −
These consist of a model with these fields:
+
For example, <code>$v 60367 false false</code> will replay the bus arrival event from the start of the game. <code>$v SomeMod.Test true false#$b#Wow! Good timing!$1</code> will play the event "SomeMod.Test" if the player meets the precondition requirements. If they do not, the dialogue "Wow! Good timing!$1" will play instead. 
    +
Note: The command will only work if it is at the very start of the dialogue. Adding any dialogue or other commands before it will cause it not to trigger the event and display the event commands as dialogue instead.
 +
|}
 +
</li>
 +
<li>Improved dialogue commands:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! command
! effect
+
! changes
 
|-
 
|-
| <samp>Visible</samp>
+
| <samp>$p</samp>
| ''(Optional)'' Whether the shadow should be drawn. Default true.
+
| You can now check multiple answer IDs. For example, this will show the first dialogue if the player chose dialogue answer 17, 18, or 19:
|-
+
<pre>$p 17|18|19#I guess you think nothing would happen, right?$u|Maybe a wicked ghost would appear!</pre>
| <samp>Offset</samp>
+
|}</li>
| ''(Optional)'' A pixel offset applied to the shadow position, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. Default zero.
+
<li>[[Modding:Dialogue#Response IDs|Dialogue response IDs]] are now [[Modding:Common data field types#Unique string ID|unique string IDs]].</li>
|-
+
<li>[[Secrets#Item Spawn Cheat|Item spawn codes]] now use string item IDs. That means you can spawn any item using its [[#Custom items|qualified item ID]] (like <code>[(F)1664]</code> for a [[Mystic Rug]]), but can no longer prepend zeros (e.g. <code>[128]</code> is a pufferfish but <code>[0128]</code> is an error item).</li>
| <samp>Scale</samp>
+
<li>For C# mods, <samp>Dialogue</samp> now tracks the translation key used to build it (when applicable). For example, you can detect when the player is rejected at the [[Flower Dance]] (derived from {{github|spacechase0/StardewValleyMods|Three-Heart Dance Partner}}):
| ''(Optional)'' The scale at which to draw the shadow. Default 2.5 (swimming baby), 3 (baby), 3.5 (swimming adult), or 4 (adult).
+
<syntaxhighlight lang="c#">
|}
+
private void OnMenuChanged(object sender, MenuChangedEventArgs e)
|}
+
{
 +
    bool isDanceRejection =
 +
        Game1.currentLocation?.currentEvent?.FestivalName == "Flower Dance"
 +
        && e.NewMenu is DialogueBox dialogueBox
 +
        && dialogueBox.characterDialogue is {} dialogue
 +
        && dialogue.TranslationKey == $"Characters\\Dialogue\\{dialogue.speaker?.Name}:danceRejection";
 +
}
 +
</syntaxhighlight>
 +
 
 +
For C# mods that create <samp>Dialogue</samp> instances directly, there's a few ways to do it now:
 +
<syntaxhighlight lang="c#">
 +
// from a translation key
 +
var dialogue = new Dialogue(npc, "Strings\\StringsFromCSFiles:Utility.cs.5360");
   −
====Player profession effects====
+
// from custom text (with or without a translation key)
{| class="wikitable"
+
var dialogue = new Dialogue(npc, null, "Some arbitrary text to show as-is");
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>ProfessionForFasterProduce</samp>
  −
| ''(Optional)'' The internal ID of a [[Skills|profession]] which reduces the <samp>DaysToProduce</samp> by one. Default none.
  −
|-
  −
| <samp>ProfessionForHappinessBoost</samp>
  −
| ''(Optional)'' The internal ID of a [[Skills|profession]] which makes it easier to befriend this animal. Default none.
  −
|-
  −
| <samp>ProfessionForQualityBoost</samp>
  −
| ''(Optional)'' The internal ID of a [[Skills|profession]] which increases the chance of higher-quality produce. Default none.
  −
|}
     −
====Behavior====
+
// from a translation with tokens
{| class="wikitable"
+
var dialogue = Dialogue.FromTranslation(npc, "Data\\ExtraDialogue:PurchasedItem_2_QualityLow_Willy", whatToCallPlayer, particle, i.DisplayName);
|-
+
</syntaxhighlight>
! field
+
 
! effect
+
You can also easily add fallback logic using <samp>Dialogue.TryGetDialogue</samp> or <samp>npc.TryGetDialogue</samp>. For example:
|-
+
<syntaxhighlight lang="c#">
| <samp>CanSwim</samp>
+
Dialogue dialogue =
| ''(Optional)'' Whether animals on the farm can swim in water once they've been pet. Default false.
+
    npc.TryGetDialogue($"rejection_{itemId}_{locationName}_{x}_{y}")
|-
+
    ?? npc.TryGetDialogue($"rejection_{itemId}_{locationName}")
| <samp>BabiesFollowAdults</samp>
+
    ?? npc.TryGetDialogue($"rejection_{itemId}")
| ''(Optional)'' Whether baby animals can follow nearby adults. Default false.
+
    ?? new Dialogue(npc, "Strings\\StringsFromCSFiles:NPC.cs.3971");
|-
+
</syntaxhighlight>
| <samp>GrassEatAmount</samp>
+
</li>
| ''(Optional)'' The amount of grass eaten by this animal each day. Default 2.
+
<li>For C# mods, added a <samp>dialogue.sideEffects</samp> field to run code when the dialogue is displayed.</li>
|-
+
<li>The 'reveal taste' dialogue command now uses the format <samp>%revealtaste:{{t|npc name}}:{{t|item ID}}</samp> to support item IDs. (The previous <samp>%revealtaste{{t|npc name}}{{t|item index}}</samp> format still works to support old content packs, but the item index can only be a number.)</li>
| <samp>HappinessDrain</samp>
+
<li>NPCs no longer override the portrait for a gift taste dialogue that uses a portrait command explicitly.</li>
| ''(Optional)'' An amount which affects the daily reduction in happiness if the animal wasn't pet, or didn't have a heater in winter. Default none.
+
<li>Fixed unknown [[Modding:Dialogue|dialogue]] commands starting with <samp>$</samp> being parsed as a portrait number when not numeric.</li>
|-
+
<li>Fixed NPCs only using a <code>{day name}{hearts}_{year}</code> dialogue if they also have a <code>{day name}{hearts}</code> one.</li>
| <samp>Price</samp>
+
<li>Fixed NPCs only using the <code>MovieInvitation</code> dialogue key in English.</li>
| ''(Optional)'' The price when [[Animals#Selling Animals|the player sells the animal]], before the friendship boost. Default 0.
+
</ul>
|-
+
 
| <samp>CustomFields</samp>
+
===Schedule changes===
| The [[#Custom data fields|custom fields]] for this entry.
+
{{/doc status|[[Modding:Schedule data]]|done=false}}
|}
+
 
 +
<ul>
 +
<li>Schedule keys are now case-insensitive.</li>
 +
<li>Added a new <samp>{{t|day of week}}_{{t|min hearts}}</samp> schedule key.</li>
 +
<li>Added an <samp>NPC.ScheduleKey</samp> field which always matches their loaded schedule.</li>
 +
<li>Schedule commands now trim surrounding whitespace, so they can be multilined for readability. For example:
 +
<syntaxhighlight lang="js">"Wed": "
 +
    1000 ArchaeologyHouse 11 9 0/
 +
    1800 Town 47 87 0/
 +
    2200 SeedShop 1 9 3 abigail_sleep
 +
"</syntaxHighlight></li>
 +
<li>Removed an unintended schedule fallback to a <samp>{season}_spring_{hearts}</samp> key. It'll skip to the <samp>spring</samp> default instead.</li>
 +
<li>Schedules are now fault-tolerant:
 +
* Fixed crash if a selected schedule can't be parsed. The NPC now logs an error and continues with the next fallback instead.
 +
* Fixed crash if certain hardcoded schedules aren't present (like Penny's <samp>marriageJob</samp> or Pam's <samp>bus</samp>).
 +
* Fixed error if a schedule command is empty.</li>
 +
</ul>
 +
 
 +
===Other NPC changes===
 +
{{/doc status|[[Modding:NPC data]] as needed|done=false}}
 +
 
 +
<ul>
 +
<li>Added <samp>Game1.characterData</samp> and <samp>Game1.farmAnimalData</samp> to read NPC/animal info without constantly reloading the <samp>Data/Characters</samp> or <samp>Data/FarmAnimals</samp> asset.</li>
 +
<li>All translated NPC names are now in <samp>Strings/NPCNames</samp>.
 +
<li>Added new fields & methods for C# mods:
   −
====Other====
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>ShowInSummitCredits</samp>
  −
| ''(Optional)'' Whether to show the farm animal in the credit scene on [[The Summit|the summit]] after the player achieves [[perfection]]. Default false.
  −
|-
  −
| <samp>StatToIncrementOnProduce</samp>
  −
| ''(Optional)'' The game stat counters to increment when the animal produces an item. Default none. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! type
 +
! field/method
 
! effect
 
! effect
 
|-
 
|-
| <samp>StatName</samp>
+
|rowspan="2"| <samp>AdventureGuild</samp>
| The name of the stat counter field on <samp>Game1.stats</samp>.
+
| <samp>IsComplete(data)</samp>
 +
| Get whether an [[Adventurer's Guild]] monster eradication goal has been completed, regardless of whether the player collected its rewards yet.
 
|-
 
|-
| <samp>RequiredTags</samp>
+
| <samp>HasCollectedReward(player, id)</samp>
| ''(Optional)'' A comma-delimited list of [[Modding:Items#Context tags|context tags]] required on the main input item. The stat is only incremented if the item has ''all'' of these. You can negate a tag with <samp>!</samp> (like <code>bone_item,!fossil_item</code> for bone items that aren't fossils). Defaults to always enabled.
+
| Get whether a given player has completed an [[Adventurer's Guild]] monster eradication goal and collected its rewards. For example:
|}
+
<syntaxhighlight lang="c#">
 +
bool isPhoneUnlocked = AdventureGuild.HasCollectedReward(Game1.player, "Gil_FlameSpirits");
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>UpDownPetHitboxTileSize</samp><br /><samp>LeftRightPetHitboxTileSize</samp>
+
| <samp>AnimalHouse</samp>
| ''(Optional)'' The animal sprite's [[Modding:Modder Guide/Game Fundamentals#Tiles|tile]] size in the world when the player is clicking to pet them, specified in the form <samp>{{t|width}}, {{t|height}}</samp>. The <samp>UpDownPetHitboxTileSize</samp> applies when the animal is facing up or down, and <samp>LeftRightPetHitboxTileSize</samp> applies when facing left or right. The values can be fractional (''e.g.'' cows have a width of 1.75). Both default to a 1×1 tile.
+
| <samp>adoptAnimal</samp>
 +
| Add an animal to this location and set the location as the animal's home.
 
|-
 
|-
| <samp>BabyUpDownPetHitboxTileSize</samp><br /><samp>BabyLeftRightPetHitboxTileSize</samp>
+
| <samp>AnimatedSprite</samp>
| ''(Optional)'' Overrides <samp>UpDownPetHitboxTileSize</samp> and <samp>LeftRightPetHitboxTileSize</samp> respectively before the animal is an adult. Both default to 1×1 tile.
+
| <samp>Owner</samp>
|}
+
| The NPC which owns the sprite.
 
  −
===Custom pets===
  −
====Format====
  −
You can now create and customize [[Animals#Cat or Dog|pet]]s & pet breeds by editing the new <samp>Data/Pets</samp> asset.
  −
 
  −
This consists of a string → model lookup, where...
  −
* The key is a unique identifier for the pet (not the pet breed). The vanilla IDs are <samp>Cat</samp> and <samp>Dog</samp>. For custom pets, this should be prefixed with your mod ID like <samp>Example.ModId_PetName</samp>.
  −
* The value is a model with the fields listed below.
  −
 
  −
=====Basic info=====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
|rowspan="3"| <samp>Character</samp>
! effect
+
| <samp>IsVillager</samp>
 +
| Whether this is an NPC-type villager (i.e. not a monster, horse, pet, player's child, etc). In other words, this checks whether the NPC would use data from <samp>Data/Characters</samp> (regardless of whether they currently have an entry in the asset).
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>StandingPixel</samp>
| A [[#Tokenizable string format|tokenizable string]] for the pet type's display name (e.g. "cat" or "dog"). For example, the vanilla adoption events show this when Marnie asks if you want to adopt the cat/dog.
+
| The character's cached pixel position within the current location, based on the center pixel of their bounding box.
|}
  −
 
  −
=====Audio & sprites=====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Tile</samp><br /><samp>TilePoint</samp>
! effect
+
| The character's cached tile position within their current location. <samp>Tile</samp> is their exact non-integer position, and <samp>TilePoint</samp> is their integer tile position.
 
|-
 
|-
| <samp>BarkSound</samp>
+
|rowspan="7"| <samp>FarmAnimal</samp>
| The [[#Custom audio|cue ID]] for the pet's occasional 'bark' sound.
+
| <samp>isAdult</samp>
 +
| Get whether the farm animal is fully grown (opposite of <samp>isBaby()</samp>).
 
|-
 
|-
| <samp>ContentSound</samp>
+
| <samp>CanGetProduceWithTool</samp>
| The [[#Custom audio|cue ID]] for the sound which the pet makes when you pet it.
+
| Get whether the farm animal's produce can be collected with a given tool (e.g. milk pail for a cow).
 
|-
 
|-
| <samp>RepeatContentSoundAfter</samp>
+
| <samp>CanLiveIn</samp>
| ''(Optional)'' The number of milliseconds until the <samp>ContentSound</samp> is repeated once. This is used by the dog, who pants twice when pet. Defaults to -1 (disabled).
+
| Get whether the animal can be added to a building.
 
|-
 
|-
| <samp>EmoteOffset</samp>
+
| <samp>GetDisplayName</samp><br /><samp>GetShopDescription</samp>
| ''(Optional)'' A pixel offset for the emote drawn above the pet sprite, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. For example, this affects the heart emote shown after petting it. Default none.
+
| Get the translated display name or shop description for this animal.
|}
  −
 
  −
=====Events=====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>GetHarvestType</samp>
! effect
+
| Get whether the animal's produce is dropped or collected with a tool.
 
|-
 
|-
| <samp>EventOffset</samp>
+
| <samp>growFully</samp>
| ''(Optional)'' The pixel offset for the pet when shown in events like Marnie's adoption event, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. Default none.
+
| Instantly age the animal to adulthood if it's still a baby.
 
|-
 
|-
| <samp>AdoptionEventLocation</samp><br /><samp>AdoptionEventId</samp>
+
| <samp>ReloadTextureIfNeeded</samp>
| ''(Optional)'' If both fields are set, the location and [[Modding:Event data|event ID]] which lets the player adopt this pet. This forces the event to play after 20 days if its preconditions haven't been met yet. Default <samp>Farm</samp> and none respectively.
+
| Update the animal sprite based on the current state + data.
 
|-
 
|-
| <samp>SummitPerfectionEvent</samp>
+
| rowspan="2"| <samp>Farmer</samp>
| ''(Optional)'' How to render the pet during the summit [[perfection]] slideshow. If this isn't set, the pet won't be shown in the slideshow.
+
| <samp>GetDisplayPants</samp><br /><samp>GetDisplayShirt</samp>
 +
| Get the texture and sprite index to draw for the player's pants or shirt. This accounts for override clothing, worn clothing, and the default clothing drawn when the farmer isn't wearing anything.
   −
This consists of a model with these fields:
+
For example:
 
+
<syntaxhighlight lang="c#">
{| class="wikitable"
+
Game1.player.GetDisplayShirt(out Texture2D texture, out int spriteIndex);
 +
</syntaxhighlight>
 
|-
 
|-
! field
+
| <samp>CanDyePants</samp><br /><samp>CanDyeShirt</samp>
! effect
+
| Get whether the currently equipped pants or shirt can be [[Dyeing|dyed]].
 
|-
 
|-
| <samp>SourceRect</samp>
+
| <samp>Monster</samp>
| The source rectangle within the pet's texture to draw.
+
| <samp>GetDisplayName(name)</samp>
 +
| Get the translated display name for a monster type.
 
|-
 
|-
| <samp>AnimationLength</samp>
+
|rowspan="4"| <samp>NPC</samp>
| The number of frames to show starting from the <samp>SourceRect</samp>.
+
| <samp>CanReceiveGifts</samp>
 +
| Get whether this NPC can receive gifts from the player (regardless of whether they've already received one today).
 
|-
 
|-
| <samp>Motion</samp>
+
| <samp>GetData</samp><br /><samp>NPC.TryGetData</samp>
| The motion to apply to the pet sprite.
+
| Get the underlying data from <samp>Data/Characters</samp> for this NPC, if any.
 
|-
 
|-
| <samp>Flipped</samp>
+
| <samp>NPC.GetDisplayName(name)</samp>
| ''(Optional)'' Whether to flip the pet sprite left-to-right. Default false.
+
| Get the translated display name in the current language for an NPC by their internal name.
 
|-
 
|-
| <samp>PingPong</samp>
+
| <samp>hasDarkSkin</samp>
| ''(Optional)'' Whether to apply the 'ping pong' effect to the pet sprite animation. Default false.
+
| Whether this character has dark skin for the purposes of child genetics.
|}
  −
|}
  −
 
  −
=====Behavior=====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Pet</samp>
! effect
+
| <samp>GetPetData</samp><br /><samp>TryGetData</samp>
 +
| Get the underlying data from <samp>Data/Pets</samp> for this pet, if any.
 
|-
 
|-
| <samp>MoveSpeed</samp>
+
| <samp>ShopMenu</samp>
| ''(Optional)'' How quickly the pet can move. Default 2.
+
| <samp>ShopId</samp>
|-
+
| A key which identifies the current shop. This may be the unique shop ID in <samp>Data/Shops</samp> for a standard shop, <samp>Dresser</samp> or <samp>FishTank</samp> for furniture, etc. This is guaranteed to be set to a relevant shop ID.
| <samp>SleepOnBedChance</samp><br /><samp>SleepNearBedChance</samp><br /><samp>SleepOnRugChance</samp>
  −
| ''(Optional)'' The percentage chances for the locations where the pet will sleep each night, as a decimal value between 0 (never) and 1 (always). Each value is checked in the order listed at left until a match is found. If none of them match, the pet will choose a random empty spot in the farmhouse; if none was found, it'll sleep next to its pet bowl outside.
  −
|-
  −
| <samp>Behaviors</samp>
  −
| The pet's possible actions and behaviors, defined as the states in a state machine. Essentially the pet will be in one state at any given time, which also determines which state they can transition to next. For example, a cat can transition from <samp>Walk</samp> to <samp>BeginSitDown</samp>, but it can't skip instantly from <samp>Walk</samp> to <samp>SitDownLick</samp>.
     −
This consists of a list of models with these fields:
+
This replaces the former <samp>shopContext</samp> field, and will usually have the same value in cases where that was set to a unique shop ID.
 
  −
<dl>
  −
<dt>Required fields:</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Utility</samp>
! effect
+
| <samp>getAllVillagers</samp>
|-
+
| Get all villager NPCs (excluding horses, pets, monsters, player children, etc). This works just like <samp>getAllCharacters</samp> with an added filter.
| <samp>Name</samp>
  −
| A unique name for the state. This only needs to be unique within the pet type (e.g. <samp>Cat</samp> and <samp>Dog</samp> can have different behaviors with the same name).
   
|}
 
|}
</dd>
+
</li>
 +
<li>NPCs now update on save loaded when their home data changes.</li>
 +
<li><samp>NPC.reloadSprite()</samp> now has an argument to only reload the appearance, without changing other data.</li>
 +
<li><samp>Utility.getAllCharacters()</samp> now returns a plain <samp>List&lt;NPC&gt;</samp> value instead of a custom <samp>DisposableList&lt;NPC&gt;</samp>, so you can use normal LINQ querying on it.</li>
 +
<li><samp>Utility.GetHorseWarpRestrictionsForFarmer(player)</samp> now returns an enum (which is more efficient and easier for mods to patch), and added a new <samp>Utility.GetHorseWarpErrorMessage(restrictions)</samp> method to get the error message to show for it.</li>
 +
<li><samp>Farmer.hasAFriendWithHeartLevel</samp> now has an optional max-hearts argument.</li>
 +
<li>Removed most <samp>FarmAnimal</samp> fields/properties which just mirror the underlying data.</li>
 +
<li>Removed invalid item IDs in <samp>Data/NPCGiftTastes</samp>.</li>
 +
<li>Fixed NPCs sometimes duplicated on save load (particularly if their home location changed).</li>
 +
<li>Fixed child NPCs like [[Jas]] or [[Vincent]] ignoring relative titles like "mom" in <samp>Data/NPCDispositions</samp> (now <samp>Data/Characters</samp>) for reveal-gift-taste dialogues.</li>
 +
<li>Fixed custom NPCs ignoring dialogue when they use a subclass of <samp>NPC</samp>.</li>
 +
<li>Fixed monsters not loading their display name from <samp>Data/Monsters</samp> for English players.</li>
 +
<li>Fixed player children not applying the <samp>IsInvisible</samp> flag.</li>
 +
</ul>
 +
 
 +
==What's new for everything else==
 +
===Buff overhaul===
 +
{{/doc status|a new doc page|done=false}}
   −
<dt>Direction:</dt>
+
: ''See also: [[#Custom buffs|custom buffs]].''
<dd>
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>Direction</samp>
  −
| ''(Optional)'' The specific direction to face at the start of this state (one of <samp>left</samp>, <samp>right</samp>, <samp>up</samp>, or <samp>down</samp>), unless overridden by <samp>RandomizeDirection</samp>.
  −
|-
  −
| <samp>RandomizeDirection</samp>
  −
| ''(Optional)'' Whether to point the pet in a random direction at the start of this state (overriding the <samp>Direction</samp> if specified). Default false.
  −
|-
  −
| <samp>IsSideBehavior</samp>
  −
| ''(Optional)'' Whether to constrain the pet's facing direction to left and right while the state is active. Default false.
  −
|}
  −
</dd>
     −
<dt>Movement:</dt>
+
1.6 rewrites buffs to work more consistently and be more extensible:
<dd>
+
 
{| class="wikitable"
+
* Buff logic is unified into <samp>Game1.player.buffs</samp>, which is the single source of truth for buff data. This replaces the previous <samp>player.added*</samp> and <samp>player.appliedBuffs</samp> fields, <samp>BuffsDisplay</samp> logic, enchantment stat bonuses, and boots/ring attribute changes on (un)equip.
|-
+
* This also removes limitations on buff types (e.g. buffs can add weapon bonuses and weapons can add attribute buffs) and buffable equipment (e.g. equipped tools can have buffs too).
! field
+
* Buff effects are now fully recalculated when they change, to fix a range of longstanding bugs like attribute drift and double-debuffs. Just like before, the buffs are managed locally; only the buff IDs and aggregate attribute effects are synced.
! effect
+
 
|-
+
'''For C# mods:'''
| <samp>WalkInDirection</samp>
+
* Each buff now has a unique string ID. You can apply a new buff with the same ID to replace it (so you no longer need to manually find and remove previous instances of the buff).
| ''(Optional)'' Whether to walk in the pet's facing direction. Default false.
+
* The buff duration can now be set to <samp>Buff.ENDLESS</samp> to remove the duration. It'll last all day until the player sleeps.
|-
+
* You can add standard buff effects to any equipment by overriding <samp>Item.AddEquipmentEffects</samp>, or add custom behaviour/buffs by overriding <samp>Item.onEquip</samp> and <samp>Item.onUnequip</samp>.
| <samp>MoveSpeed</samp>
+
* You can add custom food or drink buffs by overriding <samp>Item.GetFoodOrDrinkBuffs()</samp>.
| ''(Optional)'' Overrides the pet's <samp>MoveSpeed</samp> field while this state is active. Default -1 (which uses the pet's <samp>MoveSpeed</samp> value).
+
* The <samp>Buff</samp> constructor now supports a custom icon texture, sprite index, display name, description, and millisecond duration to fully support custom buffs.
|}
+
* You can change how buff attributes are displayed (or add new attributes) by extending the <samp>BuffsDisplay.displayAttributes</samp> list.
</dd>
+
* You can have invisible buffs by setting <samp>buff.visible = false</samp>.
 +
 
 +
For example, here's how to add a custom buff which adds +3 speed:
 +
 
 +
<syntaxhighlight lang="c#">
 +
Buff buff = new Buff(
 +
    id: "Example.ModId_ZoomZoom",
 +
    displayName: "Zoom Zoom", // can optionally specify description text too
 +
    iconTexture: this.Helper.ModContent.Load<Texture2D>("assets/zoom.png"),
 +
    iconSheetIndex: 0,
 +
    duration: 30_000, // 30 seconds
 +
    effects: new BuffEffects()
 +
    {
 +
        Speed = { 10 } // shortcut for buff.Speed.Value = 10
 +
    }
 +
);
 +
Game1.player.applyBuff(buff);
 +
</syntaxhighlight>
 +
 
 +
You can also implement your own custom effects in code by checking if the buff is active, like <code>Game1.player.hasBuff("Example.ModId_ZoomZoom")</code>.
 +
 
 +
===Custom audio===
 +
{{/doc status|[[Modding:Audio]]|done=true}}
 +
 
 +
You can now add or edit music tracks or sound effects by editing the new <samp>Data/AudioChanges</samp> asset. New cues are added to the game's soundbank, so they can be used anywhere normal audio can be used (e.g. the <samp>Music</samp> [[Modding:Maps|map property]]). This supports <samp>.ogg</samp> and <samp>.wav</samp> files, and the vanilla audio features (e.g. randomizing audio from one ID).
 +
 
 +
Audio is also more fault-tolerant in 1.6: the game no longer crashes when playing audio which doesn't exist, it now logs an error and returns a default quiet click sound instead. (If you use <code>try..catch</code> to check if an audio cue exists, you should check <code>Game1.soundbank.Exists(name)</code> instead.)
 +
 
 +
===Custom buffs===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
: ''See also: [[#Buff overhaul|buff overhaul]].''
 +
 
 +
You can now define custom buffs by editing the new <samp>Data/Buffs</samp> asset. You can then use the buff from other places like <samp>Data/Object</samp>'s <samp>Buff</samp> field or the C# <samp>Buff</samp> constructor.
 +
 
 +
This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the buff.
 +
* The value is a model with the fields listed below.
   −
<dt>Audio:</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 +
|-
 +
| <samp>DisplayName</samp>
 +
| A [[Modding:Tokenizable strings|tokenizable string]] for the buff name.
 
|-
 
|-
| <samp>SoundOnStart</samp>
+
| <samp>Description</samp>
| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound to play when the state starts. If set to <samp>BARK</samp>, the pet's <samp>BarkSound</samp> (or breed's <samp>BarkOverride</samp>) field is used. Defaults to none.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the buff name. Default none.
 
|-
 
|-
| <samp>SoundRange</samp><br /><samp>SoundRangeFromBorder</samp>
+
| <samp>IsDebuff</samp>
| ''(Optional)'' When set, the <samp>SoundOnStart</samp> is only audible if the pet is within this many tiles away from the player (<samp>SoundRange</samp>) or past the border of the screen (<samp>SoundRangeFromBorder</samp>). Default -1 (no distance check).
+
| ''(Optional)'' >Whether this buff counts as a debuff, so its duration should be halved when wearing a [[Sturdy Ring|sturdy ring]]. Default false.
 
|-
 
|-
| <samp>SoundIsVoice</samp>
+
| <samp>GlowColor</samp>
| ''(Optional)'' Whether to mute the <samp>SoundOnStart</samp> when the 'mute animal sounds' option is set. Default false.
+
| ''(Optional)'' The glow color to apply to the player. See [[#Color fields|color format]]. Default none.
|}
  −
</dd>
  −
 
  −
<dt>Behavior transitions:</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Duration</samp>
! effect
+
| The duration in milliseconds for which the buff should be active. This can be set to value <samp>-2</samp> for a buff that should last for the rest of the day.
 
|-
 
|-
| <samp>AnimationEndBehaviorChanges</samp><br /><samp>TimeoutBehaviorChanges</samp><br /><samp>PlayerNearbyBehaviorChanges</samp><br /><samp>RandomBehaviorChanges</samp><br /><samp>JumpLandBehaviorChanges</samp>
+
| <samp>MaxDuration</samp>
| ''(Optional)'' A list of possible behavior transitions to start when the criteria are achieved. If multiple transitions are listed, a random one will be selected. If omitted, it won't affect behavior transitions.
+
| ''(Optional)'' The maximum buff duration in milliseconds. If specified and larger than <samp>Duration</samp>, a random value between <samp>Duration</samp> and <samp>MaxDuration</samp> will be selected for each buff. Default none.
 +
|-
 +
| <samp>IconTexture</samp>
 +
| The asset name for the texture containing the buff's sprite.
 +
|-
 +
| <samp>IconSpriteIndex</samp>
 +
| ''(Optional)'' The sprite index for the buff icon within the <samp>IconTexture</samp>. Default 0.
 +
|-
 +
| <samp>Effects</samp>
 +
| ''(Optional)'' The buff attributes to apply. Default none.
   −
These are triggered when this behavior's animation finishes (<samp>AnimationEndBehaviorChanges</samp>), when the set duration ends (<samp>TimeoutBehaviorChanges</samp>), when the player is within 2 tiles of the pet (<samp>PlayerNearbyBehaviorChanges</samp>), randomly at the start of each frame based on the <samp>RandomBehaviorChangeChance</samp> field (<samp>RandomBehaviorChanges</samp>), and when the pet finishes a jump (<samp>JumpLandBehaviorChanges</samp>).
+
This consists of a model with any combination of these fields:
 
  −
These consist of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>Behavior</samp><br /><samp>LeftBehavior</samp><br /><samp>RightBehavior</samp><br /><samp>UpBehavior</samp><br /><samp>DownBehavior</samp>
+
| <samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MiningLevel</samp>
| The name of the behavior to start. The pet will check for a behavior field matching its current facing direction first, then try the <samp>Behavior</samp>. If none are specified, the current behavior will continue unchanged.
+
| ''(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>OutsideOnly</samp>
+
| <samp>Attack</samp><br /><samp>Defense</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>Speed</samp>
| ''(Optional)'' Whether the transition can only happen if the pet is outside. Default false.
+
| ''(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>Weight</samp>
  −
| ''(Optional)'' The option's weight when randomly choosing a behavior, relative to other behaviors in the list (e.g. <samp>2</samp> is twice as likely as <samp>1</samp>). Default 1.
   
|}
 
|}
 
|-
 
|-
| <samp>Duration</samp><br /><samp>MinimumDuration</samp><br /><samp>MaximumDuration</samp>
+
| <samp>ActionsOnApply</samp>
| ''(Optional)'' The millisecond duration until the pet transitions to a behavior in the <samp>TimeoutBehaviorChanges</samp> field, if set. You must specify either a specific duration, or an inclusive minimum-to-maximum range in which the game will choose a random duration. If omitted, the behavior won't have a duration limit.
+
| ''(Optional)'' Run any number of [[Modding:Trigger actions|trigger action strings]] when the buff is applied to the current player. For example, this increments a player stat:
 +
<syntaxhighlight lang="js">
 +
"ActionsOnApply": [
 +
    "IncrementStat {{ModId}}_NumberEaten 1"
 +
]
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>RandomBehaviorChangeChance</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' The random probability at the start of each frame that the pet will transition to a behavior in the <samp>RandomBehaviorChanges</samp> field, if set. Specified as a value between 0 (never) and 1 (always). Default 0.
+
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.  
 
|}
 
|}
</dd>
     −
<dt>Animation and per-frame sounds:</dt>
+
===Custom data fields===
<dd>
+
{{/doc status|[[Modding:Common data field types#Custom fields]]|done=true}}
{| class="wikitable"
+
 
|-
+
Many data assets now have a <samp>CustomFields</samp> field. This is ignored by the game, but lets mods add their own data (e.g. to enable mod framework features).
! field
+
 
! effect
+
For example, a content pack can [[#Custom crops|add a crop]] with custom fields:
|-
+
{{#tag:syntaxhighlight|<nowiki>
| <samp>Animation</samp>
+
{
| ''(Optional)'' The animation frames to play while this state is active. This consists of a list of models with these fields:
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
{| class="wikitable"
+
    "Changes": [
|-
+
        {
! field
+
            "Action": "EditData",
! effect
+
            "Target": "Data/Crops",
|-
+
            "Entries": {
| <samp>Frame</samp>
+
                "Example.Id_CucumberSeeds": {
| The frame index in the animation. This should be an incremental number starting at 0.
+
                    "Seasons": [ "summer" ],
 +
                    "DaysInPhase": [ 1, 2, 2, 2 ],
 +
                    "HarvestItemId": "Example.Id_Cucumber",
 +
                    "Texture": "{{InternalAssetKey: assets/crops.png}}",
 +
                    "SpriteIndex": 0,
 +
 
 +
                    "CustomFields": {
 +
                        "Example.FrameworkMod/WetTexture": "{{InternalAssetKey: assets/crops-wet.png}}"
 +
                    }
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
And then a C# mod could handle the custom field if it's set:
 +
<syntaxhighlight lang="c#">
 +
if (Game1.currentLocation.IsRainingHere())
 +
{
 +
    CropData data = crop.GetData();
 +
    if (data != null && data.CustomFields.TryGetValue("Example.FrameworkMod/WetTexture", out string textureName))
 +
    {
 +
        // do magic
 +
    }
 +
}
 +
</syntaxhighlight>
 +
 
 +
See <samp>CustomFields</samp> in the docs for each asset type to see if it's supported. Besides the sections listed on this page, custom fields were also added to <samp>Data/AdditionalFarms</samp>, <samp>Data/AdditionalLanguages</samp>, <samp>Data/FishPondData</samp>, <samp>Data/HomeRenovations</samp>, <samp>Data/Movies</samp>, and <samp>Data/SpecialOrders</samp>.
 +
 
 +
See [[Modding:Common data field types#Custom fields]] for the main docs.
 +
 
 +
===Custom giant crops===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
You can now add/edit [[Crops#Giant Crops|giant crops]] by editing the <samp>Data/GiantCrops</samp> data asset.
 +
 
 +
This consists of a string → model lookup, where...
 +
* The key is a [[Modding:Common data field types#Unique string ID|unique string ID]] for the giant crop.
 +
* The value is a model with the fields listed below.
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Duration</samp>
+
! field
| The millisecond duration for which the frame should be kept on-screen before continuing to the next frame.
+
! effect
 
|-
 
|-
| <samp>HitGround</samp>
+
| <samp>FromItemId</samp>
| ''(Optional)'' Whether to play the footstep sound for the tile under the pet when the frame starts. Default false.
+
| The [[#Custom items|item ID]] (qualified or unqualified) for the harvest ID of the regular crop which can turn into this giant crop. For example, <samp>(O)254</samp> is [[melon]].
 +
 
 +
Any number of giant crops can use the same <samp>FromItemId</samp> value. The first giant crop whose other fields match (if any) will spawn.
 
|-
 
|-
| <samp>Jump</samp>
+
| <samp>HarvestItems</samp>
| ''(Optional)'' Whether the pet should perform a small hop when the frame starts, including a 'dwop' sound. Default false.
+
| The items which can be dropped when you break the giant crop. If multiple items match, they'll all be dropped.
 +
 
 +
This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Sound</samp>
+
! field
| ''(Optional)'' The [[#Custom audio|audio cue ID]] for the sound to play when the animation starts or loops. If set to <samp>BARK</samp>, the pet's <samp>BarkSound</samp> (or breed's <samp>BarkOverride</samp>) field is used. Defaults to none.
+
! effect
 +
|-
 +
| ''common fields''
 +
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for harvest items.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 +
|-
 +
| <samp>Chance</samp>
 +
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 +
|-
 +
| <samp>ForShavingEnchantment</samp>
 +
| ''(Optional)'' Whether this item is only dropped for [[Enchantments#Tool enchantments|Shaving enchantment]] drops (<samp>true</samp>), only when the giant crop is broken (<samp>false</samp>), or both (<samp>null</samp>). Default both.
 
|-
 
|-
| <samp>SoundRange</samp><br /><samp>SoundRangeFromBorder</samp><br /><samp>SoundIsVoice</samp>
+
| <samp>ScaledMinStackWhenShaving</samp><br /><samp>ScaledMaxStackWhenShaving</samp>
| See description for the equivalent behavior fields, but applies to the frame's <samp>Sound</samp> field instead.
+
| ''(Optional)'' If set, the min/max stack size when this item is dropped due to the [[Forge#Enchantments|shaving enchantment]], scaled to the tool's power level.
 +
 
 +
This value is multiplied by the health deducted by the tool hit which triggered the enchantment. For example, an iridium axe which reduced the giant crop's health by 3 points will produce three times this value per hit.
 +
 
 +
If both fields are set, the stack size is randomized between them. If only one is set, it's applied as a limit after the generic fields. If neither is set, the generic <samp>MinStack</samp>/<samp>MaxStack</samp> fields are applied as usual without scaling.
 
|}
 
|}
 
|-
 
|-
| <samp>Shake</samp>
+
| <samp>Texture</samp>
| ''(Optional)'' The millisecond duration for which to shake the pet when the state starts. Default 0.
+
| The asset name for the texture containing the giant crop's sprite.
 +
|-
 +
| <samp>TexturePosition</samp>
 +
| ''(Optional)'' The top-left pixel position of the sprite within the <samp>Texture</samp>, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to (0, 0).
 +
|-
 +
| <samp>TileSize</samp>
 +
| ''(Optional)'' The area in tiles occupied by the giant crop, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. This affects both its sprite size (which should be 16 pixels per tile) and the grid of crops needed for it to grow. Note that giant crops are drawn with an extra tile's height. Defaults to (3, 3).
 +
|-
 +
| <samp>Health</samp>
 +
| ''(Optional)'' The health points that must be depleted to break the giant crop. The number of points depleted per [[axe]] chop depends on the axe power level. Default 3.
 +
|-
 +
| <samp>Chance</samp>
 +
| ''(Optional)'' The percentage chance that a given grid of crops will grow into the giant crop each night, as a value between 0 (never) and 1 (always). Default 0.01 (1%).
 +
 
 +
Note that the chance is checked for each giant crop that applies. If three giant crops each have a 1% chance of spawning for the same crop, then there's a 3% chance that one of them will spawn.
 
|-
 
|-
| <samp>LoopMode</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' What to do when the last animation frame is reached while the behavior is still active. The possible values are <samp>Hold</samp> (keep the last frame visible until the animation ends), <samp>Loop</samp> (restart from the first frame), or <samp>None</samp> (equivalent to <samp>Loop</samp>). Default <samp>None</samp>.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this giant crop is available to spawn. Defaults to always true.
 
|-
 
|-
| <samp>AnimationMinimumLoops</samp><br /><samp>AnimationMaximumLoops</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' The minimum and maximum number of times to play the animation. Both must be specified to have any effect. The game will choose an inclusive random value between them. Both default to -1 (don't repeat animation).
+
| The [[#Custom data fields|custom fields]] for this entry.
|}
  −
</dd>
  −
</dl>
   
|}
 
|}
   −
=====Breeds=====
+
===Custom jukebox tracks===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
You can now change [[jukebox]] audio tracks by editing the new <samp>Data/JukeboxTracks</samp> data asset.
 +
 
 +
This consists of a string → model lookup, where...
 +
* The key is the [[#Custom audio|audio cue ID]] to play (case-sensitive).
 +
* The value is a model with the fields listed below.
 +
 
 +
If the player has heard a music track not listed in <samp>Data/JukeboxTracks</samp>, it's automatically available with the title set to the cue name. To disable a track, add an entry with <samp>"Available": false</samp>.
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,524: Line 6,037:  
! effect
 
! effect
 
|-
 
|-
| <samp>Breeds</samp>
+
| <samp>Name</samp>
| The cosmetic breeds which can be selected in the character customization menu when creating a save. This consists of a list of models with these fields:
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the music track's in-game title. Defaults to the ID.
 +
|-
 +
| <samp>Available</samp>
 +
| ''(Optional)'' Whether the track should be shown in the jukebox menu. This can be <samp>true</samp> (always shown), <samp>false</samp> (never shown), or <samp>null</samp> (show if the player has heard it before). Default <samp>null</samp>.
 +
 
 +
Tracks with <samp>"Available": true</samp> are listed first in the jukebox menu.
 +
|-
 +
| <samp>AlternativeTrackIds</samp>
 +
| ''(Optional)'' A list of other cue names for this audio track (not case-sensitive). If the player has heard any of these track IDs, this entry is available in the menu. Default none.
 +
 
 +
For example, this can be used when renaming a track to keep it unlocked for existing players:
 +
<syntaxhighlight lang="js">
 +
"{{ModId}}_TrackName": {
 +
    "Name": "{{i18n: track-name}}",
 +
    "AlternativeTrackIds": [ "OldTrackName" ]
 +
}
 +
</syntaxhighlight>
 +
|}
 +
 
 +
===Custom movies===
 +
{{/doc status|[[Modding:Movie theater data]]|done=false}}
 +
 
 +
: ''See also: [[#Custom movie concessions|custom movie concessions]].''
 +
 
 +
[[Modding:Movie theater data#Movie data|Movie data]] was previously very limited and prone to mod conflicts, since (a) we needed incrementing movie IDs like <samp>spring_movie_3</samp>, (b) we were limited to one movie per season, and (c) all sprites for each movie had to be in the vanilla <samp>LooseSprites/Movies</samp> spritesheet.
 +
 
 +
Stardew Valley 1.6 revamps how movies work to address those limitations.
 +
 
 +
<dl>
 +
<dt>Movie selection</dt>
 +
<dd><p>Movies were previously selected based on a specific ID pattern: <samp>spring_movie_0</samp> would play in spring the year you built the movie theater, <samp>spring_movie_1</samp> would play in spring the next year, etc. That meant it'd take two in-game years to see the first custom movie, and ID conflicts had to be managed manually.</p>
 +
 
 +
In 1.6, we can now have multiple movies per month based on the new fields listed below. If multiple movies can play in the same season, each movie will be shown for an equal block of days within the month (e.g. four movies will each play for seven consecutive days). If there are more movies than days, 28 movies will be chosen at random to play that month.</dd>
 +
 
 +
<dt>New data fields</dd>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,531: Line 6,079:  
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>Seasons</samp>
| The unique ID for the breed within the pet type.
+
| ''(Optional)'' The seasons when the movie should play, or omit for any season. For example:
 +
<syntaxhighlight lang="js">"Seasons": [ "Spring", "Summer" ]</syntaxhighlight>
 +
|-
 +
| <samp>YearModulus</samp><br /><samp>YearRemainder</samp>
 +
| ''(Optional)'' If set, plays the movie on alternating years based on the formula <samp>theater_age % modulus == remainder</samp>, where <samp>theater_age</samp> is the number of years since the movie theater was built. If omitted, the movie plays in any year.
 +
 
 +
For example:
 +
 
 +
<syntaxhighlight lang="js">
 +
// play in the first year, and every second year thereafter
 +
"YearModulus": 2,
 +
"YearRemainder": 0
 +
</syntaxhighlight>
 +
<syntaxhighlight lang="js">
 +
// play in the second year, and every second year thereafter
 +
"YearModulus": 2,
 +
"YearRemainder": 1
 +
</syntaxhighlight>
 
|-
 
|-
 
| <samp>Texture</samp>
 
| <samp>Texture</samp>
| The asset name for the breed spritesheet for the pet's in-game sprite. This should be 128 pixels wide, and 256 (cat) or 288 (dog) pixels high.
+
| ''(Optional)'' The asset name for the movie poster and screen images, or omit to use <samp>LooseSprites\Movies</samp>.
|-
+
 
| <samp>IconTexture</samp>
+
This must be a spritesheet with one 490×128 pixel row per movie. A 13×19 area in the top-left corner of the row should contain the movie poster. With a 16-pixel offset from the left edge, there should be two rows of five 90×61 pixel movie screen images, with a six-pixel gap between each image. (The movie doesn't need to use all of the image slots.)
| The asset name for the breed icon texture, shown on the character customization screen and in-game menu. This should be a 16x16 pixel icon.
  −
|-
  −
| <samp>IconSourceRect</samp>
  −
| The icon's pixel area within the <samp>IconTexture</samp>, specified as an object with <samp>X</samp>, <samp>Y</samp>, <samp>Width</samp>, and <samp>Height</samp> fields.
  −
|-
  −
| <samp>BarkOverride</samp>
  −
| ''(Optional)'' Override the pet's <samp>BarkSound</samp> field for this breed, if set.
   
|-
 
|-
| <samp>VoicePitch</samp>
+
| <samp>CranePrizes</samp>
| ''(Optional)'' The [[wikipedia:Pitch (music)|pitch]] applied to the pet's bark sound, measured as a decimal value relative to 1. Defaults to 1.
+
| ''(Optional)'' The items to add to the [[Movie Theater#Crane Game|crane game]] prize pool on days when this movie is playing, if any.
|}
  −
|}
     −
=====Advanced=====
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,557: Line 6,113:  
! effect
 
! effect
 
|-
 
|-
| <samp>CustomFields</samp>
+
| ''common fields''
| The [[#Custom data fields|custom fields]] for this entry.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 +
|-
 +
| <samp>Rarity</samp>
 +
| ''(Optional)'' The prize pool to add the item to. The possible values are <samp>1</samp> (common), <samp>2</samp> (rare), and <samp>3</samp> (deluxe). Default <samp>1</samp>.
 
|}
 
|}
 +
|-
 +
| <samp>ClearDefaultCranePrizeGroups</samp>
 +
| ''(Optional)'' The prize pools whose default items to discard, so only those specified by <samp>CranePrizes</samp> are available. Default none.
   −
====Other changes====
+
For example:
* The pet bowl is now a building which can be constructed or moved. Each pet is assigned to an available pet bowl. For C# mods, each pet now has a <samp>guid</samp> field populated with a unique ID, and each pet bowl has a <samp>petGuid</samp> field which tracks its owner (see the <samp>PetBowl::HasPet()</samp> and <samp>PetBowl::FindPet()</samp> methods).
+
<syntaxhighlight lang="js">"ClearDefaultCranePrizeGroups": [ 2, 3 ]</syntaxhighlight>
* In the [[Modding:Event data#Basic format|event character setup]], you can now use <samp>pet</samp> to add a pet of the player's selected type. Its actor name will be <samp>PetActor</samp> in other event commands. This supersedes <samp>cat</samp> (with name <samp>Cat</samp>) and <samp>dog</samp> (with name <samp>Dog</samp>), though those still work too.
+
|}
* For C# mods:
+
</dd>
** All pets now use a generic <samp>Pet</samp> class, instead of <samp>Cat</samp> or <samp>Dog</samp>. The pet type is tracked by the pet's <samp>petType</samp> field.
+
 
** The player's preferred pet type is tracked by <samp>Game1.player.whichPetType</samp>. The former <samp>catPerson</samp> field is now readonly and checks that field.
+
<dt>Other changes</dt>
** Added <samp>Pet.type_cat</samp> and <samp>Pet.type_dog</samp> constants for the default pet types.
+
<dd>
 +
* <samp>Data/Movies</samp>, <samp>Data/Concessions</samp>, and <samp>Data/MoviesReactions</samp> no longer have language variants. Instead translations were moved into <samp>Strings/*</samp> assets, and the data assets use [[Modding:Tokenizable strings|tokenizable strings]] to get text.
 +
* <samp>Data/Movies</samp> is now a list instead of a dictionary. The order determines the order movies are shown within a season. Content packs can edit them the same way as before.
 +
* Added a <samp>debug movieSchedule {{o|year}}</samp> command to help troubleshoot movie selection.
 +
* Added methods for C# mods: <samp>MovieTheater.GetMovieToday()</samp>, <samp>GetUpcomingMovie()</samp>, and <samp>GetUpcomingMovie(afterDate)</samp>.
 +
</dd>
 +
</dl>
 +
 
 +
For example, this content pack adds a new 'Pufferchick II' movie which plays in winter every third year:
 +
{{#tag:syntaxhighlight|<nowiki>
 +
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/Movies",
 +
            "Entries": {
 +
                "{{ModId}}_PufferchickII": {
 +
                    "Id": "{{ModId}}_PufferchickII", // must specify ID again when creating a new entry
 +
 
 +
                    "Seasons": [ "winter" ],
 +
                    "YearModulus": 3,
 +
                    "YearRemainder": 0,
 +
 
 +
                    "Title": "Pufferchick II", // display text should usually use {{i18n}} for translations in actual usage
 +
                    "Description": "A sequel to the breakthrough adventure anime Pufferchick. The world is saved; what happens next?",
 +
                    "Tags": [ "family", "adventure" ],
 +
 
 +
                    "Texture": "{{InternalAssetKey: assets/movie.png}}", // an image in your content pack
 +
                    "SheetIndex": 0,
   −
===Custom monster eradication goals===
+
                    "Scenes": [ ... ]
: ''See also: [[#Monster eradication goal flag changes|Monster eradication goal flag changes]].''
+
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
   −
You can now add/edit [[Adventurer's Guild]] monster eradication goals by editing the new <samp>Data/MonsterSlayerQuests</samp> data asset.
+
===Custom wedding event===
 +
{{/doc status|a new doc page|done=false}}
   −
This consists of a string → model lookup, where...
+
The [[Marriage#The Wedding|wedding]] event can now be changed by editing the <samp>Data\Weddings</samp> data asset, which consists of a data model with two relevant fields (listed below).
* The key is a unique ID for the monster eradication goal. This ID should only contain alphanumeric/underscore/dot characters, and custom goal IDs should ideally be prefixed with your mod ID like <samp>Example.ModId_GoalName</samp>.
  −
* The value is a model with the fields listed below.
      
{| class="wikitable"
 
{| class="wikitable"
Line 5,583: Line 6,179:  
! effect
 
! effect
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>EventScript</samp>
| A [[#Tokenizable string format|tokenizable string]] for the goal's display name, shown on the board in the Adventurer's Guild.
+
| The [[Modding:Event data|event scripts]] which play the wedding. The game will use the script for the spouse NPC/player if it exists, otherwise it'll use the default script.
 +
 
 +
This consists of a string → string dictionary, where...
 +
* The key is an NPC internal name (like <samp>Abigail</samp>), unique player ID, or <samp>default</samp> for the default script (which handles marrying either an NPC or player);
 +
* The value is a [[Modding:Tokenizable strings|tokenizable strings]] for the event script to play.
 +
 
 +
The event scripts also have access to three extra tokens:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Targets</samp>
+
! token
| A list of [[Modding:Monster data#Monster IDs|monster IDs]] that are counted towards the <samp>Count</samp>.
+
! effect
 
|-
 
|-
| <samp>Count</samp>
+
| <samp>[SetupContextualWeddingAttendees]</samp>
| The total number of monsters (matching the <samp>Targets</samp>) which must be defeated to complete this goal.
+
| The concatenated <samp>Setup</samp> values for each of the <samp>Attendees</samp> present in the wedding.
 
|-
 
|-
| <samp>RewardItemId</samp>
+
| <samp>[ContextualWeddingCelebrations]</samp>
| ''(Optional)'' The [[#Custom items|qualified ID]] for the item that can be collected from [[Gil]] when this goal is completed. Default none.
+
| The concatenated <samp>Celebration</samp> values for each of the <samp>Attendees</samp> present in the wedding.
 
|-
 
|-
| <samp>RewardItemPrice</samp>
+
| <samp>[SpouseActor]</samp>
| ''(Optional)'' The price of the <samp>RewardItemId</samp> in [[Marlon]]'s shop after the goal is completed, or -1 to disable buying it from Marlon. Default -1.
+
| The actor ID for the NPC or other player being married (like <samp>Abigail</samp> for an NPC or <samp>farmer2</samp> for a player). This can be used in event commands like <code>faceDirection [SpouseActor] 1</code>.
|-
  −
| <samp>RewardDialogue</samp><br /><samp>RewardDialogueFlag</samp>
  −
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for custom [[Gil]] dialogue shown when talking to him after completing the goal, and an optional [[Modding:Mail data|mail flag]] to set when the player has seen the dialogue. Both default to none.
     −
If there are reward items, they're shown after this dialogue.
+
(You can also use <samp>spouse</samp> as an actor ID, but that will only work when marrying an NPC.)
 
+
|}
If <samp>RewardDialogue</samp> is used without <samp>RewardDialogueFlag</samp>, then this dialogue will be shown each time the reward menu is opened after completing the goal, until the player collects the reward items. If the <samp>RewardItems</samp> isn't set, this can safely be omitted since the goal will be marked collected immediately.
  −
 
  −
This doesn't send a letter; see <samp>RewardMail</samp> or <samp>RewardMailAll</samp> for that.
   
|-
 
|-
| <samp>RewardFlag</samp><br /><samp>RewardFlagAll</samp>
+
| <samp>Attendees</samp>
| ''(Optional)'' The [[Modding:Mail data|mail flag ID]] to set for the current player (<samp>RewardFlag</samp>) or all players (<samp>RewardFlagAll</samp>) when talking to [[Gil]] after completing the goal. Default none.
+
| The other NPCs which should attend the wedding (unless they're the spouse). This consists of a string → model lookup, where the key is the internal NPC name, and the value is a model with these fields:
 
  −
Note that <samp>RewardFlag</samp> is usually not needed, since the game will also set a <samp>Gil_{{t|goal ID}}</samp> flag regardless.
  −
 
  −
This doesn't send a letter; see <samp>RewardMail</samp> or <samp>RewardMailAll</samp> for that.
  −
|-
  −
| <samp>RewardMail</samp><br /><samp>RewardMailAll</samp>
  −
| ''(Optional)'' The mail letter ID to add to the mailbox tomorrow for the current player (<samp>RewardMail</samp>) or all players (<samp>RewardMailAll</samp>). Default none.
  −
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
  −
|}
  −
 
  −
===Custom phone calls===
  −
Mods can now extend the [[telephone]] with custom calls (both incoming calls, and phone numbers which the player can call).
  −
 
  −
====Incoming calls====
  −
You can add or customize incoming calls by editing the <samp>Data/IncomingPhoneCalls</samp> asset.
  −
 
  −
This consists of a string → model lookup, where...
  −
* The key is a unique call ID. This should only contain alphanumeric/underscore/dot characters, and custom entries should be prefixed with your mod ID like <samp>Example.ModId_CallId</samp>.
  −
* The value is a model with the fields listed below.
  −
 
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,636: Line 6,211:  
! effect
 
! effect
 
|-
 
|-
| <samp>Dialogue</samp>
+
| <samp>ID</samp>
| The dialogue text to show when the player answers the phone. This can use the full [[Modding:Dialogue|dialogue format]] (including questions and different dialogue based on the selected answer).
+
| The internal NPC name.
 
|-
 
|-
| <samp>FromNpc</samp>
+
| <samp>Setup</samp>
| ''(Optional)'' The internal name of the NPC making the call. If specified, that NPC's name and portrait will be shown.
+
| The NPC's tile position and facing direction when they attend. This is equivalent to field index 2 in the [[Modding:Event data#Basic format|event basic data]].
 
|-
 
|-
| <samp>FromPortrait</samp>
+
| <samp>Celebration</samp>
| ''(Optional)'' The asset name for the portrait spritesheet to display (like <samp>Portraits/Abigail</samp>). If <samp>FromNpc</samp> is specified too, this overrides the portrait from that NPC. If both <samp>FromNpc</samp> and <samp>FromDisplayName</samp> are null, this portrait will be shown with the display name "???".
+
| ''(Optional)'' The [[Modding:Event data|event script]] to run during the celebration, like <samp>faceDirection Pierre 3 true</samp> which makes Pierre turn to face left. This can contain any number of script commands.
 
|-
 
|-
| <samp>FromDisplayName</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' A [[#Tokenizable string format|tokenizable string]] for the calling NPC's display name. If <samp>FromNpc</samp> is specified too, this overrides the display name from that NPC.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC should attend. Defaults to true.
 
|-
 
|-
| <samp>MaxCalls</samp>
+
| <samp>IgnoreUnlockConditions</samp>
| ''(Optional)'' The maximum number of times a player can receive this phone call, or <c>-1</samp> for no limit. Default 1.
+
| ''(Optional)'' Whether to add the NPC even if their entry in <samp>Data/Characters</samp> has an <samp>UnlockConditions</samp> field which doesn't match. Default false.
|-
+
|}
| <samp>TriggerCondition</samp><br /><samp>RingCondition</samp>
+
|}
| ''(Optional)'' If set, a game state query which indicates whether to trigger this phone call (<samp>TriggerCondition</samp>) or whether the phone rings when this call is received (<samp>RingCondition</samp>).
+
 
 +
===Game state queries===
 +
{{/doc status|[[Modding:Game state queries]]|done=true}}
 +
 
 +
A ''game state query'' is a new vanilla way to specify conditions for some content like [[#Custom shops|shop data]], inspired by [[Modding:Content Patcher|Content Patcher]]'s conditions.
   −
Whether a player receives this call depends on both fields: <samp>TriggerCondition</samp> is checked on the main player before sending the call to all players, then <samp>RingCondition</samp> is checked on each player to determine whether the phone rings for them.
+
===Gender changes===
|-
+
{{/doc status|[[Modding:Dialogue]]|done=false}}
| <samp>IgnoreBaseChance</samp>
  −
| ''(Optional)'' Whether to ignore the 1% base chance when checking whether to trigger an incoming call. If true, the game will check if this call can be received regardless of the base chance. Default false.
  −
|-
  −
| <samp>SimpleDialogueSplitBy</samp>
  −
| ''(Optional, specialized)'' If set, marks the call as having a simple dialogue string without an NPC name and portrait, with lines split into multiple boxes by this substring. For example, <code>"SimpleDialogueSplitBy": "#"</code> will split <code>Box A#Box B#Box C</code> into three consecutive dialogue boxes.
     −
You should omit this in most cases, and use the regular dialogue format in <samp>Dialogue</samp> to split lines if needed. This is mainly intended to support some older vanilla phone calls.
+
* Added an [[#gender-switch|''inline gender-switch token'']] to change text depending on the player's gender. This reduces duplicate text, works in more places than the <samp>^</samp> dialogue token, works in mail and other places where <samp>^</samp> has a different meaning, and supports non-binary gender.
|-
+
* For C# mod authors, added a unified <samp>Gender</samp> field for players and NPCs with the possible values <samp>Male</samp>, <samp>Female</samp>, and <samp>Unspecified</samp>. This replaces <samp>Farmer.isMale</samp> and the numeric NPC gender constants. Note that vanilla still only sets players to male or female, though mods can override it.
| <samp>CustomFields</samp>
+
* Gender-specific clothing variants can now be worn by any gender.
| The [[#Custom data fields|custom fields]] for this entry.
+
* Removed French-only support for using <samp>^</samp> dialogue token in non-dialogue text. This is superseded by the new inline gender-switch command.
|}
     −
====Custom handlers in C#====
+
===Item queries===
C# mods can implement <samp>StardewValley.PhoneCalls.IPhoneHandler</samp> and add it to <samp>Phone.PhoneHandlers</samp> for full control over both incoming and outgoing calls:
+
{{/doc status|[[Modding:Item queries]]|done=true}}
   −
<syntaxhighlight lang="c#">
+
''Item queries'' are a new built-in way to choose one or more items dynamically, instead of specifying a single item ID. These are used in various places like [[#Custom machines|machine data]] and [[#Custom shops|shop data]].
/// <summary>The mod entry point.</summary>
  −
internal class ModEntry : Mod
  −
{
  −
    /// <inheritdoc />
  −
    public override void Entry(IModHelper helper)
  −
    {
  −
        Phone.PhoneHandlers.Add(new CustomPhoneHandler());
  −
    }
  −
}
     −
/// <summary>A custom phone handler.</summary>
+
For example, a shop can sell a random [[House Plant|house plant]] using the <samp>RANDOM_ITEMS</samp> query:
internal class CustomPhoneHandler : IPhoneHandler
+
<syntaxhighlight lang="js">
 
{
 
{
     ...
+
     "ItemId": "RANDOM_ITEMS (F) 1376 1390",
 +
    "MaxItems": 1
 
}
 
}
 
</syntaxhighlight>
 
</syntaxhighlight>
   −
See <samp>StardewValley.PhoneCalls.DefaultPhoneHandler</samp> in the [[Modding:Modder Guide/Get Started#decompile|decompiled game code]] for an example implementation.
+
===Item spawn fields===
 +
{{/doc status|[[Modding:Item queries#Item spawn fields]]|done=true}}
 +
 
 +
Several data assets (like [[#Custom machines|machines]] and [[#Custom shops|shops]]) let you configure items to create using item queries. For consistency, these all share a set of common fields.
   −
===Custom shops===
+
===Color fields===
====Format====
+
{{/doc status|[[Modding:Common data field types#Color]]|done=true}}
You can now create and edit shops via the new <samp>Data/Shops</samp> asset. This consists of a string → model lookup, where the key is a unique ID for the shop (using a globally unique ID which includes your mod ID like <samp>ExampleMod.Id_ShopName</samp> for custom shops), and the value is a model with these fields:
     −
{| class="wikitable"
+
1.6 adds a standardized color format used in various data fields. This can be a color name, hexadecimal color code, or 8-bit RGB color code.
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>Items</samp>
  −
| The items to add to the shop inventory. This consists of a list of values with these fields:
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| ''common fields''
  −
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported by shop items.
     −
Notes:
+
For example, you can set debris color in [[#Custom wild trees|<samp>Data/WildTrees</samp>]]:
* If set to an [[#Item queries|item query]] which returns multiple items, all of them will be added to the shop.
+
<syntaxhighlight lang="js">
* The <samp>MinStack</samp> and <samp>MaxStack</samp> fields apply to the item after it's purchased, and have no effect on the price or <samp>Stock</samp> limit.
+
"DebrisColor": "White"
* If the player found [[Pierre's Missing Stocklist]], season conditions in the <samp>Condition</samp> field are ignored in [[Pierre's General Store]].
+
</syntaxhighlight>
|-
  −
| <samp>Price</samp>
  −
| ''(Optional)'' The gold price to purchase the item from the shop. Defaults to the item's normal price, or zero if <samp>TradeItemId</samp> is specified.
  −
|-
  −
| <samp>TradeItemId</samp><br /><samp>TradeItemAmount</samp>
  −
| ''(Optional)'' The [[#Custom items|qualified or unqualified item ID]] and amount which must be traded to purchase this item. Defaults to no item and 1 respectively.
     −
If both <samp>Price</samp> and <samp>TradeItemId</samp> are specified, the player will have to provide both to get the item.
+
===<samp>modData</samp> field changes===
|-
+
The <samp>modData</samp> fields are dictionaries of arbitrary string values which are synchronized in multiplayer and persisted in the save file, so mods can store custom data about the instances. The game already has the field for buildings, characters (including NPCs and players), items, locations, and terrain features.
| <samp>ApplyProfitMargins</samp>
  −
| ''(Optional)'' Whether to multiply the price by the difficulty modifier, which reduces the price for higher [[options|profit margins]]. This can be <samp>true</samp> (always apply it), <samp>false</samp> (never apply it), or <samp>null</samp> (apply for certain items like saplings). This is applied before any quantity modifiers. Default <samp>null</samp>.
  −
|-
  −
| <samp>IgnoreShopPriceModifiers</samp>
  −
| ''(Optional)'' Whether to ignore the shop's <samp>PriceModifiers</samp> field for this item. This has no effect on the item's equivalent field. Default false.
  −
|-
  −
| <samp>AvailableStockModifiers</samp><br /><samp>PriceModifiers</samp>
  −
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the <samp>AvailableStock</samp> or <samp>Price</samp> values.
     −
Notes:
+
Stardew Valley 1.6...
* The price modifiers stack with the <samp>PriceModifiers</samp> field on the shop (unless <samp>IgnoreStorePriceModifiers</samp> is true).
+
* Adds <samp>modData</samp> fields to the <samp>Crop</samp>, <samp>Projectile</samp>, and <samp>Quest</samp> types too.
|-
+
* Moves <samp>ModDataDictionary</samp> into the <samp>StardewValley.Mods</samp> namespace.
| <samp>AvailableStockModifierMode</samp><br /><samp>PriceModifierMode</samp>
+
* Fixes <samp>Item.modData</samp> not copied when performing special equipment replacement (e.g. for the [[Pans|copper pan]] work as a hat).
| ''(Optional)'' [[#Quantity modifiers|quantity modifier modes]] which indicate what to do if multiple modifiers in the <samp>AvailableStockModifiers</samp> or <samp>PriceModifiers</samp> field apply at the same time. Default <samp>Stack</samp>.
  −
|-
  −
| <samp>AvoidRepeat</samp>
  −
| ''(Optional)'' Whether to avoid adding this item to the shop if it would duplicate one that was already added. If the item ID is randomized, this will choose a value that hasn't already been added to the shop if possible. Default false.
  −
|-
  −
| <samp>AvailableStock</samp>
  −
| ''(Optional)'' The maximum number of the item which can be purchased in one day. Default unlimited.
  −
|-
  −
| <samp>AvailableStockLimit</samp>
  −
| ''(Optional)'' If <samp>Stock</samp> is set, how the limit is applied in multiplayer. This has no effect on recipes.
     −
The possible values are:
+
===Quantity modifiers===
{| class="wikitable"
+
{{/doc status|[[Modding:Common data field types]]|done=false}}
|-
  −
! value
  −
! effect
  −
|-
  −
| <samp>Global</samp>
  −
| The limit is shared by every player in the world. For example, if the <samp>Stock</samp> was <samp>1</samp> and a player bought it, no other players could buy one.
  −
|-
  −
| <samp>Player</samp>
  −
| The limit applies to each player separately. For example, if the <samp>Stock</samp> was <samp>1</samp>, each player could buy one.
  −
|-
  −
| <samp>None</samp>
  −
| The limit applies to the current instance of the shop menu. If you exit and reopen the menu, the item will reappear with the same stock. This is mainly used for items that are added conditionally.
  −
|}
     −
Default <samp>Global</samp>.
+
''Quantity modifiers'' apply dynamic changes to a numeric field in a data asset like [[#Custom shops|<samp>Data/Shops</samp>]] or [[#Custom machines|<samp>Data/Machines</samp>]]. For example, you can multiply a shop item's price or increase a machine output's quality. You can specify any number of modifiers for the same field.
|}
  −
|-
  −
| <samp>SalableItemTags</samp>
  −
| ''(Optional)'' A list of [[Modding:Items#Context tags|context tags]] for items which the player can sell to to this shop. Default none.
  −
|-
  −
| <samp>Owners</samp>
  −
| ''(Optional)'' The portrait and dialogue to show in the shop menu UI.
     −
When the [[#Map/tile property changes|<samp>Action OpenShop</samp> tile property]] specifies {{o|owner tile area}}, the first NPC within the tile area which matches an owner entry is used; if no NPCs match, the shop isn't opened. If <samp>Owners</samp> is omitted, the shop is opened regardless of whether an NPC is present, and no portrait or dialogue is shown.
+
====Modifier format====
 
+
These consist of a list of models with these fields:
This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
 
! effect
 
! effect
|-
  −
| <samp>Name</samp>
  −
| One of...
  −
* the internal name for the NPC who must be in range to use this entry;
  −
* <samp>AnyOrNone</samp> to use this entry regardless of whether any NPC is within the shop area;
  −
* <samp>Any</samp> to use this entry if ''any'' NPC is within the shop area;
  −
* <samp>None</samp> to use this entry if ''no'' NPC is within the shop area.
   
|-
 
|-
 
| <samp>Id</samp>
 
| <samp>Id</samp>
| ''(Optional)'' An ID for this entry within the shop. This only needs to be unique within the current shop's owner list. Defaults to the <samp>Name</samp> value.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this modifier within the current list.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>Modification</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this owner entry is available. If omitted, it's always available.
+
| The type of change to apply. The possible values are <samp>Add</samp>, <samp>Subtract</samp>, <samp>Multiply</samp>, <samp>Divide</samp>, and <samp>Set</samp>.
 
|-
 
|-
| <samp>Portrait</samp>
+
| <samp>Amount</samp>
| ''(Optional)'' One of...
+
| ''(Optional if <samp>RandomAmount</samp> specified)'' The operand applied to the target value (e.g. the multiplier if used with <samp>Multiply</samp>).
* the internal name of the NPC whose portrait to show;
  −
* the asset name of the portrait spritesheet to display.
  −
 
  −
If omitted, defaults to the portrait for the NPC matching the <samp>Name</samp> field (if any). If set to a value which doesn't match an NPC or texture asset name, the portrait is disabled.
   
|-
 
|-
| <samp>Dialogues</samp>
+
| <samp>RandomAmount</samp>
| ''(Optional)'' A list of possible dialogues if this entry is selected. Each day one dialogue will be randomly chosen to show in the shop UI. Each dialogue consists of a model with these fields:
+
| ''(Optional)'' A list of possible amounts to randomly choose from. If set, <samp>Amount</samp> is optional and ignored. Each entry in the list has an equal probability of being chosen, and the choice is persisted for the current day. For example:
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>Id</samp>
  −
| An ID for this dialogue. This only needs to be unique within the current dialogue list. For a custom entry, you should use a unique ID which includes your mod ID like <samo>ExampleMod.Id_DialogueName</samp>.
  −
|-
  −
| <samp>Dialogue</samp>
  −
| The dialogue text to show, as a [[#Tokenizable string format|tokenizable string]]. The resulting text is parsed using the [[Modding:Dialogue|dialogue format]].
  −
|-
  −
| <samp>RandomDialogue</samp>
  −
| ''(Optional)'' A list of dialogue texts to randomly choose from, using the same format as <samp>Dialogue</samp>. If set, <samp>Dialogue</samp> is optional and ignored. Each entry in the list has an equal probability of being chosen, and the choice is persisted for the current day. For example:
   
<syntaxhighlight lang="js">
 
<syntaxhighlight lang="js">
"RandomDialogue": [
+
"RandomAmount": [ 1, 2, 3.5, 4 ]
    "[LocalizedText Strings\StringsFromCSFiles:ShopMenu.cs.11469]",
  −
    "[LocalizedText Strings\StringsFromCSFiles:ShopMenu.cs.11470]",
  −
    "[LocalizedText Strings\StringsFromCSFiles:ShopMenu.cs.11471]"
  −
]
   
</syntaxhighlight>
 
</syntaxhighlight>
 
|-
 
|-
 
| <samp>Condition</samp>
 
| <samp>Condition</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the dialogue should be available. If omitted, the dialogue is always available.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this change should be applied. Defaults to always true.
 
|}
 
|}
   −
This can be set to an empty list (<code>"Dialogues": []</code>) to disable the dialogue text entirely. If omitted, defaults to a generic "''Have a look at my wares''" text.
+
====Modifier mode====
|-
+
Quality modifier fields are often accompanied by a ''mode'' field (like <samp>PriceModifiers</samp> and <samp>PriceModifierMode</samp>), which indicate what to do when multiple modifiers apply to the same value. Available modes:
| <samp>RandomizeDialogueOnOpen</samp>
  −
| ''(Optional)'' If <samp>Dialogues</samp> has multiple matching entries, whether to re-randomize which one is selected each time the shop is opened (<samp>true</samp>) or once per day (<samp>false</samp>).
  −
|}
  −
|-
  −
| <samp>Currency</samp>
  −
| ''(Optional)'' The currency in which all items in the shop should be priced. The valid values are 0 (money), 1 (star tokens), 2 (Qi coins), and 4 (Qi gems). Default 0. For item trading, see <samp>TradeItemId</samp> for each item.
  −
|-
  −
| <samp>ApplyProfitMargins</samp>
  −
| ''(Optional)'' The default value for <samp>ApplyProfitMargins</samp> under <samp>Items</samp>, if set. This can be <samp>true</samp> (always apply it), <samp>false</samp> (never apply it), or <samp>null</samp> (apply for certain items like saplings). This is applied before any quantity modifiers. Default <samp>null</samp>.
  −
|-
  −
| <samp>StackSizeVisibility</samp>
  −
| ''(Optional)'' How to draw stack size numbers in the shop list by default. If omitted, the default shop logic is applied (usually equivalent to <samp>Show</samp>).
     −
The possible values are:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,848: Line 6,316:  
! effect
 
! effect
 
|-
 
|-
| <samp>Hide</samp>
+
| <samp>Stack</samp>
| Always hide the stack size.
+
| Apply each modifier to the result of the previous one. For example, two modifiers which double a value will quadruple it.
 
|-
 
|-
| <samp>Show</samp>
+
| <samp>Minimum</samp>
| Always draw the stack size.
+
| Apply the modifier which results in the lowest value.
 
|-
 
|-
| <samp>ShowIfMultiple</samp>
+
| <samp>Maximum</samp>
| Draw the stack size if it's more than one.
+
| Apply the modifier which results in the highest value.
 
|}
 
|}
  −
This is ignored in some special cases (e.g. recipes can't have a stack size).
  −
|-
  −
| <samp>OpenSound</samp>
  −
| ''(Optional)'' The [[#Custom audio|audio cue ID]] to play when the shop menu is opened. Defaults to <samp>dwop</samp>.
  −
|-
  −
| <samp>PurchaseSound</samp>
  −
| ''(Optional)'' The [[#Custom audio|audio cue ID]] to play when an item is purchased normally. Defaults to <samp>purchaseClick</samp>.
  −
|-
  −
| <samp>purchaseRepeatSound</samp>
  −
| ''(Optional)'' The [[#Custom audio|audio cue ID]] to play when accumulating a stack to purchase (e.g. by holding right-click on PC). Defaults to <samp>purchaseRepeat</samp>.
  −
|-
  −
| <samp>PriceModifiers</samp>
  −
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the sell price for items in this shop. See also <samp>PriceModifiers</samp> under <samp>Items</samp>.
  −
|-
  −
| <samp>PriceModifierMode</samp>
  −
| ''(Optional)'' A [[#Quantity modifiers|quantity modifier mode]] which indicates what to do if multiple modifiers in the <samp>PriceModifiers</samp> field apply at the same time. This only affects that specific field, it won't affect price modifiers under <samp>Items</samp>. Default <samp>Stack</samp>.
  −
|-
  −
| <samp>VisualTheme</samp>
  −
| ''(Optional)'' The visual theme to apply to the shop UI, or omit to use the default theme. The first matching theme is applied. All fields are optional and will fallback to the default theme.
  −
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this theme should be applied. Defaults to always true.
  −
|-
  −
| <samp>WindowBorderTexture</samp><br /><samp>WindowBorderSourceRect</samp>
  −
| ''(Optional)'' The texture asset name, and the pixel area within it, for the shop window border. Defaults to <samp>LooseSprites\Cursors</samp> at (384, 373) with size 18×18.
  −
|-
  −
| <samp>PortraitBackgroundTexture</samp><br /><samp>PortraitBackgroundSourceRect</samp>
  −
| ''(Optional)'' The texture asset name, and the pixel area within it, for the NPC portrait background. Defaults to <samp>LooseSprites\Cursors</samp> at (603, 414) with size 74×74.
  −
|-
  −
| <samp>DialogueBackgroundTexture</samp><br /><samp>DialogueBackgroundSourceRect</samp>
  −
| ''(Optional)'' The texture asset name, and the pixel area within it, for the NPC dialogue background. Defaults to <samp>Maps\MenuTiles</samp> at (0, 256) with size 60×60.
  −
|-
  −
| <samp>DialogueColor</samp><br /><samp>DialogueShadowColor</samp>
  −
| ''(Optional)'' The sprite text color for the dialogue text. See [[#Color fields|color format]]. Defaults to the game's standard text color.
  −
|-
  −
| <samp>ItemRowBackgroundTexture</samp><br /><samp>ItemRowBackgroundSourceRect</samp>
  −
| ''(Optional)'' The texture asset name, and the pixel area within it, for the item row background in the shop inventory. Defaults to <samp>LooseSprites\Cursors</samp> at (384, 396) with size 15×15.
  −
|-
  −
| <samp>ItemRowBackgroundHoverColor</samp>
  −
| ''(Optional)'' The color tint to apply to the item row background in the shop inventory when the cursor is hovering over it, or <samp>White</samp> for no tint. See [[#Color fields|color format]]. Defaults to <samp>Wheat</samp>.
  −
|-
  −
| <samp>ItemRowTextColor</samp>
  −
| ''(Optional)'' The sprite text color for the item text. See [[#Color fields|color format]]. Defaults to the game's standard text color.
  −
|-
  −
| <samp>ItemIconBackgroundTexture</samp><br /><samp>ItemIconBackgroundSourceRect</samp>
  −
| ''(Optional)'' The texture asset name, and the pixel area within it, for the background behind the item icons. Defaults to <samp>LooseSprites\Cursors</samp> at (296, 363) with size 18×18.
  −
|-
  −
| <samp>ScrollUpTexture</samp><br /><samp>ScrollUpSourceRect</samp>
  −
| ''(Optional)'' The texture asset name, and the pixel area within it, for the up arrow icon above the scrollbar. Defaults to <samp>LooseSprites\Cursors</samp> at (421, 459) with size 11×12.
  −
|-
  −
| <samp>ScrollDownTexture</samp><br /><samp>ScrollDownSourceRect</samp>
  −
| ''(Optional)'' The texture asset name, and the pixel area within it, for the down arrow icon beneath the scrollbar. Defaults to <samp>LooseSprites\Cursors</samp> at (421, 472) with size 11×12.
  −
|-
  −
| <samp>ScrollBarFrontTexture</samp><br /><samp>ScrollBarFrontSourceRect</samp>
  −
| ''(Optional)'' The texture asset name, and the pixel area within it, for the sliding scrollbar foreground. Defaults to <samp>LooseSprites\Cursors</samp> at (435, 463) with size 6×10.
  −
|-
  −
| <samp>ScrollBarBackTexture</samp><br /><samp>ScrollBarBackSourceRect</samp>
  −
| ''(Optional)'' The texture asset name, and the pixel area within it, for the scrollbar background. Defaults to <samp>LooseSprites\Cursors</samp> at (403, 383) with size 6×6.
  −
|}
  −
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
  −
|}
  −
  −
====Open a custom shop====
  −
You can place an [[#Map/tile property changes|<samp>Action OpenShop</samp> tile property]] on the map, which will open the given shop ID when the player clicks it.
  −
  −
In C# code, you can get the inventory for a custom shop using <code>Utility.GetShopStock("shop id here")</code>, open a shop menu using <code>Utility.OpenShopMenu("shop id", …)</code>, and add temporary items to an open menu using <code>shopMenu.AddForSale(…)</code>. The ID of the opened shop is stored in the shop menu's <samp>storeContext</samp> field.
      
====Examples====
 
====Examples====
You can add or replace entire shops. For example, this content pack adds a shop that sells ice cream in summer, and pufferfish all year:
+
For example, this will double the price of a shop item in <samp>Data/Shops</samp>:
 +
<syntaxhighlight lang="js">
 +
"PriceModifiers": [
 +
    {
 +
        "Modification": "Multiply",
 +
        "Amount": 2.0
 +
    }
 +
]
 +
</syntaxhighlight>
   −
{{#tag:syntaxhighlight|<nowiki>
+
This will set the price to a random value between 100–1000, ''or'' 3–5 times the item's normal sell price, whichever is higher (like the [[Traveling Cart]]):
{
+
<syntaxhighlight lang="js">
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
"PriceModifierMode": "Maximum",
    "Changes": [
+
"PriceModifiers": [
        {
+
    {
            "Action": "EditData",
+
        "Modification": "Set",
            "Target": "Data/Shops",
+
        "RandomAmount": [ 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000 ]
            "Entries": {
+
    },
                "Example.ModId_CustomShop": {
+
    {
                    "Owners": [
+
        "Modification": "Multiply",
                        {
+
        "RandomAmount": [ 3, 4, 5 ]
                            "Name": "Any",
+
    }
                            "Dialogues": [
+
]
                                // dialogue on sunny summer days
+
</syntaxhighlight>
                                {
+
 
                                    "Id": "Example.ModId_SunnySummer",
+
===Tokenizable string format===
                                    "Condition": "SEASON Summer, WEATHER Here Sun",
+
{{/doc status|[[Modding:Tokenizable strings]]|done=true}}
                                    "Dialogue": "Ice-cream is perfect for a day like this."
+
 
                                },
+
Stardew Valley 1.6 adds ''tokenizable strings'', which support any combination of literal text and token values. That includes a set of built-in tokens like <samp>FarmName</samp>, <samp>LocalizedText</samp>, etc.
   −
                                // dialogue any other time
+
For example, previously you often needed to load text from a [[Modding:Common data field types#Translation key|translation key]]. With this new format, you can use the literal text directly in the asset instead (including [[Modding:Content Patcher|Content Patcher]] tokens):
                                {
  −
                                    "Id": "Example.ModId_Default",
  −
                                    "Dialogue": "Welcome to the only place in town for pufferfish!"
  −
                                }
  −
                            ]
  −
                        }
  −
                    ],
     −
                    "Items": [
+
<syntaxhighlight lang="js">
                        // ice-cream in summer, default price
+
// before
                        {
+
"Dialogue": "Strings\\StringsFromCSFiles:ShopMenu.cs.11488",
                            "Id": "Example.ModId_IceCream",
  −
                            "Condition": "SEASON Summer",
  −
                            "ItemId": "(O)233"
  −
                        },
     −
                        // pufferfish for 1000g, limited to one per day per player
+
// after: any combination of literal text and tokens
                        {
+
"Dialogue": "Welcome to Pierre's, {{PlayerName}}! How is [FarmName] doing?",
                            "Id": "Example.ModId_PufferFish",
+
</syntaxhighlight>
                            "ItemId": "(O)128",
  −
                            "Price": 1000,
  −
                            "AvailableStock": 1,
  −
                            "AvailableStockLimit": "Player"
  −
                        }
  −
                    ]
  −
                }
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
     −
You can also add, replace, edit, or reorder items in a specific shop by targeting the shop's <samp>Items</samp> field. For example, this removes Trout Soup (item #219) and adds Pufferfish above bait (item #685):
+
Tokenizable strings are only usable in specific fields (as indicated in their wiki or code docs).
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/Shops",
  −
            "TargetField": [ "FishShop", "Items" ],
  −
            "Entries": {
  −
                "(O)219": null,
  −
                "Example.ModId_Pufferfish": {
  −
                    "Id": "Example.ModId_Pufferfish",
  −
                    "ItemId": "(O)128",
  −
                    "Price": 2000
  −
                }
  −
            },
  −
            "MoveEntries": [
  −
                { "Id": "Example.ModId_Pufferfish", "BeforeId": "(O)685" }
  −
            ]
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
     −
====Vanilla shop IDs====
+
See [[Modding:Tokenizable strings]] for usage.
Vanilla shops are now defined in <samp>Data/Shops</samp> too (except a few special cases like [[:Category:Dressers|dressers]] and home renovations).
     −
See <samp>Data/Shops</samp> for a full list, but here are the main shop IDs for convenience:
+
===[[Modding:Event data|Event]] changes===
 +
{{/doc status|[[Modding:Event data]]|done=false}}
   −
{| class="wikitable sortable"
+
====High-level changes====
|-
+
* Event IDs are now [[Modding:Common data field types#Unique string ID|unique string IDs]], so mods can use a unique key instead of hoping no other mod uses the same number. Unconditional events must have an empty precondition in their key (like <samp>"Example.ModId_EventName/"</samp>) to distinguish them from forks.
! shop
+
* Event/festival commands with a direction argument now allow both case-insensitive names (like <samp>up</samp>) and numeric values.
! ID
+
* Event script errors are now logged (in addition to being shown in the chatbox like before).
|-
+
* For C# mods:
| [[Abandoned House|Abandoned house shop]]
+
** You can now add custom event preconditions & commands using new <samp>Event</samp> methods (<samp>RegisterPrecondition</samp>, <samp>RegisterPreconditionAlias</samp>, <samp>RegisterCommand</samp>, and <samp>RegisterCommandAlias</samp>).
| <samp>HatMouse</samp>
+
** Added <samp>Event.fromAssetName</samp>, which indicates which data asset (if any) the event was loaded from.
 +
** Added <samp>Game1.eventsSeenSinceLastLocationChange</samp> to track the events that played since the player arrived in their current location.
 +
 
 +
====Precondition changes====
 +
<ul>
 +
<li>Added validation for preconditions. If a format or assumption is invalid, the game now logs a detailed error.</li>
 +
<li>Added case-insensitive readable names for all preconditions. For example, <code>j 4/t 800 1300/a 0 54/H</code> can now optionally be written <code>daysPlayed 4/time 800 1300/tile 0 54/isHost</code>.
 +
{{collapse|list of new names|content=
 +
List of new event precondition names:
 +
<pre>
 +
alias | readable name
 +
----- | ------------------------------
 +
*    | WorldState
 +
*n    | HostOrLocalMail
 +
a    | Tile
 +
b    | ReachedMineBottom
 +
B    | SpouseBed
 +
C    | CommunityCenterOrWarehouseDone
 +
c    | FreeInventorySlots
 +
D    | Dating
 +
e    | SawEvent
 +
f    | Friendship
 +
g    | Gender
 +
H    | IsHost
 +
h    | MissingPet
 +
Hn    | HostMail
 +
i    | HasItem
 +
j    | DaysPlayed
 +
J    | JojaBundlesDone
 +
L    | InUpgradedHouse
 +
m    | EarnedMoney
 +
M    | HasMoney
 +
N    | GoldenWalnuts
 +
n    | LocalMail
 +
O    | Spouse
 +
p    | NpcVisibleHere
 +
q    | ChoseDialogueAnswers
 +
r    | Random
 +
R    | Roommate
 +
S    | SawSecretNote
 +
s    | Shipped
 +
t    | Time
 +
u    | DayOfMonth
 +
v    | NpcVisible
 +
w    | Weather
 +
x    | SendMail
 +
y    | Year
 +
</pre>
 +
And for deprecated preconditions (e.g. <code>NotSeason</code> is superseded by <code>!Season</code>):
 +
<pre>
 +
alias | readable name
 +
----- | ---------------------------------
 +
*l    | NotHostOrLocalMail
 +
A    | NotActiveDialogueEvent
 +
d    | NotDayOfWeek
 +
F    | NotFestivalDay
 +
Hl    | NotHostMail
 +
k    | NotSawEvent
 +
l    | NotLocalMail
 +
o    | NotSpouse
 +
Rf    | NotRoommate
 +
U    | NotUpcomingFestival
 +
X    | NotCommunityCenterOrWarehouseDone
 +
z    | NotSeason
 +
</pre>
 +
}}
 +
</li>
 +
<li>Event & preconditions are now quote-aware, so you can escape spaces and slashes in arguments like <code>/G "SEASON Spring"/</code>.</li>
 +
<li>Added new preconditions:
 +
{| class="wikitable"
 
|-
 
|-
| [[Adventurer's Guild]]
+
! precondition
| <samp>AdventureShop</samp> (regular shop)<br /><samp>AdventureGuildRecovery</samp> (item recovery service)
+
! description
 
|-
 
|-
| [[Casino]]
+
| <samp>!</samp>
| <samp>Casino</samp>
+
| Prefixing <samp>!</samp> to any other precondition will now invert it. For example, <code>!spouse Abigail</code> will match if the player is ''not'' married to Abigail.
 
|-
 
|-
| [[Blacksmith|Clint's blacksmith shop]]
+
| <samp>ActiveDialogueEvent {{t|id}}</samp>
| <samp>Blacksmith</samp> (regular shop)<br /><samp>ClintUpgrade</samp> (tool upgrades)
+
| The special dialogue event with the given ID (including [[Modding:Dialogue#Conversation_topics|Conversation Topics]]) is in progress.
 
|-
 
|-
| [[Desert Trader|Desert trader]]
+
| <samp>DayOfWeek {{t|day}}+</samp>
| <samp>DesertTrade</samp>
+
| Today is one of the specified days (may specify multiple days). This can be a case-insensitive three-letter abbreviation (like <samp>Mon</samp>) or full name (like <samp>Monday</samp>).
 
|-
 
|-
| [[Dwarf#Shop|Dwarf's shop]]
+
| <samp>FestivalDay</samp>
| <samp>Dwarf</samp>
+
| Today is a [[Festivals|festival]] day.
 
|-
 
|-
| [[Harvey's Clinic|Harvey's clinic]]
+
| <samp>GameStateQuery {{t|query}}</samp>
| <samp>Hospital</samp>
+
| A [[Modding:Game state queries|game state query]] matches, like <code>G !WEATHER Here Sun</code> for 'not sunny in this location'.
 
|-
 
|-
| [[Ice Cream Stand|Ice-cream stand]]
+
| <samp>Season {{t|season}}+</samp>
| <samp>IceCreamStand</samp>
+
| The current season is one of the given values (may specify multiple seasons).
 
|-
 
|-
| [[Ginger Island#Beach Resort|Island resort]]
+
| <samp>Skill {{t|skill name}} {{t|min level}}</samp>
| <samp>ResortBar</samp>
+
| The current farmer has reached at least {{t|min level}} for the given {{t|skill name}} (one of <samp>Combat</samp>, <samp>Farming</samp>, <samp>Fishing</samp>, <samp>Foraging</samp>, <samp>Luck</samp>, or <samp>Mining</samp>).
 
|-
 
|-
| [[Island Trader|Island trader]]
+
| <samp>UpcomingFestival {{t|day offset}}</samp>
| <samp>IslandTrade</samp>
+
| A [[Festivals|festival]] day will occur within the given number of days.
 +
|}</li>
 +
<li>Changed specific preconditions:
 +
{| class="wikitable"
 
|-
 
|-
| [[Joja Mart]]
+
! name
| <samp>Joja</samp>
+
! changes
 
|-
 
|-
| [[Krobus|Krobus' shop]]
+
| <samp>ChoseDialogueAnswers</samp> (<samp>q</samp>)
| <samp>ShadowShop</samp>
+
| &#32;
 +
* Fixed precondition ignoring every second answer ID.
 
|-
 
|-
| [[Marnie's Ranch|Marnie's ranch]]
+
| <samp>InUpgradedHouse</samp> (<samp>L</samp>)
| <samp>AnimalShop</samp>
+
| &#32;
 +
* Added optional argument for the min upgrade level.
 
|-
 
|-
| [[Pierre's General Store|Pierre's general store]]
+
| <samp>MissingPet</samp> (<samp>h</samp>)
| <samp>SeedShop</samp>
+
| &#32;
 +
* You can now specify any pet type ID.
 +
* You can now omit the argument to check for a pet of any type.
 
|-
 
|-
| [[Carpenter's Shop|Robin's carpenter shop]]
+
| <samp>NotDayOfWeek</samp> (<samp>d</samp>)
| <samp>Carpenter</samp>
+
| &#32;
 +
* You can now specify a full name like <samp>Monday</samp>.
 +
* The day of week is now case-insensitive.
 
|-
 
|-
| [[Saloon|Stardrop Saloon]]
+
| <samp>NotSeason</samp> (<samp>z</samp>)
| <samp>Saloon</samp>
+
| &#32;
 +
* You can now list values (like <code>notSeason spring summer fall</code> instead of <code>notSeason fall/notSeason winter/notSeason fall</code>).
 
|-
 
|-
| [[Oasis|Sandy's Oasis shop]]
+
| <samp>ReachedMineBottom</samp> (<samp>b</samp>)
| <samp>Sandy</samp>
+
| &#32;
 +
* Argument is now optional (default 1).
 
|-
 
|-
| [[Traveling Cart|Traveling cart]]
+
| <samp>SendMail</samp> (<samp>x</samp>)
| <samp>Traveler</samp>
+
| &#32;
 +
* Deprecated; see [[#Send-mail (x) precondition deprecated|''Send-mail (x) precondition deprecated'']] for more info.
 
|-
 
|-
| [[Fish Shop|Willy's fish shop]]
+
| <samp>Tile</samp> (<samp>a</samp>)
| <samp>FishShop</samp>
+
| &#32;
|}
+
* Now also works when the player isn't currently warping, in which case it checks their current tile instead of their warp arrival tile.
 +
|}</li>
 +
</ul>
   −
Festival shops are also defined in <samp>Data/Shops</samp> now, though they can still be defined in the pre-1.6 way for backwards compatibility.
+
====Command changes====
{| class="wikitable sortable"
+
<ul>
 +
<li>Added validation for event commands. If a format or assumption is invalid, the game now logs a detailed error and (if applicable) skips the command, instead of crashing or silently ignoring it. This also means event arguments are stricter (e.g. you can no longer set a true/false field to an invalid value, inner quotes in quoted arguments now need to be escaped, etc).</li>
 +
<li>Event commands are now quote-aware, so you can escape spaces and slashes in arguments like <code>/speak "I'm running A/B tests"/</code>.</li>
 +
<li>Event commands now trim surrounding whitespace, so they can be multilined for readability. Line breaks must be before or after the <samp>/</samp> delimiter. For example:
 +
<syntaxhighlight lang="js">
 +
"SomeEventId/": "
 +
    none/
 +
    -1000 -1000/
 +
    farmer 5 7 0/
 +
    ...
 +
"
 +
</syntaxHighlight>
 +
This can be also combined with the [[Modding:Event data#Comments|comment syntax]] to add notes. For example:
 +
<syntaxhighlight lang="js">
 +
"SomeEventId/": "
 +
    none/            -- music/
 +
    -1000 -1000/    -- initial viewport position/
 +
    farmer 5 7 0/    -- actor positions/
 +
    ...
 +
"
 +
</syntaxHighlight>
 +
</li>
 +
<li>You can now mark NPCs optional in event commands by suffixing their name with <code>?</code>. For example, <code>jump Kent?</code> won't log an error if Kent is missing. When used in the initial event positions, the NPC is only added in they exist in <samp>Data/Characters</samp> and their <samp>UnlockConditions</samp> match.</li>
 +
<li>Added new event commands:
 +
{| class="wikitable"
 
|-
 
|-
! festival shop
+
! command
! ID
+
! description
 
|-
 
|-
| [[Dance of the Moonlight Jellies]]
+
| <samp>action {{t|action}}</samp>
| <samp>Festival_DanceOfTheMoonlightJellies_Pierre</samp>
+
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>action AddMoney 500</samp> to add {{price|500}} to the current player.
 
|-
 
|-
| [[Egg Festival]]
+
| <samp>addItem {{t|item ID}} {{o|count}} {{o|quality}}</samp>
| <samp>Festival_EggFestival_Pierre</samp>
+
| Add an item to the player inventory (or open a grab menu if their inventory is full). The {{t|item ID}} is the [[#Custom items|qualified or unqualified item ID]], and {{o|quality}} is a [[Modding:Items#Quality|numeric quality value]].
 
|-
 
|-
| [[Festival of Ice]]
+
| <samp>addSpecialOrder {{t|order ID}}</samp><br /><samp>removeSpecialOrder {{t|order ID}}</samp>
| <samp>Festival_FestivalOfIce_TravelingMerchant</samp>
+
| Add or remove a special order to the player team. This affects all players, since special orders are shared.
 
|-
 
|-
| [[Feast of the Winter Star]]
+
| <samp>eventSeen {{t|event ID}} {{o|seen}}</samp>
| <samp>Festival_FeastOfTheWinterStar_Pierre</samp>
+
| Add or remove an event ID from the player's list of seen events, based on {{o|seen}} (default <samp>true</samp> to add).
 +
 
 +
An event can mark ''itself'' unseen using <samp>eventSeen {{t|event ID}} false</samp>. This takes effect immediately (i.e. the event won't be added to the list when it completes), but the game will prevent the event from playing again until the player changes location to avoid event loops. The event will still replay when re-entering the location.
 
|-
 
|-
| [[Flower Dance]]
+
| <samp>mailToday {{t|mail key}}</samp>
| <samp>Festival_FlowerDance_Pierre</samp>
+
| Adds a letter to the mailbox immediately, given the {{t|mail key}} in <samp>Data/Mail</samp>.
 
|-
 
|-
| [[Luau]]
+
| <samp>questionAnswered {{t|answer ID}} {{o|answered}}</samp>
| <samp>Festival_Luau_Pierre</samp>
+
| Add or remove an answer ID from the player's list of chosen dialogue answers, based on {{o|answered}} (default <samp>true</samp> to add).
 
|-
 
|-
| [[Night Market]] (decoration boat)
+
| <samp>replaceWithClone {{t|NPC name}}</samp>
| <samp>Festival_NightMarket_DecorationBoat</samp>
+
| Replace an NPC already in the event with a temporary copy. This allows changing the NPC for the event without affecting the real NPC.
 +
 
 +
For example, this event changes Marnie's name/portrait only within the event:
 +
<syntaxhighlight lang="js">
 +
"Some.ModId_ExampleEvent/": "continue/64 15/farmer 64 15 2 Marnie 64 17 0/replaceWithClone Marnie/changeName Marnie Pufferchick/changePortrait Marnie Pufferchick/[...]/end"
 +
</syntaxhighlight>
 
|-
 
|-
| [[Night Market]] (magic boat)
+
| <samp>setSkipActions {{o|actions}}</samp>
| <samp>Festival_NightMarket_MagicBoat_Day1</samp><br /><samp>Festival_NightMarket_MagicBoat_Day2</samp><br /><samp>Festival_NightMarket_MagicBoat_Day3</samp>
+
| Set [[Modding:Trigger actions|trigger actions]] that should run if the player skips the event. You can list multiple actions delimited with <samp>#</samp>, or omit {{o|actions}} so no actions are run. When the player skips, the last <samp>setSkipActions</samp> before that point is applied.
|-
  −
| [[Spirit's Eve]]
  −
| <samp>Festival_SpiritsEve_Pierre</samp>
  −
|-
  −
| [[Stardew Valley Fair]]
  −
| <samp>Festival_StardewValleyFair_StarTokens</samp>
  −
|}
     −
And two special 'shops':
+
For example, this adds the [[Garden Pot|garden pot]] recipe and item to the player if the event is skipped, but avoids adding the item if the event already did it:
{| class="wikitable sortable"
+
<pre>
 +
/setSkipActions AddCraftingRecipe Current "Garden Pot"#AddItem (BC)62
 +
/skippable
 +
/...
 +
/addItem (BC)62
 +
/setSkipActions AddCraftingRecipe Current "Garden Pot"
 +
</pre>
 +
 
 +
Skip actions aren't applied if the event completes normally without being skipped.
 
|-
 
|-
! item
+
| <samp>stopSound {{t|sound ID}} {{o|immediate}}</samp>
! ID
+
| Stop a sound started with the <samp>startSound</samp> command. This has no effect if the sound has already stopped playing on its own (or hasn't been started). If you started multiple sounds with the same ID, this will stop all of them (e.g. <code>startSound fuse/startSound fuse/stopSound fuse</code>).
 +
 
 +
By default the sound will stop immediately. For looping sounds, you can pass <samp>false</samp> to the {{o|immediate}} argument to stop the sound when it finishes playing the current iteration instead (e.g. <code>stopSound fuse false</code>).
 
|-
 
|-
| [[Catalogue]]
+
| <samp>temporaryAnimatedSprite ...</samp>
| <samp>Catalogue</samp>
+
| Add a temporary animated sprite to the event, using these space-delimited fields:
 +
{| class="wikitable"
 
|-
 
|-
| [[Furniture Catalogue]]
+
! index
| <samp>Furniture Catalogue</samp>
+
! field
|}
+
! effect
 
+
|-
===Dialogue changes===
+
| 0
<ul>
+
| <samp>texture</samp>
<li>Added new [[Modding:Dialogue|dialogue]] commands:
+
| The asset name for texture to draw.
{| class="wikitable"
+
|-
 +
| 1&ndash;4
 +
| <samp>rectangle</samp>
 +
| The pixel area within the <samp>texture</samp> to draw, in the form <samp>{{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp>.
 +
|-
 +
| 5
 +
| <samp>interval</samp>
 +
| The millisecond duration for each frame in the animation.
 
|-
 
|-
! command
+
| 6
! description
+
| <samp>frames</samp>
 +
| The number of frames in the animation.
 
|-
 
|-
| <samp>$f {{t|response IDs}}</samp>
+
| 7
| Forget any number of space-delimited [[Modding:Dialogue#Response IDs|dialogue response IDs]] previously answered by the player.
+
| <samp>loops</samp>
 +
| The number of times to repeat the animation.
 
|-
 
|-
| <samp>$v {{t|event id}} {{o|check preconditions}} {{o|skip if seen}}</samp>
+
| 8&ndash;9
| Immediately start an [[Modding:Event data|event]] and end the current dialogue, subject to the conditions:
+
| <samp>tile</samp>
* {{o|check preconditions}}: whether to ignore the command if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
+
| The tile position at which to draw the sprite, in the form <samp>{{t|x}} {{t|y}}</samp>.
* {{o|skip if seen}}: whether to ignore the command if the player has already seen the given event. Default true.
  −
 
  −
If the event is skipped, the dialogue continues to the next line instead.
  −
 
  −
For example, <code>$v 60367 false false</code> will replay the bus arrival event from the start of the game.
  −
|}
  −
</li>
  −
<li>[[Modding:Dialogue#Response IDs|Dialogue response IDs]] are now strings, so mods can use a unique key like <samp>Example.ModId_ResponseName</samp> (instead of hoping no other mod uses the same number). Prefixing the mod ID is recommended to simplify troubleshooting and avoid conflicts. For best compatibility, custom IDs should only contain alphanumeric/underscore/dot characters.</li>
  −
<li>[[Secrets#Item Spawn Cheat|Item spawn codes]] can now spawn any item type by using the [[#Custom items|qualified item ID]], like <code>[(F)1664]</code> for a [[Mystic Rug]].</li>
  −
<li>For C# mods, <samp>Dialogue</samp> now tracks the translation key used to build it (when applicable). For example, you can detect when the player is rejected at the [[Flower Dance]] (derived from {{github|spacechase0/StardewValleyMods|Three-Heart Dance Partner}}):
  −
<syntaxhighlight lang="c#">
  −
private void OnMenuChanged(object sender, MenuChangedEventArgs e)
  −
{
  −
    bool isDanceRejection =
  −
        Game1.currentLocation?.currentEvent?.FestivalName == "Flower Dance"
  −
        && e.NewMenu is DialogueBox dialogueBox
  −
        && dialogueBox.characterDialogue is {} dialogue
  −
        && dialogue.TranslationKey == $"Characters\\Dialogue\\{dialogue.speaker?.Name}:danceRejection";
  −
}
  −
</syntaxhighlight>
  −
 
  −
For C# mods that create <samp>Dialogue</samp> instances directly, there's a few ways to do it now:
  −
<syntaxhighlight lang="c#">
  −
// from a translation key
  −
var dialogue = new Dialogue(npc, "Strings\\StringsFromCSFiles:Utility.cs.5360");
  −
 
  −
// from custom text (with or without a translation key)
  −
var dialogue = new Dialogue(npc, null, "Some arbitrary text to show as-is");
  −
 
  −
// from a translation with tokens
  −
var dialogue = Dialogue.FromTranslation(npc, "Data\\ExtraDialogue:PurchasedItem_2_QualityLow_Willy", whatToCallPlayer, particle, i.DisplayName);
  −
</syntaxhighlight>
  −
 
  −
You can also easily add fallback logic using <samp>Dialogue.TryGetDialogue</samp> or <samp>npc.TryGetDialogue</samp>. For example:
  −
<syntaxhighlight lang="c#">
  −
Dialogue dialogue =
  −
    npc.TryGetDialogue($"rejection_{itemId}_{locationName}_{x}_{y}")
  −
    ?? npc.TryGetDialogue($"rejection_{itemId}_{locationName}")
  −
    ?? npc.TryGetDialogue($"rejection_{itemId}")
  −
    ?? new Dialogue(npc, "Strings\\StringsFromCSFiles:NPC.cs.3971");
  −
</syntaxhighlight>
  −
</li>
  −
<li>The <samp>reject_{{t|item id}}</samp> dialogue key now also works with [[Movie Ticket|movie tickets]], [[Void Ghost Pendant|void ghost pendants]], [[bouquet]]s, [[Wilted Bouquet|wilted bouquets]], and [[Mermaid's Pendant|mermaids' pendants]].</li>
  −
<li>The 'reveal taste' dialogue command now uses the format <samp>%revealtaste:{{t|npc name}}:{{t|item ID}}</samp> to support item IDs. (The previous <samp>%revealtaste{{t|npc name}}{{t|item index}}</samp> format still works to support old content packs, but the item index can only be a number.)</li>
  −
<li>Fixed unknown [[Modding:Dialogue|dialogue]] commands starting with <samp>$</samp> being parsed as a portrait number when not numeric.</li>
  −
<li>Fixed NPCs only using a <code>{day name}{hearts}_{year}</code> dialogue if they also have a <code>{day name}{hearts}</code> one.</li>
  −
<li>Fixed NPCs only using the <code>MovieInvitation</code> dialogue key in English.</li>
  −
</ul>
  −
 
  −
===Schedule changes===
  −
<ul>
  −
<li>Schedule keys are now case-insensitive.</li>
  −
<li>Added a new <samp>{{t|day of week}}_{{t|min hearts}}</samp> schedule key.</li>
  −
<li>Added an <samp>NPC.ScheduleKey</samp> field which always matches their loaded schedule.</li>
  −
<li>Schedule commands now trim surrounding whitespace, so they can be multilined for readability. For example:
  −
<syntaxhighlight lang="js">"Wed": "
  −
    1000 ArchaeologyHouse 11 9 0/
  −
    1800 Town 47 87 0/
  −
    2200 SeedShop 1 9 3 abigail_sleep
  −
"</syntaxHighlight></li>
  −
<li>Removed an unintended schedule fallback to a <samp>{season}_spring_{hearts}</samp> key. It'll skip to the <samp>spring</samp> default instead.</li>
  −
<li>Schedules are now fault-tolerant:
  −
* Fixed crash if a selected schedule can't be parsed. The NPC now logs an error and continues with the next fallback instead.
  −
* Fixed crash if certain hardcoded schedules aren't present (like Penny's <samp>marriageJob</samp> or Pam's <samp>bus</samp>).
  −
* Fixed error if a schedule command is empty.</li>
  −
<li>For C# mods, removed the <samp>dayOfMonth</samp> parameter in <samp>NPC.getSchedule()</samp>. This was misleading since it used <samp>Game1.dayOfMonth</samp> in all but one line regardless.</li>
  −
</ul>
  −
 
  −
===Other NPC changes===
  −
<ul>
  −
<li>Added <samp>Game1.characterData</samp> and <samp>Game1.farmAnimalData</samp> to read NPC/animal info without constantly reloading the <samp>Data/Characters</samp> or <samp>Data/FarmAnimals</samp> asset.</li>
  −
<li>All translated NPC names are now in <samp>Strings/NPCNames</samp>.
  −
<li>Added new fields & methods for C# mods:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! type
+
| 10
! field/method
+
| <samp>flicker</samp>
! effect
+
| Causes the sprite to flicker in and out of view repeatedly. (one of <samp>true</samp> or <samp>false</samp>).
 
|-
 
|-
|rowspan="2"| <samp>AdventureGuild</samp>
+
| 11
| <samp>IsComplete(data)</samp>
+
| <samp>flip</samp>
| Get whether an [[Adventurer's Guild]] monster eradication goal has been completed, regardless of whether the player collected its rewards yet.
+
| Whether to flip the sprite horizontally when it's drawn (one of <samp>true</samp> or <samp>false</samp>).
 
|-
 
|-
| <samp>HasCollectedReward(player, id)</samp>
+
| 12
| Get whether a given player has completed an [[Adventurer's Guild]] monster eradication goal and collected its rewards. For example:
+
| <samp>sort tile Y</samp>
<syntaxhighlight lang="c#">
+
| The tile Y position to use in the layer depth calculation, which affects which sprite is drawn on top if two sprites overlap. The larger the number, the higher layer the sprite is on.
bool isPhoneUnlocked = AdventureGuild.HasCollectedReward(Game1.player, "Gil_FlameSpirits");
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>AnimalHouse</samp>
+
| 13
| <samp>adoptAnimal</samp>
+
| <samp>alpha fade</samp>
| Add an animal to this location and set the location as the animal's home.
+
| Fades out the sprite based on alpha set. The larger the number, the faster the fade out. 1 is instant.  
 
|-
 
|-
| <samp>Character</samp>
+
| 14
| <samp>GetGender</samp>
+
| <samp>scale</samp>
| Get the character's gender as one of the numeric constants (<samp>NPC.female</samp>, <samp>NPC.male</samp>, or <samp>NPC.undefined</samp>). This returns the specific gender for players, villager NPCs, and children; other NPCs (like monsters) return <samp>NPC.undefined</samp>.
+
| A multiplier applied to the sprite size (in addition to the normal 4× pixel zoom).
 
|-
 
|-
|rowspan="7"| <samp>FarmAnimal</samp>
+
| 15
| <samp>isAdult</samp>
+
| <samp>scale change</samp>
| Get whether the farm animal is fully grown (opposite of <samp>isBaby()</samp>).
+
| Changes the scale based on the multiplier applied on top of the normal zoom. Continues endlessly.
 
|-
 
|-
| <samp>CanGetProduceWithTool</samp>
+
| 16
| Get whether the farm animal's produce can be collected with a given tool (e.g. milk pail for a cow).
+
| <samp>rotation</samp>
 +
| The rotation to apply to the sprite, measured in [[wikipedia:radians|radians]].
 
|-
 
|-
| <samp>CanLiveIn</samp>
+
| 17
| Get whether the animal can be added to a building.
+
| <samp>rotation change</samp>
 +
| Continuously rotates the sprite, causing it to spin. The speed is determined by input value.  
 
|-
 
|-
| <samp>GetDisplayName</samp><br /><samp>GetShopDescription</samp>
+
| 18+
| Get the translated display name or shop description for this animal.
+
| ''flags''
 +
| Any combination of these space-delimited flags:
 +
* <samp>color {{t|color}}</samp>: apply a [[#Color fields|standard color]] to the sprite.
 +
* <samp>hold_last_frame</samp>: after playing the animation once, freeze the last frame as long as the sprite is shown.
 +
* <samp>ping_pong</samp>: Causes the animation frames to play forwards and backwards alternatingly. Example: An animation with the frames 0, 1, 2 will play "0 1 2 0 1 2" without the ping_pong flag and play "0 1 2 1 0" with the ping_pong flag.
 +
* <samp>motion {{t|x}} {{t|y}}</samp>: Sprite moves based on the values set. Numbers can be decimals or negative.
 +
* <samp>acceleration {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
 +
* <samp>acceleration_change {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
 +
|}
 
|-
 
|-
| <samp>GetHarvestType</samp>
+
| <samp>translateName {{t|actor}} {{t|translation key}}</samp>
| Get whether the animal's produce is dropped or collected with a tool.
+
| Set the display name for an NPC in the event to match the given translation key.
 
|-
 
|-
| <samp>growFully</samp>
+
| <samp>warpFarmers [{{t|x}} {{t|y}} {{t|direction}}]+ {{t|default offset}} {{t|default x}} {{t|default}} {{t|direction}}</samp>
| Instantly age the animal to adulthood if it's still a baby.
+
| Warps connected players to the given [[Modding:Modder Guide/Game Fundamentals#Tiles|tile coordinates]] and [[Modding:Event data#Directions|numeric directions]]. The {{t|x}} {{t|y}} {{t|direction}} triplet is repeated for each connected player (e.g. the first triplet is for the main player, second triplet is for the first farmhand, etc). The triplets are followed by an offset direction (one of <samp>up</samp>, <samp>down</samp>, <samp>left</samp>, or <samp>right</samp>), and a final triplet which defines the default values used by any other player.
 +
|}
 +
</li>
 +
<li>Fixed some commands assuming a boolean argument is true if present, regardless of its value. This affects the <samp>changeToTemporaryMap</samp>, <samp>emote</samp>, <samp>extendSourceRect</samp>, <samp>faceDirection</samp>, <samp>globalFade</samp>, <samp>globalFadeToClear</samp>, <samp>positionOffset</samp>, and <samp>warp</samp> commands.</li>
 +
<li>Fixed some commands assuming any value except the exact case-sensitive string <samp>true</samp> is false. This affects the <samp>animate</samp>, <samp>glow</samp>, <samp>hideShadow</samp>, <samp>ignoreMovementAnimation</samp>, <samp>temporaryAnimatedSprite</samp>, <samp>temporarySprite</samp>, and <samp>viewport</samp> commands.</li>
 +
<li>Fixed some commands silently ignoring values they can't parse as the expected type. This affects the <samp>addItem</samp>, <samp>makeInvisible</samp>, and <samp>removeItem</samp> commands.</li>
 +
<li>Fixed crash when some commands are passed <samp>farmer[number]</samp> for a player who's not available, or <samp>farmer[number]</samp> when they expect <samp>farmer</samp>.</li>
 +
<li>Fixed some commands not taking into account custom farmer actors when checking <samp>farmer*</samp> actor IDs.</li>
 +
<li>Fixed warp-out event commands able to use NPC-only or gendered warps. They now use a valid warp for the player if possible.</li>
 +
<li>Changed specific commands:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>ReloadTextureIfNeeded</samp>
+
! command
| Update the animal sprite based on the current state + data.
+
! changes
 
|-
 
|-
| rowspan="3"| <samp>Farmer</samp>
+
| <samp>addCookingRecipe</samp>
| <samp>GetDisplayPants</samp><br /><samp>GetDisplayShirt</samp>
+
| Fixed error if player already knows the recipe.
| Get the texture and sprite index to draw for the player's pants or shirt. This accounts for override clothing, worn clothing, and the default clothing drawn when the farmer isn't wearing anything.
  −
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
Game1.player.GetDisplayShirt(out Texture2D texture, out int spriteIndex);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>CanDyePants</samp><br /><samp>CanDyeShirt</samp>
+
| <samp>addMailReceived</samp>
| Get whether the currently equipped pants or shirt can be [[Dyeing|dyed]].
+
| &#32;
 +
* Renamed to <samp>mailReceived</samp>. (The old name is now an alias, so it'll still work.)
 +
* You can now remove a mail received by setting the optional third argument to false, like <samp>mailReceived {{t|id}} false</samp>.
 
|-
 
|-
| <samp>WearTemporaryWeddingAttire</samp><br /><samp>RemoveTemporaryWeddingAttire</samp>
+
| <samp>addTemporaryActor</samp>
| Temporarily change the player into or out of their wedding attire. The default logic changes male farmers into the tuxedo, and has no effect on female farmers.
+
| &#32;
 +
* Underscores in the asset name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>addTemporaryActor "White Chicken" …</code>.
 +
* Underscores in the display name are no longer replaced with spaces. You should quote arguments containing spaces instead.
 +
* Argument 9 ({{o|animal name}}) is now {{o|override name}}, and can be used to set the name for non-animals too.
 
|-
 
|-
|rowspan="4"| <samp>NPC</samp>
+
| <samp>animate</samp>
| <samp>CanReceiveGifts</samp>
+
| Underscores in the NPC name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>animate "Mr Qi" …</code>.
| Get whether this NPC can receive gifts from the player (regardless of whether they've already received one today).
   
|-
 
|-
| <samp>GetData</samp><br /><samp>NPC.TryGetData</samp>
+
| <samp>ambientLight</samp>
| Get the underlying data from <samp>Data/Characters</samp> for this NPC, if any.
+
| Removed four-argument form (which was unused and had confusing behavior). The other versions of <samp>ambientLight</samp> still work like before.
 
|-
 
|-
| <samp>NPC.GetDisplayName(name)</samp>
+
| <samp>awardFestivalPrize</samp>
| Get the translated display name in the current language for an NPC by their internal name.
+
| Added support for arbitrary item IDs, like <code>awardFestivalPrize (O)128</code> for a pufferfish.
 
|-
 
|-
| <samp>hasDarkSkin</samp>
+
| <samp>changeLocation</samp>
| Whether this character has dark skin for the purposes of child genetics.
+
| It now updates the event position offset if needed.
 
|-
 
|-
| <samp>Pet</samp>
+
| <samp>changeName</samp>
| <samp>GetPetData</samp><br /><samp>TryGetData</samp>
+
| Underscores in the NPC name are no longer replaced with spaces. You should quote arguments containing spaces instead, like <code>changeName Leo "Neo Leo"</code>.
| Get the underlying data from <samp>Data/Pets</samp> for this pet, if any.
   
|-
 
|-
| <samp>ShopMenu</samp>
+
| <samp>changePortrait</samp><br /><samp>changeSprite</samp>
| <samp>ShopId</samp>
+
| You can now omit the suffix argument to reset the NPC back to their normal portrait/sprite.
| A key which identifies the current shop. This may be the unique shop ID in <samp>Data/Shops</samp> for a standard shop, <samp>Dresser</samp> or <samp>FishTank</samp> for furniture, etc. This is guaranteed to be set to a relevant shop ID.
  −
 
  −
This replaces the former <samp>shopContext</samp> field, and will usually have the same value in cases where that was set to a unique shop ID.
   
|-
 
|-
| <samp>Utility</samp>
+
| <samp>faceDirection</samp>
| <samp>getAllVillagers</samp>
+
| You can now specify the direction in words, like <samp>faceDirection up</samp>
| Get all villager NPCs (excluding horses, pets, monsters, player children, etc). This works just like <samp>getAllCharacters</samp> with an added filter.
+
|-
 +
| <samp>ignoreMovementAnimation</samp>
 +
| &#32;
 +
* Fixed its ''ignore'' argument being ignored.
 +
* Underscores in the NPC name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>ignoreMovementAnimation "Mr Qi" …</code>.
 +
|-
 +
| <samp>itemAboveHead</samp>
 +
| Added support for arbitrary item IDs, like <code>itemAboveHead (O)128</code> for a pufferfish.
 +
|-
 +
| <samp>makeInvisible</samp>
 +
| Fixed terrain features not hidden when using the default area size.
 +
|-
 +
| <samp>playSound</samp>
 +
| Sounds started via <samp>playSound</samp> now stop automatically when the event ends.
 +
|-
 +
| <samp>removeItem</samp>
 +
| Added argument for an optional count, like <code>removeItem (O)128 10</code> to remove 10 pufferfish.
 +
|-
 +
| <samp>speak</samp>
 +
| Fixed friendship & socialize quest not updated when calling it with a translation key.
 +
|}</li>
 +
<li>Removed some commands:
 +
{| class="wikitable"
 +
|-
 +
! command
 +
! changes
 +
|-
 +
| <samp>addToTable</samp>
 +
| Removed (it was unused and worked in counterintuitive ways).
 +
|-
 +
| <samp>addTool</samp>
 +
| Removed (it was unused and only supported the [[Return Scepter|return scepter]]). Use <samp>addItem</samp> instead, which supports adding tools.
 +
|-
 +
| <samp>grabObject</samp>
 +
| Removed (it was unused and broken).
 +
|-
 +
| <samp>showRivalFrame</samp><br /><samp>taxVote</samp>
 +
| Removed (they were part of unimplemented features).
 +
|-
 +
| <samp>weddingSprite</samp>
 +
| Removed (it was broken and unused).
 
|}
 
|}
</li>
  −
<li>NPCs now update on save loaded when their home data changes.</li>
  −
<li><samp>NPC.reloadSprite()</samp> now has an argument to only reload the appearance, without changing other data.</li>
  −
<li><samp>Utility.getAllCharacters()</samp> now returns a plain <samp>List&lt;NPC&gt;</samp> value instead of a custom <samp>DisposableList&lt;NPC&gt;</samp>, so you can use normal LINQ querying on it.</li>
  −
<li><samp>Utility.GetHorseWarpRestrictionsForFarmer(player)</samp> now returns an enum (which is more efficient and easier for mods to patch), and added a new <samp>Utility.GetHorseWarpErrorMessage(restrictions)</samp> method to get the error message to show for it.</li>
  −
<li><samp>Farmer.hasAFriendWithHeartLevel</samp> now has an optional max-hearts argument.</li>
  −
<li>Removed most <samp>FarmAnimal</samp> fields/properties which just mirror the underlying data.</li>
  −
<li>Fixed child NPCs like [[Jas]] or [[Vincent]] ignoring relative titles like "mom" in <samp>Data/NPCDispositions</samp> (now <samp>Data/Characters</samp>) for reveal-gift-taste dialogues.</li>
  −
<li>Fixed custom NPCs ignoring dialogue when they use a subclass of <samp>NPC</samp>.</li>
  −
<li>Fixed monsters not loading their display name from <samp>Data/Monsters</samp> for English players.</li>
  −
<li>Fixed player children not applying the <samp>IsInvisible</samp> flag.</li>
   
</ul>
 
</ul>
   −
==What's new for everything else==
+
====Festival changes====
===Buff overhaul===
+
* Festivals can now have a custom festival-started notification message by setting the <samp>startedMessage</samp> field in <samp>Data/Festivals/*</samp> to a [[Modding:Tokenizable strings|tokenizable string]].
1.6 rewrites buffs to work more consistently and be more extensible:
+
* Festivals now set the event ID to a value like <samp>festival_fall16</samp>, instead of <samp>-1</samp>.
 +
* All in-festival data fields now support [[Modding:Festival data#Year variants|year variants]].
 +
* Fixed NPCs getting duplicated in festivals if they're added to the <samp>set-up</samp> fields multiple times. Subsequent entries now move them instead.
 +
* Fixed [[Modding:Festival data#Year variants|year variants]] for festival <samp>set-up</samp> field being appended to the main script instead of replacing it.
   −
* Buff logic is unified into <samp>Game1.player.buffs</samp>, which is the single source of truth for buff data. This replaces the previous <samp>player.added*</samp> and <samp>player.appliedBuffs</samp> fields, <samp>BuffsDisplay</samp> logic, enchantment stat bonuses, and boots/ring attribute changes on (un)equip.
+
====Send-mail (<samp>x</samp>) precondition deprecated====
* This also removes limitations on buff types (e.g. buffs can add weapon bonuses and weapons can add attribute buffs) and buffable equipment (e.g. equipped tools can have buffs too).
+
Using the <samp>x</samp> event precondition as a way to send mail is now deprecated (but still works). You should use [[#Trigger actions|trigger actions]] instead to perform actions like that.
* Buff effects are now fully recalculated when they change, to fix a range of longstanding bugs like attribute drift and double-debuffs. Just like before, the buffs are managed locally; only the buff IDs and aggregate attribute effects are synced.
     −
'''For C# mods:'''
+
All vanilla events which used it have been replaced by equivalent trigger actions. This event IDs below no longer exist; if you check them (e.g. via <samp>HasSeenEvent</samp>), you'll need to check the new action or the mail flag they set instead.
* Each buff now has a unique string ID. You can apply a new buff with the same ID to replace it (so you no longer need to manually find and remove previous instances of the buff).
+
{| class="wikitable"
* You can add standard buff effects to any equipment by overriding <samp>Item.AddEquipmentEffects</samp>, or add custom behaviour/buffs by overriding <samp>Item.onEquip</samp> and <samp>Item.onUnequip</samp>.
+
|-
* You can add custom food or drink buffs by overriding <samp>Item.GetFoodOrDrinkBuffs()</samp>.
+
! old event ID
* The <samp>Buff</samp> constructor now supports a custom icon texture, sprite index, display name, description, and millisecond duration to fully support custom buffs.
+
! new action ID
* You can change how buff attributes are displayed (or add new attributes) by extending the <samp>BuffsDisplay.displayAttributes</samp> list.
+
! mail flag
 
+
|-
For example, here's how to add a custom buff which adds +3 speed:
+
| <samp>68</samp>
 
+
| <samp>Mail_Mom_5K</samp>
<syntaxhighlight lang="c#">
+
| <samp>mom1</samp>
Buff buff = new Buff(
+
|-
    id: "Example.ModId/ZoomZoom",
+
| <samp>69</samp>
    displayName: "Zoom Zoom", // can optionally specify description text too
+
| <samp>Mail_Mom_15K</samp>
    iconTexture: this.Helper.ModContent.Load<Texture2D>("assets/zoom.png"),
+
| <samp>mom2</samp>
    iconSheetIndex: 0,
+
|-
    duration: 30_000, // 30 seconds
+
| <samp>70</samp>
    effects: new BuffEffects()
+
| <samp>Mail_Mom_32K</samp>
    {
+
| <samp>mom3</samp>
        Speed = { 10 } // shortcut for buff.Speed.Value = 10
+
|-
    }
+
| <samp>71</samp>
);
+
| <samp>Mail_Mom_120K</samp>
Game1.player.applyBuff(buff);
+
| <samp>mom4</samp>
</syntaxhighlight>
+
|-
 
+
| <samp>72</samp>
You can also implement your own custom effects in code by checking if the buff is active, like <code>Game1.player.hasBuff("Example.ModId/ZoomZoom")</code>.
+
| <samp>Mail_Dad_5K</samp>
 
+
| <samp>dad1</samp>
===Custom audio===
+
|-
You can now add or edit [[Modding:Audio|music tracks or sound effects]] (called ''cues'') by editing the <samp>Data/AudioChanges</samp> asset. New cues are added to the game's soundbank, so they can be used anywhere normal audio can be used (e.g. the <samp>Music</samp> [[Modding:Maps|map property]]).
+
| <samp>73</samp>
 
+
| <samp>Mail_Dad_15K</samp>
====Format====
+
| <samp>dad2</samp>
The <samp>Data/AudioChanges</samp> asset consists of a string → model lookup, where the key matches the <samp>ID</samp>, and the value is a model with the fields below.
+
|-
 
+
| <samp>74</samp>
Entries in this asset describe an '''override''' applied to the soundbank. The override is applied permanently for the current game session, even if the asset is edited to remove it. Overriding a cue will reset all values to the ones specified.
+
| <samp>Mail_Dad_32K</samp>
 
+
| <samp>dad3</samp>
{| class="wikitable"
+
|-
 +
| <samp>75</samp>
 +
| <samp>Mail_Dad_120K</samp>
 +
| <samp>dad4</samp>
 +
|-
 +
| <samp>76</samp>
 +
| <samp>Mail_Tribune_UpAndComing</samp>
 +
| <samp>newsstory</samp>
 +
|-
 +
| <samp>706</samp>
 +
| <samp>Mail_Pierre_Fertilizers</samp>
 +
| <samp>fertilizers</samp>
 +
|-
 +
| <samp>707</samp>
 +
| <samp>Mail_Pierre_FertilizersHighQuality</samp>
 +
| <samp>fertilizers2</samp>
 +
|-
 +
| <samp>909</samp>
 +
| <samp>Mail_Robin_Woodchipper</samp>
 +
| <samp>WoodChipper</samp>
 
|-
 
|-
! field
+
| <samp>2111194</samp>
! effect
+
| <samp>Mail_Emily_8heart</samp>
 +
| <samp>EmilyClothingTherapy</samp>
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>2111294</samp>
| A unique cue ID, used when playing the sound in-game. The ID should only contain alphanumeric/underscore/dot characters. For custom audio cues, this should be prefixed with your mod ID like <samp>Example.ModId_AudioName</samp>.
+
| <samp>Mail_Emily_10heart</samp>
 +
| <samp>EmilyCamping</samp>
 
|-
 
|-
| <samp>FilePaths</samp>
+
| <samp>2346091</samp>
| A list of file paths (not asset names) from which to load the audio. These can be absolute paths or relative to the game's <samp>Content</samp> folder. Each file can be <samp>.ogg</samp> or <samp>.wav</samp>. If you list multiple paths, a random one will be chosen each time it's played.
+
| <samp>Mail_Alex_10heart</samp>
 +
| <samp>joshMessage</samp>
 
|-
 
|-
| <samp>Category</samp>
+
| <samp>2346092</samp>
| The [[Modding:Audio#Category list|audio category]], which determines which volume slider in the game options applies. This should be one of <samp>Default</samp>, <samp>Music</samp>, <samp>Sound</samp>, <samp>Ambient</samp>, or <samp>Footsteps</samp> (see [[Modding:Audio#Category list|a description of each category]]). Defaults to <samp>Default</samp>.
+
| <samp>Mail_Sam_10heart</samp>
 +
| <samp>samMessage</samp>
 
|-
 
|-
| <samp>StreamedVorbis</samp>
+
| <samp>2346093</samp>
| Whether the audio should be streamed from disk when it's played, instead of being loaded into memory ahead of time. This is only possible for [[wikipedia:Vorbis|Ogg Vorbis]] (<samp>.ogg</samp>) files, which otherwise will be decompressed in-memory on load. Default false.
+
| <samp>Mail_Harvey_10heart</samp>
 
+
| <samp>harveyBalloon</samp>
This is a tradeoff between memory usage and performance, so you should consider which value is best for each audio cue:
  −
{| class="wikitable"
   
|-
 
|-
! value
+
| <samp>2346094</samp>
! effect
+
| <samp>Mail_Elliott_10heart</samp>
 +
| <samp>elliottBoat</samp>
 
|-
 
|-
| <samp>true</samp>
+
| <samp>2346095</samp>
| Reduces memory usage when the audio cue isn't active, but increases performance impact when it's played. Playing the audio multiple times will multiply the memory and performance impact while they're active, since each play will stream a new instance. Recommended for longer audio cues (like music or ambient noise), or cues that are rarely used in a specific scenario (e.g. a sound that only plays once in an event).
+
| <samp>Mail_Elliott_8heart</samp>
 +
| <samp>elliottReading</samp>
 
|-
 
|-
| <samp>false</samp>
+
| <samp>2346096</samp>
| Increases memory usage (since it's fully loaded into memory), but reduces performance impact when it's played. It can be played any number of times without affecting memory or performance (it'll just play the cached audio). Recommended for sound effects, or short audio cues that are played occasionally.
+
| <samp>Mail_Penny_10heart</samp>
|}
+
| <samp>pennySpa</samp>
 
|-
 
|-
| <samp>Looped</samp>
+
| <samp>2346097</samp>
| Whether the audio cue loops continuously until stopped. Default false.
+
| <samp>Mail_Abigail_8heart</samp>
 +
| <samp>abbySpiritBoard</samp>
 
|-
 
|-
| <samp>UseReverb</samp>
+
| <samp>3333094</samp>
| Whether to apply a [[wikipedia:Reverberation|reverb]] effect to the audio. Default false.
+
| <samp>Mail_Pierre_ExtendedHours</samp>
 +
| <samp>pierreHours</samp>
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>3872126</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| <samp>Mail_Willy_BackRoomUnlocked</samp>
 +
| <samp>willyBackRoomInvitation</samp>
 
|}
 
|}
   −
====Example====
+
===[[Modding:Mail data|Mail]] changes===
This content pack adds a new music cue to the game, and plays it when the player enters the bus stop:
+
{{/doc status|[[Modding:Mail data]]|done=false}}
   −
{{#tag:syntaxhighlight|<nowiki>
+
<ul>
{
+
<li>Mail can now have multiple items attached (using multiple <samp>%item</samp> commands). When the player grabs the top item, the next one will appear in the slot to grab next.</li>
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
<li>Added mail commands:
    "Changes": [
+
{| class="wikitable"
        // add music cue
+
|-
        {
+
! command
            "Action": "EditData",
+
! effect
            "Target": "Data/AudioChanges",
+
|-
            "Entries": {
+
| <samp>%action {{t|action}}%%</samp>
                "Example.ModId_Music": {
+
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>%action AddMoney 500%%</samp> to add {{price|500}} to the current player.
                    "ID": "Example.ModId_Music",
+
|}</li>
                    "Category": "Music",
+
<li>Improved mail commands:
                    "FilePaths": [ "{{AbsoluteFilePath: assets/music.ogg}}" ],
+
{| class="wikitable"
                    "StreamedVorbis": true,
+
|-
                    "Looped": true
+
! command
                }
+
! changes
            }
+
|-
        },
+
| <samp>%item</samp>
 +
| &#32;
 +
* Added <samp>%item id {{t|item id}} {{o|count}}</samp> form which accepts a [[#Custom items|qualified or unqualified item ID]]. If multiple items are listed (''e.g.,'' <samp>%item id (BC)12 3 (O)34 5 %%</samp>) one set will be picked randomly. This deprecates the <samp>bigobject</samp>, <samp>furniture</samp>, <samp>object</samp>, and <samp>tools</samp> options.
 +
* Added <samp>%item specialOrder {{t|order id}} {{o|immediately}}</samp> form to attach a special order to the letter.
 +
* Added optional {{t|key}} argument to <samp>%item cookingRecipe {{t|key}}</samp>, to learn a specific [[Modding:Recipe data|cooking recipe]]. The previous <samp>%item cookingRecipe</samp> form (without a key) works the same way as before.
 +
* The type argument is now case-insensitive.
 +
* Fixed <samp>%item craftingRecipe</samp> not supporting recipe IDs containing underscores. It now checks for an exact match first, then tries replacing underscores with spaces like before, then logs a warning if neither was found instead of adding an invalid recipe.
 +
|}</li>
 +
<li>All wallet items are now tracked via mail flags. That adds these mail flags: <samp>HasClubCard</samp>, <samp>HasDarkTalisman</samp>, <samp>HasDwarvishTranslationGuide</samp>, <samp>HasMagicInk</samp>, <samp>HasMagnifyingGlass</samp>, <samp>HasRustyKey</samp>, <samp>HasSkullKey</samp>, <samp>HasSpecialCharm</samp>, <samp>HasTownKey</samp>, and <samp>HasUnlockedSkullDoor</samp>.</li>
 +
<li>Fixed letter viewer error when opening an invalid letter.</li>
 +
</ul>
 +
 
 +
===Stat changes for C# mods===
 +
The tracked stats API (e.g. <code>Game1.stats</code> and <code>Game1.player.stats</code>) has been overhauled.
   −
        // add to bus stop
+
In particular, all stats are now in the underlying stat dictionary. If you use a stat field directly (like <code>stats.dirtHoed</code>), you'll need to use the property (like <code>stats.DirtHoed</code>) or method (like <code>stats.Get(StatsKey.DirtHoed)</code>). This lets the game or mods access all stats in a standard way without reflection. 1.6 also adds <samp>StatsKey</samp> constants for all stats tracked by the game.
        {
  −
            "Action": "EditMap",
  −
            "Target": "Maps/BusStop",
  −
            "MapProperties": {
  −
                "Music": "Example.ModId_Music"
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
     −
====Other changes====
+
The <samp>stats</samp> API has also been redesigned:
* The game no longer crashes when playing audio which doesn't exist. It now logs an error and returns a default quiet click sound instead. (If you use <code>try..catch</code> to check if an audio cue exists, you should check <code>Game1.soundbank.Exists(name)</code> instead.)
+
{| class="wikitable"
 +
|-
 +
! member
 +
! comments
 +
|-
 +
| <samp>Values</samp>
 +
| The numeric metrics tracked by the game. This replaces <samp>stats_dictionary</samp>.
 +
|-
 +
| <samp>Get(key)</samp>
 +
| Get the value of a tracked stat. This replaces <samp>getStat</samp>.
   −
===Custom data fields===
+
For example:
Many data assets now have a <samp>CustomFields</samp> field. This is ignored by the game, but lets mods add their own data (e.g. to enable mod framework features).
+
<syntaxhighlight lang="c#">
 +
uint daysPlayed = Game1.stats.Get(StatKeys.DaysPlayed);
 +
</syntaxhighlight>
 +
|-
 +
| <samp>Set(key, value)</samp>
 +
| Set the new value of a tracked stat. This method is new.
   −
For example, a content pack can [[#Custom crops|add a crop]] with custom fields:
+
For example:
{{#tag:syntaxhighlight|<nowiki>
+
<syntaxhighlight lang="c#">
{
+
Game1.stats.Set(StatKeys.ChildrenTurnedToDoves, 5);
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
</syntaxhighlight>
    "Changes": [
+
|-
        {
+
| <samp>Increment(key)</samp><br /><samp>Increment(key, amount)</samp>
            "Action": "EditData",
+
| Add the given amount to the stat (default 1), and return the new stat value. This improves on the original <samp>incrementStat</samp>.
            "Target": "Data/Crops",
  −
            "Entries": {
  −
                "Example.Id_CucumberSeeds": {
  −
                    "Seasons": [ "summer" ],
  −
                    "DaysInPhase": [ 1, 2, 2, 2 ],
  −
                    "HarvestItemId": "Example.Id_Cucumber",
  −
                    "Texture": "{{InternalAssetKey: assets/crops.png}}",
  −
                    "SpriteIndex": 0,
     −
                    "CustomFields": {
+
For example:
                        "Example.FrameworkMod/WetTexture": "{{InternalAssetKey: assets/crops-wet.png}}"
+
<syntaxhighlight lang="c#">
                    }
+
uint stepsTaken = Game1.stats.Increment(StatKeys.StepsTaken);
                }
+
</syntaxhighlight>
            }
+
|}
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
     −
And then a C# mod could handle the custom field if it's set:
+
This can also be used to track custom mod stats, they doesn't need to be stats normally tracked by the game. Custom stats should be prefixed with your mod's unique ID to avoid conflicts:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
if (Game1.currentLocation.IsRainingHere())
+
Game1.stats.Set("Your.ModId_CustomStat", 5);
{
  −
    CropData data = crop.GetData();
  −
    if (data != null && data.CustomFields.TryGet("Example.FrameworkMod/WetTexture", out string textureName))
  −
    {
  −
        // do magic
  −
    }
  −
}
   
</syntaxhighlight>
 
</syntaxhighlight>
   −
See <samp>CustomFields</samp> in the docs for each asset type to see if it's supported. Besides the sections listed on this page, custom fields were also added to <samp>Data/AdditionalFarms</samp>, <samp>Data/AdditionalLanguages</samp>, <samp>Data/Movies</samp>, and <samp>Data/SpecialOrders</samp>.
+
And finally, setting a stat to 0 now removes it from the stats dictionary (since that's the default for missing stats).
   −
===Custom giant crops===
+
===New C# utility methods===
You can now add/edit [[Crops#Giant Crops|giant crops]] by editing the <samp>Data/GiantCrops</samp> data asset.
+
Stardew Valley 1.6 adds several new methods to simplify common logic.
   −
This consists of a string → model lookup, where...
+
====Argument handling====
* The key is a unique identifier for the giant crop. The ID should only contain alphanumeric/underscore/dot characters. For custom giant crops, this should be prefixed with your mod ID like <samp>Example.ModId_GiantCropName</samp>.
+
The new <samp>ArgUtility</samp> class handles splitting, reading, and validating <samp>string[]</samp> argument lists. The main methods are:
* The value is a model with the fields listed below.
     −
{| class="wikitable"
+
; Splitting arrays&#58;
 +
: {| class="wikitable"
 
|-
 
|-
! field
+
! <samp>ArgUtility</samp> method
 
! effect
 
! effect
 
|-
 
|-
| <samp>FromItemId</samp>
+
| <samp>SplitBySpace</samp>
| The [[#Custom items|item ID]] (qualified or unqualified) for the harvest ID of the regular crop which can turn into this giant crop. For example, <samp>(O)254</samp> is [[melon]].
+
| Split space-separated arguments in a string. This automatically ignores extra spaces, so <samp>" x &nbsp;y "</samp> and <samp>"x y"</samp> are equivalent. For example:
 
+
<syntaxhighlight lang="c#">
Any number of giant crops can use the same <samp>FromItemId</samp> value. The first giant crop whose other fields match (if any) will spawn.
+
string[] fields = ArgUtility.SplitBySpace("a b c");
 +
string secondField = fields[1]; // "b"
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>HarvestItems</samp>
+
| <samp>SplitBySpaceAndGet</samp>
| The items which can be dropped when you break the giant crop. If multiple items match, they'll all be dropped.
+
| Get the value at an index in a space-delimited string (if found), else return the default value. For example:
   −
This consists of a list of models with these fields:
+
<syntaxhighlight lang="c#">
{| class="wikitable"
+
string thirdField = ArgUtility.SplitBySpaceAndGet("a b c", 2); // "c"
 +
string invalidFieldA = ArgUtility.SplitBySpaceAndGet("a b c", 5); // null
 +
string invalidFieldB = ArgUtility.SplitBySpaceAndGet("a b c", 5, defaultValue: "boop"); // "boop"
 +
</syntaxhighlight>
 +
 
 +
This is more efficient than <samp>SplitBySpace</samp> when you only need a single value, but it's slower if you need multiple values.
 
|-
 
|-
! field
+
| <samp>SplitBySpaceQuoteAware</samp>
! effect
+
| Split space-separated arguments in a string, with support for using quotes to protect spaces within an argument. See <samp>SplitQuoteAware</samp> below for info on quote handling.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
string buildingName = ArgUtility.SplitBySpaceQuoteAware("BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"")[1]; // Junimo Hut
 +
</syntaxhighlight>
 
|-
 
|-
| ''common fields''
+
| <samp>SplitQuoteAware</samp>
| See [[#Item spawn fields|item spawn fields]] for the generic item fields supported for harvest items.
+
| Split delimited arguments in a string, with support for using quotes to protect delimiters within an argument.
 +
 
 +
A quote in the text causes any delimiter to be ignored until the next quote, unless it's escaped like <code>\"</code>. Unescaped quotes are removed from the string. (Remember that backslashes need to be escaped in C# or JSON strings, like <code>"\\"</code> for a single backslash.)
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
ArgUtility.SplitQuoteAware("A,B,C", ',');        // [ "A", "B", "C" ]
 +
ArgUtility.SplitQuoteAware("A,\"B,C\",D", ','); // [ "A", "B,C", "D" ]
 +
ArgUtility.SplitQuoteAware("A,\\\"B,C", ',');    // [ "A", "\"B", "C" ]
 +
</syntaxhighlight>
 +
 
 +
You can also set the optional arguments for more advanced cases. For example, [[Modding:Game state queries|game state queries]] use this to split twice:
 +
<syntaxhighlight lang="c#">
 +
string gameStateQuery = "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\", SEASON Spring";
   −
If set to an [[#Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
string[] queries = ArgUtility.SplitQuoteAware(gameStateQuery, ',', StringSplitOptions.RemoveEmptyEntries, keepQuotesAndEscapes: true); // [ "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"", "SEASON Spring" ]
 +
string buildingName = ArgUtility.SplitBySpaceQuoteAware(queries[0]); // Junimo Hut
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Chance</samp>
+
| <samp>EscapeQuotes</samp>
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
| Escape quotes in a string so they're ignored by methods like <samp>SplitQuoteAware</samp>.
|-
+
 
| <samp>ForShavingEnchantment</samp>
+
This isn't idempotent (e.g. calling it twice will result in double-escaped quotes).
| ''(Optional)'' Whether this item is only dropped for [[Enchantments#Tool enchantments|Shaving enchantment]] drops (<samp>true</samp>), only when the giant crop is broken (<samp>false</samp>), or both (<samp>null</samp>). Default both.
   
|-
 
|-
| <samp>ScaledMinStackWhenShaving</samp><br /><samp>ScaledMaxStackWhenShaving</samp>
+
| <samp>UnsplitQuoteAware</samp>
| ''(Optional)'' If set, the min/max stack size when this item is dropped due to the [[Forge#Enchantments|shaving enchantment]], scaled to the tool's power level.
+
| Combine an array of arguments into a single string with a custom delimiter, using quotes where needed to escape delimiters within an argument. Calling <samp>SplitQuoteAware</samp> on the resulting string with the same delimiter will produce the original values.
   −
This value is multiplied by the health deducted by the tool hit which triggered the enchantment. For example, an iridium axe which reduced the giant crop's health by 3 points will produce three times this value per hit.
+
For example:
 +
<syntaxhighlight lang="c#">
 +
string args = ArgUtility.UnsplitQuoteAware(new[] { "A", "B C", "D" }, ' '); // A "B C" D
 +
</syntaxhighlight>
   −
If both fields are set, the stack size is randomized between them. If only one is set, it's applied as a limit after the generic fields. If neither is set, the generic <samp>MinStack</samp>/<samp>MaxStack</samp> fields are applied as usual without scaling.
+
This isn't idempotent (e.g. calling it twice will result in double-escaped quotes).
 
|}
 
|}
 +
 +
; Reading arrays&#58;
 +
: {| class="wikitable"
 
|-
 
|-
| <samp>Texture</samp>
+
! <samp>ArgUtility</samp> method
| The asset name for the texture containing the giant crop's sprite.
+
! effect
 
|-
 
|-
| <samp>TexturePosition</samp>
+
| <samp>HasIndex</samp>
| ''(Optional)'' The top-left pixel position of the sprite within the <samp>Texture</samp>, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. Defaults to (0, 0).
+
| Get whether an index is within the bounds of the array. For example:
 +
<syntaxhighlight lang="c#">
 +
string[] fields = ArgUtility.SplitByString("10 5");
 +
bool inRange = ArgUtility.HasIndex(fields, 1); // true (index 1 has the value '5')
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>TileSize</samp>
+
| <samp>Get</samp><br /><samp>GetBool</samp><br /><samp>GetDirection</samp><br /><samp>GetEnum</samp><br /><samp>GetFloat</samp><br /><samp>GetInt</samp>
| ''(Optional)'' The area in tiles occupied by the giant crop, specified as a model with <samp>X</samp> and <samp>Y</samp> fields. This affects both its sprite size (which should be 16 pixels per tile) and the grid of crops needed for it to grow. Note that giant crops are drawn with an extra tile's height. Defaults to (3, 3).
+
| Get the value at a position in an array, parsed as the relevant type (e.g. a string, boolean, [[Modding:Event data#Directions|direction]], enum, etc). If the index isn't in the array or the value can't be parsed as the expected type, returns a default value.
|-
+
 
| <samp>Health</samp>
+
For example, code like this:
| ''(Optional)'' The health points that must be depleted to break the giant crop. The number of points depleted per [[axe]] chop depends on the axe power level. Default 3.
+
<syntaxhighlight lang="c#">
|-
+
int value = fields.Length > 4 && int.TryParse(fields[4], out int parsed)
| <samp>Chance</samp>
+
    ? parsed
| ''(Optional)'' The percentage chance that a given grid of crops will grow into the giant crop each night, as a value between 0 (never) and 1 (always). Default 0.01 (1%).
+
    : -1;
 +
</syntaxhighlight>
   −
Note that the chance is checked for each giant crop that applies. If three giant crops each have a 1% chance of spawning for the same crop, then there's a 3% chance that one of them will spawn.
+
Can now be rewritten like this:
 +
<syntaxhighlight lang="c#">
 +
int value = ArgUtility.GetInt(fields, 4, -1);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>TryGet</samp><br /><samp>TryGetBool</samp><br /><samp>TryGetDirection</samp><br /><samp>TryGetEnum</samp><br /><samp>TryGetFloat</samp><br /><samp>TryGetInt</samp><br /><samp>TryGetPoint</samp><br /><samp>TryGetRectangle</samp><br /><samp>TryGetVector2</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this giant crop is available to spawn. Defaults to always true.
+
| Try to get a parsed value from an array by its index. If it's not found or can't be converted to the expected value, it sets the <samp>out string error</samp> argument so you can log an error if needed.
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
  −
|}
     −
===Custom movies===
+
For example, this parses a numeric value from a space-delimited string:
: ''See also: [[#Custom movie concessions|custom movie concessions]].''
+
<syntaxhighlight lang="c#">
 
+
string[] fields = ArgUtility.SplitByString("10 35");
You could already [[Modding:Movie theater data#Movie data|add/edit movies]] shown in the [[Movie Theater|movie theater]], but conflicts were likely since the poster & screen sprites for each movie had to be in the vanilla <samp>LooseSprites/Movies</samp> spritesheet.
+
if (ArgUtility.TryGetInt(fields, 1, out int value, out string error))
 
+
    this.Helper.Monitor.Log($"Parsed value: {value}"); // "Parsed value: 35"
Stardew Valley 1.6 adds a new movie field in <samp>Data/Movies</samp> to fix that:
+
else
{| class="wikitable"
+
    this.Helper.Monitor.Log($"Failed parsing value: {error}", LogLevel.Warn);
 +
</syntaxhighlight>
 
|-
 
|-
! field
+
| <samp>TryGetOptional</samp><br /><samp>TryGetOptionalBool</samp><br /><samp>TryGetOptionalDirection</samp><br /><samp>TryGetOptionalEnum</samp><br /><samp>TryGetOptionalFloat</samp><br /><samp>TryGetOptionalInt</samp><br /><samp>TryGetOptionalRemainder</samp>
! effect
+
| Equivalent to <samp>TryGet*</samp>, except that it'll return a default value if the argument is missing. For example:
|-
+
<syntaxhighlight lang="c#">
| <samp>Texture</samp>
+
string[] fields = ArgUtility.SplitByString("10");
| ''(Optional)'' The asset name for the movie poster and screen images, or omit to use <samp>LooseSprites\Movies</samp>.
+
if (ArgUtility.TryGetOptionalInt(fields, 1, out int value, out error, defaultValue: 99))
 +
    this.Helper.Monitor.Log($"Parsed value: {value}"); // "Parsed value: 99"
 +
else
 +
    this.Helper.Monitor.Log($"Failed parsing value: {error}", LogLevel.Warn);
 +
</syntaxhighlight>
 +
|-
 +
| <samp>GetRemainder</samp><br /><samp>TryGetRemainder</samp><br /><samp>TryGetOptionalRemainder</samp>
 +
| Similar to the previous methods, but gets arguments starting from an index as a concatenated string. For example:
 +
<syntaxhighlight lang="c#">
 +
string[] fields = ArgUtility.SplitByString("A B C D E F");
 +
if (ArgUtility.TryGetRemainder(fields, 2, out string remainder, out string error))
 +
    this.Helper.Monitor.Log($"Remainder: {remainder}"); // "Remainder: C D E F"
 +
else
 +
    this.Helper.Monitor.Log($"Failed getting remainder: {error}", LogLevel.Warn);
 +
</syntaxhighlight>
 +
|-
 +
| <samp>GetSubsetOf</samp>
 +
| Get a slice of the input array. For example:
 +
<syntaxhighlight lang="c#">
 +
string[] subset1 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 1); // B, C, D
 +
string[] subset2 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 1, length: 2); // B, C
 +
</syntaxhighlight>
   −
This must be a spritesheet with one 490×128 pixel row per movie. A 13×19 area in the top-left corner of the row should contain the movie poster. With a 16-pixel offset from the left edge, there should be two rows of five 90×61 pixel movie screen images, with a six-pixel gap between each image. (The movie doesn't need to use all of the image slots.)
+
This is fault-tolerant as long as <samp>startAt</samp> isn't negative. For example:
 +
<syntaxhighlight lang="c#">
 +
string[] subset2 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 100); // <empty array>
 +
string[] subset1 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 1, length: 100); // B, C, D
 +
</syntaxhighlight>
 
|}
 
|}
   −
The existing <samp>SpriteIndex</samp> field is now an index within that texture.
+
====Content assets====
 
  −
For example, this content pack adds a new 'Pufferchick II' movie:
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/Movies",
  −
            "Entries": {
  −
                "Example.ModId_PufferchickII": {
  −
                    "Id": "Example.ModId_PufferchickII", // must specify ID again when creating a new entry
  −
 
  −
                    "Title": "Pufferchick II", // display text should usually use {{i18n}} for translations in actual usage
  −
                    "Description": "A sequel to the breakthrough adventure anime Pufferchick. The world is saved; what happens next?",
  −
                    "Tags": [ "family", "adventure" ],
  −
 
  −
                    "Texture": "{{InternalAssetKey: assets/movie.png}}", // an image in your content pack
  −
                    "SheetIndex": 0,
  −
 
  −
                    "Scenes": [ ... ]
  −
                }
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
===Custom wedding event===
  −
The [[Marriage#The Wedding|wedding]] event can now be changed by editing the <samp>Data\Weddings</samp> data asset, which consists of a data model with two relevant fields (listed below).
  −
 
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>EventScript</samp>
+
| <samp>LocalizedContentManager.DoesAssetExist</samp>
| The [[Modding:Event data|event scripts]] which play the wedding. The game will use the script for the spouse NPC/player if it exists, otherwise it'll use the default script.
+
| Get whether an asset exists in the game's <samp>Content</samp> folder or is provided through [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example:
 +
<syntaxhighlight lang="c#">
 +
bool exists = Game1.content.DoesAssetExist<Map>("Maps/Town");
 +
</syntaxhighlight>
 +
|-
 +
| <samp>LocalizedContentManager.IsValidTranslationKey</samp>
 +
| Get whether a string is a translation key in the form <samp>{{t|asset name}}:{{t|key}}</samp>, and the asset and key both exist. For example:
 +
<syntaxhighlight lang="c#">
 +
bool exists = Game1.content.IsValidTranslationKey("Strings\\NPCNames:Abigail");
 +
</syntaxhighlight>
 +
|}
 +
 
 +
====Filtering====
 +
The game now has an optimized <samp>RemoveWhere</samp> method for O(n) filtering on <samp>NetCollection</samp>, <samp>NetDictionary</samp>, <samp>NetList</samp>, and (via extension) <samp>IDictionary</samp>. This also deprecates <samp>Filter</samp> methods where they existed.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
int dirtTilesRemoved = Game1.currentLocation.terrainFeatures.RemoveWhere(pair => pair.Value is HoeDirt);
 +
</syntaxhighlight>
   −
This consists of a string → string dictionary, where...
+
====Game paths====
* The key is an NPC internal name (like <samp>Abigail</samp>), unique player ID, or <samp>default</samp> for the default script (which handles marrying either an NPC or player);
+
The game folder paths were previously hardcoded throughout the code. These are now centralized with a few methods:
* The value is a [[#Tokenizable string format|tokenizable strings]] for the event script to play.
     −
The event scripts also have access to three extra tokens:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! token
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>[SetupContextualWeddingAttendees]</samp>
+
| <samp>Program.GetLocalAppDataFolder</samp><br /><samp>Program.GetAppDataFolder</samp>
| The concatenated <samp>Setup</samp> values for each of the <samp>Attendees</samp> present in the wedding.
+
| Get the absolute path to the game's app data folder (which contains the [[saves|<Samp>Saves</samp> folder]]) or local app data folder (which contains <samp>ErrorLogs</samp> and <samp>Screenshots</samp>). These methods are equivalent on Windows, but different on Linux/macOS.
 +
|-
 +
| <samp>Program.GetSavesFolder</samp>
 +
| Get the absolute path to the game's [[saves|<samp>Saves</samp> folder]].
 
|-
 
|-
| <samp>[ContextualWeddingCelebrations]</samp>
+
| <samp>Game1.GetScreenshotFolder</samp>
| The concatenated <samp>Celebration</samp> values for each of the <samp>Attendees</samp> present in the wedding.
+
| Get the absolute path to the game's <samp>Screenshots</samp> folder.
 
|-
 
|-
| <samp>[SpouseActor]</samp>
+
| <samp>options.GetFilePathForDefaultOptions</samp>
| The actor ID for the NPC or other player being married (like <samp>Abigail</samp> for an NPC or <samp>farmer2</samp> for a player). This can be used in event commands like <code>faceDirection [SpouseActor] 1</code>.
+
| Get the absolute path to the game's <samp>default_options</samp> file.
 +
|}
 +
 
 +
====Hash sets====
 +
Since the [[#Hash set fields|game now uses hash sets]], it has a few extensions for working with them:
   −
(You can also use <samp>spouse</samp> as an actor ID, but that will only work when marrying an NPC.)
  −
|}
  −
|-
  −
| <samp>Attendees</samp>
  −
| The other NPCs which should attend the wedding (unless they're the spouse). This consists of a string → model lookup, where the key is the internal NPC name, and the value is a model with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>AddRange</samp>
| The internal NPC name.
+
| Add all the values from a list or enumerable to the set.
 
|-
 
|-
| <samp>Setup</samp>
+
| <samp>RemoveWhere</samp>
| The NPC's tile position and facing direction when they attend. This is equivalent to field index 2 in the [[Modding:Event data#Basic format|event basic data]].
+
| Remove all values matching a condition.
 
|-
 
|-
| <samp>Celebration</samp>
+
| <samp>Toggle</samp>
| ''(Optional)'' The [[Modding:Event data|event script]] to run during the celebration, like <samp>faceDirection Pierre 3 true</samp> which makes Pierre turn to face left. This can contain any number of script commands.
+
| Add or remove a value in the set based on a boolean. For example:
|-
+
<syntaxhighlight lang="c#">
| <samp>Condition</samp>
+
public bool hasClubCard
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether the NPC should attend. Defaults to true.
+
{
|}
+
    get { return mailReceived.Contains("HasClubCard"); }
 +
    set { mailReceived.Toggle("HasClubCard", value); }
 +
}
 +
</syntaxhighlight>
 
|}
 
|}
   −
===Game state queries===
+
====Iteration====
A ''game state query'' is a vanilla way to specify conditions for some content like [[#Custom shops|shop data]], inspired by [[Modding:Content Patcher|Content Patcher]]'s conditions. A query consists of a comma-delimited list of conditions in the form {{t|type}} {{o|arguments}}. The type can be prefixed with <code>!</code> to negate it. The query is true if it's null/blank, or if every listed condition exists and is true. For example, <code>!SEASON Spring, WEATHER Here Sun</code> is true on sunny non-[[spring]] days.
+
The new <samp>Utility.ForEach*</samp> methods let you check every thing of a type in the game world quickly and efficiently (with minimal allocations, boxing, etc). These are significantly faster than equivalent code using LINQ or <samp>yield</samp> methods.
   −
'''⚠''' Game state queries are partly case-sensitive. While some values are case-insensitive (e.g. both <code>SEASON Spring</code> and <code>SEASON spring</code> will work), this isn't consistent. Using the exact capitalization is recommended to avoid issues.
  −
  −
====Argument format====
  −
Game state queries take space-delimited arguments. For example, <code>BUILDINGS_CONSTRUCTED Here Cabins</code> has two arguments: <code>Here</code> and <code>Cabins</code>.
  −
  −
You can add quotes to keep spaces within an argument. For example, <code>BUILDINGS_CONSTRUCTED Here "Junimo Hut"</code> passes <code>Junimo Hut</code> as one argument. You can escape inner quotes with backslashes like <code>ANY "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\""</code>. Remember that quotes and backslashes inside JSON strings need to be escaped too, like <code>"Condition": "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\""</code>.
  −
  −
====Conditions====
  −
<dl>
  −
<dt>Meta</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Condition
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>ANY {{t|query}}+</samp>
+
| <samp>Utility.ForEachBuilding</samp>
| Get whether at least one of the listed game state queries match, where each argument is a query. For example, <code>ANY "SEASON Winter" "SEASON Spring, DAY_OF_WEEK Friday"</code> is true if (a) it's winter or (b) it's a spring Friday. You can list any number of queries to check.
+
| Perform an action for each building in the game world.
|}
  −
</dd>
  −
 
  −
<dt>Date & time</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! Condition
+
| <samp>Utility.ForEachCharacter</samp><br /><samp>Utility.ForEachVillager</samp>
! effect
+
| Perform an action for each NPC in the game world. <samp>ForEachCharacter</samp> matches all NPC types (villagers, horses, pets, monsters, player children, etc), while <samp>ForEachVillager</samp> only matches villager NPCs like [[Abigail]].
 
|-
 
|-
| <samp>DAY_OF_MONTH {{t|day}}+</samp>
+
| <samp>Utility.ForEachCrop</samp>
| The day of month. This can be an integer between 1 and 28, or <samp>even</samp>/<samp>odd</samp> to match on any even/odd day. You can specify multiple values to match any of them.
+
| Perform an action for each crop in the game world planted in the ground or in a [[Garden Pot|garden pot]].
 
|-
 
|-
| <samp>DAY_OF_WEEK {{t|day}}+</samp>
+
| <samp>Utility.ForEachItem</samp>
| The day of week. This can be an integer between 0 (Sunday) and 6 (Saturday), three-letter English name (like <samp>Fri</samp>), or full English name (like <samp>Friday</samp>). You can specify multiple values to match any of them (like <samp>DAY_OF_WEEK Monday Tuesday</samp> for Monday ''or'' Tuesday).
+
| Perform an action for each item in the game world, including items within items (e.g. in a chest or on a table), hats placed on children, items in player inventories, etc.
 
|-
 
|-
| <samp>DAYS_PLAYED {{t|min}} {{o|max}}</samp>
+
| <samp>Utility.ForEachItemIn</samp>
| Whether {{t|min}} to {{o|max}} (default unlimited) days have been played in the current save (including the current one). This always increments in sync with the date in the base game, but when mods change the in-game date, they may or may not update this value.
+
| Perform an action for each item within a given location, including items within items (e.g. in a chest or on a table).
 
|-
 
|-
| <samp>IS_FESTIVAL_DAY {{o|day offset}}</samp>
+
| <samp>Utility.ForEachLocation</samp>
| Whether there's a festival today, with an optional {{o|day offset}} (e.g. 1 for tomorrow).
+
| Perform an action for each location in the game world, optionally including building interiors and generated [[The Mines|mine]] or [[Volcano Dungeon|volcano]] levels.
|-
  −
| <samp>IS_PASSIVE_FESTIVAL_OPEN {{t|id}}</samp>
  −
| Whether a [[#Custom passive festivals|passive festival]] with the given ID is active today, and the current time is within its opening hours.
  −
|-
  −
| <samp>IS_PASSIVE_FESTIVAL_TODAY {{t|id}}</samp>
  −
| Whether a [[#Custom passive festivals|passive festival]] with the given ID is active today.
  −
|-
  −
| <samp>SEASON {{t|season}}+</samp>
  −
| The season (one of <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>). You can specify multiple values to match any of them (like <samp>SEASON spring summer</samp> for spring ''or'' summer).
  −
|-
  −
| <samp>SEASON_DAY [{{t|season}} {{t|day}}]+</samp>
  −
| The season (in the same format as <samp>SEASON</samp>) and day (an integer between 1 and 28). You can specify multiple values to match any of them (like <samp>SEASON_DAY fall 15 winter 20</samp> for fall 15 ''or'' winter 20).
  −
|-
  −
| <samp>TIME {{t|min}} {{o|max}}</samp>
  −
| Whether the current time is between {{t|min}} and {{o|max}} (default unlimited) inclusively, specified in [[Modding:Modder Guide/Game Fundamentals#Time format|26-hour time]].
  −
|-
  −
| <samp>YEAR {{t|min}} {{o|max}}</samp>
  −
| Whether the current year is between {{t|min}} and {{o|max}} (default unlimited) inclusively.
   
|}
 
|}
</dd>
     −
<dt>World</dt>
+
For example, this code counts how many parsnips are planted everywhere in the world:
<dd>
+
<syntaxhighlight lang="c#">
{| class="wikitable"
+
int parsnips = 0;
|-
+
Utility.ForEachCrop(crop =>
! Condition
+
{
! effect
+
    if (crop.IndexOfHarvest == "24")
|-
+
        parsnips++;
| <samp>BUILDINGS_CONSTRUCTED {{t|locations}} {{o|building type}} {{o|min}} {{o|max}} {{o|count unbuilt}}</samp>
+
    return true; // whether to keep iterating after this crop
| Whether the number of matching buildings is within a range.
+
});
 +
</syntaxhighlight>
   −
For example:
+
Or you could replace all instances of an obsolete item with a new one:
* <code>BUILDINGS_CONSTRUCTED Here</code> checks if any buildings were constructed in the player's current location.
+
<syntaxhighlight lang="c#">
* <code>BUILDINGS_CONSTRUCTED Target Cabin</code> checks if there's at least one cabin in the [[#Target location|target location]].
+
Utility.ForEachItem((item, remove, replaceWith) =>
* <code>BUILDINGS_CONSTRUCTED All "Junimo Hut" 3 5</code> checks if there's between 3 and 5 Junimo huts (inclusively) anywhere in the world.
+
{
 
+
    if (item.QualifiedItemId == "(O)OldId")
Arguments:
+
    {
* {{t|locations}}: a [[#Target location|target location]], or <samp>All</samp> to count buildings in all locations.
+
        Item newItem = ItemRegistry.Create("(O)NewId", item.Stack, item.Quality);
* {{o|building type}}: the building ID in <samp>Data/Buildings</samp> to count, or <samp>All</samp> to count all building types. Note that <samp>All</samp> includes default buildings like the farmhouse.
+
        replaceWith(newItem);
* {{o|min}}/{{o|max}}: the minimum (default 1) and maximum (default unlimited) count to require.
+
    }
* {{o|count unbuilt}}: whether to count buildings that haven't been fully constructed yet.
  −
|-
  −
| <samp>CAN_BUILD_CABIN</samp>
  −
| Whether players can build more [[cabin]]s (i.e. they haven't reached the maximum number of player slots yet).
  −
|-
  −
| <samp>CAN_BUILD_FOR_CABINS {{t|building ID}}</samp>
  −
| Whether there are fewer of the given building constructed than there are cabins.
  −
|-
  −
| <samp>FARM_CAVE {{t|type}}</samp>
  −
| The current [[The Farm#The Cave|farm cave]] (one of <samp>Bats</samp>, <samp>Mushrooms</samp>, or <samp>None</samp>).
  −
|-
  −
| <samp>FARM_NAME {{t|name}}</samp>
  −
| The name of the farm.
  −
|-
  −
| <samp>FARM_TYPE {{t|type}}</samp>
  −
| The [[Farm Maps|farm type]]. The {{t|type}} can be one of...
  −
* a numeric ID for a vanilla farm type: <samp>1</samp> (standard), <samp>2</samp> (riverland), <samp>3</samp> (forest), <samp>4</samp> (hilltop), <samp>5</samp> (combat), <samp>6</samp> (four corners), or <samp>7</samp> (beach);
  −
* a readable key for a vanilla farm type: <samp>Standard</samp>, <samp>Beach</samp>, <samp>Forest</samp>, <samp>FourCorners</samp>, <samp>Hilltop</samp>, <samp>Riverland</samp>, or <samp>Wilderness</samp>;
  −
* or the ID for a custom farm type.
  −
|-
  −
| <samp>FOUND_ALL_LOST_BOOKS</samp>
  −
| Whether all the [[Lost Books]] for the [[museum]] have been found.
  −
|-
  −
| <samp>IS_COMMUNITY_CENTER_COMPLETE</samp>
  −
| Whether the [[Community Center|community center]] has been repaired.
  −
|-
  −
| <samp>IS_CUSTOM_FARM_TYPE</samp>
  −
| Whether the [[Farm Maps|farm type]] is a custom one created by a mod. (This returns false for mods which edit/replace a vanilla farm type.)
  −
|-
  −
| <samp>IS_HOST</samp>
  −
| Whether the current player is the main/host player.
  −
|-
  −
| <samp>IS_ISLAND_NORTH_BRIDGE_FIXED</samp>
  −
| Whether the [[Ginger Island#Island North|North Ginger Island]] bridge to the dig site has been repaired.
  −
|-
  −
| <samp>IS_JOJA_MART_COMPLETE</samp>
  −
| Whether the [[Joja Warehouse|Joja warehouse]] has been built.
  −
|-
  −
| <samp>IS_MULTIPLAYER</samp>
  −
| Whether the game is currently in multiplayer mode (regardless of whether there's multiple players connected).
  −
|-
  −
| <samp>IS_VISITING_ISLAND {{t|name}}</samp>
  −
| Whether the named NPC is visiting [[Ginger Island]] today.
  −
|-
  −
| <samp>LOCATION_ACCESSIBLE {{t|name}}</samp>
  −
| Whether the [[#Target location|given location]] is accessible. For vanilla locations, this is relevant to <samp>CommunityCenter</samp>, <samp>JojaMart</samp>, or <samp>Railroad</samp>; any other location will return true unless a mod customizes the query.
  −
|-
  −
| <samp>LOCATION_CONTEXT {{t|location}}</samp>
  −
| The location context name for the [[#Target location|given location]].
  −
|-
  −
| <samp>LOCATION_IS_INDOORS {{t|location}}</samp><br /><samp>LOCATION_IS_OUTDOORS {{t|location}}</samp><br /><samp>LOCATION_IS_MINES {{t|location}}</samp><br /><samp>LOCATION_IS_SKULL_CAVE {{t|location}}</samp>
  −
| Whether the [[#Target location|given location]] is indoors, outdoors, in [[The Mines|the mines]], or in the [[Skull Cavern]].
  −
|-
  −
| <samp>LOCATION_SEASON {{t|location}} [{{t|season}}]+</samp>
  −
| Whether the [[#Target location|given location]] is in one of the given seasons (which can be <samp>spring</samp>, <samp>summer</samp>, <samp>fall</samp>, or <samp>winter</samp>). This accounts for the <samp>SeasonOverride</samp> field in the [[#Custom location contexts|location's context data]].
     −
For example, this is valid in spring ''or'' summer: <code>LOCATION_SEASON Here spring summer</code>.
+
    return true;
|-
+
});
| <samp>MUSEUM_DONATIONS {{t|min count}} {{o|max count}} {{o|object type}}+</samp>
+
</syntaxhighlight>
| Whether all players have donated a total of {{t|min count}} to {{o|max count}} (default unlimited) inclusively to the [[museum]]. This can optionally be filtered by the object type field, like <samp>MUSEUM_DONATIONS 40 Arch Minerals</samp> to require at least 40 artifacts and minerals combined. You can omit the max count and still specify a filter.
+
C# mods which add custom item types can override <samp>Item.ForEachItem</samp> to add support for nested items.
|-
  −
| <samp>WEATHER {{t|location}} {{t|weather}}</samp>
  −
| The weather ID in the [[#Target location|given location]]. The weather can be one of <samp>Festival</samp>, <samp>Rain</samp>, <samp>Snow</samp>, <samp>Storm</samp>, <samp>Sun</samp>, <samp>Wind</samp>, or a [[#Custom weather|custom weather ID]].
  −
|-
  −
| <samp>WORLD_STATE_FIELD {{t|name}} {{t|value}}</samp>
  −
| Whether a property on <samp>Game1.netWorldState</samp> has the given value. If the property is numeric, this is the ''minimum'' value. Some useful values not covered by their own query:
      +
====Randomization====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! name
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>GoldenCoconutCracked</samp>
+
| <samp>Utility.CreateDaySaveRandom</samp>
| Whether the player has cracked open any [[Golden Coconut]]s (<samp>true</samp> or <samp>false</samp>).
+
| Creates a <samp>Random</samp> instance using the most common seed (based on the save ID and total days played).
 
|-
 
|-
| <samp>GoldenWalnutsFound</samp><br /><samp>GoldenWalnuts</samp>
+
| <samp>Utility.CreateRandom</samp><br /><samp>Utility.CreateRandomSeed</samp>
| The total number of [[Golden Walnut]]s found or held by any player. To check how many one player currently holds, see the <samp>PLAYER_HAS_ITEM</samp> query.
+
| Creates a <samp>Random</samp> (or seed for a <samp>Random</samp>) by combining the given seed values, which can be any numeric type.
 
|-
 
|-
| <samp>IsGoblinRemoved</samp>
+
| <samp>Utility.TryCreateIntervalRandom</samp>
| Whether the [[Henchman]] has been removed, so the player can access [[Witch's Hut]] (<samp>true</samp> or <samp>false</samp>).
+
| Get an RNG which produces identical results for all RNGs created with the same sync key during the given interval (one of <samp>tick</samp>, <samp>day</samp>, <samp>season</samp>, or <samp>year</samp>), including between players in multiplayer mode.
 +
 
 +
For example, this will return the same number each time it's called until the in-game day changes:
 +
<syntaxhighlight lang="c#">
 +
public int GetDailyRandomNumber()
 +
{
 +
    Utility.TryCreateIntervalRandom("day", "example sync key", out Random random, out _);
 +
    return random.Next();
 +
}
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>IsSubmarineLocked</samp>
+
| <samp>Utility.TryGetRandom</samp>
| Whether the [[Night Market]] submarine is currently in use by a player (<samp>true</samp> or <samp>false</samp>).
+
| Get a random entry from a dictionary.
 
|-
 
|-
| <samp>LostBooksFound</samp>
+
| <samp>random.Choose</samp>
| The total number of [[Lost Book]]s found or held by any player.
+
| Choose a random option from the values provided:
 +
<syntaxhighlight lang="c#">
 +
string npcName = Game1.random.Choose("Abigail", "Penny", "Sam");
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>MinesDifficulty</samp><br /><samp>SkullCavesDifficulty</samp>
+
| <samp>random.ChooseFrom</samp>
| The current [[The Mines#Shrine of Challenge|Shrine of Challenge]] difficulty level for the [[The Mines|mine]] or [[Skull Cavern]] (a numeric value, where <samp>0</samp> is the default level when the shrine is deactivated).
+
| Choose a random option from a list or array:
 +
<syntaxhighlight lang="c#">
 +
string[] names = new[] { "Abigail", "Penny", "Sam" };
 +
string npcName = Game1.random.ChooseFrom(names);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>MiniShippingBinsObtained</samp>
+
| <samp>random.NextBool</samp>
| The number of times the player has obtained a [[Mini-Shipping Bin]].
+
| Randomly choose <samp>true</samp> or <samp>false</samp>. For example:
|-
+
<syntaxhighlight lang="c#">
| <samp>ParrotPlatformsUnlocked</samp>
+
bool flipSprite = Game1.random.NextBool();
| Whether the player has unlocked [[Ginger Island]] parrot platforms, regardless of whether they've completed them (<samp>true</samp> or <samp>false</samp>).
+
</syntaxhighlight>
|-
+
 
| <samp>ServerPrivacy</samp>
+
You can optionally set the probability of <samp>true</samp>:
| The [[multiplayer]] connection privacy mode (<samp>InviteOnly</samp> or <samp>FriendsOnly</samp>).
+
<syntaxhighlight lang="c#">
|-
+
bool flipSprite = Game1.random.NextBool(0.8);
| <samp>ShuffleMineChests</samp>
+
</syntaxhighlight>
| The value of the 'mine rewards' [[Options|game option]] (<samp>Default</samp> or <samp>Remixed</samp>).
  −
|-
  −
| <samp>WeatherForTomorrow</samp>
  −
| The weather ID for tomorrow in the main valley area.
  −
|-
  −
| <samp>VisitsUntilY1Guarantee</samp>
  −
| The number of times the [[Traveling Cart]] will visit before [[Red Cabbage]] is guaranteed to drop.
   
|}
 
|}
   −
For example, the [[Traveling Cart]] shop uses a <code>WORLD_STATE_FIELD VisitsUntilY1Guarantee 0</code> condition to check if it should guarantee a [[Red Cabbage]] item.
+
====Other====
|-
+
Here are some of the other new methods:
| <samp>WORLD_STATE_FIELD {{t|name}} {{t|min}} {{t|max}}</samp>
  −
| For numeric properties only, whether a property on <samp>Game1.netWorldState</samp> has a value between {{t|min}} and {{t|max}}. If {{t|max}} is omitted or the properties isn't numeric, the previous form is used. See the previous entry for a list of useful properties.
  −
|-
  −
| <samp>WORLD_STATE_ID {{t|id}}</samp>
  −
| Whether any world state flag with the given {{t|id}} is set.
  −
|}
  −
</dd>
     −
<dt>Player info & progress</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Condition
+
! method
 
! effect
 
! effect
 
|-
 
|-
| <samp>MINE_LOWEST_LEVEL_REACHED {{t|min}} {{o|max}}</samp>
+
| <samp>Game1.getOfflineFarmhands()</samp>
| Whether any player has reached a level between {{t|min}} and {{t|max}} (default unlimited) inclusively in [[The Mines|the mines]].
+
| Get all farmhands who aren't connected to the game.
 
|-
 
|-
| <samp>PLAYER_COMBAT_LEVEL {{t|player}} {{t|min}} {{o|max}}</samp><br /><samp>PLAYER_FARMING_LEVEL {{t|player}} {{t|min}} {{o|max}}</samp><br /><samp>PLAYER_FISHING_LEVEL {{t|player}} {{t|min}} {{o|max}}</samp><br /><samp>PLAYER_FORAGING_LEVEL {{t|player}} {{t|min}} {{o|max}}</samp><br /><samp>PLAYER_LUCK_LEVEL {{t|player}} {{t|min}} {{o|max}}</samp><br /><samp>PLAYER_MINING_LEVEL {{t|player}} {{t|min}} {{o|max}}</samp>
+
| <samp>Game1.PerformActionWhenPlayerFree</samp>
| Whether the [[#Target player|specified player(s)]] have a [[skills|skill level]] between {{t|min}} and {{t|max}} (default unlimited) inclusively, including the effects of buffs which raise them.
+
| Calls the provided callback next time the player is free (e.g. no menu or event is up, not using a tool, etc). If the player is already free, it's run immediately.
 +
 
 +
For example, if you receive your first geode from a fishing chest, this is used to show the geode-received animation & animation when it closes.
 
|-
 
|-
| <samp>PLAYER_CURRENT_MONEY {{t|player}} {{t|min}} {{o|max}}</samp>
+
| <samp>Game1.createRadialDebris_MoreNatural</samp>
| Whether the [[#Target player|specified player(s)]] have between {{t|min}} and {{o|max}} (default unlimited) gold inclusively.
+
| Scatter item debris around a position with a more randomized distribution than <samp>createRadialDebris</samp>.
 
|-
 
|-
| <samp>PLAYER_FARMHOUSE_UPGRADE {{t|player}} {{t|min}} {{o|max}}</samp>
+
| <samp>Object.GetCategoryColor</samp><br /><samp>Object.GetCategoryDisplayName</samp>
| Whether the [[#Target player|specified player(s)]] have upgraded their [[farmhouse]] or [[cabin]] to a level between {{t|min}} and {{o|max}} (default unlimited) inclusively. See [https://github.com/Pathoschild/StardewMods/blob/develop/ContentPatcher/docs/author-guide/tokens.md#FarmhouseUpgrade possible levels].
+
| Get the color and display name for the given category number when it's shown in a tooltip.
 
|-
 
|-
| <samp>PLAYER_GENDER {{t|player}} {{t|gender}}</samp>
+
| <samp>Utility.distanceFromScreen</samp>
| Whether the [[#Target player|specified player(s)]] are <samp>Male</samp> or <samp>Female</samp>.
+
| Get the pixel distance between a position in the world and the player's screen viewport, where 0 is within the viewport.
 
|-
 
|-
| <samp>PLAYER_HAS_ACHIEVEMENT {{t|player}} {{t|achievement id}}</samp>
+
| <samp>Utility.DrawErrorTexture</samp>
| Whether the [[#Target player|specified player(s)]] have unlocked a specific achievement ID. The valid IDs are listed in [[Modding:Achievement data|<samp>Data/Achievements</samp>]], plus a few Steam achievement IDs that aren't listed.
+
| Draw the game's missing-texture image (🚫) to the screen, stretched to fit a given pixel area.
 
|-
 
|-
| <samp>PLAYER_HAS_ALL_ACHIEVEMENTS {{t|player}}</samp>
+
| <samp>Utility.DrawSquare</samp>
| Whether the [[#Target player|specified player(s)]] have unlocked every achievement listed in [[Modding:Achievement data|<samp>Data/Achievements</samp>]]. This doesn't count the extra Steam achievement IDs that aren't listed in that file.
+
| Draw a square to the screen with a background color and/or borders.
 
|-
 
|-
| <samp>PLAYER_HAS_CAUGHT_FISH {{t|player}} {{t|id}}</samp>
+
| <samp>Utility.GetEnumOrDefault</samp>
| Whether the [[#Target player|specified player(s)]] have caught at least one fish with the given ID.
+
| Get an enum value if it's valid, else get a default value. This is mainly used to validate input from data files.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
NpcGender gender = (NPCGender)999999;
 +
gender = Utility.GetEnumOrDefault(gender, Gender.Male); // returns Gender.Male since there's no enum constant with value 999999
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>PLAYER_HAS_CONVERSATION_TOPIC {{t|player}} {{t|id}}</samp>
+
| <samp>Utility.getRandomNpcFromHomeRegion</samp>
| Whether the [[#Target player|specified player(s)]] have a [[Modding:Dialogue#Conversation topics|conversation topic]] with the ID {{t|id}} active.
+
| Get a random social NPC based on their <samp>HomeRegion</samp> value in [[#Custom NPCs|<samp>Data/Characters</samp>]]. For example, this gets a random NPC for the <samp>Town</samp> home region:
 +
<syntaxhighlight lang="c#">
 +
NPC npc = Utility.getRandomNpcFromHomeRegion(NPC.region_town);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>PLAYER_HAS_CRAFTING_RECIPE {{t|player}} {{t|recipe name}}</samp><br /><samp>PLAYER_HAS_COOKING_RECIPE {{t|player}} {{t|recipe name}}</samp>
+
| <samp>Utility.isFestivalDay</samp>
| Whether the [[#Target player|specified player(s)]] know the crafting/cooking recipe identified by its internal name (spaces allowed). For example, <code>PLAYER_HAS_CRAFTING_RECIPE Current Field Snack</code>.
+
| This method existed before 1.6, but you can now omit arguments to check today instead of a specific date:
 +
<syntaxhighlight lang="c#">
 +
bool festivalToday = Utility.isFestivalToday();
 +
</syntaxhighlight>
 +
 
 +
Or check for a festival in specific location context:
 +
<syntaxhighlight lang="c#">
 +
bool desertFestivalToday = Utility.isFestivalToday(LocationContexts.DesertId);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>PLAYER_HAS_DIALOGUE_ANSWER {{t|player}} {{t|id}}</samp>
+
| <samp>Utility.IsPassiveFestivalDay</samp>
| Whether the [[#Target player|specified player(s)]] have chosen the given dialogue answer in a previous dialogue.
+
| This method existed before 1.6, but now can now omit arguments to check today instead of a specific date:
 +
<syntaxhighlight lang="c#">
 +
bool passiveFestivalToday = Utility.IsPassiveFestivalDay();
 +
</syntaxhighlight>
 +
 
 +
Or check for a specific passive festival:
 +
<syntaxhighlight lang="c#">
 +
bool nightMarketToday = Utility.IsPassiveFestivalDay("NightMarket");
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>PLAYER_HAS_FLAG {{t|player}} {{t|id}}</samp>
+
| <samp>Utility.TryGetPassiveFestivalData</samp><br /><samp>Utility.TryGetPassiveFestivalDataForDay</samp>
| Whether the [[#Target player|specified player(s)]] have the given [[Modding:Mail data|mail flag]] set (with spaces allowed in the {{t|id}}).
+
| Get the [[#Custom passive festivals|passive festival data]] for the given ID or date.
 
|-
 
|-
| <samp>PLAYER_HAS_ITEM {{t|player}} {{t|item}} {{o|min}} {{o|max}}</samp>
+
| <samp>Utility.TryParseDirection</samp>
| Whether the [[#Target player|specified player(s)]] have between {{o|min}} and {{o|max}} (default unlimited) matching items in their inventory, inclusively. The {{t|item}} can be <samp>858</samp> or <samp>(O)858</samp> (Qi Gems), <samp>73</samp> or <samp>(O)73</samp> (Walnuts), or the [[#Custom items|qualified or unqualified item ID]].
+
| Parse a string into a direction value (like <samp>Game1.down</samp>), if it's valid. This supports case-insensitive direction names (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>) or [[Modding:Event data#Directions|numeric values]].
 
|-
 
|-
| <samp>PLAYER_HAS_PROFESSION {{t|player}} {{t|profession id}}</samp>
+
| <samp>Utility.TryParseEnum</samp>
| Whether the [[#Target player|specified player(s)]] have the given [[Skills|profession]] ID.
+
| Parse a string into an enum value if possible, case-insensitively. Unlike [https://learn.microsoft.com/en-us/dotnet/api/system.enum.tryparse <samp>Enum.TryParse</samp>], an invalid numeric value won't be cast:
 +
<syntaxhighlight lang="c#">
 +
Enum.TryParse("999999", out DayOfWeek day);        // true, even though there's no matching DayOfWeek value
 +
Utility.TryParseEnum("999999", out DayOfWeek day); // false
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>PLAYER_HAS_READ_LETTER {{t|player}} {{t|id}}</samp>
+
| <samp>Utility.fuzzyCompare</samp>
| Whether the [[#Target player|specified player(s)]] have read a letter, where {{t|id}} is the internal mail ID (spaces allowed). For example, <code>PLAYER_HAS_READ_LETTER Any Visited_Island</code>.
+
| Get whether a term is a fuzzy match for a search query. Returns the numeric match priority (where lower values are a better match), or null if the term doesn't match the query.
 
|-
 
|-
| <samp>PLAYER_HAS_SECRET_NOTE {{t|player}} {{t|id}}</samp>
+
| <samp>rectangle.GetPoints</samp><br /><samp>rectangle.GetVectors</samp>
| Whether the [[#Target player|specified player(s)]] have read a secret note, where {{t|id}} is the secret note's integer ID.
+
| Get all the integer coordinates within a given <samp>Rectangle</samp>. For example:
 +
<syntaxhighlight lang="c#">
 +
var tileArea = new Rectangle(0, 0, 2, 2);
 +
Point[] tiles = tileArea.GetPoints(); // (0, 0), (1, 0), (0, 1), (1, 1)
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>PLAYER_HAS_SEEN_EVENT {{t|player}} {{t|id}}</samp>
+
| <samp>Utility.GetDeterministicHashCode</samp>
| Whether the [[#Target player|specified player(s)]] have seen the event with given {{t|id}}.
+
| ''(Specialized)'' Get a [https://en.wikipedia.org/wiki/Hash_function hash code] for a string key or numeric values. Unlike [https://learn.microsoft.com/en-us/dotnet/api/system.object.gethashcode <samp>string.GetHashCode</samp>] or [https://learn.microsoft.com/en-us/dotnet/api/system.hashcode.combine <samp>HashCode.Combine</samp>], this produces a consistent hash for the same inputs between sessions and connected players.
 
|-
 
|-
| <samp>PLAYER_HAS_TOWN_KEY {{t|player}}</samp>
+
| <samp>Utility.WrapIndex</samp>
| Whether the [[#Target player|specified player(s)]] have the [[Key To The Town|town key]].
+
| Constrain an index to a range by wrapping out-of-bounds values to the other side (e.g. last index + 1 is the first index, and first index - 1 is the last one).
|-
  −
| <samp>PLAYER_HAS_TRASH_CAN_LEVEL {{t|player}} {{t|min}} {{o|max}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] have a [[Trash Cans|trash can upgrade level]] between {{t|min}} and {{o|max}} (default unlimited) inclusively. The {{t|level}} can be <samp>0</samp> (base), <samp>1</samp> (copper), <samp>2</samp> (steel), <samp>3</samp> (gold), or <samp>4</samp> (iridium).
  −
|-
  −
| <samp>PLAYER_LOCATION_CONTEXT {{t|player}} {{t|location context}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] are in the given [[#Custom location contexts|location context]].
  −
|-
  −
| <samp>PLAYER_LOCATION_NAME {{t|player}} {{t|location name}}</samp><br /><samp>PLAYER_LOCATION_UNIQUE_NAME {{t|player}} {{t|location name}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] are in the given location, using the name or unique instanced name (you can see both names in-game using the {{nexus mod|679|Debug Mode}} mod). The {{t|location name}} value doesn't recognize [[#Target location|target location keywords]] like <samp>Here</samp>.
  −
|-
  −
| <samp>PLAYER_MOD_DATA {{t|player}} {{t|key}} {{t|value}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] have a <samp>player.modData</samp> entry added by a mod with the given {{t|key}} and {{t|value}}.
  −
|-
  −
| <samp>PLAYER_MONEY_EARNED {{t|player}} {{t|min}} {{o|max}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] have earned between {{t|min}} and {{o|max}} (default unlimited) gold inclusively.
  −
|-
  −
| <samp>PLAYER_SHIPPED_BASIC_ITEM {{t|player}} {{t|item ID}} {{o|min count}} {{t|max count}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] have shipped the given item between {{o|min count}} (default 1) and {{o|max count}} (default unlimited) times inclusively. This only works for the items tracked by the game for shipping stats (shown in the [[Shipping#Collection|shipping collections menu]]).
  −
|-
  −
| <samp>PLAYER_SPECIAL_ORDER_ACTIVE {{t|player}} {{t|order id}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] have the given [[Special Orders|special order]] active.
  −
|-
  −
| <samp>PLAYER_SPECIAL_ORDER_RULE_ACTIVE {{t|player}} {{t|rule id}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] have a special rule active for a [[Special Orders|special order]]. Some vanilla rules are...
     −
{| class="wikitable"
+
For example:
|-
+
<syntaxhighlight lang="c#">
! rule ID
+
string[] values = new[] { "0", "1", "2" };
! effect
+
int index = Utility.WrapIndex(-1, values.Length); // 2
|-
+
</syntaxhighlight>
| <samp>DROP_QI_BEANS</samp>
  −
| The player can find [[Qi Beans]] for the ''Qi's Crop'' order.
  −
|-
  −
| <samp>LEGENDARY_FAMILY</samp>
  −
| The player catch the new legendary fish for the ''Extended Family'' order.
  −
|-
  −
| <samp>MINE_HARD</samp><br /><samp>SC_HARD</samp>
  −
| Raises the difficulty level of the mines or [[Skull Cavern]].
  −
|-
  −
| <samp>SC_NO_FOOD</samp>
  −
| The player can't eat food in the [[Skull Cavern]].
  −
|}
  −
|-
  −
| <samp>PLAYER_STAT {{t|player}} {{t|stat name}} {{t|min value}} {{o|max value}}</samp>
  −
| Whether a stat counter for the [[#Target player|specified player(s)]] has a value between {{t|min value}} and {{o|max value}} (default unlimited) inclusively. The available stat names are...
  −
* <samp>averageBedtime</samp>;
  −
* <samp>beachFarmSpawns</samp>;
  −
* <samp>beveragesMade</samp>;
  −
* <samp>boatRidesToIsland</samp>;
  −
* <samp>bouldersCracked</samp>;
  −
* <samp>caveCarrotsFound</samp>;
  −
* <samp>cheeseMade</samp>;
  −
* <samp>chickenEggsLayed</samp>;
  −
* <samp>childrenTurnedToDoves</samp>;
  −
* <samp>coalFound</samp>;
  −
* <samp>coinsFound</samp>;
  −
* <samp>copperFound</samp>;
  −
* <samp>cowMilkProduced</samp>;
  −
* <samp>cropsShipped</samp>;
  −
* <samp>daysPlayed</samp>;
  −
* <samp>diamondsFound</samp>;
  −
* <samp>dirtHoed</samp>;
  −
* <samp>duckEggsLayed</samp>;
  −
* <samp>exMemoriesWiped</samp>;
  −
* <samp>fishCaught</samp>;
  −
* <samp>geodesCracked</samp>;
  −
* <samp>giftsGiven</samp>;
  −
* <samp>goatCheeseMade</samp>;
  −
* <samp>goatMilkProduced</samp>;
  −
* <samp>goldFound</samp>;
  −
* <samp>goodFriends</samp>;
  −
* <samp>hardModeMonstersKilled</samp>;
  −
* <samp>individualMoneyEarned</samp>;
  −
* <samp>iridiumFound</samp>;
  −
* <samp>ironFound</samp>;
  −
* <samp>itemsCooked</samp>;
  −
* <samp>itemsCrafted</samp>;
  −
* <samp>itemsForaged</samp>;
  −
* <samp>itemsShipped</samp>;
  −
* <samp>monstersKilled</samp>;
  −
* <samp>mysticStonesCrushed</samp>;
  −
* <samp>notesFound</samp>;
  −
* <samp>otherPreciousGemsFound</samp>;
  −
* <samp>piecesOfTrashRecycled</samp>;
  −
* <samp>preservesMade</samp>;
  −
* <samp>prismaticShardsFound</samp>;
  −
* <samp>questsCompleted</samp>;
  −
* <samp>rabbitWoolProduced</samp>;
  −
* <samp>rocksCrushed</samp>;
  −
* <samp>seedsSown</samp>;
  −
* <samp>sheepWoolProduced</samp>;
  −
* <samp>slimesKilled</samp>;
  −
* <samp>starLevelCropsShipped</samp>;
  −
* <samp>stepsTaken</samp>;
  −
* <samp>sticksChopped</samp>;
  −
* <samp>stoneGathered</samp>;
  −
* <samp>stumpsChopped</samp>;
  −
* <samp>timesEnchanted</samp>;
  −
* <samp>timesFished</samp>;
  −
* <samp>timesUnconscious</samp>;
  −
* <samp>totalMoneyGifted</samp>;
  −
* <samp>trashCansChecked</samp>;
  −
* <samp>trufflesFound</samp>;
  −
* <samp>walnutsFound</samp>;
  −
* <samp>weedsEliminated</samp>.
   
|}
 
|}
</dd>
     −
<dt>Player relationships</dt>
+
===Static delegate builder===
<dd>
+
For C# mods, <samp>StaticDelegateBuilder</samp> is a specialized class which converts a method name into an optimized delegate which can be called by code. This is used by vanilla code to optimize methods referenced in assets like [[#Custom machines|<samp>Data/Machines</samp>]].
{| class="wikitable"
  −
|-
  −
! Condition
  −
! effect
  −
|-
  −
| <samp>PLAYER_HAS_CHILDREN {{t|player}} {{o|min}} {{o|max}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] have a number of children between {{t|min}} (default 1) and {{o|max}} (default unlimited) inclusively.
  −
|-
  −
| <samp>PLAYER_HAS_PET {{t|player}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] have a [[Animals#Cat or Dog|pet]].
  −
|-
  −
| <samp>PLAYER_HEARTS {{t|player}} {{t|npc}} {{t|min hearts}} {{o|max hearts}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] have a friend with a [[friendship]] level between {{t|min hearts}} and {{o|max hearts}} (default unlimited) inclusively. The {{t|npc}} can be an NPC's internal name, <samp>Any</samp> (check every NPC), or <samp>AnyDateable</samp> (check every romanceable NPC).
  −
|-
  −
| <samp>PLAYER_HAS_MET {{t|player}} {{t|npc}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] have talked to an NPC at least once. The {{t|npc}} is an NPC's internal name.
  −
|-
  −
| <samp>PLAYER_IS_DATING {{t|player}} {{t|npc}}</samp><br /><samp>PLAYER_IS_ENGAGED {{t|player}} {{t|target}}</samp><br /><samp>PLAYER_IS_MARRIED {{t|player}} {{t|target}}</samp><br /><samp>PLAYER_IS_DIVORCED {{t|player}} {{t|npc}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] have this relationship status with an NPC. The player is dating after giving the NPC a [[bouquet]], and engaged after giving a [[Mermaid's Pendant]] but before the marriage. The {{t|npc}} can be an NPC's internal name, or <samp>Any</samp> (check every romanceable NPC).
  −
|-
  −
| <samp>PLAYER_IS_ROOMMATE {{t|player}} {{t|target}}</samp>
  −
| Whether the [[#Target player|specified player(s)]] have a roommate. The {{t|target}} can be an NPC's internal name, <samp>Any</samp> (with any NPC), or <samp>Player</samp> (always false).
  −
|-
  −
| <samp>PLAYER_PREFERRED_PET {{t|player}} {{t|pet}}</samp>
  −
| Whether the preferred pet for the [[#Target player|specified player(s)]] is <samp>Cat</samp>, <samp>Dog</samp>, or a specified custom pet type.
  −
|}
  −
</dd>
     −
<dt>Randomization</dt>
+
For example, given a static method like this:
<dd>
+
<syntaxhighlight lang="c#">
{| class="wikitable"
+
public static bool OutputDeconstructor(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady) { ... }
|-
+
</syntaxhighlight>
! Condition
  −
! effect
  −
|-
  −
| <samp>RANDOM {{t|chance}} {{o|@addDailyLuck}}</samp>
  −
| A random probability check which is re-rolled each time it's called. For example, <code>RANDOM 0.4</code> is true 40% of the time.
     −
If the exact text <samp>@addDailyLuck</samp> is specified, the current player's [[Daily Luck|daily luck]] is added to the probability.
+
And a delegate which matches it:
|-
+
<syntaxhighlight lang="c#">
| <samp>SYNCED_CHOICE {{t|interval}} {{t|key}} {{t|min}} {{t|max}} {{t|choices}}+</samp>
+
public delegate bool MachineOutputDelegate(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady);
| Choose a random integer between {{t|min}} and {{t|max}} inclusively, and check whether it matches one of the {{t|choices}}. The result will be identical for all queries with the same {{t|key}} value during the given {{t|interval}} (one of <samp>tick</samp>, <samp>day</samp>, <samp>season</samp>, or <samp>year</samp>), including between players in multiplayer mode.
+
</syntaxhighlight>
   −
For example, <samp>SYNCED_CHOICE day example_key 1 5 1 2</samp> chooses a random value between 1 and 5, and checks if it's either 1 or 2.
+
You can create an optimized delegate and call it like this:
 +
<syntaxhighlight lang="c#">
 +
if (StaticDelegateBuilder.TryCreateDelegate("StardewValley.Object.OutputDeconstructor", out MachineOutputDelegate method, out string error))
 +
    return method(this, inputItem, probe, outputData, out minutesUntilMorning);
 +
else
 +
    Game1.log.Warn($"Machine {ItemId} has invalid output method: {error}");
 +
</syntaxhighlight>
   −
This is mainly useful in cases where you need to pick between a number of discrete cases. For regular probability checks, see <samp>SYNCED_RANDOM</samp> instead.
+
The <samp>TryCreateDelegate</samp> method will cache created delegates, so calling it again will just return the same delegate instance.
|-
  −
| <samp>SYNCED_RANDOM {{t|interval}} {{t|key}} {{t|chance}} {{o|@addDailyLuck}}</samp>
  −
| A random probability check. The result will be identical for all queries with the same {{t|key}} value during the given {{t|interval}} (one of <samp>tick</samp>, <samp>day</samp>, <samp>season</samp>, or <samp>year</samp>), including between players in multiplayer mode.
     −
For example, <samp>SYNCED_RANDOM day cart_rare_seed 0.4</samp> has a 40% chance to be true the first time it's called that day, and will always be the same value if called again with the same key on the same day.
+
===Game logging changes===
 +
The game now writes debug output through an internal <samp>Game1.log</samp> wrapper, instead of using <samp>Console.WriteLine</samp> directly. For example:
 +
<syntaxhighlight lang="c#">
 +
// old code
 +
Console.WriteLine("Error playing sound: " + ex);
   −
If the exact text <samp>@addDailyLuck</samp> is specified, the current player's [[Daily Luck|daily luck]] is added to the probability.
+
// new code
|-
+
Game1.log.Error("Error playing sound.", ex);
| <samp>SYNCED_SUMMER_RAIN_RANDOM {{t|base chance}} {{t|day multiplier}}</samp>
+
</syntaxhighlight>
| A specialized variant of <samp>SYNCED_DAY_RANDOM</samp> used to calculate the chance of rain in summer, which increases with the day number.
  −
|}
  −
</dd>
     −
<dt>For items only</dt>
+
This has a few benefits:
<dd>
+
* For vanilla players, the game no longer uses time & resources writing to a console that's not visible anyway.
These queries apply in cases where there's an item (e.g. machine recipes, shops, etc); they'll return false if not applicable. They take a {{t|type}} argument which can be <samp>Input</samp> (the machine input item) or <samp>Target</samp> (the machine output, tree fruit, shop item, etc).
+
* For modded players, SMAPI can now...
 +
** distinguish between the game's debug/warn/error messages (so many warnings/errors that would previously appear as hidden <samp>TRACE</samp> messages will now be shown with the correct level);
 +
** apply its formatting rules to exceptions logged by the game too;
 +
** redirect game output much more efficiently without console interception.
    +
===Other changes===
 +
====Audio====
 +
<ul>
 +
<li>Added <samp>Game1.sounds</samp>, which unifies the high-level sound effect logic (e.g. distance fading and multiplayer sync).</li>
 +
<li>Added <samp>silence</samp> [[Modding:Audio|audio cue]] for music. This is different from <samp>none</samp> in that it suppresses both town music and ambient sounds.</li>
 +
<li>Added <samp>Game1.soundBank.Exists(cueName)</samp> method to check if an audio cue exists.</li>
 +
<li>Added <samp>Game1.playSound</samp> overloads to get the audio cue being played.</li>
 +
<li>Added <samp>character.playNearbySoundAll</samp> and <samp>playNearbySoundAllLocal</samp> methods to play a sound for players near the player/character.</li>
 +
<li>Added position argument to <samp>DelayedAction.playSoundAfterDelay</samp>.</li>
 +
<li>Removed <samp>NetAudioCueManager</samp> and <samp>Game1.locationCues</samp> (unused).</li>
 +
<li>Unified the methods for playing normal/pitched/positional sounds (which also adds support for pitched non-synced & pitched positional sounds):
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Condition
+
! old methods
! effect
+
! new method
 
|-
 
|-
| <samp>ITEM_HAS_TAG {{t|target}} {{t|tags}}</samp>
+
| <samp>Game1.playSound</samp><br /><samp>Game1.playSoundAt</samp><br /><samp>Game1.playSoundPitched</samp>
| Whether the item has all of the given space-delimited tags. For example, <code>ITEM_HAS_TAG Target bone_item marine_item</code> will only match items with both tags.
+
| <samp>Game1.playSound</samp>
 
|-
 
|-
| <samp>ITEM_ID {{t|target}} {{t|item ID}}</samp>
+
| <samp>GameLocation.playSound</samp><br /><samp>GameLocation.playSoundAt</samp><br /><samp>GameLocation.playSoundPitched</samp>
| Whether the item has the given [[#Custom items|qualified or unqualified item ID]]. The item ID is qualified before checking, so <samp>128</samp> will match pufferfish (<samp>(O)128</samp>) but not mushroom boxes (<samp>(BC)128</samp>).
+
| <samp>GameLocation.playSound</samp>
 
|-
 
|-
| <samp>ITEM_QUALITY {{t|target}} {{t|min}} {{t|max}}</samp>
+
| <samp>GameLocation.localSound</samp><br /><samp>GameLocation.localSoundAt</samp>
| Whether the item's quality is between {{t|min}} and {{t|max}} (default unlimited) inclusively. The possible values are <samp>0</samp> (normal), <samp>1</samp> (silver), <samp>2</samp> (gold), or <samp>4</samp> (iridium).
+
| <samp>GameLocation.localSound</samp>
 
|-
 
|-
| <samp>ITEM_STACK {{t|target}} {{t|min}} {{t|max}}</samp>
+
| <samp>NetAudio.Play</samp><br /><samp>NetAudio.PlayAt</samp><br /><samp>NetAudio.PlayPitched</samp>
| Whether the item stack size is between {{t|min}} and {{t|max}} (default unlimited) inclusively. Note that this only applies to the target item, it doesn't include other stacks in the inventory.
+
| <samp>NetAudio.Play</samp>
 
|-
 
|-
| <samp>ITEM_TYPE {{t|target}} {{t|type}}</samp>
+
| <samp>NetAudio.PlayLocal</samp><br /><samp>NetAudio.PlayLocalAt</samp>
| Whether the [[#Custom items|item's type definition ID]] matches the given value. For example, <samp>ITEM_TYPE Target (BC)</samp> matches bigcraftables.
+
| <samp>NetAudio.PlayLocal</samp>
|}
+
|}</li>
</dd>
+
</ul>
 +
 
 +
====Debug commands====
 +
{{/doc status|[[Modding:Console commands]]|done=false}}
   −
<dt>Immutable</dt>
+
<ul>
<dd>
+
<li>All debug commands are now quote-aware, so you can pass spaces in arguments like <code>debug build "Junimo Hut"</code>.</li>
 +
<li>Added new [[Modding:Console commands|debug commands]]:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! Condition
+
! command
! effect
+
! description
 +
|-
 +
| <samp>action {{t|action}}</samp>
 +
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>action AddMoney 500</samp> to add {{price|500}} to the current player.
 
|-
 
|-
| <samp>TRUE</samp>
+
| <samp>artifactSpots</samp>
| A condition which always matches.
+
| Spawn an [[Artifact Spot|artifact spot]] in each empty tile around the player.
 
|-
 
|-
| <samp>FALSE</samp>
+
| <samp>endEvent</samp> / <samp>ee</samp>
| A condition which never matches.
+
| Immediately end the current event or festival, applying the event's skip logic (if any). The event is marked seen, but you can rewatch it using the <samp>eventById</samp> command if needed.
|}
  −
</dd>
  −
</dl>
     −
====Target location====
+
This replaces the pre-1.6 commands (<samp>ee</samp>, <samp>endEvent</samp>/<samp>leaveEvent</samp>, and <samp>eventOver</samp>) which worked in different ways and had side-effects like restarting the event or clearing the player's mail.
Some conditions have a {{t|location}} argument. This can be one of...
+
|-
{| class="wikitable"
+
| <samp>exportShops</samp>
 +
| Export a summary of what's in every shop in the game, taking into account their current conditions. This is saved to a file on disk, and the file path shown in the console.
 
|-
 
|-
! value
+
| <samp>filterLoadMenu</samp> / <samp>flm</samp>
! result
+
| ''Syntax: <samp>filterLoadMenu {{t|search text}}''
 +
 
 +
Filter the current list of saves to those whose player name or farm name contains the given text.
 
|-
 
|-
| <samp>Here</samp>
+
| <samp>forcebuild</samp>
| The location containing the current player (regardless of the [[#Target player|target player]]).
+
| Equivalent to <samp>build</samp>, but disables all safety checks so you can build in a location that wouldn't normally allow buildings, build on top of farm animals or placed objects, etc.
 
|-
 
|-
| <samp>Target</samp>
+
| <samp>gamequery</samp> / <samp>gq</samp>
| The location containing the in-game entity being edited (e.g. the machine for <samp>Data/Machines</samp> or fruit tree for <samp>Data/FruitTrees</samp>).
+
| ''Syntax:'' <samp>gq {{t|query}}</samp>
   −
If the asset being edited isn't tied to a location, this is the location of the [[#Target player|target player]] (if set), else equivalent to <samp>Here</samp>.
+
Check whether the given [[Modding:Game state queries|game state query]] matches in the current context. For example:
 +
<pre>
 +
gq !SEASON Spring, WEATHER Here Sun
 +
> Result: true.
 +
</pre>
 
|-
 
|-
| ''any other''
+
| <samp>itemquery</samp> / <samp>iq</samp>
| The [[#Custom locations|location ID]] (i.e. internal name) for the location to check.
+
| ''Syntax:'' <samp>iq {{t|query}}</samp>
|}
     −
====Target player====
+
Open a shop menu with all the items matching an [[Modding:Item queries|item query]] (all items free). For example:
Some conditions have a {{t|player}} argument. This can be one of...
+
* <samp>debug iq ALL_ITEMS</samp> shows all items;
{| class="wikitable"
+
* <samp>debug iq ALL_ITEMS (W)</samp> shows all weapons;
 +
* <samp>debug iq (O)128</samp> shows a pufferfish (object 128);
 +
* <samp>debug iq FLAVORED_ITEM Wine (O)128</samp> shows Pufferfish Wine.
 
|-
 
|-
! value
+
| <samp>logFile</samp>
! result
+
| Begin writing debug messages to a log file at <samp>%appdata%/StardewValley/ErrorLogs/game-latest.txt</samp> to simplify troubleshooting. You can also enter <samp>/logtext</samp> into the in-game chatbox to enable it.
 +
 
 +
This does nothing if SMAPI is installed, since the debug messages are already saved to SMAPI's log.
 
|-
 
|-
| <samp>Any</samp>
+
| <samp>logSounds</samp>
| At least one player must match the condition, regardless of whether they're online.
+
| Log info about each sound effect played to the SMAPI console window.
 
|-
 
|-
| <samp>All</samp>
+
| <samp>movieSchedule {{o|year}}</samp>
| Every player must match the condition, regardless of whether they're online.
+
| Lists the movies that will play in a given {{o|year}} (default this year), with the dates they'll play.
 
|-
 
|-
| <samp>Current</samp>
+
| <samp>qualifiedid</samp>
| The local player.
+
| Print the held item's display name and [[#Custom items|qualified item ID]].
 
|-
 
|-
| <samp>Host</samp>
+
| <samp>search</samp>
| The main player.
+
| ''Syntax:'' <samp>search {{o|term}}</samp>
 +
 
 +
List all debug commands that match the given search term (or all debug commands if the search term is omitted). For example:
 +
<pre>debug search backpack
 +
> Found 2 debug commands matching search term 'backpack':
 +
    - Backpack
 +
    - FillBackpack (fbp, fill, fillbp)</pre>
 
|-
 
|-
| <samp>Target</samp>
+
| <samp>setFarmEvent</samp> / <samp>sfe</samp>
| This value depends on the context:
+
| ''Syntax:'' <samp>setFarmEvent {{t|event id}}</samp>
{| class="wikitable"
  −
|-
  −
! context
  −
! effect
  −
|-
  −
| <samp>Data/LocationContexts</samp>
  −
| For the <samp>PassOutLocations</samp> field only, the player whose pass-out location to get.
  −
|-
  −
| <samp>Data/Weddings</samp>
  −
| For the <samp>Attendees</samp> field only, the attendee player (if the attendee is a player).
  −
|-
  −
| <samp>Data/WildTrees</samp>
  −
| For the <samp>AdditionalChopDrops</samp> field only, the last player who chopped the tree.
  −
|-
  −
| ''custom queries''
  −
| C# mods may specify a <samp>target_farmer</samp> parameter when calling <samp>GameStateQuery.CheckConditions</samp>.
  −
|-
  −
| ''any other''
  −
| Equivalent to <samp>Current</samp>.
  −
|}
  −
|-
  −
| ''any other''
  −
| The unique multiplayer ID for the player to check.
  −
|}
     −
====Using queries elsewhere====
+
Queue an [[Random Events#Farm events|overnight farm event]] if one doesn't plan naturally instead. The {{t|event id}} can be one of...
C# code can use the <samp>GameStateQuery</samp> class to work with queries, like <code>GameStateQuery.CheckConditions(query)</code>.
+
* <samp>dogs</samp>;
 +
* [[Random Events#Earthquake|<samp>earthquake</samp>]];
 +
* [[Random Events#The Crop Fairy|<samp>fairy</samp>]];
 +
* [[Random Events#Meteorite|<samp>meteorite</samp>]];
 +
* [[Random Events#Stone Owl|<samp>owl</samp>]];
 +
* [[Random Events#Strange Capsule|<samp>ufo</samp>]];
 +
* [[Random Events#The Witch|<samp>witch</samp>]].
   −
You can also use game state queries in [[Modding:Event data|event preconditions]] using the new <samp>G</samp> condition flag, like <code>some_event_id/G !SEASON Spring, WEATHER Here Sun</code>.
+
Note that even if the farm event runs, it may exit without doing anything (e.g. rare events like <samp>ufo</samp> have extra condition checks when the start).
 +
|-
 +
| <samp>shop</samp>
 +
| ''Syntax:'' <samp>shop {{t|shop ID}} {{o|owner name}}</samp>
   −
====Extensibility====
+
Open a [[#Custom shops|shop defined in <samp>Data/Shops</samp>]], regardless of whether one of the owners is nearby. Specifying {{o|owner name}} will use that NPC, otherwise the command will find the closest valid NPC if possible (else open with no NPC).
C# mods can check if a query exists using <code>GameStateQuery.Exists("Example.ModId_ConditionName")</code>, and define custom conditions using <code>GameStateQuery.Register("Example.ModId_ConditionName", handleQueryMethod)</code>. To avoid conflicts, prefixing custom condition names with your mod ID is strongly recommended.
  −
 
  −
===Item queries===
  −
''Item queries'' choose one or more items dynamically, instead of specifying a single item ID. These are used in various places like [[#Custom machines|machine data]] and [[#Custom shops|shop data]].
  −
 
  −
====Available queries====
  −
The supported item queries are:
  −
{| class="wikitable"
   
|-
 
|-
! query
+
| <samp>skinBuilding</samp> / <samp>bsm</samp>
! effect
+
| If the player is standing right under a building, open a menu to change the building appearance.
 
|-
 
|-
| <samp>ALL_ITEMS {{o|type ID}}</samp>
+
| <samp>testwedding</samp>
| Every item provided by the [[#Custom items|item data definitions]]. If {{o|type ID}} is set to an item type identifier (like <samp>(O)</samp> for object), only returns items from the matching item data definition.
+
| Immediately play the [[Marriage#The Wedding|wedding]] event. This requires the player to be married first - to test specific NPCs, <samp>debug marry</samp> the NPC followed by this command.
 
|-
 
|-
| <samp>DISH_OF_THE_DAY</samp>
+
| <samp>thishouseupgrade</samp> / <samp>thishouse</samp> / <samp>thu</samp>
| The [[The Stardrop Saloon#Rotating Stock|Saloon's dish of the day]].
+
| Equivalent to <samp>houseupgrade</samp>, but can be used to upgrade another player's house by running it from inside or just south of its exterior.
 
|-
 
|-
| <samp>FLAVORED_ITEM {{t|type}} {{t|ingredient ID}} {{o|ingredient flavor ID}}</samp>
+
| <samp>toggleCheats</samp>
| A flavored item like Apple Wine. The {{t|type}} can be one of [[Aged Roe|<samp>AgedRoe</samp>]], [[Honey|<samp>Honey</samp>]], [[Jellies and Pickles|<samp>Jelly</samp>]], [[Juice|<samp>Juice</samp>]], [[Jellies and Pickles|<samp>Pickle</samp>]], [[Roe|<samp>Roe</samp>]], or [[Wine|<samp>Wine</samp>]]. The {{t|ingredient ID}} is the qualified or unqualified item ID which provides the flavor (like Apple in Apple Wine). For <samp>Honey</samp>, you can set the {{t|flavor ID}} to <samp>-1</samp> for Wild Honey.
+
| Enable or disable entering debug commands into the in-game chat (prefixed with <samp>/</samp>).
 
  −
For aged roe only, the {{o|ingredient flavor ID}} is the flavor of the {{t|ingredient ID}}. For example, <samp>FLAVORED_ITEM AgedRoe (O)812 128</samp> creates Aged Pufferfish Roe (812 is [[roe]] and 128 is [[pufferfish]]).
   
|-
 
|-
| <samp>ITEMS_SOLD_BY_PLAYER {{t|shop location}}</samp>
+
| <samp>tokens</samp>
| Random items the player has recently sold to the {{t|shop location}}, which can be one of <samp>SeedShop</samp> (Pierre's store) or <samp>FishShop</samp> (Willy's fish shop).
+
| ''Syntax:'' <samp>tokens {{t|tokenized string}}</samp>
|-
  −
| <samp>LOCATION_FISH {{t|location}} {{t|bobber tile}} {{t|depth}}</samp>
  −
| A random item that can be found by fishing in the given location. The {{t|location}} should be the internal name of the location, {{t|bobber tile}} is the position of the fishing rod's bobber in the water (in the form <samp>{{t|x}} {{t|y}}</samp>), and {{t|depth}} is the bobber's distance from the nearest shore measured in tiles (where 0 is directly adjacent to the shore).
     −
'''Careful:''' since the target location might use <samp>LOCATION_FISH</samp> queries in its list, it's easy to cause a circular reference by mistake (e.g. location A gets fish from B, which gets fish from A). If this happens, the game will log an error and return no item.
+
Parses a [[Modding:Tokenizable strings|tokenizable string]] and prints its output. For example:
 +
<pre>
 +
tokens [LocalizedText Strings\StringsFromCSFiles:MapPage.cs.11064 [EscapedText [FarmName]]]
 +
> Result: "Lon Lon Farm"
 +
</pre>
 
|-
 
|-
| <samp>LOST_BOOK_OR_ITEM {{o|alternate query}}</samp>
+
| <samp>worldMapLines</samp>
| Returns a [[Lost Books|lost book]] if the player hasn't found them all yet, else the result of the {{o|alternate query}} if specified, else nothing.
+
| Toggles the [[Modding:World map#Debug view|world map's debug view]].
 
+
|}</li>
For example, <code>LOST_BOOK_OR_ITEM (O)770</code> returns [[Mixed Seeds|mixed seeds]] if the player found every book already.
+
<li>Improved existing debug commands:
|-
  −
| <samp>RANDOM_ARTIFACT_FOR_DIG_SPOT</samp>
  −
| A random item which is defined in <samp>Data/Objects</samp> with the <samp>Arch</samp> (artifact) type, and whose spawn rules in the <samp>Miscellaneous</samp> field match the current location and whose random probability passes. This is mainly used by [[Artifact Spot|artifact spots]].
  −
|-
  −
| <samp>RANDOM_BASE_SEASON_ITEM</samp>
  −
| A random seasonal vanilla item which can be found by searching garbage cans, breaking containers in the mines, etc.
  −
|-
  −
| <samp>RANDOM_ITEMS {{t|type definition ID}} {{o|options}}</samp>
  −
| Random items from the given [[#Item types|type definition ID]], with any combination of the following criteria and options (in any order, all optional):
  −
 
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! format
+
! command
! item criteria
+
! changes
 
|-
 
|-
!colspan="2"| search criteria
+
| <samp>build</samp>
 +
| Removed custom space handling; quote arguments with spaces instead of replacing them with 9 (e.g. <code>Junimo9Hut</code> → <code>"Junimo Hut"</code>).
 
|-
 
|-
| <samp>@has_category {{o|category}}</samp>
+
| <samp>clearFurniture</samp>
| Must have one of the given [[Modding:Items#Categories|object categories]] (space-delimited), or any valid category if none specified. Can be negated with <samp>@!has_category</samp>.
+
| Now works outside the farmhouse too.
 
|-
 
|-
| <samp>@has_id {{t|id}}+</samp>
+
| <samp>dialogue</samp>
| Must have one of the given unqualified item IDs. Can be negated with <samp>@!has_id</samp>.
+
| Removed custom space handling; quote NPC names containing spaces instead, with all text after the first argument treated as part of the dialogue (e.g. <code>debug dialogue "Some NPC" Some dialogue text$h</code>).
 
|-
 
|-
| <samp>@has_id_in_base_range {{t|min}} {{t|max}}</samp>
+
| <samp>ebi</samp>
| Must have a numeric ID between the {{t|min}} and {{t|max}} values (inclusive). Can be negated with <samp>@!has_id_in_base_range </samp>.
+
| Fixed event not played correctly if called from the same location as the event.
 
|-
 
|-
| <samp>@has_id_prefix {{t|prefix}}+</samp>
+
| <samp>fish</samp>
| Must have an unqualified item ID starting with one of the given prefixes. For example, <samp>@has_id_prefix ExampleAuthor_ExampleMod_</samp> for a mod's items. Can be negated with <samp>@!has_id_prefix</samp>.
+
| Fixed error if you're not holding a fishing rod. It now opens the fishing minigame with no tackle instead.
 
|-
 
|-
| <samp>@has_object_type {{o|type}}+</samp>
+
| <samp>frameOffset</samp>
| Must have one of the given object ty pes (space-delimited), or any valid type if none specified. Can be negated with <samp>@!has_object_type</samp>.
+
| &#32;
 +
* Simplified usage. You can now pass negative offsets directly (like <samp>debug frameOffset -5 -10</samp>) instead of using the <samp>s</samp> number prefix.
 +
* Fixed command only taking the last digit in each number.
 
|-
 
|-
!colspan="2"| options
+
| <samp>getStat</samp><br /><samp>setStat</samp>
 +
| Added argument validation.
 
|-
 
|-
| <samp>@allow_missing_price</samp>
+
| <samp>grass</samp>
| Allow items with a base sell price of 0 or lower. If omitted, those items are skipped.
+
| Now applies to the current location, instead of the farm.
 
|-
 
|-
| <samp>@count {{t|count}}</samp>
+
| <samp>growAnimals</samp><br /><samp>growAnimalsFarm</samp>
| The number of random items to return. Default 1.
+
| Merged into one <samp>growAnimals</samp> command that supports any location and doesn't reset the age of animals which are already adults.
 
|-
 
|-
| <samp>@require_explicit_category</samp>
+
| <samp>growCrops</samp>
| Whether to ignore items with category 0 in <samp>Data/Objects</samp>. These are often (but not always) special items like [[Secret Note]] or unimplemented items like Lumber.
+
| Fixed error growing mixed seeds or giant crops.
|}
  −
 
  −
For example, you can sell a random [[wallpaper]] for {{price|200}} in <samp>Data/Shops</samp>:
  −
<syntaxhighlight lang="js">
  −
{
  −
    "ItemId": "RANDOM_ITEMS (WP)",
  −
    "Price": 200
  −
}
  −
</syntaxhighlight>
  −
 
  −
Or a random [[House Plant|house plant]]:
  −
<syntaxhighlight lang="js">
  −
{
  −
    "ItemId": "RANDOM_ITEMS (F) @has_id_in_base_range 1376 1390"
  −
}
  −
</syntaxhighlight>
  −
 
  −
Or a random [[#Custom items|custom item]] added by a mod by its item ID prefix:
  −
<syntaxhighlight lang="js">
  −
{
  −
    "ItemId": "RANDOM_ITEMS (O) @has_id_prefix AuthorName_ModName_"
  −
}
  −
</syntaxhighlight>
  −
 
  −
Or 10 random objects with any category except <samp>-13</samp> or <samp>-14</samp>:
  −
<syntaxhighlight lang="js">
  −
{
  −
    "ItemId": "RANDOM_ITEMS (O) @has_category @!has_category -13 -14 @count 10"
  −
}
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>SECRET_NOTE_OR_ITEM {{o|alternate query}}</samp>
+
| <samp>itemNamed</samp>
| Returns a [[Secret Notes|secret note]] (or [[Journal Scraps|journal scrap]] on the island) if the player hasn't found them all yet, else the result of the {{o|alternate query}} if specified, else nothing.
+
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>EelRoe</code> → <code>"Eel Roe"</code>).
 
  −
For example, <code>SECRET_NOTE_OR_ITEM (O)390</code> returns [[clay]] if the player found every secret note already.
   
|-
 
|-
| <samp>SHOP_TOWN_KEY</samp>
+
| <samp>junimoGoodbye</samp><br /><samp><samp>junimoStar</samp>
| The special [[Key To The Town|town key]] item. This is only valid in shops.
+
| Added validation to check that you're inside the community center.
 
|-
 
|-
| <samp>TOOL_UPGRADES {{o|tool ID}}</samp>
+
| <samp>killAll</samp><br /><samp>killAllHorses</samp><br /><samp>killNpc</samp>
| The tool upgrades listed in <samp>Data/Shops</samp> whose conditions match the player's inventory (i.e. the same rules as [[Blacksmith|Clint's tool upgrade shop]]). If {{o|tool ID}} is specified, only upgrades which consume that tool ID are shown.
+
| These now remove matching NPCs inside constructed buildings too.
|}
  −
 
  −
====Item spawn fields====
  −
Several data assets (like [[#Custom machines|machines]] and [[#Custom shops|shops]]) let you configure items to create. For consistency, these all share a set of common fields (internally represented by <samp>ISpawnItemData</samp>, and <samp>GenericSpawnItemData</samp> or <samp>GenericSpawnItemDataWithCondition</samp>):
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>killMonsterStat</samp>
! effect
+
| Removed custom space handling; quote arguments with spaces instead of replacing them with 0 (e.g. <code>Dust0Spirit</code> → <code>"Dust Spirit"</code>).
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>mailForTomorrow</samp>
| A unique identifier for this entry (not the item itself) within the current list. The ID should only contain alphanumeric/underscore/dot characters. For custom items, this should be prefixed with your mod ID like <samp>Example.ModId_Parsnips</samp>.
+
| Fixed zeros in the mail ID getting replaced with underscores.
 
  −
This is semi-optional — if omitted, it'll be auto-generated from the <samp>ItemId</samp>, <samp>RandomItemId</samp>, and <samp>IsRecipe</samp> fields. However multiple entries with the same ID may cause unintended behavior (e.g. shop items reducing each others' stock limits), so it's often a good idea to set a globally unique ID instead.
   
|-
 
|-
| <samp>ItemId</samp>
+
| <samp>monster</samp>
| One of:
+
| Added validation for the monster name.
* the [[#Custom items|qualified or unqualified item ID]] (like <samp>(O)128</samp> for a [[pufferfish]]);
  −
* or an [[#Item queries|item query]] to dynamically choose one or more items.
   
|-
 
|-
| <samp>RandomItemId</samp>
+
| <samp>moveBuilding</samp>
| ''(Optional)'' A list of item IDs to randomly choose from, using the same format as <samp>ItemId</samp> (including item queries). If set, <samp>ItemId</samp> is optional and ignored. Each entry in the list has an equal probability of being chosen. For example:
+
| Now applies to the current location, instead of the farm.
<syntaxhighlight lang="js">
  −
// wood, stone, or pizza
  −
"RandomItemId": [ "(O)388", "(O)390", "(O)206" ]
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Condition</samp>
+
| <samp>movie</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this entry should be applied. Defaults to always true.
+
| Rewritten; it's now simpler, applies the normal game logic, defaults to today's movie, and avoids depending on NPC indexes in <samp>Data/NPCDispositions</samp> since those can change with custom NPCs.
   −
'''Note:''' not supported for weapon projectiles.
+
New usage:
 +
: ''<samp>debug movie {{o|movie ID}} {{o|invite NPC name}}''
 +
: ''<samp>debug movie current {{o|invite NPC name}}''
 +
 
 +
The movie ID defaults to today's movie, and the NPC name can be omitted to watch the movie without an invitee. Specifying <samp>current</samp> as the movie uses the default value.
 
|-
 
|-
| <samp>IsRecipe</samp>
+
| <samp>panMode</samp>
| ''(Optional)'' Whether to get the crafting/cooking recipe for the item, instead of the item itself. Default false.
+
| The command no longer overrides debug command handling while it's active. Instead you can now turn it back off by running <samp>debug panMode</samp> again, clear with <samp>debug panMode clear</samp>, or set a time with <samp>debug panMode {time}</samp>.
 
|-
 
|-
| <samp>Quality</samp>
+
| <samp>paintBuilding</samp>
| ''(Optional)'' The quality of the item to find. One of <samp>0</samp> (normal), <samp>1</samp> (silver), <samp>2</samp> (gold), or <samp>4</samp> (iridium). Invalid values will snap to the closest valid one (e.g. <samp>7</samp> will become iridium). Default -1, which keeps the value set by the item query (usually 0).
+
| &#32;
 +
* Now applies to the current location, instead of the farm.
 +
* Added validation for the target building.
 
|-
 
|-
| <samp>MinStack</samp>
+
| <samp>playSound</samp>
| ''(Optional)'' The item's minimum and default stack size. Default -1, which keeps the value set by the item query (usually 1).
+
| Added an optional pitch argument, like <samp>debug playSound barrelBreak 1200</samp>. The pitch is a value from 1 (low pitch) to 2400 (high pitch) inclusively.
 
|-
 
|-
| <samp>MaxStack</samp>
+
| <samp>question</samp>
| ''(Optional)'' If set to a value higher than <samp>MinStack</samp>, the stack is set to a random value between them (inclusively). Default -1.
+
| You can now forget a selected answer (instead of adding it) by setting the second argument to false, like <samp>question {{t|id}} false</samp>.
 
|-
 
|-
| <samp>ObjectDisplayName</samp>
+
| <samp>runTestEvent</samp>
| ''(Optional)'' For objects only, a [[#Tokenizable string format|tokenizable string]] for the item's display name. Defaults to the item's display name in <samp>Data/Objects</samp>. This can optionally contain <code>%DISPLAY_NAME</code> (the item's default display name) and <code>%PRESERVED_DISPLAY_NAME</code> (the preserved item's display name if applicable, ''e.g.'' if set via <samp>PreserveId</samp> in [[#Custom machines|machine data]]).
+
| Fixed support for Unix line endings.
 
  −
'''Careful:''' text in this field will be saved permanently in the object's info and won't be updated when the player changes language or the content pack changes. That includes Content Patcher translations (like <code><nowiki>%DISPLAY_NAME {{i18n: wine}}</nowiki></code>), which will save the translated text for the current language. Instead, add the text to a strings asset like <samp>Strings/Objects</samp> and then use the [[#Tokenizable string format|<samp>[LocalizedText]</samp> token]].
  −
{{collapse|For example, here's how you'd create flavored oils with Content Patcher:|content=
  −
<ol>
  −
<li>Add the display name to [[Modding:Translations|your <samp>i18n/default.json</samp> file]] (with <samp>{0}</samp> where you want the flavor name):
  −
<syntaxhighlight lang="json">
  −
{
  −
    "flavored-oil": "{0} Oil"
  −
}
  −
</syntaxhighlight></li>
  −
<li>Add the text to a strings asset visible to the game:
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Strings/Objects",
  −
            "Entries": {
  −
                "Example.ModId_Oil": "{{i18n: flavored-oil}}"
  −
            }
  −
        }
  −
}</nowiki>|lang=javascript}}</li>
  −
<li>Use the [[#Tokenizable string format|<samp>[LocalizedText]</samp> token]] to get your translation, and pass in the flavor as an argument:
  −
<syntaxhighlight lang="json">
  −
"ObjectDisplayName": "[LocalizedText Strings/Objects:Example.ModId_Oil %PRESERVED_DISPLAY_NAME]",
  −
</syntaxhighlight>
  −
</ol>
  −
 
  −
Now when the player changes language, the object will automatically get the new translation from <samp>Strings/Object</samp>.
  −
}}
   
|-
 
|-
| <samp>ToolUpgradeLevel</samp>
+
| <samp>seenEvent</samp>
| ''(Optional)'' For tools only, the initial upgrade level for the tool when created (like [[Axes|Copper vs Gold Axe]], or [[Training Rod]] vs [[Iridium Rod]]). Default -1, which keeps the value set by the item query (usually 0).
+
| You can now forget an event (instead of adding it) by setting the second argument to false, like <samp>seenEvent {{t|id}} false</samp>.
 
|-
 
|-
| <samp>QualityModifiers</samp><br /><samp>StackModifiers</samp>
+
| <samp>seenMail</samp>
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the <samp>Quality</samp> or <samp>Stack</samp> value. Default none.
+
| You can now remove a mail received (instead of adding it) by setting the second argument to false, like <samp>seenMail {{t|id}} false</samp>.
 
  −
The quality modifiers operate on the numeric quality values (''i.e.'' <samp>0</samp> = normal, <samp>1</samp> = silver, <samp>2</samp> = gold, and <samp>4</samp> = iridium). For example, silver × 2 is gold.
   
|-
 
|-
| <samp>QualityModifierMode</samp><br /><samp>StackModifierMode</samp>
+
| <samp>skinBuilding</samp>
| ''(Optional)'' [[#Quantity modifiers|quantity modifier modes]] which indicate what to do if multiple modifiers in the <samp>QualityModifiers</samp> or <samp>StackModifiers</samp> field apply at the same time. Default <samp>Stack</samp>.
+
| &#32;
|}
+
* Now applies to the current location, instead of the farm.
 
+
* Added validation for the target building.
===Color fields===
  −
1.6 adds a standardized color format for data fields in assets like [[#Custom wild trees|<samp>Data/WildTrees</samp>]]:
  −
<syntaxhighlight lang="js">
  −
"DebrisColor": "White"
  −
</syntaxhighlight>
  −
 
  −
This supports colors in any of these formats:
  −
{| class="wikitable"
   
|-
 
|-
! format
+
| <samp>skullGear</samp>
! example
+
| &#32;
 +
* Fixed command setting 32 slots instead of 36.
 +
* Fixed command not adding empty inventory slots as expected by some game code.
 
|-
 
|-
| A [https://docs.monogame.net/api/Microsoft.Xna.Framework.Color.html#properties <samp>Color</samp> property name].
+
| <Samp>setupFishPondFarm</samp>
| <samp>ForestGreen</samp>
+
| Fixed error if the farm already has non-fish-pond buildings constructed.
 
|-
 
|-
| A [https://en.wikipedia.org/wiki/Web_colors#Hex_triplet hexadecimal color code]. The optional alpha is a value between <samp>00</samp> (transparent) and <samp>FF</samp> (opaque).
+
| <samp>speech</samp>
| <samp>#228B22</samp><br /><samp>#228B22FF</samp>
+
| Removed custom space handling; quote NPC names containing spaces instead, with all text after the first argument treated as part of the dialogue (e.g. <code>debug speech "Some NPC" Some dialogue text$h</code>).
 
|-
 
|-
| An [https://en.wikipedia.org/wiki/RGB_color_model#Numeric_representations 8-bit RGB color code]. The optional alpha is a value between <samp>0</samp> (transparent) and <samp>255</samp> (opaque).
+
| <samp>spreadDirt</samp>
| <samp>34 139 34</samp><br /><samp>34 139 34 255</samp>
+
| Now applies to the current location, instead of the farm.
|}
+
|-
 
+
| <samp>spreadSeeds</samp>
C# mods can parse a color like <code>Utility.StringToColor("White")</code>.
+
| Now applies to the current location, instead of the farm.
 +
|-
 +
| <samp>thisHouseUpgrade</samp>
 +
| Now applies to the current location, instead of the farm.
 +
|-
 +
| <samp>warpToPlayer</samp>
 +
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>JohnSmith</code> → <code>"John Smith"</code>).
 +
|-
 +
| <samp>whereIs</samp>
 +
| &#32;
 +
* Now lists all matching NPCs instead of the first one.
 +
* Now searches the current event or festival, if any.
 +
|}</li>
   −
===More <samp>modData</samp> fields===
+
<li>Removed some debug commands:
The <samp>modData</samp> fields are dictionaries of arbitrary string values which are synchronized in multiplayer and persisted in the save file, so mods can store custom data about the instances. The game already has the field for buildings, characters (including NPCs and players), items, locations, and terrain features.
  −
 
  −
Stardew Valley 1.6 adds <samp>modData</samp> fields to the <samp>Projectile</samp> and <samp>Quest</samp> types too, to support custom projectile/quest mods.
  −
 
  −
===Quantity modifiers===
  −
''Quantity modifiers'' apply dynamic changes to a numeric field in a data asset like [[#Custom shops|<samp>Data/Shops</samp>]] or [[#Custom machines|<samp>Data/Machines</samp>]]. For example, you can multiply a shop item's price or increase a machine output's quality. You can specify any number of modifiers for the same field.
  −
 
  −
====Modifier format====
  −
These consist of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! command
! effect
+
! notes
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>ax</samp><br /><samp>bigItem</samp>/<samp>b</samp>/<samp>bi</samp>/<samp>big</samp><br /><samp>boots</samp><br /><samp>clothes</samp><br /><samp>hoe</samp><br /><samp>milkPail</samp>/<samp>mp</samp><br /><samp>pan</samp><br /><samp>pickaxe</samp>/<samp>pick</samp>/<samp>pickax</samp><br /><samp>ring</samp>/<samp>addRing</samp><br /><samp>shears</samp>/<samp>scissors</samp><br /><samp>slingshot</samp><br /><samp>tool</samp><br /><samp>wateringCan</samp>/<samp>can</samp><br /><samp>wand</samp><br /><samp>weapon</samp>
| An ID for this modifier. This only needs to be unique within the current modifier list. For a custom entry, you should use a unique ID which includes your mod ID like <samp>ExampleMod.Id_ModifierName</samp>.
+
| These are replaced by more general commands like <code>item (O)128</code> (spawn item by ID), <code>fuzzyItemNamed pufferfish</code> (spawn by item name), or <code>itemQuery FLAVORED_ITEM Wine (O)128</code> (spawn by [[Modding:Item queries|item query]]).
 
|-
 
|-
| <samp>Modification</samp>
+
| <samp>addQuartz</samp><br /><samp>blueBook</samp><br /><samp>blueprint</samp><br /><samp>end</samp>
| The type of change to apply. The possible values are <samp>Add</samp>, <samp>Subtract</samp>, <samp>Multiply</samp>, <samp>Divide</samp>, and <samp>Set</samp>.
+
| These were part of unused features removed in 1.6.
 
|-
 
|-
| <samp>Amount</samp>
+
| <samp>changeStat</samp>
| ''(Optional if <samp>RandomAmount</samp> specified)'' The operand applied to the target value (e.g. the multiplier if used with <samp>Multiply</samp>).
+
| Removed; use <samp>setStat</samp> instead.
|-
  −
| <samp>RandomAmount</samp>
  −
| ''(Optional)'' A list of possible amounts to randomly choose from. If set, <samp>Amount</samp> is optional and ignored. Each entry in the list has an equal probability of being chosen, and the choice is persisted for the current day. For example:
  −
<syntaxhighlight lang="js">
  −
"RandomAmount": [ 1, 2, 3.5, 4 ]
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Condition</samp>
+
| <samp>ee</samp><br /><samp>endEvent</samp>/<samp>leaveEvent</samp><br /><samp>eventOver</samp>
| ''(Optional)'' A [[#Game state queries|game state query]] which indicates whether this change should be applied. Defaults to always true.
+
| Replaced by the new <samp>endEvent</samp> command.
|}
  −
 
  −
====Modifier mode====
  −
Quality modifier fields are often accompanied by a ''mode'' field (like <samp>PriceModifiers</samp> and <samp>PriceModifierMode</samp>), which indicate what to do when multiple modifiers apply to the same value. Available modes:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! value
+
| <samp>everythingshop</samp>
! effect
+
| Removed. You can get all items like <code>debug iq ALL_ITEMS</code>, or all items of a given type like <code>debug iq ALL_ITEMS (O)</code>.
 
|-
 
|-
| <samp>Stack</samp>
+
| <samp>oldMineGame</samp>
| Apply each modifier to the result of the previous one. For example, two modifiers which double a value will quadruple it.
+
| Removed along with the pre-1.4 [[Junimo Kart]] code.
 
|-
 
|-
| <samp>Minimum</samp>
+
| <samp>pathSpouseToMe</samp>/<samp>pstm</samp>
| Apply the modifier which results in the lowest value.
+
| Removed along with the unimplemented farm activities code.
|-
+
|}</li>
| <samp>Maximum</samp>
+
 
| Apply the modifier which results in the highest value.
+
<li>Added alternative names for some debug commands (new names in parentheses): <samp>bpm</samp> + <samp>bsm</samp> (<samp>paintBuilding</samp> + <samp>skinBuilding</samp>), <samp>craftingRecipe</samp> (</samp>addCraftingRecipe</samp>), <samp>db</samp> (</samp>speakTo</samp>), <samp>dialogue</samp> (</samp>addDialogue</samp>), <samp>pdb</samp> (</samp>printGemBirds</samp>), <samp>r</samp> (</samp>resetForPlayerEntry</samp>), <samp>removeLargeTf</samp> (</samp>removeLargeTerrainFeature</samp>), <samp>sb</samp> (</samp>showTextAboveHead</samp>), <samp>sl</samp> + <samp>sr</samp> (<samp>shiftToolbarLeft</samp> + </samp>shiftToolbarRight</samp>), <samp>sn</samp> (</samp>secretNote</samp>), and <samp>tls</samp> (</samp>toggleLightingScale</samp>).</li>
|}
+
<li>Reworked how debug commands log output. This fixes an issue where they don't always log to the right place (e.g. a command run through the chatbox might log to the console or vice-versa), and lets mods pass a custom logger to capture or redirect output.</li>
 +
</ul>
   −
====Examples====
+
====Location logic====
For example, this will double the price of a shop item in <samp>Data/Shops</samp>:
+
* The [[desert]] no longer assumes the player arrived by bus unless their previous location was the [[Bus Stop|bus stop]].
<syntaxhighlight lang="js">
+
* The ticket price for the bus and Willy's boat can now be edited by C# mods via <samp>BusStop.TicketPrice</samp> and <samp>BoatTunnel.TicketPrice</samp> respectively.
"PriceModifiers": [
  −
    {
  −
        "Modification": "Multiply",
  −
        "Amount": 2.0
  −
    }
  −
]
  −
</syntaxhighlight>
     −
This will set the price to a random value between 100–1000, ''or'' 3–5 times the item's normal sell price, whichever is higher (like the [[Traveling Cart]]):
+
====Menus & UI====
<syntaxhighlight lang="js">
+
* Rewrote calendar menu (<samp>Billboard</samp>) to simplify custom events & event types. C# mods can now edit <samp>billboard.calendarDayData</samp> or patch <samp>billboard.GetEventsForDay</samp> to add new events.
"PriceModifierMode": "Maximum",
+
* Added <samp>Game1.textShadowDarkerColor</samp> field for the colors previously hardcoded in <samp>Utility.drawTextWithShadow</samp>.
"PriceModifiers": [
+
* Added <samp>MoneyDial.ShouldShakeMainMoneyBox</samp> field to simplify custom dials.
    {
+
* Partly de-hardcoded <samp>ShopMenu</samp> filter tabs. You can now change filter tabs by setting the <samp>shopMenu.tabButtons</samp> field with arbitrary <samp>Func&lt;ISalable, bool&gt; Filter</samp> values, or by using a predefined set of tabs like <samp>shopMenu.UseDresserTabs()</samp>.
        "Modification": "Set",
+
* The <samp>SpriteText</samp> methods now accept arbitrary <samp>Color</samp> tints instead of a few predefined color IDs.
        "RandomAmount": [ 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000 ]
+
* The <samp>DiscreteColorPicker.getColorFromSelection</samp> methods are now static for reuse.
    },
+
* Fixed <samp>DiscreteColorPicker</samp> constructor ignoring the initial color argument, and added a constructor which takes a <samp>Color</samp> value.
    {
+
* Fixed an edge case where a custom language's fonts wouldn't be loaded when switching language.
        "Modification": "Multiply",
  −
        "RandomAmount": [ 3, 4, 5 ]
  −
    }
  −
]
  −
</syntaxhighlight>
     −
===Tokenizable string format===
+
====[[Modding:Modder Guide/Game Fundamentals#Net fields|Net fields]]====
Stardew Valley 1.6 adds support for literal strings that contain tokens. These are only usable in specific fields (their docs will say 'tokenizable string' with a link to this section).
+
* Removed implicit conversion operators for most types due to their sometimes counter-intuitive behavior. The only ones left are <samp>NetBool</samp>, <samp>NetInt</samp>, and <samp>NetString</samp>; those are now marked obsolete and will raise build warnings on use.
 +
* <samp>NetLocationRef</samp> now has a public <samp>LocationName</samp> and <samp>IsStructure</samp>, and its <samp>Update</samp> method allows forcing an update.
   −
====Literal text====
+
====Quests====
Previously you often needed to load text from a [[Modding:Modder Guide/Game Fundamentals#String keys|string key]] in data assets. With this new format, you can use the literal text directly in the asset instead (including Content Patcher tokens):
+
{{/doc status|[[Modding:Quest data]]|done=false}}
   −
<syntaxhighlight lang="js">
+
* Quests now have string IDs, to simplify custom quest frameworks.
// before
+
* Added validation for quest data parsing.
"Dialogue": "Strings\\StringsFromCSFiles:ShopMenu.cs.11488",
+
* In [[Modding:Special orders|<samp>Data/SpecialOrders</samp>]], the <samp>Duration</samp> and <samp>Repeatable</samp> fields are now strongly-typed and case-insensitive.
 +
* For C# mods, fixed <samp>DescriptionElement</samp> not allowing more than four translation token substitutions.
   −
// after: literal text supported
+
====Dates & seasons====
"Dialogue": "Welcome to Pierre's!",
+
* Added a <samp>Season</samp> enum for strongly-typed, case-insensitive season checks (like <code>Game1.season == Season.Spring</code> instead of <code>Game1.currentSeason == "spring"</code>).
 +
* Added <samp>Game1.season</samp>, <samp>Game1.GetSeasonForLocation</samp>, <samp>Game1.WorldDate.Season</samp>, and <samp>location.GetSeason()</samp> to get the season enum.
 +
* Added <samp>Utility.getSeasonKey</samp> to get the key form from a season enum.
 +
* Improved <samp>WorldDate</samp>:
 +
** added <samp>Now()</samp> to get a new instance matching the current date;
 +
** added <samp>WorldDate.Equals</samp> and <samp>GetHashCode</samp> implementations;
 +
** added code docs;
 +
** <samp>TotalDays</samp> is no longer written to the save file.
 +
* Renamed some members for clarity (<samp>Game1.GetSeasonForLocation</samp> → <samp>GetSeasonKeyForLocation</samp>, <samp>location.GetSeasonForLocation</samp> → <samp>GetSeasonKey</samp>, <samp>WorldDate.Season</samp> → <samp>SeasonKey</samp>).
 +
* Fixed <samp>location.GetSeasonKey()</samp> not applying the greenhouse logic.
   −
// after: literal text with Content Patcher tokens
+
====Time====
"Dialogue": "Welcome to Pierre's, {{PlayerName}}! {{i18n: translatable-text}}",
+
* For C# mods, the <samp>Game1.realMilliSecondsPerGame</samp> and <samp>Game1.realMilliSecondsPerGameTenMinutes</samp> fields are no longer marked <samp>const</samp>, and the <samp>GameLocation.getExtraMillisecondsPerInGameMinuteForThisLocation()</samp> method has been replaced with a settable <samp>ExtraMillisecondsPerInGameMinute</samp> property. That lets you change the time rate used by the vanilla game code, but you should be careful doing this since it may cause unintended effects.
 +
 
 +
====Other====
 +
* Error stack traces on Linux/macOS now have line numbers.
 +
* All space-delimited fields now ignore extra spaces instead of crashing. This affects map/tile properties, data assets, event commands, game state queries, etc.
 +
* All players and NPCs now have <samp>Tile</samp> & <samp>TilePoint</samp> properties (their cached tile position) and a <samp>StandingPixel</samp> property (the cached pixel coordinate at the center of their bounding box). These [[#Other breaking API changes|replace various deleted methods]].
 +
* All terrain features now have <samp>Tile</samp> and <samp>Location</samp> properties, and their methods no longer have location/tile parameters in most cases.
 +
* All [[Modding:Modder Guide/Game Fundamentals#Net fields|net fields]] now have <samp>Name</samp> and <samp>Owner</samp> fields, which are used to show informative error messages when there's a sync issue and validate common mistakes (e.g. a net field not added to the <samp>NetFields</samp> collection).
 +
* The game now tracks the locations a player has visited. Mods can check the list in C# (via <samp>Game1.player.locationsVisited</samp>) or [[Modding:Game state queries|game state queries]] (via <samp>PLAYER_VISITED_LOCATION</samp>). For pre-existing saves, the list is retroactively populated based on accessible locations, events seen, mail flags set, etc.
 +
* Added menu queuing (via <samp>Game1.nextClickableMenu</samp> in C#). For example, this applies if you try to take an item from a mail letter when your inventory is full.
 +
* Added C# code docs in many places.
 +
* Added <samp>Id</samp> fields to simplify content pack edits in fish pond, movie concession, random bundle, and tailoring recipe data.
 +
* Added <samp>Game1.Multiplayer</samp> to get the game's low-level handler. (Most code should still use [[Modding:Modder Guide/APIs/Multiplayer|SMAPI's multiplayer API]] though.)
 +
* Added <samp>Game1.versionBuildNumber</samp> with the build number (like <samp>26039</samp>).
 +
* Added field-changed events to <samp>NetPosition</samp>.
 +
* Added <samp>LocalizedContentManager.CurrentLanguageString</samp>, which caches the language code like <samp>pt-BR</samp>).
 +
* The game now uses <samp>[XmlInclude]</samp> on its types more consistently. That means the default save serializer can handle more types (e.g. all monsters), and it's easier to create custom serializers.
 +
* Refactored many parts of the code to make it more moddable for C# mods. This includes marking all classes public, changing <samp>private</samp> members to <samp>protected</samp> or <samp>public</samp>, marking members <samp>virtual</samp>, rewriting or splitting code so it's easier to extend, etc.
 +
* The <samp>startup_preferences</samp> file is now formatted to simplify troubleshooting.
 +
* Fixed many cases where the game used <samp>Game1.player</samp> instead of the provided player.
 +
 
 +
==Breaking changes for C# mods==
 +
'''This section only describes how this update may break existing mods. See the ''what's new'' sections above for more info, including new functionality mods can use.'''
 +
 
 +
See also [[#Breaking changes for content packs|''Breaking changes for content packs'']], which affect C# mods too.
 +
 
 +
===.NET 6===
 +
: ''See also: [[#.NET 6|.NET 6]] under what's new.''
 +
 
 +
Stardew Valley 1.6 updates from .NET 5 to .NET 6. SMAPI can still load .NET 5 mods fine, but you'll get a build error when compiling them. To update a C# mod:
 +
<ol>
 +
<li>Make sure you have [https://visualstudio.microsoft.com/vs Visual Studio Community 2022] or later. (Compiling .NET 6 with earlier versions of Visual Studio isn't officially supported.)</li>
 +
<li>In Visual Studio, click ''Help > Check For Updates'' and install the latest version.</li>
 +
<li>Fully exit Visual Studio.</li>
 +
<li>Open each mod's <samp>.csproj</samp> file in a text editor, then find this line:
 +
<syntaxhighlight lang="xml">
 +
<TargetFramework>net5.0</TargetFramework>
 +
</syntaxhighlight>
 +
 
 +
And change it to this:
 +
<syntaxhighlight lang="xml">
 +
<TargetFramework>net6.0</TargetFramework>
 
</syntaxhighlight>
 
</syntaxhighlight>
 +
</li>
 +
<li>Delete your solution's hidden <samp>.vs</samp> folder, and every project's <samp>bin</samp> and <samp>obj</samp> folders.</li>
 +
<li>Reopen the solution in Visual Studio, click ''Build > Rebuild Solution'', and make sure it still loads into the game fine.</li>
 +
</ol>
 +
 +
===Item ID changes===
 +
: ''See also: [[#Custom items|custom items in what's new]].''
   −
====Tokens====
+
The [[#Custom items|main <samp>Item</samp> properties have changed]]. To migrate existing code:
You can inject tokens using square brackets. For example, <code>"[LocalizedText Strings\StringsFromCSFiles:ShopMenu.cs.11488] This is raw text"</code> will show something like "''Welcome to Pierre's! This is raw text''". Token names are not case-sensitive.
+
<ul>
 +
<li>Don't use <samp>ParentSheetIndex</samp> to compare items. For example, <samp>item.ParentSheetIndex == 0</samp> will match both [[weeds]] and any custom item whose sprite is the first one in its custom spritesheet. You should compare items using [[#Custom items|their new <samp>ItemId</samp> and <samp>QualifiedItemId</samp> properties]] instead. For example, here's how to migrate various common forms:
   −
Here are the supported tokens:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! token format
+
! old code
! output
+
! new code
 
|-
 
|-
| <samp>[ArticleFor {{t|word}}]</samp>
  −
| The grammatical article (''a'' or ''an'') for the given word when playing in English, else blank. For example, <code>[ArticleFor apple] apple</code> will output ''an apple''.
   
|-
 
|-
| <samp>[CharacterName {{t|name}}]</samp>
+
| <samp>item.ParentSheetIndex == 848</samp>
| The translated display name for an NPC, given their internal name.
+
| <samp>item.QualifiedItemId == "(O)848"</samp>
 
|-
 
|-
| <samp>[DayOfMonth]</samp>
+
| <samp>IsNormalObjectAtParentSheetIndex(item, 74)</samp>
| The numeric day of month, like <samp>5</samp> on spring 5.
+
| <samp>item.QualifiedItemId == "(O)74"</samp>
 
|-
 
|-
| <samp>[EscapedText]</samp><br /><samp>[EscapedText {{t|text}}]</samp>
+
| <samp>!item.bigCraftable && item.ParentSheetIndex == 128</samp>
| Marks a snippet of text as a single argument, so it can be safely passed into another token's space-delimited arguments even if it's empty or contains spaces.
+
| <samp>item.QualifiedItemId == "(O)128"</samp>
 +
|-
 +
| <samp>item is Boots && item.ParentSheetIndex == 505</samp>
 +
| <samp>item.QualifiedItemId == "(B)505"</samp>
 +
|}</li>
 +
<li>Don't assume item sprites are in the vanilla spritesheets. For example, instead of rendering <samp>Game1.objectSpriteSheet</samp> for an object, call <code>ItemRegistry.GetMetadata(item.QualifiedItemId).GetTexture()</code> to get its texture.</li>
 +
<li>Creating items works just like before, except that you now specify the item's <samp>ItemId</samp> (''not'' <samp>QualifiedItemId</samp>) instead of its <samp>ParentSheetIndex</samp>. This is the same value for vanilla items. For example:
   −
For example, the <samp>SpouseFarmerText</samp> expects two arguments separated by spaces. This passes an empty string for the first one, and text containing spaces for the second:
+
<syntaxhighlight lang="c#">
<pre>[SpouseFarmerText [EscapedText] [EscapedText spouse 28 63 2]]</pre>
+
new Object("634", 1);                      // vanilla item
|-
+
new Object("Example.ModId_Watermelon", 1); // custom item
| <samp>[FarmerUniqueID]</samp>
+
</syntaxhighlight>
| The target player's unique internal multiplayer ID
+
 
|-
+
You can also use the new <samp>ItemRegistry</samp> API to construct items from their <samp>QualifiedItemId</samp>:
| <samp>[FarmName]</samp>
+
 
| The farm name for the current save (without the injected "Farm" text).
+
<syntaxhighlight lang="c#">
|-
+
Item item = ItemRegistry.Create("(B)505"); // Rubber Boots
| <samp>[GenderedText {{t|male text}} {{t|female text}}</samp>
+
</syntaxhighlight></li>
| Depending on the target player's gender, show either the male text or female text. If the text contains spaces, you'll need to escape them using <samp>EscapedText</samp>.
+
</ul>
|-
+
 
| <samp>[LocalizedText {{t|string key}}]</samp><br /><samp>[LocalizedText {{t|string key}} {{t|token values}}+]</samp>
+
===Other ID changes===
| Translation text loaded from the given [[Modding:Modder Guide/Game Fundamentals#String keys|string key]]. If the translation has placeholder tokens like <samp>{0}</samp>, you can add the values after the string key.
+
Many other things in the game now have unique string IDs too (including [[#Buff overhaul|buffs]], [[#String event IDs|events]], and fruit trees). To migrate existing code:
|-
  −
| <samp>[LocationName {{t|location ID}}]</samp>
  −
| The translated display name for a location given its ID [[#Custom locations|in <samp>Data/Locations</samp>]].
  −
|-
  −
| <samp>[PositiveAdjective]</samp>
  −
| A random adjective from the <samp>Strings\Lexicon</samp> data asset's <samp>RandomPositiveAdjective_PlaceOrEvent</samp> entry.
  −
|-
  −
| <samp>[Season]</samp>
  −
| The current season name, like ''spring''.
  −
|-
  −
| <samp>[SpouseFarmerText {{t|spouse is farmer text}} {{t|spouse is NPC text}}</samp>
  −
| Show a different text depending on whether the target player's spouse is a player or NPC. If the text contains spaces, you'll need to escape them using <samp>EscapedText</samp>.
  −
|-
  −
| <samp>[SpouseGenderedText {{t|male text}} {{t|female text}}]</samp>
  −
| Equivalent to <samp>GenderedText</samp>, but based on the gender of the player's NPC or player spouse instead.
  −
|-
  −
| <samp>[SuggestedItem {{o|interval}} {{o|sync key}}]</samp>
  −
| '''(For shops only.)''' The name of a random item currently available in the shop stock.
     −
The result will be identical for all queries with the same {{o|sync key}} during the given {{o|interval}} (one of <samp>tick</samp>, <samp>day</samp>, <samp>season</samp>, <samp>year</samp>), including between players in multiplayer mode. If omitted, they default to <samp>day</samp> and the shop ID respectively.
+
* When referencing numeric IDs, you usually just need to convert them into a string (like <code>Game1.player.hasBuff("1590166")</code> or <code>Game1.player.eventsSeen.Contains("1590166")</code>).
|}
+
* When creating buffs, see [[#Buff overhaul|buff overhaul]] for how to create buffs now.
 +
* For pre-existing content pack data, see migration steps in the ''[[#Unique string IDs|unique string IDs]]'' section.
   −
When passing an input argument for tokens like <samp>ArticleFor</samp>, the input can contain its own nested tokens. For example, <code>"[ArticleFor [SuggestedItem]] [SuggestedItem]"</code> would output something like ''an Apple''.
+
===Building and animal changes===
 +
: ''See also: [[#Build anywhere|build anywhere in what's new]].''
   −
If you're using [[Modding:Content Patcher|Content Patcher]], you can use its tokens anywhere in the string (including within square brackets); they'll be expanded before the game parses the string. For example, <code><nowiki>"{{Spouse}} would love [ArticleFor [SuggestedItem]] [SuggestedItem]!"</nowiki></code> would output something like "''Alexa would love an Apple!''".
+
* Since all locations now allow buildings and animals, mod code which handles <samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp> won't detect all buildable locations. You can replace them with <samp>location.IsBuildableLocation()</samp> (or just access <samp>location.buildings</samp> directly) and <samp>location.animals.Any()</samp> instead. Mods should no longer have any reference at all to <samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp>.
 +
* Since buildings can be built anywhere, you can no longer assume a building is on the farm. You can check the new <samp>building.buildingLocation</samp> field instead.
 +
* You should review direct references to the farm (like <code>Game1.getFarm()</code> or <code>Game1.getLocationFromName("Farm")</code>) to see if it needs to be rewritten to allow other locations.
 +
* <code>Utility.numSilos()</code> should no longer be used to calculate available hay, since it doesn't account for custom buildings with hay storage. Use <code>Game1.getFarm().GetHayCapacity()</code> instead.
 +
* The <samp>Cat</samp> and <samp>Dog</samp> classes are now unused; all pets are now <samp>Pet</samp> directly.
   −
====Extensibility====
+
===Player changes===
C# mods can define custom tokens by calling <code>TokenParser.RegisterParser("tokenName", ...)</code>. To avoid conflicts, prefixing custom condition names with your mod ID (like <samp>Example.ModId_TokenName</samp>) is strongly recommended.
+
: ''See also: [[#Buff overhaul|buff overhaul in what's new]].''
   −
===[[Modding:Event data|Event]] changes===
  −
'''Major changes:'''
   
<ul>
 
<ul>
<li><p>Event IDs are now strings, so mods can use a unique key instead of hoping no other mod uses the same number. Unconditional events must have an empty precondition in their key (like <samp>"Example.ModId_EventName/"</samp>) to distinguish them from forks.</p>
+
<li>Several <samp>Game1.player</samp> / <samp>Farmer</samp> fields changed as part of the [[#Buff overhaul|buff overhaul]]:
 
  −
<p>Prefixing the event ID with your mod ID is recommended to simplify troubleshooting and avoid conflicts. For best compatibility, custom IDs should only contain alphanumeric/underscore/dot characters.</p></li>
  −
<li>Added validation for event preconditions & commands. If a format or assumption is invalid, the game now logs a detailed error and (if applicable) skips the command, instead of crashing or silently ignoring it. This also means event arguments are stricter (e.g. you can no longer set a true/false field to an invalid value, inner quotes in quoted arguments now need to be escaped, etc).</li>
  −
<li>Event commands & preconditions are now quote-aware, so you can escape spaces and slashes in arguments like <code>/speak "I'm running A/B tests"/</code>.</li>
  −
<li>Event commands now trim surrounding whitespace, so they can be multilined for readability. For example:
  −
<syntaxhighlight lang="js">
  −
"SomeEventId/": "
  −
    none/-1000 -1000/farmer 5 7 0/
  −
    skippable/
  −
    viewport 5 7 10/
  −
    ...
  −
"
  −
</syntaxHighlight></li>
  −
<li>Event/festival commands with a direction argument now allow both case-insensitive names (like <samp>up</samp>) and numeric values.</li>
  −
<li>C# mods can now add custom event preconditions & commands using <samp>Event.RegisterCustomPrecondition</samp> and <samp>Event.RegisterCustomCommand</samp> respectively.</li>
  −
<li>Added new preconditions:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! precondition
+
! old field
! description
+
! how to migrate
 
|-
 
|-
| <samp>!</samp>
+
| <samp>appliedBuffs</samp><br /><samp>appliedSpecialBuffs</samp>
| Prefixing <samp>!</samp> to any other precondition will now invert it. For example, <code>!O Abigail</code> will match if the player is ''not'' married to Abigail.
+
| Use <code>Game1.player.hasBuff(id)</code> instead.
 
|-
 
|-
| <samp>G</samp>
+
| <samp>attack</samp><br /><samp>immunity</samp>
| Check the result of a [[#Game state queries|game state query]], like <code>G !WEATHER Here Sun</code> for 'not sunny in this location'.
+
| Use <samp>Attack</samp> and <samp>Immunity</samp> instead.
|}
  −
</li>
  −
<li>Added new event commands:
  −
{| class="wikitable"
   
|-
 
|-
! command
+
| <samp>addedCombatLevel</samp><br /><samp>addedFarmingLevel</samp><br /><samp>addedFishingLevel</samp><br /><samp>addedForagingLevel</samp><br /><samp>addedLuckLevel</samp><br /><samp>addedMiningLevel</samp><br /><samp>attackIncreaseModifier</samp><br /><samp>critChanceModifier</samp><br /><samp>critPowerModifier</samp><br /><samp>knockbackModifier</samp><br /><samp>weaponPrecisionModifier</samp><br /><samp>weaponSpeedModifier</samp>
! description
+
| Use equivalent properties under <samp>Game1.player.buffs</samp> instead (e.g. <samp>Game1.player.buffs.CombatLevel</code>).
 
|-
 
|-
| <samp>addItem {{t|item ID}} {{o|count}} {{o|quality}}</samp>
+
| <samp>resilience</samp>
| Add an item to the player inventory (or open a grab menu if their inventory is full). The {{t|item ID}} is the [[#Custom items|qualified or unqualified item ID]], and {{o|quality}} is a [[Modding:Items#Quality|numeric quality value]].
+
| Use <samp>buffs.Defense</samp> instead.
 
|-
 
|-
| <samp>addSpecialOrder {{t|order ID}}</samp><br /><samp>removeSpecialOrder {{t|order ID}}</samp>
+
| <samp>addedSpeed</samp><br /><samp>CombatLevel</samp><br /><samp>CraftingTime</samp><br /><samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>MiningLevel</samp><br /><samp>Stamina</samp>
| Add or remove a special order to the player team. This affects all players, since special orders are shared.
+
| These are now readonly and can't be set directly. You can change them by [[#Buff overhaul|adding a buff]] (which can be invisible), equipment bonus, etc instead.
|-
+
|}</li>
| <samp>mailToday {{t|mail key}}</samp>
+
<li>Buffs are now recalculated automatically, and you can reset a buff by just reapplying it. See [[#Buff overhaul|buff overhaul]] for more info.</li>
| Adds a letter to the mailbox immediately, given the {{t|mail key}} in <samp>Data/Mail</samp>.
+
<li>Buff logic has been centralized into <samp>Game1.player.buffs</samp>. This replaces a number of former fields/methods like <samp>Game1.buffsDisplay</samp>.</li>
|-
+
</ul>
| <samp>stopSound {{t|sound ID}} {{o|immediate}}</samp>
+
 
| Stop a sound started with the <samp>startSound</samp> command. This has no effect if the sound has already stopped playing on its own (or hasn't been started). If you started multiple sounds with the same ID, this will stop all of them (e.g. <code>startSound fuse/startSound fuse/stopSound fuse</code>).
+
===Collision changes===
 +
The game's tile collision logic has been overhauled and merged into a simpler set of methods on <samp>GameLocation</samp> instances:
   −
By default the sound will stop immediately. For looping sounds, you can pass <samp>false</samp> to the {{o|immediate}} argument to stop the sound when it finishes playing the current iteration instead (e.g. <code>stopSound fuse false</code>).
  −
|-
  −
| <samp>temporaryAnimatedSprite ...</samp>
  −
| Add a temporary animated sprite to the event, using these space-delimited fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! index
+
! method
! field
   
! effect
 
! effect
 
|-
 
|-
| 0
+
| <samp>CanSpawnCharacterHere</samp>
| <samp>texture</samp>
+
| Get whether NPCs can be placed on the given tile (e.g. it's within the map bounds and tile is walkable), there's no placed object there, and the <samp>NoFurniture</samp> [[Modding:Maps|tile property]] isn't set.
| The asset name for texture to draw.
   
|-
 
|-
| 1&ndash;4
+
| <samp>CanItemBePlacedHere</samp>
| <samp>rectangle</samp>
+
| Get whether items can be placed on the given tile in non-floating form (e.g. it's within the map bounds and not blocked by a non-walkable item), and the <samp>NoFurniture</samp> [[Modding:Maps|tile property]] isn't set.
| The pixel area within the <samp>texture</samp> to draw, in the form <samp>{{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp>.
   
|-
 
|-
| 5
+
| <samp>isBuildable</samp>
| <samp>interval</samp>
+
| Get whether buildings can be placed on the given tile.
| The millisecond duration for each frame in the animation.
   
|-
 
|-
| 6
+
| <samp>IsTilePassable</samp>
| <samp>frames</samp>
+
| Get whether the tile can be walked on (ignoring collisions with in-game objects, NPCs, etc).
| The number of frames in the animation.
   
|-
 
|-
| 7
+
| <samp>IsTileOccupiedBy</samp>
| <samp>loops</samp>
+
| Get whether the tile contains a player, object, NPC/monster/pet/etc, terrain feature, building, etc. You can choose which entities to check, and which ones to ignore if they don't block movement.
| The number of times to repeat the animation.
   
|-
 
|-
| 8&ndash;9
+
| <samp>IsTileBlockedBy</samp>
| <samp>tile</samp>
+
| Equivalent to calling both <samp>IsTilePassable</samp> and <samp>IsTileOccupiedBy</samp>.
| The tile position at which to draw the sprite, in the form <samp>{{t|x}} {{t|y}}</samp>.
   
|-
 
|-
| 10
+
| <samp>IsLocationSpecificOccupantOnTile</samp><br /><samp>IsLocationSpecificPlacementRestriction</samp>
| <samp>flicker</samp>
+
| Generally shouldn't be used directly. Checks for location-specific collisions (e.g. ladders in [[The Mines|the mines]] or parrot platforms on [[Ginger Island]]).
| '''[TODO: document what this does]''' (one of <samp>true</samp> or <samp>false</samp>).
+
|}
 +
 
 +
===Other breaking API changes===
 +
''(This section is meant as a quick reference if you have build errors; there's no need to read through it otherwise.)''
 +
 
 +
====Removed unused code====
 +
1.6 removes a lot of unused code. That includes these classes:
 +
{| class="wikitable"
 
|-
 
|-
| 11
+
! namespace
| <samp>flip</samp>
+
! class name
| Whether to flip the sprite horizontally when it's drawn (one of <samp>true</samp> or <samp>false</samp>).
   
|-
 
|-
| 12
+
| <samp>StardewValley</samp>
| <samp>sort tile Y</samp>
+
| &#32;
| The tile Y position to use in the layer depth calculation, which affects which sprite is drawn on top if two sprites overlap.
+
* <samp>BuildingUpgrade</samp>
 +
* <samp>DisposableList</samp>
 +
* <samp>FurniturePlacer</samp>
 +
* <samp>ListPool</samp>
 +
* <samp>OneTimeRandom</samp>
 
|-
 
|-
| 13
+
| <samp>StardewValley.Characters</samp>
| <samp>alpha fade</samp>
+
| &#32;
| '''[TODO: document what this does]'''
+
* <samp>BotchedNetBool</samp>
 +
* <samp>BotchedNetField</samp>
 +
* <samp>BotchedNetInt</samp>
 +
* <samp>BotchedNetLong</samp>
 
|-
 
|-
| 14
+
| <samp>StardewValley.Menus</samp>
| <samp>scale</samp>
+
| &#32;
| A multiplier applied to the sprite size (in addition to the normal 4× pixel zoom).
+
* <samp>FarmInfoPage</samp>
 +
* <samp>MiniatureTerrainFeature</samp><!-- not a typo, it really was in StardewValley.Menus -->
 
|-
 
|-
| 15
+
| <samp>StardewValley.Monsters</samp>
| <samp>scale change</samp>
+
| &#32;
| '''[TODO: document what this does]'''
+
* <samp>LavaCrab</samp>
 
|-
 
|-
| 16
+
| <samp>StardewValley.Objects</samp>
| <samp>rotation</samp>
+
| &#32;
| The rotation to apply to the sprite, measured in [[wikipedia:radians|radians]].
+
* <samp>ObjectFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
 
|-
 
|-
| 17
+
| <samp>StardewValley.TerrainFeatures</samp>
| <samp>rotation change</samp>
+
| &#32;
| '''[TODO: document what this does]'''
+
* <samp>Quartz</samp>
 
|-
 
|-
| 18+
+
| <samp>StardewValley.Tools</samp>
| ''flags''
+
| &#32;
| Any combination of these space-delimited flags:
+
* <samp>Blueprints</samp>
* <samp>color {{t|color}}</samp>: apply a [[#Color fields|standard color]] to the sprite.
+
* <samp>ToolFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
* <samp>hold_last_frame</samp>: after playing the animation once, freeze the last frame as long as the sprite is shown.
+
|}
* <samp>ping_pong</samp>: '''[TODO: document what this does]'''
  −
* <samp>motion {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
  −
* <samp>acceleration {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
  −
* <samp>acceleration_change {{t|x}} {{t|y}}</samp>: '''[TODO: document what this does]'''
  −
|}
  −
|-
  −
| <samp>translateName {{t|actor}} {{t|translation key}}</samp>
  −
| Set the display name for an NPC in the event to match the given translation key.
  −
|-
  −
| <samp>warpFarmers [{{t|x}} {{t|y}} {{t|direction}}]+ {{t|default offset}} {{t|default x}} {{t|default}} {{t|direction}}</samp>
  −
| Warps connected players to the given [[Modding:Modder Guide/Game Fundamentals#Tiles|tile coordinates]] and [[Modding:Event data#Directions|numeric directions]]. The {{t|x}} {{t|y}} {{t|direction}} triplet is repeated for each connected player (e.g. the first triplet is for the main player, second triplet is for the first farmhand, etc). The triplets are followed by an offset direction (one of <samp>up</samp>, <samp>down</samp>, <samp>left</samp>, or <samp>right</samp>), and a final triplet which defines the default values used by any other player.
  −
|}
  −
</li>
  −
</ul>
     −
'''Improved preconditions:'''
+
And these class members:
* The <samp>h</samp> precondition can now be used with any pet type. You can also omit the argument to check for a pet of any type.
  −
 
  −
'''Improved commands:'''
  −
<ul>
  −
<li>Fixed some commands assuming a boolean argument is true if present, regardless of its value. This affects the <samp>changeToTemporaryMap</samp>, <samp>emote</samp>, <samp>extendSourceRect</samp>, <samp>faceDirection</samp>, <samp>globalFade</samp>, <samp>globalFadeToClear</samp>, <samp>positionOffset</samp>, and <samp>warp</samp> commands.</li>
  −
<li>Fixed some commands assuming any value except the exact case-sensitive string <samp>true</samp> is false. This affects the <samp>animate</samp>, <samp>glow</samp>, <samp>hideShadow</samp>, <samp>ignoreMovementAnimation</samp>, <samp>temporaryAnimatedSprite</samp>, <samp>temporarySprite</samp>, and <samp>viewport</samp> commands.</li>
  −
<li>Fixed some commands silently ignoring values they can't parse as the expected type. This affects the <samp>addItem</samp>, <samp>makeInvisible</samp>, and <samp>removeItem</samp> commands.</li>
  −
<li>Fixed crash when some commands are passed <samp>farmer[number]</samp> for a player who's not available, or <samp>farmer[number]</samp> when they expect <samp>farmer</samp>.</li>
  −
<li>Fixed some commands not taking into account custom farmer actors when checking <samp>farmer*</samp> actor IDs.</li>
  −
<li>Changed specific commands:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! command
+
! type
! changes
+
! members
 
|-
 
|-
| <samp>addCookingRecipe</samp>
+
| <samp>Axe</samp>
| Fixed error if player already knows the recipe.
+
| &#32;
 +
* <samp>StumpStrength</samp>
 
|-
 
|-
| <samp>addTemporaryActor</samp>
+
| <samp>Bush</samp>
 
| &#32;
 
| &#32;
* Underscores in the asset name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>addTemporaryActor "White Chicken" …</code>.
+
* <samp>alpha</samp>
* Underscores in the display name are no longer replaced with spaces. You should quote arguments containing spaces instead.
+
* <samp>lastPlayerToHit</samp>
 
|-
 
|-
| <samp>animate</samp>
+
| <samp>Chest</samp>
| Underscores in the NPC name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>animate "Mr Qi" …</code>.
+
| &#32;
 +
* <samp>chestType</samp>
 +
* <samp>coins</samp>
 +
|-
 +
| <samp>CosmeticPlant</samp>
 +
| &#32;
 +
* <samp>scale</samp>
 
|-
 
|-
| <samp>ambientLight</samp>
+
| <samp>CraftingRecipe</samp>
| Removed four-argument form (which was unused and had confusing behavior). The other versions of <samp>ambientLight</samp> still work like before.
+
| &#32;
 +
* <samp>itemType</samp>
 
|-
 
|-
| <samp>awardFestivalPrize</samp>
+
| <samp>Critter</samp>
| Added support for arbitrary item IDs, like <code>awardFestivalPrize (O)128</code> for a pufferfish.
+
| &#32;
 +
* <samp>InitShared()</samp>
 
|-
 
|-
| <samp>changeName</samp>
+
| <samp>Crop</samp>
| Underscores in the NPC name are no longer replaced with spaces. You should quote arguments containing spaces instead, like <code>changeName Leo "Neo Leo"</code>.
+
| &#32;
 +
* <samp>daysOfUnclutteredGrowth</samp>
 
|-
 
|-
| <samp>changePortrait</samp><br /><samp>changeSprite</samp>
+
| <samp>Dialogue</samp>
| You can now omit the suffix argument to reset the NPC back to their normal portrait/sprite.
+
| &#32;
 +
* <samp>dialogueToBeKilled</samp>
 +
|-
 +
| <samp>Farm</samp>
 +
| &#32;
 +
* <samp>GetSpouseOutdoorAreaSpritesheetIndex()</samp>
 +
|-
 +
| <samp>FarmAnimal</samp>
 +
| &#32;
 +
* <samp>homeLocation</samp>
 
|-
 
|-
| <samp>ignoreMovementAnimation</samp>
+
| <samp>Farmer</samp>
 
| &#32;
 
| &#32;
* Fixed its ''ignore'' argument being ignored.
+
* <samp>barnUpgradeLevel</samp> and <samp>BarnUpgradeLevel</samp>
* Underscores in the NPC name are now only replaced with spaces if an exact match wasn't found. You should quote arguments containing spaces instead, like <code>ignoreMovementAnimation "Mr Qi" …</code>.
+
* <samp>blueprints</samp>
 +
* <samp>coalPieces</samp> and <samp>CoalPieces</samp>
 +
* <samp>coopUpgradeLevel</samp> and <samp>CoopUpgradeLevel</samp>
 +
* <samp>copperPieces</samp> and <samp>CopperPieces</samp>
 +
* <samp>eyeColor</samp>
 +
* <samp>feed</samp> and <samp>Feed</samp>
 +
* <samp>furnitureOwned</samp>
 +
* <samp>goldPieces</samp> and <samp>GoldPieces</samp>
 +
* <samp>hasBusTicket</samp>
 +
* <samp>hasGreenhouse</samp>
 +
* <samp>iridiumPieces</samp> and <samp>IridiumPieces</samp>
 +
* <samp>ironPieces</samp> and <samp>IronPieces</samp>
 +
* <samp>newSkillPointsToSpend</samp>
 +
* <samp>overallsColor</samp>
 +
* <samp>ownsFurniture</samp>
 +
* <samp>quartzPieces</samp> and <samp>QuartzPieces</samp>
 +
* <samp>shirtColor</samp>
 +
* <samp>skinColor</samp>
 +
* <samp>stonePieces</samp> and <samp>StonePieces</samp>
 +
* <samp>theaterBuildDate</samp>
 +
* <samp>woodPieces</samp> and <samp>WoodPieces</samp>
 
|-
 
|-
| <samp>itemAboveHead</samp>
+
| <samp>Game1</samp>
| Added support for arbitrary item IDs, like <code>itemAboveHead (O)128</code> for a pufferfish.
+
| &#32;
 +
* <samp>boardingBus</samp>
 +
* <samp>chanceToRainTomorrow</samp>
 +
* <samp>checkForNewLevelPerks</samp>
 +
* <samp>cloud</samp>
 +
* <samp>coopDwellerBorn<samp>
 +
* <samp>cropsOfTheWeek</samp>
 +
* <samp>currentBarnTexture</samp>
 +
* <samp>currentBillboard</samp>
 +
* <samp>currentCoopTexture</samp>
 +
* <samp>currentFloor</samp>
 +
* <samp>currentHouseTexture</samp>
 +
* <samp>currentWallpaper</samp>
 +
* <samp>dealerCalicoJackTotal</samp>
 +
* <samp>FarmerFloor</samp>
 +
* <samp>farmerWallpaper</samp>
 +
* <samp>fertilizer</samp>
 +
* <samp>floorPrice</samp>
 +
* <samp>greenhouseTexture</samp>
 +
* <samp>inMine<samp>
 +
* <samp>jukeboxPlaying</samp>
 +
* <samp>keyHelpString</samp>
 +
* <samp>listeningForKeyControlDefinitions<samp>
 +
* <samp>littleEffect</samp>
 +
* <samp>logoScreenTexture</samp>
 +
* <samp>mailboxTexture</samp>
 +
* <samp>menuChoice</samp>
 +
* <samp>menuUp<samp>
 +
* <samp>nameSelectUp<samp>
 +
* <samp>nameSelectType</samp>
 +
* <samp>numberOfSelectedItems</samp>
 +
* <samp>particleRaining<samp>
 +
* <samp>pickingTool</samp>
 +
* <samp>pickToolDelay</samp>
 +
* <samp>pickToolInterval</samp>
 +
* <samp>priceOfSelectedItem</samp>
 +
* <samp>progressBar</samp>
 +
* <samp>removeSquareDebrisFromTile()</samp>
 +
* <samp>selectedItemsType</samp>
 +
* <samp>shiny</samp>
 +
* <samp>shippingTax</samp>
 +
* <samp>showKeyHelp<samp>
 +
* <samp>slotResult</samp>
 +
* <samp>startedJukeboxMusic</samp>
 +
* <samp>tinyFontBorder</samp>
 +
* <samp>toolHeld</samp>
 +
* <samp>toolIconBox</samp>
 +
* <samp>tvStation</samp>
 +
* <samp>tvStationTexture</samp>
 +
* <samp>wallpaperPrice</samp>
 
|-
 
|-
| <samp>makeInvisible</samp>
+
| <samp>GameLocation</samp>
| Fixed terrain features not hidden when using the default area size.
+
| &#32;
 +
* <samp>boardBus(…)</samp>
 +
* <samp>checkForMapChanges()</samp>
 +
* <samp>getWallDecorItem(…)</samp>
 +
* <samp>removeBatch(…)</samp>
 +
* <samp>removeDirt(…)</samp>
 +
* <samp>removeStumpOrBoulder(…)</samp>
 +
* <samp>tryToBuyNewBackpack()</samp>
 
|-
 
|-
| <samp>removeItem</samp>
+
| <samp>GiantCrop</samp>
| Added argument for an optional count, like <code>removeItem (O)128 10</code> to remove 10 pufferfish.
+
| &#32;
 +
* <samp>forSale</samp>
 
|-
 
|-
| <samp>speak</samp>
+
| <samp>IClickableMenu</samp>
| Fixed friendship & socialize quest not updated when calling it with a translation key.
+
| &#32;
 +
* <samp>currentRegion</samp>
 
|-
 
|-
| <samp>weddingSprite</samp>
+
| <samp>MeleeWeapon</samp>
| Removed (it was broken and unused).
+
| &#32;
|}</li>
+
* <samp>attackSwordCooldownTime</samp>
</ul>
+
* <samp>doStabbingSwordFunction()</samp>
 
  −
'''Other improvements:'''
  −
* Festivals now set the event ID to a value like <samp>festival_fall16</samp>, instead of <samp>-1</samp>.
  −
* For C# mods, the new <samp>Event.fromAssetName</samp> field indicates which data asset (if any) the event was loaded from.
  −
* Event script errors are now logged (in addition to being shown in the chatbox like before).
  −
* Fixed NPCs getting duplicated in festivals if they're added to the <samp>set-up</samp> fields multiple times. Subsequent entries now move them instead.
  −
 
  −
===[[Modding:Mail data|Mail]] changes===
  −
<ul>
  −
<li>Mail can now have multiple items attached (using multiple <samp>%item</samp> commands). When the player grabs the top item, the next one will appear in the slot to grab next.</li>
  −
<li>Improved mail commands:
  −
{| class="wikitable"
   
|-
 
|-
! command
+
| <samp>Monster</samp>
! changes
+
| &#32;
 +
* <samp>doHorizontalMovement(…)</samp>
 +
* <samp>durationOfRandomMovements</samp>
 +
* <samp>coinsToDrop</samp>
 
|-
 
|-
| <samp>%item</samp>
+
| <samp>NPC</samp>
 
| &#32;
 
| &#32;
* Added <samp>%item id {{t|item id}} {{o|count}}</samp> form which accepts a [[#Custom items|qualified or unqualified item ID]]. This deprecates the <samp>bigobject</samp>, <samp>furniture</samp>, <samp>object</samp>, and <samp>tools</samp> options.
+
* <samp>idForClones</samp>
* Added <samp>%item specialOrder {{t|order id}} {{o|immediately}}</samp> form to attach a special order to the letter.
+
|-
* Added optional {{t|key}} argument to <samp>%item cookingRecipe {{t|key}}</samp>, to learn a specific [[Modding:Recipe data|cooking recipe]]. The previous <samp>%item cookingRecipe</samp> form (without a key) works the same way as before.
+
| <samp>Object</samp>
* The type argument is now case-insensitive.
+
| &#32;
* Fixed <samp>%item craftingRecipe</samp> not supporting recipe IDs containing underscores. It now checks for an exact match first, then tries replacing underscores with spaces like before, then logs a warning if neither was found instead of adding an invalid recipe.
+
* <samp>attachToSprinklerAttachment(…)</samp>
|}
+
* <samp>canBePlacedInWater()</samp>
</li>
+
* <samp>consumeRecipe(…)</samp>
</ul>
+
* <samp>copperBar</samp>
 
+
* <samp>goldBar</samp>
===New C# utility methods===
+
* <samp>iridiumBar</samp>
Stardew Valley 1.6 adds several new methods to simplify common logic.
+
* <samp>ironBar</samp>
 
+
* <samp>isHoeDirt</samp> and <samp>IsHoeDirt</samp>
====Argument handling====
+
|-
The new <samp>ArgUtility</samp> class handles splitting, reading, and validating <samp>string[]</samp> argument lists. The main methods are:
+
| <samp>PathFindController</samp>
 
+
| &#32;
; Splitting arrays&#58;
+
* <samp>CheckClearance(…)</samp>
: {| class="wikitable"
+
* <samp>limit</samp>
 +
|-
 +
| <samp>SaveGame</samp>
 +
| &#32;
 +
* <samp>cropsOfTheWeek</samp>
 +
* <samp>currentFloor</samp>
 +
* <samp>currentWallpaper</samp>
 +
* <samp>FarmerFloor</samp>
 +
* <samp>farmerWallpaper</samp>
 +
* <samp>shippingTax</samp>
 
|-
 
|-
! <samp>ArgUtility</samp> method
+
| <samp>Spiker</samp>
! effect
+
| &#32;
 +
* <samp>GetSpawnPosition</samp>
 
|-
 
|-
| <samp>SplitBySpace</samp>
+
| <samp>Stats</samp>
| Split space-separated arguments in a string. This automatically ignores extra spaces, so <samp>" x &nbsp;y "</samp> and <samp>"x y"</samp> are equivalent. For example:
+
| &#32;
<syntaxhighlight lang="c#">
+
* <samp>barsSmelted</samp> and <samp>BarsSmelted</samp>
string[] fields = ArgUtility.SplitBySpace("a b c");
+
* <samp>coalFound</samp> and <samp>CoalFound</samp>
string secondField = fields[1]; // "b"
+
* <samp>coinsFound</samp> and <samp>coinsFound</samp>
</syntaxhighlight>
+
* <samp>starLevelCropsShipped</samp> and <samp>starLevelCropsShipped</samp>
 
|-
 
|-
| <samp>SplitBySpaceAndGet</samp>
+
| <samp>Tool</samp>
| Get the value at an index in a space-delimited string (if found), else return the default value. For example:
+
| &#32;
 
+
* <samp>batteredSwordSpriteIndex</samp>
<syntaxhighlight lang="c#">
+
* <samp>copperColor</samp>
string thirdField = ArgUtility.SplitBySpaceAndGet("a b c", 2); // "c"
+
* <samp>GetSecondaryEnchantmentCount()</samp>
string invalidFieldA = ArgUtility.SplitBySpaceAndGet("a b c", 5); // null
+
* <samp>goldColor</samp>
string invalidFieldB = ArgUtility.SplitBySpaceAndGet("a b c", 5, defaultValue: "boop"); // "boop"
+
* <samp>iridiumColor</samp>
</syntaxhighlight>
+
* <samp>nonUpgradeable</samp>
 
+
* <samp>parsnipSpriteIndex</samp>
This is more efficient than <samp>SplitBySpace</samp> when you only need a single value, but it's slower if you need multiple values.
+
* <samp>Stackable</samp>
 +
* <samp>startOfNegativeWeaponIndex</samp>
 +
* <samp>steelColor</samp>
 
|-
 
|-
| <samp>SplitBySpaceQuoteAware</samp>
+
| <samp>Utility</samp>
| Split space-separated arguments in a string, with support for using quotes to protect spaces within an argument. See <samp>SplitQuoteAware</samp> below for info on quote handling.
+
| &#32;
 +
* <samp>buyFloor()</samp>
 +
* <samp>buyWallpaper()</samp>
 +
* <samp>cropsOfTheWeek()</samp>
 +
* <samp>facePlayerEndBehavior(…)</samp>
 +
* <samp>getRandomSlotCharacter()</samp>
 +
* <samp>plantCrops(…)</samp>
 +
* <samp>showLanternBar()</samp>
 +
|}
   −
For example:
+
====Renamed classes====
<syntaxhighlight lang="c#">
+
These classes were renamed in 1.6:
string buildingName = ArgUtility.SplitBySpaceQuoteAware("BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"")[1]; // Junimo Hut
+
{| class="wikitable"
</syntaxhighlight>
   
|-
 
|-
| <samp>SplitQuoteAware</samp>
+
! old name
| Split delimited arguments in a string, with support for using quotes to protect delimiters within an argument.
+
! new name
 
+
|-
A quote in the text causes any delimiter to be ignored until the next quote, unless it's escaped like <code>\"</code>. Unescaped quotes are removed from the string. (Remember that backslashes need to be escaped in C# or JSON strings, like <code>"\\"</code> for a single backslash.)
+
| <samp>Game1.MusicContext</samp>
 
+
| <samp>MusicContext</samp> (in <samp>StardewValley.GameData</samp>)
For example:
+
|-
<syntaxhighlight lang="c#">
+
| <samp>LocationContext</samp>
ArgUtility.SplitQuoteAware("A,B,C", ',');        // [ "A", "B", "C" ]
+
| <samp>LocationContexts</samp>
ArgUtility.SplitQuoteAware("A,\"B,C\",D", ','); // [ "A", "B,C", "D" ]
  −
ArgUtility.SplitQuoteAware("A,\\\"B,C", ',');    // [ "A", "\"B", "C" ]
  −
</syntaxhighlight>
  −
 
  −
You can also set the optional arguments for more advanced cases. For example, [[#Game state queries|game state queries]] use this to split twice:
  −
<syntaxhighlight lang="c#">
  −
string gameStateQuery = "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\", SEASON Spring";
  −
 
  −
string[] queries = ArgUtility.SplitQuoteAware(gameStateQuery, ',', StringSplitOptions.RemoveEmptyEntries, keepQuotesAndEscapes: true); // [ "BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"", "SEASON Spring" ]
  −
string buildingName = ArgUtility.SplitBySpaceQuoteAware(queries[0]); // Junimo Hut
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>EscapeQuotes</samp>
+
| <samp>SpecialOrder.QuestStatus</samp>
| Escape quotes in a string so they're ignored by methods like <samp>SplitQuoteAware</samp>.
+
| <samp>SpecialOrderStatus</samp> (in <samp>StardewValley.SpecialOrders</samp>)
 
  −
This isn't idempotent (e.g. calling it twice will result in double-escaped quotes).
   
|}
 
|}
   −
; Reading arrays&#58;
+
And these were moved to a different namespace:
: {| class="wikitable"
+
{| class="wikitable"
 +
|-
 +
! type
 +
! old namespace
 +
! new namespace
 
|-
 
|-
! <samp>ArgUtility</samp> method
+
| <samp>AmethystEnchantment</samp><br /><samp>AquamarineEnchantment</samp><br /><samp>ArchaeologistEnchantment</samp><br /><samp>ArtfulEnchantment</samp><br /><samp>AutoHookEnchantment</samp><br /><samp>AxeEnchantment</samp><br /><samp>BaseEnchantment</samp><br /><samp>BaseWeaponEnchantment</samp><br /><samp>BottomlessEnchantment</samp><br /><samp>BugKillerEnchantment</samp><br /><samp>CrusaderEnchantment</samp><br /><samp>DiamondEnchantment</samp><br /><samp>EfficientToolEnchantment</samp><br /><samp>EmeraldEnchantment</samp><br /><samp>FishingRodEnchantment</samp><br /><samp>GalaxySoulEnchantment</samp><br /><samp>GenerousEnchantment</samp><br /><samp>HaymakerEnchantment</samp><br /><samp>HoeEnchantment</samp><br /><samp>JadeEnchantment</samp><br /><samp>MagicEnchantment</samp><br /><samp>MasterEnchantment</samp><br /><samp>MilkPailEnchantment</samp><br /><samp>PanEnchantment</samp><br /><samp>PickaxeEnchantment</samp><br /><samp>PowerfulEnchantment</samp><br /><samp>PreservingEnchantment</samp><br /><samp>ReachingToolEnchantment</samp><br /><samp>RubyEnchantment</samp><br /><samp>ShavingEnchantment</samp><br /><samp>ShearsEnchantment</samp><br /><samp>SwiftToolEnchantment</samp><br /><samp>TopazEnchantment</samp><br /><samp>VampiricEnchantment</samp><br /><samp>WateringCanEnchantment</samp>
! effect
+
| <samp>StardewValley</samp>
 +
| <samp>StardewValley.Enchantments</samp>
 
|-
 
|-
| <samp>HasIndex</samp>
+
| <samp>Extensions</samp>
| Get whether an index is within the bounds of the array. For example:
+
| <samp>StardewValley</samp>
<syntaxhighlight lang="c#">
+
| <samp>StardewValley.Extensions</samp>
string[] fields = ArgUtility.SplitByString("10 5");
  −
bool inRange = ArgUtility.HasIndex(fields, 1); // true (index 1 has the value '5')
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Get</samp><br /><samp>GetBool</samp><br /><samp>GetDirection</samp><br /><samp>GetEnum</samp><br /><samp>GetFloat</samp><br /><samp>GetInt</samp>
+
| <samp>ModDataDictionary</samp><br /><samp>ModHooks</samp>
| Get the value at a position in an array, parsed as the relevant type (e.g. a string, boolean, [[Modding:Event data#Directions|direction]], enum, etc). If the index isn't in the array or the value can't be parsed as the expected type, returns a default value.
+
| <samp>StardewValley</samp>
 
+
| <samp>StardewValley.Mods</samp>
For example, code like this:
+
|-
<syntaxhighlight lang="c#">
+
| <samp>PathFindController</samp><br /><samp>PathNode</samp><br /><samp>PriorityQueue</samp><br /><samp>SchedulePathDescription</samp>
int value = fields.Length > 4 && int.TryParse(fields[4], out int parsed)
+
| <samp>StardewValley</samp>
    ? parsed
+
| <samp>StardewValley.Pathfinding</samp>
    : -1;
  −
</syntaxhighlight>
  −
 
  −
Can now be rewritten like this:
  −
<syntaxhighlight lang="c#">
  −
int value = ArgUtility.GetInt(fields, 4, -1);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>TryGet</samp><br /><samp>TryGetBool</samp><br /><samp>TryGetDirection</samp><br /><samp>TryGetEnum</samp><br /><samp>TryGetFloat</samp><br /><samp>TryGetInt</samp><br /><samp>TryGetPoint</samp><br /><samp>TryGetRectangle</samp><br /><samp>TryGetVector2</samp>
+
| <samp>SpecialOrder</samp>
| Try to get a parsed value from an array by its index. If it's not found or can't be converted to the expected value, it sets the <samp>out string error</samp> argument so you can log an error if needed.
+
| <samp>StardewValley</samp>
 
+
| <samp>StardewValley.SpecialOrders</samp>
For example, this parses a numeric value from a space-delimited string:
  −
<syntaxhighlight lang="c#">
  −
string[] fields = ArgUtility.SplitByString("10 35");
  −
if (ArgUtility.TryGetInt(fields, 1, out int value, out string error))
  −
    this.Helper.Monitor.Log($"Parsed value: {value}"); // "Parsed value: 35"
  −
else
  −
    this.Helper.Monitor.Log($"Failed parsing value: {error}", LogLevel.Warn);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>TryGetOptional</samp><br /><samp>TryGetOptionalBool</samp><br /><samp>TryGetOptionalDirection</samp><br /><samp>TryGetOptionalEnum</samp><br /><samp>TryGetOptionalFloat</samp><br /><samp>TryGetOptionalInt</samp><br /><samp>TryGetOptionalRemainder</samp>
+
| <samp>CollectObjective</samp><br /><samp>DeliverObjective</samp><br /><samp>DonateObjective</samp><br /><samp>FishObjective</samp><br /><samp>GiftObjective</samp><br /><samp>JKScoreObjective</samp><br /><samp>OrderObjective</samp><br /><samp>ReachMineFloorObjective</samp><br /><samp>ShipObjective</samp><br /><samp>SlayObjective</samp>
| Equivalent to <samp>TryGet*</samp>, except that it'll return a default value if the argument is missing. For example:
+
| <samp>StardewValley</samp>
<syntaxhighlight lang="c#">
+
| <samp>StardewValley.SpecialOrders.Objectives</samp>
string[] fields = ArgUtility.SplitByString("10");
  −
if (ArgUtility.TryGetOptionalInt(fields, 1, out int value, out error, defaultValue: 99))
  −
    this.Helper.Monitor.Log($"Parsed value: {value}"); // "Parsed value: 99"
  −
else
  −
    this.Helper.Monitor.Log($"Failed parsing value: {error}", LogLevel.Warn);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>GetRemainder</samp><br /><samp>TryGetRemainder</samp><br /><samp>TryGetOptionalRemainder</samp>
+
| <samp>FriendshipReward</samp><br /><samp>GemsReward</samp><br /><samp>MailReward</samp><br /><samp>MoneyReward</samp><br /><samp>OrderReward</samp><br /><samp>ResetEventReward</samp>
| Similar to the previous methods, but gets arguments starting from an index as a concatenated string. For example:
+
| <samp>StardewValley</samp>
<syntaxhighlight lang="c#">
+
| <samp>StardewValley.SpecialOrders.Rewards</samp>
string[] fields = ArgUtility.SplitByString("A B C D E F");
  −
if (ArgUtility.TryGetRemainder(fields, 2, out string remainder, out string error))
  −
    this.Helper.Monitor.Log($"Remainder: {remainder}"); // "Remainder: C D E F"
  −
else
  −
    this.Helper.Monitor.Log($"Failed getting remainder: {error}", LogLevel.Warn);
  −
</syntaxhighlight>
   
|}
 
|}
   −
====Content assets====
+
====Other API changes====
 +
These class members changed in 1.6:
 +
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! method
+
! type
! effect
+
! member
 +
! migration
 
|-
 
|-
| <samp>LocalizedContentManager.DoesAssetExist</samp>
+
| <samp>BigSlime</samp>
| Get whether an asset exists in the game's <samp>Content</samp> folder or is provided through [[Modding:Modder Guide/APIs/Content|SMAPI's content API]]. For example:
+
| <samp>heldObject</samp>
<syntaxhighlight lang="c#">
+
| Replaced by <samp>heldItem</samp>, which allows non-object items too.
bool exists = Game1.content.DoesAssetExist<Map>("Maps/Town");
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>LocalizedContentManager.IsValidTranslationKey</samp>
+
|rowspan="3"| <samp>Bush</samp>
| Get whether a string is a translation key in the form <samp>{{t|asset name}}:{{t|key}}</samp>, and the asset and key both exist. For example:
+
| <samp>overrideSeason</samp>
<syntaxhighlight lang="c#">
+
| Removed; use <code>bush.Location.GetSeason()</code> instead.
bool exists = Game1.content.IsValidTranslationKey("Strings\\NPCNames:Abigail");
  −
</syntaxhighlight>
  −
|}
  −
 
  −
====Game paths====
  −
The game folder paths were previously hardcoded throughout the code. These are now centralized with a few methods:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! method
+
| <samp>greenhouseBush</samp>
! effect
+
| Removed; use <code>bush.IsSheltered()</code> or <code>bush.currentLocation.IsGreenhouse</code> instead.
 
|-
 
|-
| <samp>Program.GetLocalAppDataFolder</samp><br /><samp>Program.GetAppDataFolder</samp>
+
| <samp>inBloom</samp>
| Get the absolute path to the game's app data folder (which contains the [[saves|<Samp>Saves</samp> folder]]) or local app data folder (which contains <samp>ErrorLogs</samp> and <samp>Screenshots</samp>). These methods are equivalent on Windows, but different on Linux/macOS.
+
| Remove the arguments, like <code>bush.inBloom(Game1.currentSeason, Game1.dayOfMonth)</code> <code>bush.inBloom()</code>.
 
|-
 
|-
| <samp>Program.GetSavesFolder</samp>
+
|rowspan="3"| <samp>Character</samp>
| Get the absolute path to the game's [[saves|<samp>Saves</samp> folder]].
+
| <samp>getStandingX</samp><br /><samp>getStandingY</samp><br /><samp>getStandingXY</samp>
 +
| Removed; use <samp>character.StandingPixel</samp> instead.
 
|-
 
|-
| <samp>Game1.GetScreenshotFolder</samp>
+
| <samp>getTileLocation</samp><br /><samp>getTileX</samp><br /><samp>getTileY</samp><br />
| Get the absolute path to the game's <samp>Screenshots</samp> folder.
+
| Removed; use <samp>character.Tile</samp> instead.
 
|-
 
|-
| <samp>options.GetFilePathForDefaultOptions</samp>
+
| <samp>getTileLocationPoint</samp>
| Get the absolute path to the game's <samp>default_options</samp> file.
+
| Removed; use <samp>character.TilePoint</samp> instead.
|}
  −
 
  −
====Iteration====
  −
The new <samp>Utility.ForEach*</samp> methods let you check every thing of a type in the game world quickly and efficiently (with minimal allocations, boxing, etc). These are significantly faster than equivalent code using LINQ or <samp>yield</samp> methods.
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! method
+
| <samp>Chest</samp>
! effect
+
| <samp>MoveToSafePosition</samp>
 +
| Replaced by the simpler <samp>TryMoveToSafePosition</samp>
 
|-
 
|-
| <samp>Utility.ForEachBuilding</samp>
+
|rowspan="2"| <samp>Dialogue</samp>
| Perform an action for each building in the game world.
+
| <samp>dialogues</samp>
 +
| Changed from <code>List&lt;string&gt;</code> to <code>List&lt;DialogueLine&gt;</code>. The <samp>Text</samp> field on each dialogue line is equivalent to the old value.
 
|-
 
|-
| <samp>Utility.ForEachCharacter</samp><br /><samp>Utility.ForEachVillager</samp>
+
| <samp>isOnFinalDialogue()</samp>
| Perform an action for each NPC in the game world. <samp>ForEachCharacter</samp> matches all NPC types (villagers, horses, pets, monsters, player children, etc), while <samp>ForEachVillager</samp> only matches villager NPCs like [[Abigail]].
+
| This now indicates whether it's showing the last dialogue ''with message text''; there may still be entries in <samp>dialogues</samp> which apply side-effects without message text.
 
|-
 
|-
| <samp>Utility.ForEachCrop</samp>
+
|rowspan="3"| <samp>Farmer</samp>
| Perform an action for each crop in the game world planted in the ground or in a [[Garden Pot|garden pot]].
+
| <samp>changePants(…)</samp>
 +
| Renamed to <samp>changePantsColor(…)</samp> for consistency with <samp>change[Eye&#124;Hair&#124;Shoe]Color</samp>.
 
|-
 
|-
| <samp>Utility.ForEachItem</samp>
+
| <samp>isMarried()</samp>
| Perform an action for each item in the game world, including items within items (e.g. in a chest or on a table), hats placed on children, items in player inventories, etc.
+
| Renamed to <samp>isMarriedOrRoommates()</samp> for clarity.
 
|-
 
|-
| <samp>Utility.ForEachItemIn</samp>
+
| <samp>visibleQuestCount</samp>
| Perform an action for each item within a given location, including items within items (e.g. in a chest or on a table).
+
| Replaced by <samp>hasVisibleQuests</samp>.
 
|-
 
|-
| <samp>Utility.ForEachLocation</samp>
+
| <samp>Flooring</samp>
| Perform an action for each location in the game world, optionally including building interiors and generated [[The Mines|mine]] or [[Volcano Dungeon|volcano]] levels.
+
| <samp>GetFloorPathLookup</samp>
|}
+
| Use <samp>Game1.floorPathData</samp> instead.
 
  −
For example, this code counts how many parsnips are planted everywhere in the world:
  −
<syntaxhighlight lang="c#">
  −
int parsnips = 0;
  −
Utility.ForEachCrop(crop =>
  −
{
  −
    if (crop.IndexOfHarvest == "24")
  −
        parsnips++;
  −
    return true; // whether to keep iterating after this crop
  −
});
  −
</syntaxhighlight>
  −
 
  −
C# mods which add custom item types can override <samp>Item.ForEachItem</samp> to add support for nested items.
  −
 
  −
====Randomization====
  −
{| class="wikitable"
   
|-
 
|-
! method
+
| <samp>Forest</samp>
! effect
+
| <samp>log</samp>
 +
| Moved into <samp>Forest.resourceClumps</samp>.
 
|-
 
|-
| <samp>Utility.CreateDaySaveRandom</samp>
+
| <samp>FruitTree</samp>
| Creates a <samp>Random</samp> instance using the most common seed (based on the save ID and total days played).
+
| <samp>GreenHouseTree</samp>
 +
| Replaced by <samp>IgnoresSeasonsHere()</samp>.
 
|-
 
|-
| <samp>Utility.CreateRandom</samp><br /><samp>Utility.CreateRandomSeed</samp>
+
|rowspan="3"| <samp>Game1</samp>
| Creates a <samp>Random</samp> (or seed for a <samp>Random</samp>) by combining the given seed values, which can be any numeric type.
+
| <samp>bigCraftableInformation</samp>
 +
| Overhauled into [[#Custom big craftables|<samp>Game1.bigCraftableData</samp>]].
 
|-
 
|-
| <samp>Utility.TryCreateIntervalRandom</samp>
+
| <samp>clothingInformation</samp>
| Get an RNG which produces identical results for all RNGs created with the same sync key during the given interval (one of <samp>tick</samp>, <samp>day</samp>, <samp>season</samp>, or <samp>year</samp>), including between players in multiplayer mode.
+
| Overhauled into [[#Custom shirts|<samp>Game1.shirtData</samp>]] and [[#Custom pants|<samp>Game1.pantsData</samp>]].
 
  −
For example, this will return the same number each time it's called until the in-game day changes:
  −
<syntaxhighlight lang="c#">
  −
public int GetDailyRandomNumber()
  −
{
  −
    Utility.TryCreateIntervalRandom("day", "example sync key", out Random random, out _);
  −
    return random.Next();
  −
}
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Utility.TryGetRandom</samp>
+
| <samp>objectInformation</samp>
| Get a random entry from a dictionary.
+
| Overhauled into [[#Custom objects|<samp>Game1.objectData</samp>]].
 
|-
 
|-
| <samp>random.Choose</samp>
+
|rowspan="3"| <samp>GameLocation</samp>
| Choose a random option from the values provided:
+
| <samp>getCharacters</samp>
<syntaxhighlight lang="c#">
+
| Removed; use the <samp>characters</samp> field instead.
string npcName = Game1.random.Choose("Abigail", "Penny", "Sam");
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>random.ChooseFrom</samp>
+
| <samp>GetMapPropertyPosition</samp>
| Choose a random option from a list or array:
+
| Replaced by <samp>TryGetMapPropertyAs</samp>, which supports multiple data types (not just <samp>Point</samp>).
<syntaxhighlight lang="c#">
  −
string[] names = new[] { "Abigail", "Penny", "Sam" };
  −
string npcName = Game1.random.ChooseFrom(names);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>random.NextBool</samp>
+
| <samp>isTileOccupied</samp><br /><samp>isTileOccupiedForPlacement</samp><br /><samp>isTileOccupiedIgnoreFloors</samp><br /><samp>isTileLocationOpenIgnoreFrontLayers</samp><br /><samp>isTileLocationTotallyClearAndPlaceable</samp><br /><samp>isTileLocationTotallyClearAndPlaceableIgnoreFloors</samp>
| Randomly choose <samp>true</samp> or <samp>false</samp>. For example:
+
| Removed. The collision logic has been significantly rewritten and uses a new set of methods (mainly <samp>isTilePassable</samp>, <samp>IsTileOccupiedBy</samp>, and <samp>CanItemBePlacedHere</samp>). Mods should ideally be updated to use the new methods.
<syntaxhighlight lang="c#">
  −
bool flipSprite = Game1.random.NextBool();
  −
</syntaxhighlight>
     −
You can optionally set the probability of <samp>true</samp>:
+
Here's a drop-in set of extension methods which re-add the older methods. This lets you temporarily fix code until you can update it properly, but depending on these isn't recommended since they won't be maintained in future versions.
<syntaxhighlight lang="c#">
+
{{collapse|expand for non-recommended code|content=<syntaxhighlight lang="c#">
bool flipSprite = Game1.random.NextBool(0.8);
+
public static class GameLocationExtensions
</syntaxhighlight>
+
{
|}
+
    public static bool isTileOccupiedForPlacement(this GameLocation location, Vector2 tileLocation, Object toPlace = null)
 +
    {
 +
        return location.CanItemBePlacedHere(tileLocation, toPlace != null && toPlace.isPassable());
 +
    }
   −
====Other====
+
    public static bool isTileOccupied(this GameLocation location, Vector2 tileLocation, string characterToIgnore = "", bool ignoreAllCharacters = false)
Here are some of the other new methods:
+
    {
 +
        CollisionMask mask = ignoreAllCharacters ? CollisionMask.All & ~CollisionMask.Characters & ~CollisionMask.Farmers : CollisionMask.All;
 +
        return location.IsTileOccupiedBy(tileLocation, mask);
 +
    }
   −
{| class="wikitable"
+
    public static bool isTileOccupiedIgnoreFloors(this GameLocation location, Vector2 tileLocation, string characterToIgnore = "")
|-
+
    {
! method
+
        return location.IsTileOccupiedBy(tileLocation, CollisionMask.Buildings | CollisionMask.Furniture | CollisionMask.Objects | CollisionMask.Characters | CollisionMask.TerrainFeatures, ignorePassables: CollisionMask.Flooring);
! effect
+
    }
|-
  −
| <samp>Utility.distanceFromScreen</samp>
  −
| Get the pixel distance between a position in the world and the player's screen viewport, where 0 is within the viewport.
  −
|-
  −
| <samp>Utility.DrawErrorTexture</samp>
  −
| Draw the game's missing-texture image (🚫) to the screen, stretched to fit a given pixel area.
  −
|-
  −
| <samp>Utility.GetEnumOrDefault</samp>
  −
| Get an enum value if it's valid, else get a default value. This is mainly used to validate input from data files.
     −
For example:
+
    public static bool isTileLocationOpenIgnoreFrontLayers(this GameLocation location, Location tile)
<syntaxhighlight lang="c#">
+
    {
NpcGender gender = (NPCGender)999999;
+
        return location.map.RequireLayer("Buildings").Tiles[tile.X, tile.Y] == null && !location.isWaterTile(tile.X, tile.Y);
gender = Utility.GetEnumOrDefault(gender, Gender.Male); // returns Gender.Male since there's no enum constant with value 999999
+
    }
</syntaxhighlight>
+
 
|-
+
    public static bool isTileLocationTotallyClearAndPlaceable(this GameLocation location, int x, int y)
| <samp>Utility.getRandomNpcFromHomeRegion</samp>
+
    {
| Get a random social NPC based on their <samp>HomeRegion</samp> value in [[#Custom NPCs|<samp>Data/Characters</samp>]]. For example, this gets a random NPC for the <samp>Town</samp> home region:
+
        return location.isTileLocationTotallyClearAndPlaceable(new Vector2(x, y));
<syntaxhighlight lang="c#">
+
    }
NPC npc = Utility.getRandomNpcFromHomeRegion(NPC.region_town);
+
 
</syntaxhighlight>
+
    public static bool isTileLocationTotallyClearAndPlaceableIgnoreFloors(this GameLocation location, Vector2 v)
|-
+
    {
| <samp>Utility.isFestivalDay</samp><br /><samp>Utility.IsPassiveFestivalDay</samp>
+
        return location.isTileOnMap(v) && !location.isTileOccupiedIgnoreFloors(v) && location.isTilePassable(new Location((int)v.X, (int)v.Y), Game1.viewport) && location.isTilePlaceable(v);
| These methods existed before 1.6, but now have versions with no arguments to check today:
+
    }
<syntaxhighlight lang="c#">
+
 
bool festivalToday = Utility.isFestivalToday();
+
    public static bool isTileLocationTotallyClearAndPlaceable(this GameLocation location, Vector2 v)
</syntaxhighlight>
+
    {
 +
        Vector2 pixel = new Vector2((v.X * Game1.tileSize) + Game1.tileSize / 2, (v.Y * Game1.tileSize) + Game1.tileSize / 2);
 +
        foreach (Furniture f in location.furniture)
 +
        {
 +
            if (f.furniture_type != Furniture.rug && !f.isPassable() && f.GetBoundingBox().Contains((int)pixel.X, (int)pixel.Y) && !f.AllowPlacementOnThisTile((int)v.X, (int)v.Y))
 +
                return false;
 +
        }
   −
<samp>IsPassiveFestivalDay</samp> also has a new form to check for a specific festival today:
+
        return location.isTileOnMap(v) && !location.isTileOccupied(v) && location.isTilePassable(new Location((int)v.X, (int)v.Y), Game1.viewport) && location.isTilePlaceable(v);
<syntaxhighlight lang="c#">
+
    }
bool nightMarketToday = Utility.IsPassiveFestivalDay("NightMarket");
+
}
 
</syntaxhighlight>
 
</syntaxhighlight>
 +
}}
 
|-
 
|-
| <samp>Utility.TryGetPassiveFestivalData</samp><br /><samp>Utility.TryGetPassiveFestivalDataForDay</samp>
+
| <samp>GiantCrop</samp>
| Get the [[#Custom passive festivals|passive festival data]] for the given ID or date.
+
| <samp>which</samp>
 +
| Replaced by <samp>itemId</samp>.
 
|-
 
|-
| <samp>Utility.TryParseDirection</samp>
+
| <samp>Item</samp>
| Parse a string into a direction value (like <samp>Game1.down</samp>), if it's valid. This supports case-insensitive direction names (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>) or [[Modding:Event data#Directions|numeric values]].
+
| <samp>SanitizeContextTag</samp>
 +
| Replaced by <samp>ItemContextTagManager.SanitizeContextTag</samp>.
 
|-
 
|-
| <samp>Utility.TryParseEnum</samp>
+
| <samp>LocalizedContentManager</samp>
| Parse a string into an enum value if possible, case-insensitively. Unlike [https://learn.microsoft.com/en-us/dotnet/api/system.enum.tryparse <samp>Enum.TryParse</samp>], an invalid numeric value won't be cast:
+
| <samp>LanguageCodeString</samp>
 +
| Now static.
 +
|-
 +
| <samp>LocationContextData</samp>
 +
| <samp>Name</samp>
 +
| Removed; use its dictionary key in <samp>Game1.locationContextData</samp> instead.
 +
|-
 +
| <samp>NetFields</samp>
 +
| <samp>AddFields</samp>
 +
| Removed; use <samp>AddField</samp> instead. For example:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
Enum.TryParse("999999", out DayOfWeek day);       // true, even though there's no matching DayOfWeek value
+
// old code
Utility.TryParseEnum("999999", out DayOfWeek day); // false
+
NetFields.AddFields(textureName, spriteWidth, spriteHeight);
 +
 
 +
// new code
 +
NetFields
 +
    .AddField(textureName)
 +
    .AddField(spriteWidth)
 +
    .AddField(spriteHeight);
 
</syntaxhighlight>
 
</syntaxhighlight>
 +
Note that the second argument (<samp>name</samp>) should usually be omitted, since it'll be auto-populated from the value passed to the first argument.
 +
|-
 +
|rowspan="7"| <samp>NPC</samp>
 +
| <samp>canReceiveThisItemAsGift(…)</samp>
 +
| Removed. The closest equivalent is <code>item.canBeGivenAsGift()</code>, or you can check if the NPC will accept the player's held object (as a gift or otherwise) using <code>npc.tryReceiveActiveObject(Game1.player, probe: true)</code>.
 +
|-
 +
| <samp>Gender</samp><br /><samp>female</samp><br /><samp>male</samp><br /><samp>undefined</samp>
 +
| The <samp>Gender</samp> field now uses a <samp>Gender</samp> enum instead of numeric constants. For example, <code>npc.Gender == NPC.female</code> becomes <code>npc.Gender == Gender.Female</code> in 1.6.
 +
|-
 +
| <samp>homeRegion</samp>
 +
| Removed; use <samp>npc.GetData()?.HomeRegion</samp> instead. Change <samp>0</samp> to <samp>"Other"</samp> or <samp>NPC.region_other</samp>, <samp>1</samp> to <samp>"Desert"</samp> or <samp>NPC.region_desert</samp>, and <samp>2</samp> to <samp>"Town"</samp> or <samp>NPC.region_town</samp>.
 
|-
 
|-
| <samp>Utility.fuzzyCompare</samp>
+
| <samp>isBirthday</samp>
| Get whether a term is a fuzzy match for a search query. Returns the numeric match priority (where lower values are a better match), or null if the term doesn't match the query.
+
| Remove the arguments, like <code>npc.isBirthday(Game1.currentSeason, Game1.dayOfMonth)</code> → <code>npc.isBirthday()</code>.
 +
|-
 +
| <samp>isVillager()</samp>
 +
| Deprecated; use the <samp>character.IsVillager</samp> property instead.
 
|-
 
|-
| <samp>rectangle.GetPoints</samp><br /><samp>rectangle.GetVectors</samp>
+
| <samp>populateRoutesFromLocationToLocationList</samp>
| Get all the integer coordinates within a given <samp>Rectangle</samp>. For example:
+
| Replaced by <samp>WarpPathfindingCache.PopulateCache</samp>.
<syntaxhighlight lang="c#">
  −
var tileArea = new Rectangle(0, 0, 2, 2);
  −
Point[] tiles = tileArea.GetPoints(); // (0, 0), (1, 0), (0, 1), (1, 1)
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Utility.GetDeterministicHashCode</samp>
+
| <samp>Schedule</samp>
| ''(Specialized)'' Get a [https://en.wikipedia.org/wiki/Hash_function hash code] for a string key or numeric values. Unlike [https://learn.microsoft.com/en-us/dotnet/api/system.object.gethashcode <samp>string.GetHashCode</samp>] or [https://learn.microsoft.com/en-us/dotnet/api/system.hashcode.combine <samp>HashCode.Combine</samp>], this produces a consistent hash for the same inputs between sessions and connected players.
+
| No longer assignable, use one of the <samp>TryLoadSchedule</samp> overloads instead.
 
|-
 
|-
| <samp>Utility.WrapIndex</samp>
+
|rowspan="3"| <samp>Object</samp>
| Constrain an index to a range by wrapping out-of-bounds values to the other side (e.g. last index + 1 is the first index, and first index - 1 is the last one).
+
| <samp>GetContextTagList()</samp>
 
+
| Replaced by <samp>GetContextTags()</samp>, which returns a hash set instead of a list.
For example:
+
|-
<syntaxhighlight lang="c#">
+
| <samp>HasBeenPickedUpByPlayer</samp>
string[] values = new[] { "0", "1", "2" };
+
| Removed; use <samp>HasBeenInInventory</samp> instead.
int index = Utility.WrapIndex(-1, values.Length); // 2
+
|-
</syntaxhighlight>
+
| <samp>isPotentialBasicShippedCategory</samp>
|}
+
| The second argument should now be an integer (like <samp>-75</samp> or <samp>Object.VegetableCategory</samp>) instead of a string (like <samp>"-75"</samp>).
 
+
|-
===Static delegate builder===
+
|rowspan="9"| <samp>Utility</samp>
For C# mods, <samp>StaticDelegateBuilder</samp> is a specialized class which converts a method name into an optimized delegate which can be called by code. This is used by vanilla code to optimize methods referenced in assets like [[#Custom machines|<samp>Data/Machines</samp>]].
+
| <samp>doesItemWithThisIndexExistAnywhere</samp>
 
+
| Replace with <samp>Utility.doesItemExistAnywhere</samp>, which takes a string item ID. For example:
For example, given a static method like this:
+
* <code>Utility.doesItemWithThisIndexExistAnywhere(128)</code> &rarr; <code>Utility.doesItemExistAnywhere("(O)128")</code>;
 +
* <code>Utility.doesItemWithThisIndexExistAnywhere(128, true)</code> &rarr; <code>Utility.doesItemExistAnywhere("(BC)128")</code>.
 +
|-
 +
| <samp>ForAllLocations</samp><br /><samp>iterateAllCrops</samp><br /><samp>iterateAllItems</samp>
 +
| Removed; use the equivalent <samp>Utility.ForEach*</samp> methods instead.
 +
|-
 +
| <samp>GetHorseWarpRestrictionsForFarmer</samp>
 +
| This now returns a flag enum instead of a list of integer values. The equivalent values are 1 → <samp>NoOwnedHorse</samp>, 2 → <samp>Indoors</samp>, 3 → <samp>NoRoom</samp>, and 4 → <samp>InUse</samp>.
 +
 
 +
For example:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
public static bool OutputDeconstructor(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady) { ... }
+
// old code
</syntaxhighlight>
+
bool inUse = Utility.GetHorseWarpRestrictionsForFarmer(player).Any(p => p == 4);
   −
And a delegate which matches it:
+
// new code
<syntaxhighlight lang="c#">
+
bool inUse = Utility.GetHorseWarpRestrictionsForFarmer(player).HasFlag(Utility.HorseWarpRestrictions.InUse);
public delegate bool MachineOutputDelegate(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady);
   
</syntaxhighlight>
 
</syntaxhighlight>
   −
You can create an optimized delegate and call it like this:
+
Or to check if no restrictions apply:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
if (StaticDelegateBuilder.TryCreateDelegate("StardewValley.Object.OutputDeconstructor", out MachineOutputDelegate method, out string error))
+
bool canSummon = Utility.GetHorseWarpRestrictionsForFarmer(player) == Utility.HorseWarpRestrictions.None;
    return method(this, inputItem, probe, outputData, out minutesUntilMorning);
  −
else
  −
    Game1.log.Warn($"Machine {ItemId} has invalid output method: {error}");
   
</syntaxhighlight>
 
</syntaxhighlight>
   −
The <samp>TryCreateDelegate</samp> method will cache created delegates, so calling it again will just return the same delegate instance.
+
C# mods can patch <samp>Utility.GetHorseWarpErrorMessage</samp> if they need to add an error message for a custom restriction value.
 +
|-
 +
| <samp>getRandomTownNPC(…)</samp>
 +
| Replaced by either <code>Utility.GetRandomWinterStartParticipant(…)</code> or <code>Utility.getRandomNpcFromHomeRegion(NPC.region_town)</code>.
 +
|-
 +
| <samp>getTodaysBirthdayNPC</samp>
 +
| Remove the arguments, like <code>Utility.getTodaysBirthdayNPC(Game1.currentSeason, Game1.dayOfMonth)</code> → <code>Utility.getTodaysBirthdayNPC()</code>.
 +
|-
 +
| <samp>getPooledList</samp><br /><samp>returnPooledList</samp>
 +
| The game no longer uses a list pool. In most cases you should use the [[#Iteration|<samp>Utility.ForEach*</samp> methods]] instead, which don't need it.
 +
|-
 +
| <samp>numObelisksOnFarm</samp>
 +
| Renamed to <samp>GetObeliskTypesBuilt</samp>, which searches all locations.
 +
|-
 +
| <samp>numSilos</samp>
 +
| Removed.
   −
===Game logging changes===
+
If you're using this to calculate hay capacity, it's a bit more complicated in 1.6 since hay storage can be enabled for custom buildings and building construction can be enabled for any location. To get capacity for the current location, use <samp>Game1.currentLocation.GetHayCapacity()</samp> instead. To get total hay capacity in the world, use <samp>Utility.ForEachLocation</samp> to call it on every location.
The game now writes debug output through an internal <samp>Game1.log</samp> wrapper, instead of using <samp>Console.WriteLine</samp> directly. For example:
  −
<syntaxhighlight lang="c#">
  −
// old code
  −
Console.WriteLine("Error playing sound: " + ex);
     −
// new code
+
If you actually need the number of silos, use <samp>location.getNumberBuildingsConstructed("Silo")</samp> (one location) or <samp>Game1.GetNumberBuildingsConstructed("Silo")</samp> (all locations).
Game1.log.Error("Error playing sound.", ex);
+
|-
</syntaxhighlight>
+
| <samp>removeThisCharacterFromAllLocations</samp>
 
+
| Removed; use <samp>Game1.removeCharacterFromItsLocation</samp> instead.
This has a few benefits:
  −
* For vanilla players, the game no longer uses time & resources writing to a console that's not visible anyway.
  −
* For modded players, SMAPI can now...
  −
** distinguish between the game's debug/warn/error messages (so many warnings/errors that would previously appear as hidden <samp>TRACE</samp> messages will now be shown with the correct level);
  −
** apply its formatting rules to exceptions logged by the game too;
  −
** redirect game output much more efficiently without console interception.
  −
 
  −
===Other changes===
  −
====Audio====
  −
<ul>
  −
<li>Added <samp>Game1.sounds</samp>, which unifies the high-level sound effect logic (e.g. distance fading and multiplayer sync).</li>
  −
<li>Added <samp>silence</samp> [[Modding:Audio|audio cue]] for music. This is different from <samp>none</samp> in that it suppresses both town music and ambient sounds.</li>
  −
<li>Added <samp>Game1.soundBank.Exists(cueName)</samp> method to check if an audio cue exists.</li>
  −
<li>Added <samp>Game1.playSound</samp> overloads to get the audio cue being played.</li>
  −
<li>Added <samp>character.playNearbySoundAll</samp> and <samp>playNearbySoundAllLocal</samp> methods to play a sound for players near the player/character.</li>
  −
<li>Added position argument to <samp>DelayedAction.playSoundAfterDelay</samp>.</li>
  −
<li>Removed <samp>NetAudioCueManager</samp> and <samp>Game1.locationCues</samp> (unused).</li>
  −
<li>Unified the methods for playing normal/pitched/positional sounds (which also adds support for pitched non-synced & pitched positional sounds):
  −
{| class="wikitable"
   
|-
 
|-
! old methods
+
| <samp>ShopMenu</samp>
! new method
+
| <samp>storeContext</samp>
 +
| Replaced by <samp>ShopId</samp>.
 
|-
 
|-
| <samp>Game1.playSound</samp><br /><samp>Game1.playSoundAt</samp><br /><samp>Game1.playSoundPitched</samp>
+
|rowspan="3"| <samp>Stats</samp>
| <samp>Game1.playSound</samp>
+
| <samp>averageBedtime</samp><br /><samp>beveragesMade</samp><br /><samp>bouldersCracked</samp><br /><samp>caveCarrotsFound</samp><br /><samp>cheeseMade</samp><br /><samp>chickenEggsLayed</samp><br /><samp>copperFound</samp><br /><samp>cowMilkProduced</samp><br /><samp>cropsShipped</samp><br /><samp>daysPlayed</samp><br /><samp>diamondsFound</samp><br /><samp>dirtHoed</samp><br /><samp>duckEggsLayed</samp><br /><samp>fishCaught</samp><br /><samp>geodesCracked</samp><br /><samp>giftsGiven</samp><br /><samp>goatCheeseMade</samp><br /><samp>goatMilkProduced</samp><br /><samp>goldFound</samp><br /><samp>goodFriends</samp><br /><samp>individualMoneyEarned</samp><br /><samp>iridiumFound</samp><br /><samp>ironFound</samp><br /><samp>itemsCooked</samp><br /><samp>itemsCrafted</samp><br /><samp>itemsForaged</samp><br /><samp>itemsShipped</samp><br /><samp>monstersKilled</samp><br /><samp>mysticStonesCrushed</samp><br /><samp>notesFound</samp><br /><samp>otherPreciousGemsFound</samp><br /><samp>piecesOfTrashRecycled</samp><br /><samp>preservesMade</samp><br /><samp>prismaticShardsFound</samp><br /><samp>questsCompleted</samp><br /><samp>rabbitWoolProduced</samp><br /><samp>rocksCrushed</samp><br /><samp>seedsSown</samp><br /><samp>sheepWoolProduced</samp><br /><samp>slimesKilled</samp><br /><samp>stepsTaken</samp><br /><samp>stoneGathered</samp><br /><samp>stumpsChopped</samp><br /><samp>timesFished</samp><br /><samp>timesUnconscious</samp><br /><samp>totalMoneyGifted</samp><br /><samp>trufflesFound</samp><br /><samp>weedsEliminated</samp>
 +
| Removed; use the equivalent property or methods. For example, <code>Game1.stats.daysPlayed</code> can be replaced with <code>Game1.stats.DaysPlayed</code> or methods like <code>Game1.stats.Get(StatKeys.DaysPlayed)</code>. See [[#Stat changes for C# mods|stat changes for C# mods]].
 
|-
 
|-
| <samp>GameLocation.playSound</samp><br /><samp>GameLocation.playSoundAt</samp><br /><samp>GameLocation.playSoundPitched</samp>
+
| <samp>getStat(…)</samp><br /><samp>incrementStat(…)</samp>
| <samp>GameLocation.playSound</samp>
+
| Replaced by <samp>Get(…)</samp> and <samp>Increment(…)</samp>. See [[#Stat changes for C# mods|stat changes for C# mods]].
 
|-
 
|-
| <samp>GameLocation.localSound</samp><br /><samp>GameLocation.localSoundAt</samp>
+
| <samp>stat_dictionary</samp>
| <samp>GameLocation.localSound</samp>
+
| Renamed to <samp>Values</samp>. See [[#Stat changes for C# mods|stat changes for C# mods]].
 
|-
 
|-
| <samp>NetAudio.Play</samp><br /><samp>NetAudio.PlayAt</samp><br /><samp>NetAudio.PlayPitched</samp>
+
| <samp>Woods</samp>
| <samp>NetAudio.Play</samp>
+
| <samp>stumps</samp>
|-
+
| Moved into <samp>resourceClumps</samp>.
| <samp>NetAudio.PlayLocal</samp><br /><samp>NetAudio.PlayLocalAt</samp>
+
|}
| <samp>NetAudio.PlayLocal</samp>
+
 
|}</li>
+
===Check for obsolete code===
</ul>
+
Perform a full rebuild of your mod (in Visual Studio, click ''Build > Rebuild Solution''), then check the Error List pane for any warnings like "'''X' is obsolete''". Anything from the vanilla game code which is marked obsolete won't work anymore and is only kept for save migrations. Usually the warning will include an explanation of what you should use instead.
 +
 
 +
==Breaking changes for content packs==
 +
'''This section only describes how this update may break existing mods. See the ''what's new'' sections above for more info, including new functionality mods can use.'''
 +
 
 +
===Standardized ID fields===
 +
Stardew Valley 1.6 adds an <samp>Id</samp> field to these assets. For Content Patcher content packs, these replace the previous synthetic ID:
   −
====Debug commands====
  −
<ul>
  −
<li>All debug commands are now quote-aware, so you can pass spaces in arguments like <code>debug build "Junimo Hut"</code>.</li>
  −
<li>Added new [[Modding:Console commands|debug commands]]:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! command
+
! asset
! description
+
! old key
 +
! new key
 +
! migration steps
 
|-
 
|-
| <samp>bsm</samp>
+
| <samp>Data/ConcessionTastes</samp><br /><samp>Data/MovieReactions</samp><br /><samp>Data/RandomBundles</samp> (area)<br /><samp>Data/RandomBundles</samp> (bundle)
| If the player is standing right under a building, open a menu to change the building appearance.
+
| <samp>Name</samp><br /><samp>NPCName</samp><br /><samp>AreaName</samp><br />''none''
 +
|<samp>Id</samp>
 +
| None. The <samp>Id</samp> field is set automatically to the same value (or <samp>Name</samp> for bundles), so there's no change for content packs. Omit the new field when creating a new entry.
 
|-
 
|-
| <samp>exportShops</samp>
+
| <samp>Data/FishPondData</samp><br /><samp>Data/RandomBundles</samp> (bundle set)
| Export a summary of what's in every shop in the game, taking into account their current conditions. This is saved to a file on disk, and the file path shown in the console.
+
| <samp>RequiredTags</samp><br />''none''
 +
| <samp>Id</samp>
 +
| Use the new <samp>Id</samp> field to target an entry, and add it when creating a new entry. Required.
 
|-
 
|-
| <samp>filterLoadMenu</samp> / <samp>flm</samp>
+
| <samp>Data/TailoringRecipes</samp>
| ''Syntax: <samp>filterLoadMenu {{t|search text}}''
+
| <samp>FirstItemTags</samp> and <samp>SecondItemTags</samp>
 +
| <samp>Id</samp>
 +
| Use the new <samp>Id</samp> field to target an entry, and add it when creating a new entry. Defaults to the <samp>CraftedItemIds</samp> (comma-delimited) or <samp>CraftedItemId</samp> value if omitted, but there's a high chance of conflicts so mods should always specify a unique ID.
 +
|}
   −
Filter the current list of saves to those whose player name or farm name contains the given text.
+
For example, let's say you have a patch like this using Content Patcher:
|-
+
{{#tag:syntaxhighlight|<nowiki>
| <samp>forcebuild</samp>
+
{
| Equivalent to <samp>build</samp>, but disables all safety checks so you can build in a location that wouldn't normally allow buildings, build on top of farm animals or placed objects, etc.
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
|-
+
    "Changes": [
| <samp>gamequery</samp> / <samp>gq</samp>
+
        {
| ''Syntax:'' <samp>gq {{t|query}}</samp>
+
            "Action": "EditData",
 +
            "Target": "Data/TailorRecipes",
 +
            "Entries": {
 +
                "item_cloth|item_pufferchick": {
 +
                    "FirstItemTags": [ "item_cloth" ],
 +
                    "SecondItemTags": [ "item_pufferchick" ],
 +
                    "CraftedItemId": "(S)1260"
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
   −
Check whether the given [[#Game state queries|game state query]] matches in the current context. For example:
+
When updating to Stardew Valley 1.6, replace the synthetic ID (<samp>item_cloth|item_pufferchick</samp>) with a real one:
<pre>
+
* To edit an existing entry, unpack the asset and get its new <samp>Id</samp> value.
gq !SEASON Spring, WEATHER Here Sun
+
* To add a custom entry, use a [[Modding:Common data field types#Unique string ID|unique string ID]].
> Result: true.
  −
</pre>
  −
|-
  −
| <samp>itemquery</samp> / <samp>iq</samp>
  −
| ''Syntax:'' <samp>iq {{t|query}}</samp>
     −
Open a shop menu with all the items matching an [[#Item queries|item query]] (all items free). For example:
+
For example:
* <samp>debug iq ALL_ITEMS</samp> shows all items;
+
{{#tag:syntaxhighlight|<nowiki>
* <samp>debug iq ALL_ITEMS (W)</samp> shows all weapons;
+
{
* <samp>debug iq (O)128</samp> shows a pufferfish (object 128);
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
* <samp>debug iq FLAVORED_ITEM Wine (O)128</samp> shows Pufferfish Wine.
+
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/TailorRecipes",
 +
            "Entries": {
 +
                "ExampleAuthor.ModId_RainCoatFromPufferchick": {
 +
                    "Id": "ExampleAuthor.ModId_RainCoatFromPufferchick", // need to specify ID again when creating it
 +
                    "FirstItemTags": [ "item_cloth" ],
 +
                    "SecondItemTags": [ "item_pufferchick" ],
 +
                    "CraftedItemId": "(S)1260"
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
 +
 
 +
===Event ID changes===
 +
{{/doc status|[[Modding:Event data]]|done=false}}
 +
 
 +
: ''See also: [[#String event IDs|string event IDs in what's new]].''
 +
 
 +
Events now have unique string IDs.
 +
 
 +
When creating an event:
 +
<ul>
 +
<li>New events should use a globally unique ID in the form <samp>Your.ModId_EventName</samp>. Existing events should be fine as-is, but it may be worth migrating them to avoid future conflicts.</li>
 +
<li>Every non-fork event '''must''' have a precondition in its key (even if it's empty). For example, change <code>"Your.ModId_EventName": "..."</code> to <code>"Your.ModId_EventName/": "..."</code>. This is needed for the game to distinguish between events and fork scripts.
 +
 
 +
<syntaxhighlight lang="js">
 +
"Example.ModId_EventName/": "...", // event: loaded automatically by the game
 +
"SomeFork": "..."                  // event fork: ignored unless it's loaded through an event script
 +
</syntaxhighlight></li>
 +
</ul>
 +
 
 +
===Monster eradication goal flag changes===
 +
{{/doc status|a new doc page|done=false}}
 +
 
 +
: ''See also: [[#Custom monster eradication goals|Custom monster eradication goals]].''
 +
 
 +
The game now tracks [[Adventurer's Guild]] monster eradication goal completion by the goal ID, instead of the produced item. You'll need to replace these mail flags if you check them:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>legacyTimeouts</samp>
+
! old flag
| Switches the multiplayer timeout behavior between legacy (timeouts are based on both ping time and last sync time like in 1.5.6) and non-legacy (timeouts are only based on ping time).
+
! new flag
 
|-
 
|-
| <samp>logSounds</samp>
+
| <samp>Gil_Slime Charmer Ring</samp>
| Log info about each sound effect played to the SMAPI console window.
+
| <samp>Gil_Slimes</samp>
 
|-
 
|-
| <samp>qualifiedid</samp>
+
| <samp>Gil_Savage Ring</samp>
| Print the held item's display name and [[#Custom items|qualified item ID]].
+
| <samp>Gil_Shadows</samp>
 
|-
 
|-
| <samp>shop</samp>
+
| <samp>Gil_Vampire Ring</samp>
| ''Syntax:'' <samp>shop {{t|shop ID}} {{o|owner name}}</samp>
+
| <samp>Gil_Bats</samp>
 
  −
Open a [[#Custom shops|shop defined in <samp>Data/Shops</samp>]], regardless of whether one of the owners is nearby. Specifying {{o|owner name}} will use that NPC, otherwise the command will find the closest valid NPC if possible (else open with no NPC).
   
|-
 
|-
| <samp>testwedding</samp>
+
| <samp>Gil_Skeleton Mask</samp>
| Immediately play the [[Marriage#The Wedding|wedding]] event.
+
| <samp>Gil_Skeletons</samp>
 
|-
 
|-
| <samp>thishouseupgrade</samp> / <samp>thishouse</samp> / <samp>thu</samp>
+
| <samp>Gil_Insect Head</samp>
| Equivalent to <samp>houseupgrade</samp>, but can be used to upgrade another player's house by running it from inside or just south of its exterior.
+
| <samp>Gil_Insects</samp>
 
|-
 
|-
| <samp>tokens</samp>
+
| <samp>Gil_Hard Hat</samp>
| ''Syntax:'' <samp>tokens {{t|tokenized string}}</samp>
+
| <samp>Gil_Duggy</samp>
 
  −
Parses a [[#Tokenizable string|tokenizable string]] and prints its output. For example:
  −
<pre>
  −
tokens [LocalizedText Strings\StringsFromCSFiles:MapPage.cs.11064 [EscapedText [FarmName]]]
  −
> Result: "Lon Lon Farm"
  −
</pre>
  −
|}</li>
  −
<li>Improved existing debug commands:
  −
{| class="wikitable"
   
|-
 
|-
! command
+
| <samp>Gil_Burglar's Ring</samp>
! changes
+
| <samp>Gil_DustSpirits</samp>
 
|-
 
|-
| <samp>build</samp>
+
| <samp>Gil_Crabshell Ring</samp>
| Removed custom space handling; quote arguments with spaces instead of replacing them with 9 (e.g. <code>Junimo9Hut</code> → <code>"Junimo Hut"</code>).
+
| <samp>Gil_Crabs</samp>
 
|-
 
|-
| <samp>clearFurniture</samp>
+
| <samp>Gil_Arcane Hat</samp>
| Now works outside the farmhouse too.
+
| <samp>Gil_Mummies</samp>
 
|-
 
|-
| <samp>dialogue</samp>
+
| <samp>Gil_Knight's Helmet</samp>
| Removed custom space handling; quote NPC names containing spaces instead, with all text after the first argument treated as part of the dialogue (e.g. <code>debug dialogue "Some NPC" Some dialogue text$h</code>).
+
| <samp>Gil_Dinos</samp>
 
|-
 
|-
| <samp>ebi</samp>
+
| <samp>Gil_Napalm Ring</samp>
| Fixed event not played correctly if called from the same location as the event.
+
| <samp>Gil_Serpents</samp>
 
|-
 
|-
| <samp>fish</samp>
+
| <samp>Gil_Telephone</samp>
| Fixed error if you're not holding a fishing rod. It now opens the fishing minigame with no tackle instead.
+
| <samp>Gil_FlameSpirits</samp>
|-
+
|}
| <samp>frameOffset</samp>
+
 
| &#32;
+
===XNB impact===
* Simplified usage. You can now pass negative offsets directly (like <samp>debug frameOffset -5 -10</samp>) instead of using the <samp>s</samp> number prefix.
+
====Overview====
* Fixed command only taking the last digit in each number.
+
This section provides a summary of the XNB files which changed in Stardew Valley 1.6. This doesn't include new files (since they won't impact existing mods), or text changes in non-English files.
 +
 
 +
[[Modding:Using XNB mods|XNB mods]] are disproportionately affected, since...
 +
# they replace the entire file;
 +
# they're loaded through the MonoGame content pipeline which is less tolerant of format changes;
 +
# they don't benefit from the compatibility rewrites [[Modding:Content Patcher|Content Patcher]] provides for its content packs.
 +
 
 +
Content Patcher packs are typically unaffected (and Content Patcher will try to rewrite content packs automatically). However if a content pack replaces an entire asset instead of editing, it's more likely to be affected like an XNB mod.
 +
 
 +
====Changed assets====
 +
Compatibility is broadly grouped into four categories:
 +
* "'''✘ broken'''": mods will remove new content or significant changes, or the mod's intended changes will no longer work. Effects may range from display bugs to crashes, depending how the game uses that specific content.
 +
* "✘ will remove changes": mods will remove minor changes in 1.6 (e.g. typo fixes).
 +
* "✓ mostly unaffected": mods will only be affected if they replace the entire asset, or edit specific entries or fields.
 +
* Blank: no expected impact for the vast majority of mods.
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>getStat</samp><br /><samp>setStat</samp>
+
!rowspan="2"| content asset
| Added validation for the stat name.
+
!rowspan="2"| changes in 1.6
 +
!colspan="2"| compatibility for pre-1.6 mods
 
|-
 
|-
| <samp>grass</samp>
+
! XNB mods
| Now applies to the current location, instead of the farm.
+
! Content Patcher packs
 
|-
 
|-
| <samp>growAnimals</samp><br /><samp>growAnimalsFarm</samp>
+
| <samp>Buildings/houses</samp>
| Merged into one <samp>growAnimals</samp> command that supports any location and doesn't reset the age of animals which are already adults.
+
| &#32;
 +
* fixed missing pixels
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>growCrops</samp>
+
| <samp>Characters/Dialogue/Abigail</samp><br /><samp>Characters/Dialogue/Alex</samp>
| Fixed error growing mixed seeds or giant crops.
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>itemNamed</samp>
+
| <samp>Characters/Dialogue/Caroline</samp><br /><samp>Characters/Dialogue/Demetrius</samp>
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>EelRoe</code> <code>"Eel Roe"</code>).
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>junimoGoodbye</samp><br /><samp><samp>junimoStar</samp>
+
| <samp>Characters/Dialogue/Elliott</samp>
| Added validation to check that you're inside the community center.
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>killAll</samp><br /><samp>killAllHorses</samp><br /><samp>killNpc</samp>
+
| <samp>Characters/Dialogue/Emily</samp>
| These now remove matching NPCs inside constructed buildings too.
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
* updated <samp>%revealtaste</samp> format (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>killMonsterStat</samp>
+
| <samp>Characters/Dialogue/George</samp>
| Removed custom space handling; quote arguments with spaces instead of replacing them with 0 (e.g. <code>Dust0Spirit</code> → <code>"Dust Spirit"</code>).
+
| &#32;
 +
* added [[#Dialogue changes|Winter Star gift exchange dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>mailForTomorrow</samp>
+
| <samp>Characters/Dialogue/Gus</samp>
| Fixed zeros in the mail ID getting replaced with underscores.
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>monster</samp>
+
| <samp>Characters/Dialogue/Haley</samp>
| Added validation for the monster name.
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>moveBuilding</samp>
+
| <samp>Characters/Dialogue/Harvey</samp>
| Now applies to the current location, instead of the farm.
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>movie</samp>
+
| <samp>Characters/Dialogue/Jas</samp><br /><samp>Characters/Dialogue/Jodi</samp>
| Rewritten; it's now simpler, applies the normal game logic, defaults to today's movie, and avoids depending on NPC indexes in <samp>Data/NPCDispositions</samp> since those can change with custom NPCs.
+
| &#32;
 
+
* fixed typos
New usage:
+
| ✘ will remove changes
: ''<samp>debug movie {{o|movie ID}} {{o|invite NPC name}}''
+
| ✓ mostly unaffected
: ''<samp>debug movie current {{o|invite NPC name}}''
  −
 
  −
The movie ID defaults to today's movie, and the NPC name can be omitted to watch the movie without an invitee. Specifying <samp>current</samp> as the movie uses the default value.
   
|-
 
|-
| <samp>panMode</samp>
+
| <samp>Characters/Dialogue/Krobus</samp>
| The command no longer overrides debug command handling while it's active. Instead you can now turn it back off by running <samp>debug panMode</samp> again, clear with <samp>debug panMode clear</samp>, or set a time with <samp>debug panMode {time}</samp>.
+
| &#32;
 +
* added [[#Dialogue changes|roommate stardrop dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>paintBuilding</samp>
+
| <samp>Characters/Dialogue/Leah</samp>
 
| &#32;
 
| &#32;
* Now applies to the current location, instead of the farm.
+
* added [[#Dialogue changes|flower dance dialogue]]
* Added validation for the target building.
+
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>playSound</samp>
+
| <samp>Characters/Dialogue/Lewis</samp>
| Added an optional pitch argument, like <samp>debug playSound barrelBreak 1200</samp>. The pitch is a value from 1 (low pitch) to 2400 (high pitch) inclusively.
+
| &#32;
 +
* updated <samp>%revealtaste</samp> format (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>skinBuilding</samp>
+
| <samp>Characters/Dialogue/Linus</samp>
 
| &#32;
 
| &#32;
* Now applies to the current location, instead of the farm.
+
* added [[#Dialogue changes|dumpster dive dialogue]]
* Added validation for the target building.
+
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>skullGear</samp>
+
| <samp>Characters/Dialogue/Marnie</samp>
 
| &#32;
 
| &#32;
* Fixed command setting 32 slots instead of 36.
+
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
* Fixed command not adding empty inventory slots as expected by some game code.
+
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <Samp>setupFishPondFarm</samp>
+
| <samp>Characters/Dialogue/MarriageDialogue</samp><br /><samp>Characters/Dialogue/MarriageDialogueAbigail</samp><br /><samp>Characters/Dialogue/MarriageDialogueElliott</samp>
| Fixed error if the farm already has non-fish-pond buildings constructed.
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>speech</samp>
+
| <samp>Characters/Dialogue/MarriageDialogueEmily</samp>
| Removed custom space handling; quote NPC names containing spaces instead, with all text after the first argument treated as part of the dialogue (e.g. <code>debug speech "Some NPC" Some dialogue text$h</code>).
+
| &#32;
 +
* changed <samp>spring_Maru</samp> key to <samp>spring_Emily</samp>
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>spreadDirt</samp>
+
| <samp>Characters/Dialogue/MarriageDialogueKrobus</samp><br /><samp>Characters/Dialogue/MarriageDialogueLeah</samp><br /><samp>Characters/Dialogue/MarriageDialogueMaru</samp><br /><samp>Characters/Dialogue/MarriageDialoguePenny</samp><br /><samp>Characters/Dialogue/MarriageDialogueSam</samp>
| Now applies to the current location, instead of the farm.
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>spreadSeeds</samp>
+
| <samp>Characters/Dialogue/Maru</samp>
| Now applies to the current location, instead of the farm.
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Characters/Dialogue/Penny</samp>
 +
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>thisHouseUpgrade</samp>
+
| <samp>Characters/Dialogue/Pierre</samp>
| Now applies to the current location, instead of the farm.
+
| &#32;
 +
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Characters/Dialogue/Robin</samp>
 +
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>warpToPlayer</samp>
+
| <samp>Characters/Dialogue/Sam</samp>
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>JohnSmith</code> → <code>"John Smith"</code>).
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>whereIs</samp>
+
| <samp>Characters/Dialogue/Sandy</samp>
| Now lists all matching NPCs instead of the first one.
+
| &#32;
|}</li>
+
* fixed typos
 
+
| ✘ will remove changes
<li>Removed some debug commands:
+
| ✓ mostly unaffected
{| class="wikitable"
   
|-
 
|-
! command
+
| <samp>Characters/Dialogue/Sebastian</samp>
! notes
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>ax</samp><br /><samp>bigItem</samp>/<samp>b</samp>/<samp>bi</samp>/<samp>big</samp><br /><samp>boots</samp><br /><samp>clothes</samp><br /><samp>hoe</samp><br /><samp>milkPail</samp>/<samp>mp</samp><br /><samp>pan</samp><br /><samp>pickaxe</samp>/<samp>pick</samp>/<samp>pickax</samp><br /><samp>ring</samp>/<samp>addRing</samp><br /><samp>shears</samp>/<samp>scissors</samp><br /><samp>slingshot</samp><br /><samp>tool</samp><br /><samp>wateringCan</samp>/<samp>can</samp><br /><samp>wand</samp><br /><samp>weapon</samp>
+
| <samp>Characters/Dialogue/Willy</samp>
| These are replaced by more general commands like <code>item (O)128</code> (spawn item by ID), <code>fuzzyItemNamed pufferfish</code> (spawn by item name), or <code>itemQuery FLAVORED_ITEM Wine (O)128</code> (spawn by [[#Item queries|item query]]).
+
| &#32;
 +
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>addQuartz</samp><br /><samp>blueBook</samp><br /><samp>blueprint</samp>
+
| <samp>Characters/Dialogue/Shane</samp>
| These were part of unused features removed in 1.6.
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>oldMineGame</samp>
+
| <samp>Characters/Farmer/hats</samp>
| Removed along with the pre-1.4 [[Junimo Kart]] code.
+
| &#32;
 +
* removed stray pixel on chicken mask
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>pathSpouseToMe</samp>/<samp>pstm</samp>
+
| <samp>Characters/schedules/Elliott</samp>
| Removed along with the unimplemented farm activities code.
+
| &#32;
|}</li>
+
* fixed order of <samp>Fri_6</samp> and <samp>Fri</samp> entries
 
+
| '''✘ broken'''
<li>Added alternative names for some debug commands (new names in parentheses): <samp>bpm</samp> + <samp>bsm</samp> (<samp>paintBuilding</samp> + <samp>skinBuilding</samp>), <samp>craftingRecipe</samp> (</samp>addCraftingRecipe</samp>), <samp>db</samp> (</samp>speakTo</samp>), <samp>dialogue</samp> (</samp>addDialogue</samp>), <samp>pdb</samp> (</samp>printGemBirds</samp>), <samp>r</samp> (</samp>resetForPlayerEntry</samp>), <samp>removeLargeTf</samp> (</samp>removeLargeTerrainFeature</samp>), <samp>sb</samp> (</samp>showTextAboveHead</samp>), <samp>sl</samp> + <samp>sr</samp> (<samp>shiftToolbarLeft</samp> + </samp>shiftToolbarRight</samp>), <samp>sn</samp> (</samp>secretNote</samp>), and <samp>tls</samp> (</samp>toggleLightingScale</samp>).</li>
+
|
<li>Reworked how debug commands log output. This fixes an issue where they don't always log to the right place (e.g. a command run through the chatbox might log to the console or vice-versa), and lets mods pass a custom logger to capture or redirect output.</li>
+
|-
</ul>
+
| <samp>Characters/schedules/Lewis</samp>
 
+
| &#32;
====Location logic====
+
* fixed <samp>winter_Sun</samp> schedule
* The [[desert]] no longer assumes the player arrived by bus unless their previous location was the [[Bus Stop|bus stop]].
+
| '''✘ broken'''
* The ticket price for the bus and Willy's boat can now be edited by C# mods via <samp>BusStop.TicketPrice</samp> and <samp>BoatTunnel.TicketPrice</samp> respectively.
+
| ✓ mostly unaffected
 
+
|-
====Menus & UI====
+
| <samp>Characters/schedules/Maru</samp>
* Rewrote calendar menu (<samp>Billboard</samp>) to simplify custom events & event types. C# mods can now edit <samp>billboard.calendarDayData</samp> or patch <samp>billboard.GetEventsForDay</samp> to add new events.
+
| &#32;
* The <samp>SpriteText</samp> methods now accept arbitrary <samp>Color</samp> tints instead of a few predefined color IDs.
+
* fixed <samp>summer_Mon</samp> and <samp>summer_Sun</samp> schedules
* Added <samp>Game1.textShadowDarkerColor</samp> field for the colors previously hardcoded in <samp>Utility.drawTextWithShadow</samp>.
+
| '''✘ broken'''
* Added <samp>MoneyDial.ShouldShakeMainMoneyBox</samp> field to simplify custom dials.
+
| ✓ mostly unaffected
* Fixed an edge case where a custom language's fonts wouldn't be loaded when switching language.
+
|-
 
+
| <samp>Characters/schedules/Penny</samp>
====[[Modding:Modder Guide/Game Fundamentals#Net fields|Net fields]]====
+
| &#32;
* Removed implicit conversion operators for most types (except <samp>NetBool</samp>, <samp>NetInt</samp>, and <samp>NetString</samp>).
+
* fixed <samp>summer_Sun</samp> schedule
* <samp>NetLocationRef</samp> now has a public <samp>LocationName</samp> and <samp>IsStructure</samp>, and its <samp>Update</samp> method allows forcing an update.
+
| '''✘ broken'''
 
+
| ✓ mostly unaffected
====Quests====
+
|-
* Quests now have string IDs, to simplify custom quest frameworks.
+
| <samp>Characters/Schedules/Shane</samp>
* Added validation for quest data parsing.
+
| &#32;
* In [[Modding:Special orders|<samp>Data/SpecialOrders</samp>]], the <samp>Duration</samp> and <samp>Repeatable</samp> fields are now strongly-typed and case-insensitive.
+
* fixed dialogue key
* For C# mods, fixed <samp>DescriptionElement</samp> not allowing more than four translation token substitutions.
+
| ✘ will remove changes
 
+
| ✓ mostly unaffected
====Seasons====
+
|-
* Added a <samp>Season</samp> enum for strongly-typed, case-insensitive season checks (like <code>Game1.season == Season.Spring</code> instead of <code>Game1.currentSeason == "spring"</code>).
+
| <samp>Data/animationDescriptions</samp>
* Added <samp>Game1.season</samp>, <samp>Game1.GetSeasonForLocation</samp>, <samp>Game1.WorldDate.Season</samp>, and <samp>location.GetSeason()</samp> to get the season enum.
+
| &#32;
* Added <samp>Utility.getSeasonKey</samp> to get the key form from a season enum.
+
* fixed frame in Lewis' Saloon drinking animation
* Renamed some members for clarity (<samp>Game1.GetSeasonForLocation</samp> → <samp>GetSeasonKeyForLocation</samp>, <samp>location.GetSeasonForLocation</samp> → <samp>GetSeasonKey</samp>, <samp>WorldDate.Season</samp> → <samp>SeasonKey</samp>).
+
| ✘ will remove changes
* Fixed <samp>location.GetSeasonKey()</samp> not applying the greenhouse logic.
+
| ✓ mostly unaffected
 
+
|-
====Time====
+
| <samp>Data/AquariumFish</samp>
* For C# mods, the <samp>Game1.realMilliSecondsPerGame</samp> and <samp>Game1.realMilliSecondsPerGameTenMinutes</samp> fields are no longer marked <samp>const</samp>, and the <samp>GameLocation.getExtraMillisecondsPerInGameMinuteForThisLocation()</samp> method has been replaced with a settable <samp>ExtraMillisecondsPerInGameMinute</samp> property. That lets you change the time rate used by the vanilla game code, but you should be careful doing this since it may cause unintended effects.
+
| &#32;
 
+
* [[#Custom items|changed key type]]
====Other====
+
* added hat position for [[Sea Urchin]]
* Error stack traces on Linux/macOS now have line numbers.
+
| '''✘ broken'''
* All space-delimited fields now ignore extra spaces instead of crashing. This affects map/tile properties, data assets, event commands, game state queries, etc.
+
| ✓ mostly unaffected
* All players and NPCs now have <samp>Tile</samp> & <samp>TilePoint</samp> properties (their cached tile position) and a <samp>StandingPixel</samp> property (the cached pixel coordinate at the center of their bounding box). These [[#Other breaking API changes|replace various deleted methods]].
  −
* All terrain features now have <samp>Tile</samp> and <samp>Location</samp> properties, and their methods no longer have location/tile parameters in most cases.
  −
* All [[Modding:Modder Guide/Game Fundamentals#Net fields|net fields]] now have <samp>Name</samp> and <samp>Owner</samp> fields, which are used to show informative error messages when there's a sync issue and validate common mistakes (e.g. a net field not added to the <samp>NetFields</samp> collection).
  −
* Added C# code docs in many places.
  −
* Added <samp>Id</samp> fields to simplify content pack edits in fish pond, movie concession, random bundle, and tailoring recipe data.
  −
* Added <samp>Game1.Multiplayer</samp> to get the game's low-level handler. (Most code should still use [[Modding:Modder Guide/APIs/Multiplayer|SMAPI's multiplayer API]] though.)
  −
* Added <samp>Game1.versionBuildNumber</samp> with the build number (like <samp>26039</samp>).
  −
* Added field-changed events to <samp>NetPosition</samp>.
  −
* Added <samp>LocalizedContentManager.CurrentLanguageString</samp>, which caches the language code like <samp>pt-BR</samp>).
  −
* The game now uses <samp>[XmlInclude]</samp> on its types more consistently. That means the default save serializer can handle more types (e.g. all monsters), and it's easier to create custom serializers.
  −
* Refactored many parts of the code to make it more moddable for C# mods. This includes marking all classes public, changing <samp>private</samp> members to <samp>protected</samp> or <samp>public</samp>, marking members <samp>virtual</samp>, rewriting or splitting code so it's easier to extend, etc.
  −
* Fixed many cases where the game used <samp>Game1.player</samp> instead of the provided player.
  −
 
  −
==Breaking changes for C# mods==
  −
'''This section only describes how this update may break existing mods. See the ''what's new'' sections above for more info, including new functionality mods can use.'''
  −
 
  −
See also [[#Breaking changes for content packs|''Breaking changes for content packs'']], which affect C# mods too.
  −
 
  −
===.NET 6===
  −
: ''See also: [[#.NET 6|.NET 6]] under what's new.''
  −
 
  −
Stardew Valley 1.6 updates from .NET 5 to .NET 6. SMAPI can still load .NET 5 mods fine, but you'll get a build error when compiling them. To update a C# mod:
  −
<ol>
  −
<li>Make sure you have [https://visualstudio.microsoft.com/vs Visual Studio Community 2022] or later. (Compiling .NET 6 with earlier versions of Visual Studio isn't officially supported.)</li>
  −
<li>In Visual Studio, click ''Help > Check For Updates'' and install the latest version.</li>
  −
<li>Fully exit Visual Studio.</li>
  −
<li>Open each mod's <samp>.csproj</samp> file in a text editor, then find this line:
  −
<syntaxhighlight lang="xml">
  −
<TargetFramework>net5.0</TargetFramework>
  −
</syntaxhighlight>
  −
 
  −
And change it to this:
  −
<syntaxhighlight lang="xml">
  −
<TargetFramework>net6.0</TargetFramework>
  −
</syntaxhighlight>
  −
</li>
  −
<li>Delete your solution's hidden <samp>.vs</samp> folder, and every project's <samp>bin</samp> and <samp>obj</samp> folders.</li>
  −
<li>Reopen the solution in Visual Studio, click ''Build > Rebuild Solution'', and make sure it still loads into the game fine.</li>
  −
</ol>
  −
 
  −
===Item ID changes===
  −
: ''See also: [[#Custom items|custom items in what's new]].''
  −
 
  −
The [[#Custom items|main <samp>Item</samp> properties have changed]]. To migrate existing code:
  −
<ul>
  −
<li>Don't use <samp>ParentSheetIndex</samp> to compare items. For example, <samp>item.ParentSheetIndex == 0</samp> will match both [[weeds]] and any custom item whose sprite is the first one in its custom spritesheet. You should compare items using [[#Custom items|their new <samp>ItemId</samp> and <samp>QualifiedItemId</samp> properties]] instead. For example, here's how to migrate various common forms:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! old code
+
| <samp>Data/BigCraftablesInformation</samp>
! new code
+
| &#32;
 +
* asset replaced by [[#Custom big craftables|<samp>Data/BigCraftables</samp>]]:
 +
** migrated to data model format
 +
** added new features
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
 +
| <samp>Data/Blueprints</samp>
 +
| &#32;
 +
* asset replaced by [[#Custom buildings|<samp>Data/Buildings</samp>]]:
 +
** migrated to data model format
 +
** added new features
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 +
|-
 +
| <samp>Data/Boots</samp>
 +
| &#32;
 +
* [[#Custom items|changed key type]]
 +
* added display name
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>item.ParentSheetIndex == 848</samp>
+
| <samp>Data/Bundles</samp>
| <samp>item.QualifiedItemId == "(O)848"</samp>
+
| &#32;
 +
* can no longer omit empty fields before display name
 +
* added display name field in English
 +
* removed meat items in animal bundle
 +
| '''✘ broken'''
 +
| '''✘ likely broken'''
 +
|-
 +
| <samp>Data/ClothingInformation</samp>
 +
| &#32;
 +
* asset replaced by [[#Custom pants|<samp>Data/Pants</samp>]] and [[#Custom shirts|<samp>Data/Shirts</samp>]]:
 +
** migrated to data model format
 +
** added new features
 +
| '''✘ broken'''
 +
| '''✘ likely broken'''
 +
|-
 +
| <samp>Data/Concessions</samp>
 +
| &#32;
 +
* [[#Custom movie concessions|added new required fields (<samp>Texture</samp> and <samp>SpriteIndex</samp>)]]
 +
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
 +
* changed IDs to strings
 +
| '''✘ broken'''
 +
| '''✘ likely broken'''
 +
|-
 +
| <samp>Data/ConcessionTastes</samp>
 +
| &#32;
 +
* added automatic <samp>ID</samp> field
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>IsNormalObjectAtParentSheetIndex(item, 74)</samp>
+
| <samp>Data/CookingRecipes</samp>
| <samp>item.QualifiedItemId == "(O)74"</samp>
+
| &#32;
 +
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
 +
* display names can now be omitted to use item name
 +
| ✘ will remove changes
 +
| ✓ may remove unaffected
 
|-
 
|-
| <samp>!item.bigCraftable && item.ParentSheetIndex == 128</samp>
+
| <samp>Data/CraftingRecipes</samp>
| <samp>item.QualifiedItemId == "(O)128"</samp>
+
| &#32;
 +
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
 +
* display names can now be omitted to use item name
 +
* added <samp>default</samp> unlock condition
 +
* fixed typo in Cookout Kit entry
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>item is Boots && item.ParentSheetIndex == 505</samp>
+
| <samp>Data/Crops</samp>
| <samp>item.QualifiedItemId == "(B)505"</samp>
+
| &#32;
|}</li>
+
* [[#Custom crops|completely overhauled]]
<li>Don't assume item sprites are in the vanilla spritesheets. For example, instead of rendering <samp>Game1.objectSpriteSheet</samp> for an object, call <code>ItemRegistry.GetMetadata(item.QualifiedItemId).GetTexture()</code> to get its texture.</li>
+
| '''✘ broken'''
<li>Creating items works just like before, except that you now specify the item's <samp>ItemId</samp> (''not'' <samp>QualifiedItemId</samp>) instead of its <samp>ParentSheetIndex</samp>. This is the same value for vanilla items. For example:
+
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
  −
<syntaxhighlight lang="c#">
  −
new Object("634", 1);                     // vanilla item
  −
new Object("Example.ModId_Watermelon", 1); // custom item
  −
</syntaxhighlight>
  −
 
  −
You can also use the new <samp>ItemRegistry</samp> API to construct items from their <samp>QualifiedItemId</samp>:
  −
 
  −
<syntaxhighlight lang="c#">
  −
Item item = ItemRegistry.Create("(B)505"); // Rubber Boots
  −
</syntaxhighlight></li>
  −
</ul>
  −
 
  −
===Other ID changes===
  −
Many other things in the game now have unique string IDs too (including [[#Buff overhaul|buffs]], [[#String event IDs|events]], and fruit trees). To migrate existing code:
  −
 
  −
* When referencing numeric IDs, you usually just need to convert them into a string (like <code>Game1.player.hasBuff("1590166")</code> or <code>Game1.player.eventsSeen.Contains("1590166")</code>).
  −
* When creating buffs, see [[#Buff overhaul|buff overhaul]] for how to create buffs now.
  −
 
  −
===Building and animal changes===
  −
: ''See also: [[#Build anywhere|build anywhere in what's new]].''
  −
 
  −
* Since all locations now allow buildings and animals, mod code which handles <samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp> won't detect all buildable locations. You can replace them with <samp>location.IsBuildableLocation()</samp> (or just access <samp>location.buildings</samp> directly) and <samp>location.animals.Any()</samp> instead. Mods should no longer have any reference at all to <samp>BuildableGameLocation</samp> and <samp>IAnimalLocation</samp>.
  −
* Since buildings can be built anywhere, you can no longer assume a building is on the farm. You can check the new <samp>building.buildingLocation</samp> field instead.
  −
* You should review direct references to the farm (like <code>Game1.getFarm()</code> or <code>Game1.getLocationFromName("Farm")</code>) to see if it needs to be rewritten to allow other locations.
  −
* <code>Utility.numSilos()</code> should no longer be used to calculate available hay, since it doesn't account for custom buildings with hay storage. Use <code>Game1.getFarm().GetHayCapacity()</code> instead.
  −
* The <samp>Cat</samp> and <samp>Dog</samp> classes are now unused; all pets are now <samp>Pet</samp> directly.
  −
 
  −
===Player changes===
  −
: ''See also: [[#Buff overhaul|buff overhaul in what's new]].''
  −
 
  −
<ul>
  −
<li>Several <samp>Game1.player</samp> / <samp>Farmer</samp> fields changed as part of the [[#Buff overhaul|buff overhaul]]:
  −
{| class="wikitable"
   
|-
 
|-
! old field
+
| <samp>Data/Events/AnimalShop</samp>
! how to migrate
+
| &#32;
 +
* updated command syntax (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>appliedBuffs</samp><br /><samp>appliedSpecialBuffs</samp>
+
| <samp>Data/Events/Farm</samp>
| Use <code>Game1.player.hasBuff(id)</code> instead.
+
| &#32;
 +
* replaced send-mail events with [[Modding:Trigger actions|trigger actions]]
 +
* updated pet event to support custom pet types
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(✘ may cause duplicate mail if they edit<br />send-mail events)</small>
 
|-
 
|-
| <samp>attack</samp><br /><samp>immunity</samp>
+
| <samp>Data/Events/FishShop</samp>
| Use <samp>Attack</samp> and <samp>Immunity</samp> instead.
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>addedCombatLevel</samp><br /><samp>addedFarmingLevel</samp><br /><samp>addedFishingLevel</samp><br /><samp>addedForagingLevel</samp><br /><samp>addedLuckLevel</samp><br /><samp>addedMiningLevel</samp><br /><samp>attackIncreaseModifier</samp><br /><samp>critChanceModifier</samp><br /><samp>critPowerModifier</samp><br /><samp>knockbackModifier</samp><br /><samp>resilience</samp><br /><samp>weaponPrecisionModifier</samp><br /><samp>weaponSpeedModifier</samp>
+
| <samp>Data/Events/Forest</samp>
| Use equivalent properties under <samp>Game1.player.buffs</samp> instead (e.g. <samp>Game1.player.buffs.CombatLevel</code>).
+
| &#32;
 +
* fixed typos
 +
* updated Jas <samp>faceDirection</samp> command for sewer event
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>addedSpeed</samp><br /><samp>CombatLevel</samp><br /><samp>CraftingTime</samp><br /><samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>MiningLevel</samp><br /><samp>Stamina</samp>
+
| <samp>Data/Events/IslandHut</samp>
| These are now readonly and can't be set directly. You can change them by [[#Buff overhaul|adding a buff]], equipment bonus, etc instead.
+
| &#32;
|}</li>
+
* updated how Leo's name is translated
<li>Buffs are now recalculated automatically, and you can reset a buff by just reapplying it. See [[#Buff overhaul|buff overhaul]] for more info.</li>
+
| ✘ will remove changes
<li>Buff logic has been centralized into <samp>Game1.player.buffs</samp>. This replaces a number of former fields/methods like <samp>Game1.buffsDisplay</samp>.</li>
+
| ✓ mostly unaffected
</ul>
  −
 
  −
===Collision changes===
  −
The game's tile collision logic has been overhauled and merged into a simpler set of methods on <samp>GameLocation</samp> instances:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! method
+
| <samp>Data/Events/IslandNorth</samp>
! effect
+
| &#32;
 +
* updated quote format
 +
* fixed blank music field (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(✘ likely broken if they edit the <samp>6497421</samp> event)</small>
 
|-
 
|-
| <samp>CanSpawnCharacterHere</samp>
+
| <samp>Data/Events/IslandSouth</samp>
| Get whether NPCs can be placed on the given tile (e.g. it's within the map bounds and tile is walkable), there's no placed object there, and the <samp>NoFurniture</samp> [[Modding:Maps|tile property]] isn't set.
+
| &#32;
 +
* fixed blank music field (backwards-compatible)
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>CanItemBePlacedHere</samp>
+
| <samp>Data/Events/JoshHouse</samp>
| Get whether items can be placed on the given tile in non-floating form (e.g. it's within the map bounds and not blocked by a non-walkable item), and the <samp>NoFurniture</samp> [[Modding:Maps|tile property]] isn't set.
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>isBuildable</samp>
+
| <samp>Data/Events/LeahHouse</samp>
| Get whether buildings can be placed on the given tile.
+
| &#32;
 +
* fixed <samp>move</samp> command format in Leah's 2-heart event
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>IsTilePassable</samp>
+
| <samp>Data/Events/Mountain</samp>
| Get whether the tile can be walked on (ignoring collisions with in-game objects, NPCs, etc).
+
| &#32;
 +
* fixed skipped dialogue in Maru's 14-heart event
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>IsTileOccupiedBy</samp>
+
| <samp>Data/Events/Saloon</samp><br /><samp>Data/Events/ScienceHouse</samp><br /><samp>Data/Events/SebastianRoom</samp>
| Get whether the tile contains a player, object, NPC/monster/pet/etc, terrain feature, building, etc. You can choose which entities to check, and which ones to ignore if they don't block movement.
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>IsTileBlockedBy</samp>
+
| <samp>Data/Events/Town</samp>
| Equivalent to calling both <samp>IsTilePassable</samp> and <samp>IsTileOccupiedBy</samp>.
+
| &#32;
 +
* fixed <samp>warp</samp> command format in community center completed event
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>IsLocationSpecificOccupantOnTile</samp><br /><samp>IsLocationSpecificPlacementRestriction</samp>
+
| <samp>Data/Events/WizardHouse</samp>
| Generally shouldn't be used directly. Checks for location-specific collisions (e.g. ladders in [[The Mines|the mines]] or parrot platforms on [[Ginger Island]]).
+
| &#32;
|}
+
* fixed typos
 
+
| ✘ will remove changes
===Other breaking API changes===
+
| ✓ mostly unaffected
''(This section is meant as a quick reference if you have build errors; there's no need to read through it otherwise.)''
  −
 
  −
====Removed unused code====
  −
1.6 removes a lot of unused code. That includes these classes:
  −
{| class="wikitable"
   
|-
 
|-
! namespace
+
| <samp>Data/ExtraDialogue</samp>
! class name
+
| &#32;
 +
* split <samp>SummitEvent_Dialogue1_Spouse</samp> entry
 +
* fixed event command formats in some summit dialogue
 +
* moved [[#Dialogue changes|dumpster dive dialogue into NPC files]]
 +
* removed unused entries
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>StardewValley</samp>
+
| <samp>Data/FarmAnimals</samp>
| <samp>BuildingUpgrade</samp><br /><samp>DisposableList</samp><br /><samp>FurniturePlacer</samp><br /><samp>ListPool</samp><br /><samp>OneTimeRandom</samp>
+
| &#32;
 +
* [[#Custom farm animals|completely overhauled]]
 +
| '''✘ broken'''
 +
| '''✘ broken'''
 
|-
 
|-
| <samp>StardewValley.Characters</samp>
+
| <samp>Data/Festivals/fall16</samp>
| <samp>BotchedNetBool</samp><br /><samp>BotchedNetField</samp><br /><samp>BotchedNetInt</samp><br /><samp>BotchedNetLong</samp>
+
| &#32;
 +
* updated command syntax (backwards-compatible)
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>StardewValley.Menus</samp>
+
| <samp>Data/Festivals/fall27</samp>
| <samp>FarmInfoPage</samp><br /><samp>MiniatureTerrainFeature</samp><!-- not a typo, it really was in StardewValley.Menus -->
+
| &#32;
 +
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
 +
| ✓ mostly unaffected
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>StardewValley.Monsters</samp>
+
| <samp>Data/Festivals/spring13</samp>
| <samp>LavaCrab</samp>
+
| &#32;
 +
* migrated to new <samp>warpFarmers</samp> command
 +
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
 +
* updated <samp>faceDirection</samp> syntax
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(✘ broken if they edit <samp>mainEvent</samp> or<br /><samp>afterEggHunt</samp> fields)</small>
 
|-
 
|-
| <samp>StardewValley.Objects</samp>
+
| <samp>Data/Festivals/spring24</samp><br /><samp>Data/Festivals/summer11</samp><br /><samp>Data/Festivals/summer28</samp>
| <samp>ObjectFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
+
| &#32;
 +
* migrated to new <samp>warpFarmers</samp> command
 +
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(✘ broken if they edit <samp>mainEvent</samp> field)</small>
 
|-
 
|-
| <samp>StardewValley.TerrainFeatures</samp>
+
| <br /><samp>Data/Festivals/winter8</samp>
| <samp>Quartz</samp>
+
| &#32;
 +
* migrated to new <samp>warpFarmers</samp> command
 +
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
 +
* removed broken <samp>loadActors MainEvent</samp> command
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(✘ broken if they edit <samp>mainEvent</samp> or<br /><samp>afterIceFishing</samp> field)</small>
 
|-
 
|-
| <samp>StardewValley.Tools</samp>
+
| <samp>Data/Festivals/winter25</samp>
| <samp>Blueprints</samp><br /><samp>ToolFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
+
| &#32;
|}
+
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
 
+
| ✓ mostly unaffected
And these class members:
+
| ✓ mostly unaffected
{| class="wikitable"
   
|-
 
|-
! type
+
| <samp>Data/Fish</samp>
! members
+
| &#32;
 +
* no longer has per-language versions
 +
* [[#Custom items|changed key type]]
 +
* field 13 now refers to whether fish can be tutorial catch
 +
| '''✘ broken'''
 +
| ✘ likely broken
 
|-
 
|-
| <samp>Axe</samp>
+
| <samp>Data/FishPondData</samp>
| <samp>StumpStrength</samp>
+
| &#32;
 +
* added required <samp>Id</samp> & optional <samp>Precedence</samp> fields
 +
* standardized <samp>ID</samp>→<samp>Id</samp> naming
 +
* changed to qualified item IDs
 +
* moved fallback entries to bottom
 +
| '''✘ broken'''
 +
| ✘ likely broken
 
|-
 
|-
| <samp>Bush</samp>
+
| <samp>Data/fruitTrees</samp>
| <samp>alpha</samp><br /><samp>lastPlayerToHit</samp>
+
| &#32;
 +
* [[#Custom fruit trees|completely overhauled]]
 +
| '''✘ broken'''
 +
| '''✘ broken'''
 
|-
 
|-
| <samp>Chest</samp>
+
| <samp>Data/Furniture</samp>
| <samp>chestType</samp><br /><samp>coins</samp>
+
| &#32;
|-
+
* [[#Custom items|changed key type]]
| <samp>CosmeticPlant</samp>
+
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
| <samp>scale</samp>
+
* [[#Custom items|changed key type]]
 +
* can no longer omit empty fields before display name
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>CraftingRecipe</samp>
+
| <samp>Data/hats</samp>
| <samp>itemType</samp>
+
| &#32;
 +
* [[#Custom items|changed key type]]
 +
* can no longer omit empty fields before display name
 +
* added display name field in English
 +
| '''✘ broken'''
 +
| '''✘ likely broken'''
 
|-
 
|-
| <samp>Crop</samp>
+
| <samp>Data/Locations</samp>
| <samp>daysOfUnclutteredGrowth</samp>
+
| &#32;
 +
* [[#Custom locations|completely overhauled]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>Farm</samp>
+
| <samp>Data/mail</samp>
| <samp>GetSpouseOutdoorAreaSpritesheetIndex</samp>
+
| &#32;
 +
* migrated to <samp>%item id</samp> (backwards-compatible)
 +
* removed unused entries
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>FarmAnimal</samp>
+
| <samp>Data/Monsters</samp>
| <samp>homeLocation</samp>
+
| &#32;
 +
* changed ''Dust Spirit'' display name to ''Dust Sprite''
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Farmer</samp>
+
| <samp>Data/Movies</samp>
| <samp>blueprints</samp><br /><samp>eyeColor</samp><br /><samp>hasBusTicket</samp><br /><samp>furnitureOwned</samp><br /><samp>newSkillPointsToSpend</samp><br /><samp>overallsColor</samp><br /><samp>ownsFurniture</samp><br /><samp>shirtColor</samp><br /><samp>skinColor</samp>
+
| &#32;
 +
* [[#Custom movies|significantly overhauled]]
 +
| '''✘ broken'''
 +
| '''✘ broken'''
 
|-
 
|-
| <samp>Game1</samp>
+
| <samp>Data/MoviesReactions</samp>
| <samp>boardingBus</samp><br /><samp>chanceToRainTomorrow</samp><br /><samp>checkForNewLevelPerks</samp><br /><samp>progressBar</samp><br /><samp>shiny</samp><br /><samp>shippingTax</samp><br /><samp>tinyFontBorder</samp>
+
| &#32;
 +
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
 +
* standardized <samp>ID</samp><samp>Id</samp> naming
 +
* fixed typo
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>GameLocation</samp>
+
| <samp>Data/NPCDispositions</samp>
| <samp>boardBus</samp><br /><samp>getWallDecorItem</samp><br /><samp>removeBatch</samp><br /><samp>removeDirt</samp><br /><samp>removeStumpOrBoulder</samp>
+
| &#32;
 +
* asset replaced by [[#Custom NPCs|<samp>Data/Characters</samp>]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>GiantCrop</samp>
+
| <samp>Data/NPCGiftTastes</samp>
| <samp>forSale</samp>
+
| &#32;
 +
* removed invalid item IDs
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>IClickableMenu</samp>
+
| <samp>Data/ObjectContextTags</samp>
| <samp>currentRegion</samp>
+
| &#32;
 +
* asset removed (replaced by <samp>ContextTags</samp> field in [[#Custom big craftables|<samp>Data/BigCraftables</samp>]] and [[#Custom objects|<samp>Data/Objects</samp>]])
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration,<br />except context tags defined<br />before their objects and context<br />tags for bigcraftables.)
 +
</small>
 
|-
 
|-
| <samp>MeleeWeapon</samp>
+
| <samp>Data/ObjectInformation</samp>
| <samp>attackSwordCooldownTime</samp><br /><samp>doStabbingSwordFunction</samp>
+
| &#32;
 +
* asset replaced by [[#Custom objects|<samp>Data/Objects</samp>]]:
 +
** migrated to data model format
 +
** added new features
 +
** added new entries
 +
** adjusted [[#Other item changes|litter items]]
 +
** fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>Monster</samp>
+
| <samp>Data/PaintData</samp>
| <samp>doHorizontalMovement</samp><br /><samp>durationOfRandomMovements</samp><br /><samp>coinsToDrop</samp>
+
| &#32;
 +
* fixed trailing slash in <samp>Deluxe Barn</samp> entry
 +
|
 +
|
 
|-
 
|-
| <samp>NPC</samp>
+
| <samp>Data/Quests</samp>
| <samp>canReceiveThisItemAsGift</samp><br /><samp>idForClones</samp>
+
| &#32;
 +
* changed key type to string
 +
* migrated to use item IDs (backwards-compatible)
 +
* fixed typo
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Object</samp>
+
| <samp>Data/RandomBundles</samp>
| <samp>attachToSprinklerAttachment</samp><br /><samp>canBePlacedInWater</samp><br /><samp>consumeRecipe</samp><br /><samp>IsHoeDirt</samp><br /><samp>isHoeDirt</samp>
+
| &#32;
 +
* add optional <samp>Id</samp> field
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Data/SecretNotes</samp>
 +
| &#32;
 +
* updated <samp>%revealtaste</samp> format (backwards-compatible)
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>PathFindController</samp>
+
| <samp>Data/SpecialOrders</samp>
| <samp>CheckClearance</samp><br /><samp>limit</samp>
+
| &#32;
 +
* changed type of <samp>Repeatable</samp> and <samp>Duration</samp> fields
 +
* added optional <samp>CustomFields</samp> and <samp>Conditions</samp> fields
 +
| '''✘ broken'''
 +
|
 
|-
 
|-
| <samp>PetBowl</samp>
+
| <samp>Data/SpousePatios</samp><br /><samp>Data/SpouseRooms</samp>
| <samp>FindPet</samp>
+
| &#32;
 +
* removed asset (merged into [[#Custom NPCs|<samp>Data/Characters</samp>]])
 +
| '''✘ broken'''
 +
| '''✘ broken'''
 
|-
 
|-
| <samp>SaveGame</samp>
+
| <samp>Data/TailoringRecipes</samp>
| <samp>shippingTax</samp>
+
| &#32;
 +
* changed to [[#Custom items|string item IDs]] (backwards-compatible)
 +
* added optional <samp>Id</samp> and <samp>CraftedItemIdFeminine</samp> fields
 +
* removed <samp>CraftedItemColor</samp> field
 +
* adjusted recipes for gender-variant shirts
 +
* standardized <samp>ID</samp>→<samp>Id</samp> naming
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(<samp>MoveEntries</samp> may break, but fallback entries<br />are now checked last automatically)</small>
 
|-
 
|-
| <samp>Spiker</samp>
+
| <samp>Data/TV/CookingChannel</samp><br /><samp>Data/TV/TipChannel</samp>
| <samp>GetSpawnPosition</samp>
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Tool</samp>
+
| <samp>Data/weapons</samp>
| <samp>batteredSwordSpriteIndex</samp><br /><samp>GetSecondaryEnchantmentCount</samp><br /><samp>nonUpgradeable</samp><br /><samp>parsnipSpriteIndex</samp><br /><samp>Stackable</samp><br /><samp>startOfNegativeWeaponIndex</samp>
+
| &#32;
 +
* [[#Custom melee weapons|completely overhauled]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>Utility</samp>
+
| <samp>LooseSprites/Cursors</samp>
| <samp>plantCrops</samp><br /><samp>showLanternBar</samp>
+
| &#32;
|}
+
* new sprites in empty area
 
+
* moved mailbox to <samp>Buildings/Mailbox</samp>
====Renamed classes====
+
| '''✘ broken'''
These classes were renamed in 1.6:
+
| ✓ mostly unaffected
{| class="wikitable"
   
|-
 
|-
! old name
+
| <samp>LooseSprites/Cursors2</samp>
! new name
+
| &#32;
 +
* new sprite in empty area
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Game1.MusicContext</samp>
+
| <samp>LooseSprites/map</samp>
| <samp>MusicContext</samp> (in <samp>StardewValley.GameData</samp>)
+
| &#32;
 +
* redrawn to better match in-game locations
 +
* added more detail
 +
| '''✘ broken'''
 +
| ✘ likely broken
 
|-
 
|-
| <samp>LocationContext</samp>
+
| <samp>Maps/AbandonedJojaMart</samp><br /><samp>Maps/AdventureGuild</samp>
| <samp>LocationContexts</samp>
+
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>SpecialOrder.QuestStatus</samp>
+
| <samp>Maps/AnimalShop</samp>
| <samp>SpecialOrderStatus</samp> (in <samp>StardewValley.SpecialOrders</samp>)
+
| &#32;
|}
+
* removed unused pathfinding tiles
 
+
|
And these were moved to a different namespace:
+
|
{| class="wikitable"
   
|-
 
|-
! type
+
| <samp>Maps/ArchaeologyHouse</samp>
! old namespace
+
| &#32;
! new namespace
+
* removed unused pathfinding tiles
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
|
 +
|
 
|-
 
|-
| <samp>AmethystEnchantment</samp><br /><samp>AquamarineEnchantment</samp><br /><samp>ArchaeologistEnchantment</samp><br /><samp>ArtfulEnchantment</samp><br /><samp>AutoHookEnchantment</samp><br /><samp>AxeEnchantment</samp><br /><samp>BaseEnchantment</samp><br /><samp>BaseWeaponEnchantment</samp><br /><samp>BottomlessEnchantment</samp><br /><samp>BugKillerEnchantment</samp><br /><samp>CrusaderEnchantment</samp><br /><samp>DiamondEnchantment</samp><br /><samp>EfficientToolEnchantment</samp><br /><samp>EmeraldEnchantment</samp><br /><samp>FishingRodEnchantment</samp><br /><samp>GalaxySoulEnchantment</samp><br /><samp>GenerousEnchantment</samp><br /><samp>HaymakerEnchantment</samp><br /><samp>HoeEnchantment</samp><br /><samp>JadeEnchantment</samp><br /><samp>MagicEnchantment</samp><br /><samp>MasterEnchantment</samp><br /><samp>MilkPailEnchantment</samp><br /><samp>PanEnchantment</samp><br /><samp>PickaxeEnchantment</samp><br /><samp>PowerfulEnchantment</samp><br /><samp>PreservingEnchantment</samp><br /><samp>ReachingToolEnchantment</samp><br /><samp>RubyEnchantment</samp><br /><samp>ShavingEnchantment</samp><br /><samp>ShearsEnchantment</samp><br /><samp>SwiftToolEnchantment</samp><br /><samp>TopazEnchantment</samp><br /><samp>VampiricEnchantment</samp><br /><samp>WateringCanEnchantment</samp>
+
| <samp>Maps/Backwoods</samp><br /><samp>Maps/Backwoods_GraveSite</samp><br /><samp>Maps/Backwoods_Staircase</samp>
| <samp>StardewValley</samp>
+
| &#32;
| <samp>StardewValley.Enchantments</samp>
+
* removed unused tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>Extensions</samp>
+
| <samp>Maps/Barn</samp><br /><samp>Maps/Barn2</samp>
| <samp>StardewValley</samp>
+
| &#32;
| <samp>StardewValley.Extensions</samp>
+
* removed unused map properties
 +
|
 +
|
 
|-
 
|-
| <samp>ModDataDictionary</samp><br /><samp>ModHooks</samp>
+
| <samp>Maps/Barn3</samp>
| <samp>StardewValley</samp>
+
| &#32;
| <samp>StardewValley.Mods</samp>
+
* added <samp>AutoFeed</samp> map property
 +
* removed unused map properties
 +
| '''✘ broken'''
 +
|
 
|-
 
|-
| <samp>PathFindController</samp><br /><samp>PathNode</samp><br /><samp>PriorityQueue</samp><br /><samp>SchedulePathDescription</samp>
+
| <samp>Maps/BathHouse_Entry</samp><br /><samp>Maps/BathHouse_MensLocker</samp>
| <samp>StardewValley</samp>
+
| &#32;
| <samp>StardewValley.Pathfinding</samp>
+
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* removed unused pathfinding tiles
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>SpecialOrder</samp>
+
| <samp>Maps/BathHouse_Pool</samp>
| <samp>StardewValley</samp>
+
| &#32;
| <samp>StardewValley.SpecialOrders</samp>
+
* removed unused pathfinding tiles
 +
* removed unused map & tile properties
 +
|
 +
|
 
|-
 
|-
| <samp>CollectObjective</samp><br /><samp>DeliverObjective</samp><br /><samp>DonateObjective</samp><br /><samp>FishObjective</samp><br /><samp>GiftObjective</samp><br /><samp>JKScoreObjective</samp><br /><samp>OrderObjective</samp><br /><samp>ReachMineFloorObjective</samp><br /><samp>ShipObjective</samp><br /><samp>SlayObjective</samp>
+
| <samp>Maps/BathHouse_WomensLocker</samp>
| <samp>StardewValley</samp>
+
| &#32;
| <samp>StardewValley.SpecialOrders.Objectives</samp>
+
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* removed unused pathfinding tiles
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>FriendshipReward</samp><br /><samp>GemsReward</samp><br /><samp>MailReward</samp><br /><samp>MoneyReward</samp><br /><samp>OrderReward</samp><br /><samp>ResetEventReward</samp>
+
| <samp>Maps/Beach</samp>
| <samp>StardewValley</samp>
+
| &#32;
| <samp>StardewValley.SpecialOrders.Rewards</samp>
+
* removed unused map properties
|}
+
* removed unused pathfinding tiles
 
+
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
====Other API changes====
+
|
These class members changed in 1.6:
+
|
 
  −
{| class="wikitable"
   
|-
 
|-
! type
+
| <samp>Maps/Beach-Jellies</samp><br /><samp>Maps/Beach-Luau</samp><br /><samp>Maps/Beach-NightMarket</samp>
! member
+
| &#32;
! migration
+
* updated for festival shops now in <samp>Data/Shops</samp>
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
|rowspan="3"| <samp>Bush</samp>
+
| <samp>Maps/Blacksmith</samp>
| <samp>overrideSeason</samp>
+
| &#32;
| Removed; use <code>bush.currentLocation.GetSeason()</code> instead.
+
* removed unused pathfinding tiles
 +
|
 +
|
 
|-
 
|-
| <samp>greenhouseBush</samp>
+
| <samp>Maps/BoatTunnel</samp>
| Removed; use <code>bush.IsSheltered()</code> or <code>bush.currentLocation.IsGreenhouse</code> instead.
+
| &#32;
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>inBloom</samp>
+
| <samp>Maps/BugLand</samp>
| Remove the arguments, like <code>bush.inBloom(Game1.currentSeason, Game1.dayOfMonth)</code> <code>bush.inBloom()</code>.
+
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
|rowspan="3"| <samp>Character</samp>
+
| <samp>Maps/BusStop</samp>
| <samp>getStandingX</samp><br /><samp>getStandingY</samp><br /><samp>getStandingXY</samp>
+
| &#32;
| Removed; use <samp>character.StandingPixel</samp> instead.
+
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* changed <samp>Action BusTicket</samp> to <samp>Action None</samp>
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>getTileLocation</samp><br /><samp>getTileX</samp><br /><samp>getTileY</samp><br />
+
| <samp>Maps/Caldera</samp>
| Removed; use <samp>character.Tile</samp> instead.
+
| &#32;
 +
* removed unused map property
 +
|
 +
|
 
|-
 
|-
| <samp>getTileLocationPoint</samp>
+
| <samp>Maps/Cellar</samp>
| Removed; use <samp>character.TilePoint</samp> instead.
+
| &#32;
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
|rowspan="2"| <samp>Farmer</samp>
+
| <samp>Maps/Club</samp>
| <samp>changePants</samp>
+
| &#32;
| Renamed to <samp>changePantsColor</samp> for consistency with <samp>change[Eye&#124;Hair&#124;Shoe]Color</samp>.
+
* added <samp>LocationContext</samp> map property
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>visibleQuestCount</samp>
+
| <samp>Maps/Coop</samp><br /><samp>Maps/Coop2</samp>
| Replaced by <samp>hasVisibleQuests</samp>.
+
| &#32;
 +
* removed unused map properties
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Coop3</samp>
 +
| &#32;
 +
* added <samp>AutoFeed</samp> map property
 +
* removed unused map properties
 +
| '''✘ broken'''
 +
|
 
|-
 
|-
| <samp>Flooring</samp>
+
| <samp>Maps/Desert</samp>
| <samp>GetFloorPathLookup</samp>
+
| &#32;
| Use <samp>Game1.floorPathData</samp> instead.
+
* added <samp>LocationContext</samp> map property
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''✘ broken'''
 +
|
 
|-
 
|-
| <samp>Forest</samp>
+
| <samp>Maps/ElliottHouse</samp>
| <samp>log</samp>
+
| &#32;
| Moved into <samp>Forest.resourceClumps</samp>.
+
* removed unused pathfinding tiles
 +
|
 +
|
 
|-
 
|-
|rowspan="3"| <samp>Game1</samp>
+
| <samp>Maps/Farm</samp><br /><samp>Maps/Farm_Combat</samp><br /><samp>Maps/Farm_Fishing</samp><br /><samp>Maps/Farm_Foraging</samp><br /><samp>Maps/Farm_FourCorners</samp><br /><samp>Maps/Farm_Island</samp><br /><samp>Maps/Farm_Mining</samp>
| <samp>bigCraftableInformation</samp>
+
| &#32;
| Overhauled into [[#Custom big craftables|<samp>Game1.bigCraftableData</samp>]].
+
* added new tilesheet
 +
* added cabin positions for players 5–8
 +
* added <samp>PetBowlLocation</samp> map property (for <samp>Maps/Four_Corners</samp> and <samp>Farm/Island</samp> only)
 +
* added <samp>SpouseAreaLocation</samp> map property (for <samp>Maps/Farm_Island</samp> only)
 +
* significant tile & tile property changes
 +
* removed farmhouse + pet bowl areas (now moveable)
 +
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✘ may remove changes
 
|-
 
|-
| <samp>clothingInformation</samp>
+
| <samp>Maps/Farm_Greenhouse_Dirt</samp><br /><samp>Maps/Farm_Greenhouse_Dirt_FourCorners</samp>
| Overhauled into [[#Custom shirts|<samp>Game1.shirtData</samp>]] and [[#Custom pants|<samp>Game1.pantsData</samp>]].
+
| &#32;
 +
* removed unused map properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>objectInformation</samp>
+
| <samp>Maps/FarmHouse</samp><br /><samp>Maps/FarmHouse_Bedroom_Normal</samp><br /><samp>Maps/FarmHouse_Bedroom_Open</samp><br /><samp>Maps/FarmHouse_Cellar</samp><br /><samp>Maps/FarmHouse_ChildBed_0</samp><br /><samp>Maps/FarmHouse_ChildBed_1</samp><br /><samp>Maps/FarmHouse_CornerRoom_Add</samp><br /><samp>Maps/FarmHouse_CornerRoom_Remove</samp><br /><samp>Maps/FarmHouse_SouthernRoom_Add</samp><br /><samp>Maps/FarmHouse_SouthernRoom_Remove</samp><br /><samp>Maps/FarmHouse1</samp><br /><samp>Maps/FarmHouse1_marriage</samp><br /><samp>Maps/FarmHouse2</samp><br /><samp>Maps/FarmHouse2_marriage</samp>
| Overhauled into [[#Custom objects|<samp>Game1.objectData</samp>]].
+
| &#32;
 +
* removed unused map properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
|rowspan="2"| <samp>GameLocation</samp>
+
| <samp>Maps/FishingGame</samp>
| <samp>getCharacters</samp>
+
| &#32;
| Removed; use the <samp>characters</samp> field instead.
+
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>isTileOccupied</samp><br /><samp>isTileOccupiedForPlacement</samp><br /><samp>isTileOccupiedIgnoreFloors</samp><br /><samp>isTileLocationOpenIgnoreFrontLayers</samp><br /><samp>isTileLocationTotallyClearAndPlaceable</samp><br /><samp>isTileLocationTotallyClearAndPlaceableIgnoreFloors</samp>
+
| <samp>Maps/FishShop</samp>
| Removed. The collision logic has been significantly rewritten and uses a new set of methods (mainly <samp>isTilePassable</samp>, <samp>IsTileOccupiedBy</samp>, and <samp>CanItemBePlacedHere</samp>). Mods should ideally be updated to use the new methods.
+
| &#32;
 
+
* fixed broken <samp>DayTiles</samp> and <samp>NightTiles</samp> values
Here's a drop-in set of extension methods which re-add the older methods. This lets you temporarily fix code until you can update it properly, but depending on these isn't recommended since they won't be maintained in future versions.
+
* removed unused pathfinding tiles
{{collapse|expand for non-recommended code|content=<syntaxhighlight lang="c#">
+
| ✘ will remove changes
public static class GameLocationExtensions
+
| ✓ mostly unaffected
{
  −
    public static bool isTileOccupiedForPlacement(this GameLocation location, Vector2 tileLocation, Object toPlace = null)
  −
    {
  −
        return location.CanItemBePlacedHere(tileLocation, toPlace != null && toPlace.isPassable());
  −
    }
  −
 
  −
    public static bool isTileOccupied(this GameLocation location, Vector2 tileLocation, string characterToIgnore = "", bool ignoreAllCharacters = false)
  −
    {
  −
        CollisionMask mask = ignoreAllCharacters ? CollisionMask.All & ~CollisionMask.Characters & ~CollisionMask.Farmers : CollisionMask.All;
  −
        return location.IsTileOccupiedBy(tileLocation, mask);
  −
    }
  −
 
  −
    public static bool isTileOccupiedIgnoreFloors(this GameLocation location, Vector2 tileLocation, string characterToIgnore = "")
  −
    {
  −
        return location.IsTileOccupiedBy(tileLocation, CollisionMask.Buildings | CollisionMask.Furniture | CollisionMask.Objects | CollisionMask.Characters | CollisionMask.TerrainFeatures, ignorePassables: CollisionMask.Flooring);
  −
    }
  −
 
  −
    public static bool isTileLocationOpenIgnoreFrontLayers(this GameLocation location, Location tile)
  −
    {
  −
        return location.map.RequireLayer("Buildings").Tiles[tile.X, tile.Y] == null && !location.isWaterTile(tile.X, tile.Y);
  −
    }
  −
 
  −
    public static bool isTileLocationTotallyClearAndPlaceable(this GameLocation location, int x, int y)
  −
    {
  −
        return location.isTileLocationTotallyClearAndPlaceable(new Vector2(x, y));
  −
    }
  −
 
  −
    public static bool isTileLocationTotallyClearAndPlaceableIgnoreFloors(this GameLocation location, Vector2 v)
  −
    {
  −
        return location.isTileOnMap(v) && !location.isTileOccupiedIgnoreFloors(v) && location.isTilePassable(new Location((int)v.X, (int)v.Y), Game1.viewport) && location.isTilePlaceable(v);
  −
    }
  −
 
  −
    public static bool isTileLocationTotallyClearAndPlaceable(this GameLocation location, Vector2 v)
  −
    {
  −
        Vector2 pixel = new Vector2((v.X * Game1.tileSize) + Game1.tileSize / 2, (v.Y * Game1.tileSize) + Game1.tileSize / 2);
  −
        foreach (Furniture f in location.furniture)
  −
        {
  −
            if (f.furniture_type != Furniture.rug && !f.isPassable() && f.GetBoundingBox().Contains((int)pixel.X, (int)pixel.Y) && !f.AllowPlacementOnThisTile((int)v.X, (int)v.Y))
  −
                return false;
  −
        }
  −
 
  −
        return location.isTileOnMap(v) && !location.isTileOccupied(v) && location.isTilePassable(new Location((int)v.X, (int)v.Y), Game1.viewport) && location.isTilePlaceable(v);
  −
    }
  −
}
  −
</syntaxhighlight>
  −
}}
   
|-
 
|-
| <samp>GiantCrop</samp>
+
| <samp>Maps/Forest</samp>
| <samp>which</samp>
+
| &#32;
| Replaced by <samp>itemId</samp>.
+
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>Item</samp>
+
| <samp>Maps/Forest-FlowerFestival</samp>
| <samp>SanitizeContextTag</samp>
+
| &#32;
| Replaced by <samp>ItemContextTagManager.SanitizeContextTag</samp>.
+
* updated for festival shops now in <samp>Data/Shops</samp>
 +
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>LocalizedContentManager</samp>
+
| <samp>Maps/Forest-IceFestival</samp>
| <samp>LanguageCodeString</samp>
+
| &#32;
| Now static.
+
* updated for festival shops now in <samp>Data/Shops</samp>
 +
* fixed warp positions
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>LocationContextData</samp>
+
| <samp>Maps/Forest-SewerClean</samp>
| <samp>Name</samp>
+
| &#32;
| Removed; use its dictionary key in <samp>Game1.locationContextData</samp> instead.
+
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>NetFields</samp>
+
| <samp>Maps/HaleyHouse</samp><br /><samp>Maps/HarveyRoom</samp>
| <samp>AddFields</samp>
+
| &#32;
| Removed; use <samp>AddField</samp> instead. For example:
+
* removed unused pathfinding tiles
<syntaxhighlight lang="c#">
+
|
// old code
+
|
NetFields.AddFields(textureName, spriteWidth, spriteHeight);
  −
 
  −
// new code
  −
NetFields
  −
    .AddField(textureName)
  −
    .AddField(spriteWidth)
  −
    .AddField(spriteHeight);
  −
</syntaxhighlight>
  −
Note that the second argument (<samp>name</samp>) should usually be omitted, since it'll be auto-populated from the value passed to the first argument.
   
|-
 
|-
|rowspan="4"| <samp>NPC</samp>
+
| <samp>Maps/Hospital</samp>
| <samp>homeRegion</samp>
+
| &#32;
| Removed; use <samp>npc.GetData()?.HomeRegion</samp> instead. Change <samp>0</samp> to <samp>"Other"</samp> or <samp>NPC.region_other</samp>, <samp>1</samp> to <samp>"Desert"</samp> or <samp>NPC.region_desert</samp>, and <samp>2</samp> to <samp>"Town"</samp> or <samp>NPC.region_town</samp>.
+
* removed deprecated <samp>UniquePortrait</samp> & <samp>UniqueSprite</samp> map properties
 +
* removed unused pathfinding tiles
 +
| ✘ will remove changes<br /><small>(This may cause mod conflicts)</samp>
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>isBirthday</samp>
+
| <samp>Maps/Island_Bridge_Broken</samp><br /><samp>Maps/Island_Bridge_Repaired</samp><br /><samp>Maps/Island_House_Cave</samp>
| Remove the arguments, like <code>npc.isBirthday(Game1.currentSeason, Game1.dayOfMonth)</code> <code>npc.isBirthday()</code>.
+
| &#32;
 +
* removed unused map properties
 +
|
 +
|
 
|-
 
|-
| <samp>populateRoutesFromLocationToLocationList</samp>
+
| <samp>Maps/Island_N</samp>
| Replaced by <samp>WarpPathfindingCache.PopulateCache</samp>.
+
| &#32;
 +
* update walnut bush tile so it still works in 1.6
 +
* removed unused tile property
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Schedule</samp>
+
| <samp>Maps/IslandNorthCave1</samp><br /><samp>Maps/IslandSouthEastCave</samp><br /><samp>Maps/IslandSouthEastCave_pirates</samp><br /><samp>Maps/IslandWestCave1</samp>
| No longer assignable, use one of the <samp>TryLoadSchedule</samp> overloads instead.
+
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Object</samp>
+
| <samp>Maps/Island_Bridge_Broken</samp><br /><samp>Maps/Island_Bridge_Repaired</samp>
| <samp>isPotentialBasicShippedCategory</samp>
+
| &#32;
| The second argument should now be an integer (like <samp>-75</samp> or <samp>Object.VegetableCategory</samp>) instead of a string (like <samp>"-75"</samp>).
+
* removed unused map property
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
|rowspan="8"| <samp>Utility</samp>
+
| <samp>Maps/Island_E</samp><br /><samp>Maps/IslandFarmCave</samp>
| <samp>doesItemWithThisIndexExistAnywhere</samp>
+
| &#32;
| Replace with <samp>Utility.doesItemExistAnywhere</samp>, which takes a string item ID. For example:
+
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
* <code>Utility.doesItemWithThisIndexExistAnywhere(128)</code> &rarr; <code>Utility.doesItemExistAnywhere("(O)128")</code>;
+
| ✘ will remove changes
* <code>Utility.doesItemWithThisIndexExistAnywhere(128, true)</code> &rarr; <code>Utility.doesItemExistAnywhere("(BC)128")</code>.
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>ForAllLocations</samp><br /><samp>iterateAllCrops</samp><br /><samp>iterateAllItems</samp>
+
| <samp>Maps/Island_House_Cave</samp>
| Removed; use the equivalent <samp>Utility.ForEach*</samp> methods instead.
+
| &#32;
 +
* removed unused map property
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>GetHorseWarpRestrictionsForFarmer</samp>
+
| <samp>Maps/Island_Hut</samp>
| This now returns a flag enum instead of a list of integer values. The equivalent values are 1 → <samp>NoOwnedHorse</samp>, 2 → <samp>Indoors</samp>, 3 → <samp>NoRoom</samp>, and 4 → <samp>InUse</samp>.
+
| &#32;
 
+
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
For example:
+
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
<syntaxhighlight lang="c#">
+
| ✘ will remove changes
// old code
+
| ✓ mostly unaffected
bool inUse = Utility.GetHorseWarpRestrictionsForFarmer(player).Any(p => p == 4);
  −
 
  −
// new code
  −
bool inUse = Utility.GetHorseWarpRestrictionsForFarmer(player).HasFlag(Utility.HorseWarpRestrictions.InUse);
  −
</syntaxhighlight>
  −
 
  −
Or to check if no restrictions apply:
  −
<syntaxhighlight lang="c#">
  −
bool canSummon = Utility.GetHorseWarpRestrictionsForFarmer(player) == Utility.HorseWarpRestrictions.None;
  −
</syntaxhighlight>
  −
 
  −
C# mods can patch <samp>Utility.GetHorseWarpErrorMessage</samp> if they need to add an error message for a custom restriction value.
   
|-
 
|-
| <samp>getTodaysBirthdayNPC</samp>
+
| <samp>Maps/Island_N</samp>
| Remove the arguments, like <code>Utility.getTodaysBirthdayNPC(Game1.currentSeason, Game1.dayOfMonth)</code> <code>Utility.getTodaysBirthdayNPC()</code>.
+
| &#32;
 +
* added a <samp>NowSpawn False</samp> tile property to fix tree that hides a golden walnut
 +
* removed unused tile property
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>getPooledList</samp><br /><samp>returnPooledList</samp>
+
| <samp>Maps/Island_N_Trader</samp><br /><samp>Maps/Island_Secret</samp>
| The game no longer uses a list pool. In most cases you should use the [[#Iteration|<samp>Utility.ForEach*</samp> methods]] instead, which don't need it.
+
| &#32;
 +
* removed unused tile property
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>numObelisksOnFarm</samp>
+
| <samp>Maps/Island_Shrine</samp>
| Renamed to <samp>GetObeliskTypesBuilt</samp>, which searches all locations.
+
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>numSilos</samp>
+
| <samp>Maps/Island_W</samp>
| Removed.
+
| &#32;
 
+
* removed unused tile property
If you're using this to calculate hay capacity, it's a bit more complicated in 1.6 since hay storage can be enabled for custom buildings and building construction can be enabled for any location. To get capacity for the current location, use <samp>Game1.currentLocation.GetHayCapacity()</samp> instead. To get total hay capacity in the world, use <samp>Utility.ForEachLocation</samp> to call it on every location.
+
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 
+
|
If you actually need the number of silos, use <samp>location.getNumberBuildingsConstructed("Silo")</samp> (one location) or <samp>Game1.GetNumberBuildingsConstructed("Silo")</samp> (all locations).
+
|
 
|-
 
|-
| <samp>removeThisCharacterFromAllLocations</samp>
+
| <samp>Maps/IslandFarmHouse</samp>
| Removed; use <samp>Game1.removeCharacterFromItsLocation</samp> instead.
+
| &#32;
 +
* removed unused tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>ShopMenu</samp>
+
| <samp>Maps/JojaMart</samp><br /><samp>Maps/JoshHouse</samp><br /><samp>Maps/LeahHouse</samp><br /><samp>Maps/ManorHouse</samp>
| <samp>storeContext</samp>
+
| &#32;
| Replaced by <samp>ShopId</samp>.
+
* removed unused pathfinding tiles
|}
+
|
 
+
|
===Check for obsolete code===
  −
Perform a full rebuild of your mod (in Visual Studio, click ''Build > Rebuild Solution''), then check the Error List pane for any warnings like "'''X' is obsolete''". Anything from the vanilla game code which is marked obsolete won't work anymore and is only kept for save migrations. Usually the warning will include an explanation of what you should use instead.
  −
 
  −
==Breaking changes for content packs==
  −
'''This section only describes how this update may break existing mods. See the ''what's new'' sections above for more info, including new functionality mods can use.'''
  −
 
  −
===Standardized ID fields===
  −
Stardew Valley 1.6 adds an <samp>Id</samp> field to these assets. For Content Patcher content packs, these replace the previous synthetic ID:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! asset
+
| <samp>Maps/MarnieBarn</samp>
! old key
+
| &#32;
! new key
+
* removed unused map properties
! migration steps
+
|
 +
|
 
|-
 
|-
| <samp>Data/ConcessionTastes</samp><br /><samp>Data/MovieReactions</samp><br /><samp>Data/RandomBundles</samp> (area)<br /><samp>Data/RandomBundles</samp> (bundle)
+
| <samp>Maps/Mine</samp>
| <samp>Name</samp><br /><samp>NPCName</samp><br /><samp>AreaName</samp><br />''none''
+
| &#32;
|<samp>Id</samp>
+
* updated for [[#Custom minecarts|minecart changes]]
| None. The <samp>Id</samp> field is set automatically to the same value (or <samp>Name</samp> for bundles), so there's no change for content packs. Omit the new field when creating a new entry.
+
* removed unused map properties
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/FishPondData</samp><br /><samp>Data/RandomBundles</samp> (bundle set)
+
| <samp>Maps/Mountain</samp>
| <samp>RequiredTags</samp><br />''none''
+
| &#32;
| <samp>Id</samp>
+
* removed unused map/tile properties
| Use the new <samp>Id</samp> field to target an entry, and add it when creating a new entry. Required.
+
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>Data/TailoringRecipes</samp>
+
| <samp>Maps/Mountain-BridgeFixed</samp><br /><samp>Maps/Mountain_Shortcuts</samp>
| <samp>FirstItemTags</samp> and <samp>SecondItemTags</samp>
+
| &#32;
| <samp>Id</samp>
+
* removed unused map/tile properties
| Use the new <samp>Id</samp> field to target an entry, and add it when creating a new entry. Defaults to the <samp>CraftedItemIds</samp> (comma-delimited) or <samp>CraftedItemId</samp> value if omitted, but there's a high chance of conflicts so mods should always specify a unique ID.
+
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
|}
+
|
 
+
|
For example, let's say you have a patch like this using Content Patcher:
+
|-
{{#tag:syntaxhighlight|<nowiki>
+
| <samp>Maps/MovieTheater</samp>
{
+
| &#32;
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
    "Changes": [
+
| ✘ will remove changes
        {
+
| ✓ mostly unaffected
            "Action": "EditData",
+
|-
            "Target": "Data/TailorRecipes",
+
| <samp>Maps/MovieTheaterScreen</samp>
            "Entries": {
+
| &#32;
                "item_cloth|item_pufferchick": {
+
* updated for tilesheet changes
                    "FirstItemTags": [ "item_cloth" ],
+
| ✘ broken visuals (e.g. missing chairs)
                    "SecondItemTags": [ "item_pufferchick" ],
+
| ✓ mostly unaffected<br /><small>(✘ broken visuals if they edit the affected tiles)</small>
                    "CraftedItemId": "(S)1260"
+
|-
                }
+
| <samp>Maps/MovieTheaterScreen_TileSheet</samp>
            }
+
| &#32;
        }
+
* improved light cone
    ]
+
* moved chair sprite to make room for new light cone
}</nowiki>|lang=javascript}}
+
| ✘ broken visuals (e.g. missing chairs)
 
+
| ✓ mostly unaffected<br /><small>(✘ broken visuals if they edit the affected sprites)</small>
When updating to Stardew Valley 1.6, replace the synthetic ID (<samp>item_cloth|item_pufferchick</samp>) with a real one:
+
|-
* To edit an existing entry, unpack the asset and get its new <samp>Id</samp> value.
+
| <samp>Maps/paths</samp>
* To add a custom entry, use a globally unique ID prefixed with your mod ID. This should only have alphanumeric, underscore, and dot characters so it's safe to use in delimited fields, file names, etc. The recommended format is <samp>ExampleAuthor.ModId_EntryName</samp>.
+
| &#32;
 
+
* added icon for [[#Custom wild trees|custom wild tree spawn]]
For example:
+
* removed unused pathfinding tiles
{{#tag:syntaxhighlight|<nowiki>
+
|
{
+
|
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
|-
    "Changes": [
+
| <samp>Maps/QiNutRoom</samp>
        {
+
| &#32;
            "Action": "EditData",
+
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
            "Target": "Data/TailorRecipes",
+
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
            "Entries": {
+
| ✘ will remove changes
                "ExampleAuthor.ModId_RainCoatFromPufferchick": {
+
| ✓ mostly unaffected
                    "Id": "ExampleAuthor.ModId_RainCoatFromPufferchick", // need to specify ID again when creating it
+
|-
                    "FirstItemTags": [ "item_cloth" ],
+
| <samp>Maps/Railroad</samp>
                    "SecondItemTags": [ "item_pufferchick" ],
+
| &#32;
                    "CraftedItemId": "(S)1260"
+
* removed unused map property
                }
+
* removed unused pathfinding tiles
            }
+
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
        }
+
|
    ]
+
|
}</nowiki>|lang=javascript}}
  −
 
  −
===Event ID changes===
  −
: ''See also: [[#String event IDs|string event IDs in what's new]].''
  −
 
  −
Events now have unique string IDs.
  −
 
  −
When creating an event:
  −
<ul>
  −
<li>New events should use a globally unique ID in the form <samp>Your.ModId_EventName</samp>. Existing events should be fine as-is, but it may be worth migrating them to avoid future conflicts.</li>
  −
<li>Every non-fork event '''must''' have a precondition in its key (even if it's empty). For example, change <code>"Your.ModId_EventName": "..."</code> to <code>"Your.ModId_EventName/": "..."</code>. This is needed for the game to distinguish between events and fork scripts.
  −
 
  −
<syntaxhighlight lang="js">
  −
"Example.ModId_EventName/": "...", // event: loaded automatically by the game
  −
"SomeFork": "..."                  // event fork: ignored unless it's loaded through an event script
  −
</syntaxhighlight></li>
  −
</ul>
  −
 
  −
===Monster eradication goal flag changes===
  −
: ''See also: [[#Custom monster eradication goals|Custom monster eradication goals]].''
  −
 
  −
The game now tracks [[Adventurer's Guild]] monster eradication goal completion by the goal ID, instead of the produced item. You'll need to replace these mail flags if you check them:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! old flag
+
| <samp>Maps/Saloon</samp><br /><samp>Maps/SamHouse</samp>
! new flag
+
| &#32;
 +
* removed unused pathfinding tiles
 +
|
 +
|
 
|-
 
|-
| <samp>Gil_Slime Charmer Ring</samp>
+
| <samp>Maps/SandyHouse</samp>
| <samp>Gil_Slimes</samp>
+
| &#32;
 +
* added <samp>LocationContext</samp> map property
 +
| '''✘ broken'''
 +
|
 
|-
 
|-
| <samp>Gil_Savage Ring</samp>
+
| <samp>Maps/ScienceHouse</samp><br /><samp>Maps/SebastianRoom</samp>
| <samp>Gil_Shadows</samp>
+
| &#32;
 +
* removed unused pathfinding tiles
 +
|
 +
|
 
|-
 
|-
| <samp>Gil_Vampire Ring</samp>
+
| <samp>Maps/SeedShop</samp>
| <samp>Gil_Bats</samp>
+
| &#32;
 +
* removed unused tile properties
 +
* removed unused pathfinding tiles
 +
|
 +
|
 
|-
 
|-
| <samp>Gil_Skeleton Mask</samp>
+
| <samp>Maps/Sewer</samp>
| <samp>Gil_Skeletons</samp>
+
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Gil_Insect Head</samp>
+
| <samp>Maps/Shed</samp><br /><samp>Maps/Shed2</samp>
| <samp>Gil_Insects</samp>
+
| &#32;
 +
* added <samp>FloorIDs</samp> and <samp>WallIDs</samp> map properties
 +
| '''✘ broken'''
 +
|
 
|-
 
|-
| <samp>Gil_Hard Hat</samp>
+
| <samp>Maps/SkullCave</samp>
| <samp>Gil_Duggy</samp>
+
| &#32;
 +
* added <samp>LocationContext</samp> map property
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Gil_Burglar's Ring</samp>
+
| <samp>Maps/SlimeHutch</samp>
| <samp>Gil_DustSpirits</samp>
+
| &#32;
 +
* removed unused tile property
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>Gil_Crabshell Ring</samp>
+
| <samp>Maps/spousePatios</samp>
| <samp>Gil_Crabs</samp>
+
| &#32;
 +
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>Gil_Arcane Hat</samp>
+
| <samp>Maps/spring_outdoorsTileSheet</samp><br /><samp>Maps/summer_outdoorsTileSheet</samp><br /><samp>Maps/fall_outdoorsTileSheet</samp><br /><samp>Maps/winter_outdoorsTileSheet</samp>
| <samp>Gil_Mummies</samp>
+
| &#32;
 +
* pet bowl moved to <samp>Buildings/Pet Bowl</samp>
 +
| ✓ mostly unaffected
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Gil_Knight's Helmet</samp>
+
| <samp>Maps/Submarine</samp>
| <samp>Gil_Dinos</samp>
+
| &#32;
 +
* removed unused tile property
 +
|
 +
|
 
|-
 
|-
| <samp>Gil_Napalm Ring</samp>
+
| <samp>Maps/Sunroom</samp>
| <samp>Gil_Serpents</samp>
+
| &#32;
 +
* added <samp>IsGreenhouse</samp map property
 +
| '''✘ broken'''
 +
|
 
|-
 
|-
| <samp>Gil_Telephone</samp>
+
| <samp>Maps/Tent</samp>
| <samp>Gil_FlameSpirits</samp>
+
| &#32;
|}
+
* removed unused pathfinding tiles
 
+
|
===XNB impact===
+
|
Here's a summary of the XNB files which changed in Stardew Valley 1.6. This doesn't include new files (since they won't impact existing mods), or changes in non-English files.
  −
 
  −
Shorthand:
  −
* 'broken' means removing new content or potentially important changes, or potentially causing significant display bugs. This is a broad category — the game may work fine without it or crash, depending how it uses that specific content.
  −
* 'mostly unaffected' means mods will only be affected if they edit specific entries or fields.
  −
* Blank means no expected impact for the vast majority of mods.
  −
 
  −
XNB mods are disproportionately affected since (a) they replace the entire file and (b) they're loaded through the MonoGame content pipeline which is less tolerant of format changes.
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! content file
+
| <samp>Maps/Town</samp>
! changes
+
| &#32;
! XNB
+
* updated [[#Custom garbage cans|garbage can IDs]] (backwards-compatible)
! Content Patcher
+
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>Buildings/houses</samp>
+
| <samp>Maps/Town-Christmas</samp>
| fixed missing pixels
+
| &#32;
| ✘ will remove changes
+
* updated for festival shops now in <samp>Data/Shops</samp>
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Abigail</samp><br /><samp>Characters/Dialogue/Alex</samp><br /><samp>Characters/Dialogue/Caroline</samp><br /><samp>Characters/Dialogue/Demetrius</samp>
+
| <samp>Maps/Town-DogHouse</samp>
| fixed typos
+
| &#32;
| will remove changes
+
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Town-EggFestival</samp>
 +
| &#32;
 +
* updated for festival shops now in <samp>Data/Shops</samp>
 +
* fixed Elliott appearing twice during egg hunt
 +
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Emily</samp>
+
| <samp>Maps/Town-Fair</samp>
| fixed typos, updated <samp>%revealtaste</samp> format (backwards-compatible)
+
| &#32;
| ✘ will remove changes
+
* removed unused map/tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Town-Halloween</samp>
 +
| &#32;
 +
* updated for festival shops now in <samp>Data/Shops</samp>
 +
* removed unused map/tile properties
 +
* removed unused pathfinding tiles
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
| '''broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Gus</samp><br /><samp>Characters/Dialogue/Haley</samp><br /><samp>Characters/Dialogue/Jodi</samp>
+
| <samp>Maps/Town-Theater</samp><br /><samp>Maps/Town-TheaterCC</samp><br /><samp>Maps/Town-TrashGone</samp>
| fixed typos
+
| &#32;
 +
* removed unused tile properties
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Trailer</samp>
 +
| &#32;
 +
* removed unused tile property
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Trailer_big</samp>
 +
| &#32;
 +
* removed unused pathfinding tiles
 +
|
 +
|
 +
|-
 +
| <samp>Maps/Tunnel</samp>
 +
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* removed unused map property
 
| ✘ will remove changes
 
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Lewis</samp>
+
| <samp>Maps/WitchHut</samp>
| updated <samp>%revealtaste</samp> format (backwards-compatible)
+
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 
| ✘ will remove changes
 
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/Linus</samp><br /><samp>Characters/Dialogue/MarriageDialogueAbigail</samp><br /><samp>Characters/Dialogue/MarriageDialogueElliott</samp>
+
| <samp>Maps/WitchSwamp</samp>
| fixed typos
+
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 
| ✘ will remove changes
 
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/MarriageDialogueEmily</samp>
+
| <samp>Maps/WitchWarpCave</samp>
| changed <samp>spring_Maru</samp> key to <samp>spring_Emily</samp>, fixed typos
+
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 
| ✘ will remove changes
 
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/Dialogue/MarriageDialogueMaru</samp><br /><samp>Characters/Dialogue/MarriageDialoguePenny</samp><br /><samp>Characters/Dialogue/MarriageDialogueSam</samp><br /><samp>Characters/Dialogue/Maru</samp><br /><samp>Characters/Dialogue/Pierre</samp><br /><samp>Characters/Dialogue/Robin</samp><br /><samp>Characters/Dialogue/Sam</samp><br /><samp>Characters/Dialogue/Sebastian</samp>
+
| <samp>Maps/WizardHouse</samp>
| fixed typos
+
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* removed unused pathfinding tiles
 
| ✘ will remove changes
 
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Characters/schedules/Elliott</samp>
+
| <samp>Maps/WizardHouseBasement</samp>
| fixed order of <samp>Fri_6</samp> and <samp>Fri</samp> entries
+
| &#32;
 +
* moved <samp>Music</samp> property into <samp>Data/Locations</samp>
 +
* removed unused map property
 
| ✘ will remove changes
 
| ✘ will remove changes
 +
| ✓ mostly unaffected
 +
|-
 +
| <samp>Maps/Woods</samp>
 +
| &#32;
 +
* removed unused tile property
 +
* standardized <samp>T</samp> for boolean tile property values (backwards-compatible)
 
|
 
|
|-
  −
| <samp>Characters/schedules/Lewis</samp>
  −
| fixed <samp>winter_Sun</samp> schedule
  −
| ✘ will remove changes
   
|
 
|
 
|-
 
|-
| <samp>Characters/schedules/Maru</samp>
+
| <samp>Minigames/boatJourneyMap</samp>
| fixed <samp>summer_Mon</samp> and <samp>summer_Sun</samp> schedules
+
| &#32;
| ✘ will remove changes
+
* asset replaced by redrawn seasonal variants like <samp>fall_boatJourneyMap</samp>
|
+
| '''broken'''
 +
| '''✘ broken'''
 
|-
 
|-
| <samp>Characters/schedules/Penny</samp>
+
| <samp>Strings/Characters</samp>
| fixed <samp>summer_Sun</samp> schedule
+
| &#32;
| ✘ will remove changes
+
* added new entries
 +
| '''broken'''
 
|
 
|
 
|-
 
|-
| <samp>Characters/shirts</samp><br /><samp>Characters/WeddingOutfits</samp>
+
| <samp>Strings/BundleNames</samp>
| asset removed (they were unused)
+
| &#32;
 +
* removed unused entries
 
|
 
|
 
|
 
|
 
|-
 
|-
| <samp>Data/AquariumFish</samp>
+
| <samp>Strings/Characters</samp>
| [[#Custom items|changed key type]], added hat position for [[Sea Urchin]]
+
| &#32;
 +
* added new entries
 +
* removed unused entry
 
| '''✘ broken'''
 
| '''✘ broken'''
 
|
 
|
 
|-
 
|-
| <samp>Data/BigCraftablesInformation</samp>
+
| <samp>Strings/credits</samp>
| asset removed (replaced by [[#Custom big craftables|<samp>Data/BigCraftables</samp>]]: migrated to data model format, [[#Custom items|changed key type]])
+
| &#32;
| '''✘ broken'''
+
* updated for 1.6
| '''✘ likely broken'''
+
* various changes
 +
| ✘ will remove changes
 +
| ✘ will remove changes
 +
|-
 +
| <samp>Strings/Events</samp>
 +
| &#32;
 +
* moved [[#Dialogue changes|flower dance dialogue]] for Emily and Shane to their NPC dialogue files
 +
| ✓ mostly unaffected
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/Blueprints</samp>
+
| <samp>Strings/FarmAnimals</samp>
| asset removed (replaced by [[#Custom buildings|<samp>Data/Buildings</samp>]])
+
| &#32;
| '''✘ broken'''
+
* added new entries
 
| '''✘ broken'''
 
| '''✘ broken'''
 +
|
 
|-
 
|-
| <samp>Data/Boots</samp>
+
| <samp>Strings/Lexicon</samp>
| [[#Custom items|changed key type]], added display name
+
| &#32;
| '''✘ broken'''
+
* removed unused entries
| '''✘ likely broken'''
+
|
 +
|
 
|-
 
|-
| <samp>Data/Bundles</samp>
+
| <samp>Strings/Locations</samp>
| can no longer omit empty fields before display name, added display name field in English, removed meat items in animal bundle
+
| &#32;
 +
* added new entries
 +
* added placeholder to <samp>BusStop_BuyTicketToDesert</samp>
 +
* renamed <samp>BoatTunnel_BuyTicket</samp> to <samp>BuyTicket</samp>
 +
* updated how Professor Snail's name is translated, removed unused entries
 +
* fixed typos
 
| '''✘ broken'''
 
| '''✘ broken'''
| '''✘ likely broken'''
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/ClothingInformation</samp>
+
| <samp>Strings/NPCNames</samp>
| asset removed (replaced by [[#Custom pants|<samp>Data/Pants</samp>]] and [[#Custom shirts|<samp>Data/Shirts</samp>]])
+
| &#32;
 +
* added new entries
 +
* removed unused entry
 
| '''✘ broken'''
 
| '''✘ broken'''
| '''✘ likely broken'''
+
|
 +
|-
 +
| <samp>Strings/Notes</samp>
 +
| &#32;
 +
* trimmed trailing whitespace
 +
|
 +
|
 
|-
 
|-
| <samp>Data/ConcessionTastes</samp>
+
| <samp>Strings/Objects</samp>
| [[#Custom movie concessions|added new required fields (<samp>Texture</samp> and <samp>SpriteIndex</samp>)]], added automatic <samp>ID</samp> field
+
| &#32;
 +
* added new entries
 +
* removed unused entries
 
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected<br /><small>(✘ broken if they add new concessions)</small>
+
|
 
|-
 
|-
| <samp>Data/CookingRecipes</samp>
+
| <samp>Strings/schedules/Caroline</samp>
| no longer has per-language versions, removed display names (now default to item name)
+
| &#32;
| ✘ will remove changes
+
* fixed typo
 +
| ✘ will remove changes  
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/CraftingRecipes</samp>
+
| <samp>Strings/SpecialOrderStrings</samp>
| no longer has per-language versions, added <samp>default</samp> unlock condition, removed display names (now default to item name), fixed typo in Cookout Kit entry
+
| &#32;
| '''✘ broken'''
+
* renamed ''Dust Spirits'' to ''Dust Sprites''
 +
* fixed typos
 +
| ✘ will remove changes
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/Crops</samp>
+
| <samp>Strings/StringsFromCSFiles</samp>
| [[#Custom crops|completely overhauled]]
+
| &#32;
| '''✘ broken'''
+
* added new entries
| '''✘ broken'''
+
* removed unused entries
|-
+
* reworked <samp>FarmComputer_*</samp> translations
| <samp>Data/Events/Farm</samp>
+
* merged some gendered translations
| updated pet event to support custom pet types
+
* merged <samp>ItemDeliveryQuest.cs.13533</samp> into <samp>ItemDeliveryQuest.cs.13534</samp>–<samp>13536</samp>
 +
* changed some player names from <samp>{0}</samp> to <samp>@</samp>
 +
* fixed typo
 
| '''✘ broken'''
 
| '''✘ broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/Events/FishShop</samp>
+
| <samp>Strings/StringsFromMaps</samp>
| fixed typos
+
| &#32;
 +
* fixed typos
 +
* removed unused entries
 
| ✘ will remove changes
 
| ✘ will remove changes
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/Forest</samp>
  −
| fixed typos, updated Jas <samp>faceDirection</samp> command for sewer event
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/IslandHut</samp>
  −
| updated how Leo's name is translated
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/IslandNorth</samp>
  −
| updated quote format
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected<br /><small>(✘ likely broken if they edit the <samp>6497421</samp> event)</small>
  −
|-
  −
| <samp>Data/Events/IslandSouth</samp>
  −
| changed event music field from blank to <samp>none</samp> (backwards-compatible)
  −
|
  −
|
  −
|-
  −
| <samp>Data/Events/LeahHouse</samp>
  −
| fixed <samp>move</samp> command format in Leah's 2-heart event
  −
| '''✘ broken'''
   
|  
 
|  
 
|-
 
|-
| <samp>Data/Events/Mountain</samp>
+
| <samp>Strings/UI</samp>
| fixed broken dialogue in Maru's 14-heart event, fixed typos
+
| &#32;
| ✘ will remove changes
+
* added new entries
| ✓ mostly unaffected
+
* added placeholder for cabin count in <samp>Character_CoopHelpString</samp>
|-
+
* fixed typos
| <samp>Data/Events/Saloon</samp><br /><samp>Data/Events/SebastianRoom</samp>
+
* removed unused entries
| fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/Town</samp>
  −
| fixed <samp>warp</samp> command format in community center completed event, fixed typos
   
| '''✘ broken'''
 
| '''✘ broken'''
 
| ✓ mostly unaffected
 
| ✓ mostly unaffected
|-
+
|}
| <samp>Data/FarmAnimals</samp>
+
 
| [[#Custom farm animals|completely overhauled]]
+
====Removed unused assets====
| '''✘ broken'''
+
Stardew Valley 1.6 deletes assets which weren't used by the game. Mods usually aren't affected by this.
|
+
 
|-
+
Removed assets:
| <samp>Data/Festivals/fall27</samp>
+
* <samp>Characters/Dana</samp>
| removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
+
* <samp>Characters/Dick</samp>
|
+
* <samp>Characters/femaleRival</samp>
|
+
* <samp>Characters/maleRival</samp>
|-
+
* <samp>Characters/shirts</samp>
| <samp>Data/Festivals/spring13</samp>
+
* <samp>Characters/WeddingOutfits</samp>
| migrated to new <samp>warpFarmers</samp> command, removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]]), fixed typos
+
* <samp>Data/TV/InterviewShow</samp>
| '''✘ broken'''
+
* <samp>Effects/BrightWhite</samp>
| ✓ mostly unaffected<br /><small>(✘ broken if they edit event script fields)</small>
+
* <samp>Fonts/tinyFontBorder</samp>
|-
+
* <samp>Maps/Cabin</samp>
| <samp>Data/Festivals/spring24</samp><br /><samp>Data/Festivals/summer11</samp><br /><samp>Data/Festivals/summer28</samp><br /><samp>Data/Festivals/winter8</samp>
+
* <samp>Maps/Cabin1</samp>
| migrated to new <samp>warpFarmers</samp> command, removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
+
* <samp>Maps/Cabin1_marriage</samp>
| '''✘ broken'''
+
* <samp>Maps/Cabin2</samp>
| ✓ mostly unaffected<br /><small>(✘ broken if they edit event script fields)</small>
+
* <samp>Maps/Cabin2_marriage</samp>
|-
+
* <samp>Maps/Island_Boulder_Removed</samp>
| <samp>Data/Festivals/winter25</samp>
+
* <samp>Maps/qiNutRoom_tilesheet_0</samp>
| removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
+
* <samp>Maps/spring_outrdoorsTileSheet_lightergrass</samp>
|
+
* <samp>Portraits/Dobson</samp>
|
+
* <samp>TerrainFeatures/DiggableWall_basic</samp>
|-
+
* <samp>TerrainFeatures/DiggableWall_basic_dark</samp>
| <samp>Data/Fish</samp>
+
* <samp>TerrainFeatures/DiggableWall_frost</samp>
| no longer has per-language versions, [[#Custom items|changed key type]], field 13 now refers to whether fish can be tutorial catch
+
* <samp>TerrainFeatures/DiggableWall_frost_dark</samp>
| '''✘ broken'''
+
* <samp>TerrainFeatures/DiggableWall_lava</samp>
| ✘ likely broken
+
* <samp>TerrainFeatures/DiggableWall_lava_dark</samp>
|-
+
* <samp>TerrainFeatures/Quartz</samp>
| <samp>Data/FishPondData</samp>
  −
| added required <samp>Id</samp> field, added optional <samp>Precedence</samp> field, [[#Custom items|changed <samp>ItemId</samp> field type]], moved fallback entries to bottom
  −
| '''✘ broken'''
  −
| ✘ likely broken
  −
|-
  −
| <samp>Data/fruitTrees</samp>
  −
| [[#Custom fruit trees|completely overhauled]]
  −
| '''✘ broken'''
  −
| '''✘ broken'''
  −
|-
  −
| <samp>Data/Furniture</samp>
  −
| [[#Custom items|changed key type]], can no longer omit empty fields before display name, added display name field in English
  −
| '''✘ broken'''
  −
| '''✘ likely broken'''
  −
|-
  −
| <samp>Data/hats</samp>
  −
| [[#Custom items|changed key type]], can no longer omit empty fields before display name, added display name field in English
  −
| '''✘ broken'''
  −
| '''✘ likely broken'''
  −
|-
  −
| <samp>Data/Locations</samp>
  −
| [[#Custom locations|completely overhauled]]
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Data/mail</samp>
  −
| migrated to <samp>%item id</samp> (backwards-compatible), removed unused tax entries, fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Monsters</samp>
  −
| renamed ''Dust Spirit'' to ''Dust Sprite''
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Movies</samp>
  −
| added optional <samp>CustomFields</samp> and <samp>Textures</samp> fields
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Data/MoviesReactions</samp>
  −
| added automatic <samp>ID</samp> field, fixed typo
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/NPCDispositions</samp>
  −
| asset removed (replaced by [[#Custom NPCs|<samp>Data/Characters</samp>]])
  −
| '''✘ broken'''
  −
| '''✘ broken'''
  −
|-
  −
| <samp>Data/ObjectContextTags</samp>
  −
| added new entries & tags
  −
| '''✘ broken'''
  −
| mostly unaffected<br /><small>(for content packs using best practices like appending<br />values, or which only edit their own items)</small>
  −
|-
  −
| <samp>Data/ObjectInformation</samp>
  −
| asset removed (replaced by [[#Custom objects|<samp>Data/Objects</samp>]]: migrated to data model format, added new entries, added more fields, adjusted [[#Other item changes|litter items]], [[#Custom items|changed key type]], fixed typos)
  −
| '''✘ broken'''
  −
| '''✘ broken'''
  −
|-
  −
| <samp>Data/PainData</samp>
  −
| fixed trailing slash in <samp>Deluxe Barn</samp> entry
  −
|
  −
|
  −
|-
  −
| <samp>Data/Quests</samp>
  −
| changed item fields to use item IDs (backwards-compatible), changed key type to string, fixed typo
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/RandomBundles</samp>
  −
| add optional <samp>ID</samp> field
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/SecretNotes</samp>
  −
| updated <samp>%revealtaste</samp> format (backwards-compatible)
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/SpecialOrders</samp>
  −
| changed type of <samp>Repeatable</samp> and <samp>Duration</samp> fields, added optional <samp>CustomFields</samp> and <samp>Conditions</samp> fields
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Data/TailoringRecipes</samp>
  −
| changed to [[#Custom items|string item IDs]] (backwards-compatible), added optional <samp>ID</samp> and <samp>CraftedItemIdFeminine</samp> fields,<br />adjusted recipes for gender-variant shirts, renamed <samp>*ID</samp> to <samp>*Id</samp>
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected<br /><small>(<samp>MoveEntries</samp> may break, but fallback entries are now<br />checked last automatically)</small>
  −
|-
  −
| <samp>Data/TV/CookingChannel</samp><br /><samp>Data/TV/TipChannel</samp>
  −
| fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/weapons</samp>
  −
| [[#Custom melee weapons|completely overhauled]]
  −
| '''✘ broken'''
  −
| '''✘ likely broken'''
  −
|-
  −
| <samp>Effects/BrightWhite</samp>
  −
| asset removed
  −
|
  −
|
  −
|-
  −
| <samp>LooseSprites/Cursors</samp>
  −
| new sprites in empty area, moved mailbox to <samp>Buildings/Mailbox</samp>
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>LooseSprites/Cursors2</samp>
  −
| new sprite in empty area
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Maps/AnimalShop</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/ArchaeologyHouse</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Barn</samp><br /><samp>Maps/Barn2</samp>
  −
| removed unused map properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Barn3</samp>
  −
| added <samp>AutoFeed</samp> map property, removed unused map properties
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Maps/BathHouse_Entry</samp><br /><samp>Maps/BathHouse_MensLocker</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/BathHouse_Pool</samp>
  −
| removed unused map & tile properties, removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/BathHouse_WomensLocker</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Beach</samp>
  −
| removed unused map properties, removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Beach-Jellies</samp><br /><samp>Maps/Beach-Luau</samp><br /><samp>Maps/Beach-NightMarket</samp>
  −
| updated for festival shops now in <samp>Data/Shops</samp>, removed unused map/tile properties, removed unused pathfinding tiles
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Maps/Blacksmith</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/BusStop</samp>
  −
| removed unused map/tile properties, removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Cabin</samp><br /><samp>Maps/Cabin1</samp><br /><samp>Maps/Cabin1_marriage</samp><br /><samp>Maps/Cabin2</samp><br /><samp>Maps/Cabin2_marriage</samp>
  −
| removed assets (they were unused)
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Caldera</samp>
  −
| removed unused map property
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Club</samp>
  −
| added <samp>LocationContext</samp> map property
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Maps/Coop</samp><br /><samp>Maps/Coop2</samp>
  −
| removed unused map properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Coop3</samp>
  −
| removed unused map properties, added <samp>AutoFeed</samp> map property
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Maps/Desert</samp>
  −
| added <samp>LocationContext</samp> map property, removed unused map/tile properties, removed unused pathfinding tiles
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Maps/ElliottHouse</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Farm</samp><br /><samp>Maps/Farm_Combat</samp><br /><samp>Maps/Farm_Fishing</samp><br /><samp>Maps/Farm_Foraging</samp><br /><samp>Maps/Farm_FourCorners</samp><br /><samp>Maps/Farm_Island</samp><br /><samp>Maps/Farm_Mining</samp>
  −
| &#32;
  −
* added new tilesheet;
  −
* added <samp>PetBowlLocation</samp> map property (for <samp>Maps/Four_Corners</samp> and <samp>Farm/Island</samp> only);
  −
* significant tile & tile property changes;
  −
* removed farmhouse + pet bowl areas (now moveable);
  −
* removed unused map/tile properties;
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Maps/Farm_Greenhouse_Dirt</samp><br /><samp>Maps/Farm_Greenhouse_Dirt_FourCorners</samp>
  −
| removed unused map properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/FarmHouse</samp>
  −
| removed unused map properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/FarmHouse_Bedroom_Normal</samp><br /><samp>Maps/FarmHouse_Bedroom_Open</samp><br /><samp>Maps/FarmHouse_Cellar</samp><br /><samp>Maps/FarmHouse_ChildBed_0</samp><br /><samp>Maps/FarmHouse_ChildBed_1</samp><br /><samp>Maps/FarmHouse_CornerRoom_Add</samp><br /><samp>Maps/FarmHouse_CornerRoom_Remove</samp><br /><samp>Maps/FarmHouse_SouthernRoom_Add</samp><br /><samp>Maps/FarmHouse_SouthernRoom_Remove</samp><br /><samp>Maps/FarmHouse1</samp><br /><samp>Maps/FarmHouse1_marriage</samp><br /><samp>Maps/FarmHouse2</samp><br /><samp>Maps/FarmHouse2_marriage</samp>
  −
| removed unused map properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/FishShop</samp>
  −
| fixed broken <samp>DayTiles</samp> and <samp>NightTiles</samp> values, removed unused pathfinding tiles
  −
| ✘ will remove changes
  −
|
  −
|-
  −
| <samp>Maps/Forest</samp>
  −
| removed unused map/tile properties, removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Forest-FlowerFestival</samp>
  −
| updated for festival shops now in <samp>Data/Shops</samp>, removed unused map properties
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Maps/Forest-IceFestival</samp>
  −
| updated for festival shops now in <samp>Data/Shops</samp>, fixed warp positions, removed unused map/tile properties, removed unused pathfinding tiles
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Maps/Forest-SewerClean</samp>
  −
| removed unused map/tile properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/HaleyHouse</samp><br /><samp>Maps/HarveyRoom</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Hospital</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Island_Bridge_Broken</samp><br /><samp>Maps/Island_Bridge_Repaired</samp><br /><samp>Maps/Island_House_Cave</samp>
  −
| removed unused map properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Island_N</samp>
  −
| update walnut bush tile so it still works in 1.6, removed unused tile property
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Maps/Island_N_Trader</samp><br /><samp>Maps/Island_Secret</samp><br /><samp>Maps/Island_W</samp>
  −
| removed unused tile property
  −
|
  −
|
  −
|-
  −
| <samp>Maps/IslandFarmHouse</samp>
  −
| removed unused tile properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/JojaMart</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/JoshHouse</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/LeahHouse</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/ManorHouse</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/MarnieBarn</samp><br /><samp>Maps/Mine</samp>
  −
| removed unused map properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Mountain</samp>
  −
| removed unused map properties, removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Mountain-BridgeFixed</samp><br /><samp>Maps/Mountain_Shortcuts</samp>
  −
| removed unused map properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/MovieTheaterScreen</samp>
  −
| updated for tilesheet changes
  −
| ✘ broken visuals (e.g. missing chairs)
  −
| ✓ mostly unaffected<br /><small>(✘ broken visuals if they edit the affected tiles)</small>
  −
|-
  −
| <samp>Maps/MovieTheaterScreen_TileSheet</samp>
  −
| improved light cone, moved chair sprite to make room for new light cone
  −
| ✘ broken visuals (e.g. missing chairs)
  −
| ✓ mostly unaffected<br /><small>(✘ broken visuals if they edit the affected sprites)</small>
  −
|-
  −
| <samp>Maps/paths</samp>
  −
| added icon for [[#Custom wild trees|custom wild tree spawn]], removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/qiNutRoom_tilesheet_0</samp>
  −
| removed asset (unused)
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Railroad</samp>
  −
| removed unused map property, removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Saloon</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/SamHouse</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/SandyHouse</samp>
  −
| added <samp>LocationContext</samp> map property
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Maps/ScienceHouse</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/SebastianRoom</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/SeedShop</samp>
  −
| removed unused tile properties, removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Shed</samp>
  −
| added <samp>FloorIDs</samp> and <samp>WallIDs</samp> map properties
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Maps/SkullCave</samp>
  −
| added <samp>LocationContext</samp> map property
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Maps/SlimeHutch</samp>
  −
| removed unused tile property
  −
|
  −
|
  −
|-
  −
| <samp>Maps/spousePatios</samp>
  −
| removed unused map properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/spring_outdoorsTileSheet</samp><br /><samp>Maps/summer_outdoorsTileSheet</samp><br /><samp>Maps/fall_outdoorsTileSheet</samp><br /><samp>Maps/winter_outdoorsTileSheet</samp>
  −
| Pet bowl moved to <samp>Buildings/Pet Bowl</samp>.
  −
| ✓ mostly unaffected
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Maps/Submarine</samp>
  −
| removed unused tile property
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Tent</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Town</samp>
  −
| removed unused map properties, changed to [[#Custom garbage cans|new garbage can IDs]] (backwards-compatible), removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Town-Christmas</samp>
  −
| updated for festival shops now in <samp>Data/Shops</samp>, removed unused map properties, removed unused pathfinding tiles
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Maps/Town-DogHouse</samp>
  −
| removed unused map properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Town-EggFestival</samp>
  −
| fixed Elliott appearing twice during egg hunt, updated for festival shops now in <samp>Data/Shops</samp>, removed unused map properties
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Maps/Town-Fair</samp>
  −
| removed unused map properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Town-Halloween</samp>
  −
| updated for festival shops now in <samp>Data/Shops</samp>, removed unused map properties, removed unused pathfinding tiles
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Maps/Town-Theater</samp><br /><samp>Maps/Town-TheaterCC</samp><br /><samp>Maps/Town-TrashGone</samp>
  −
| removed unused map properties
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Trailer</samp>
  −
| removed unused tile property, removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Trailer_big</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Tunnel</samp>
  −
| removed unused map property
  −
|
  −
|
  −
|-
  −
| <samp>Maps/WizardHouse</samp>
  −
| removed unused pathfinding tiles
  −
|
  −
|
  −
|-
  −
| <samp>Maps/WizardHouseBasement</samp>
  −
| removed unused map property
  −
|
  −
|
  −
|-
  −
| <samp>Maps/Woods</samp>
  −
| removed unused tile property
  −
|
  −
|
  −
|-
  −
| <samp>Strings/Buildings</samp><br /><samp>Strings/Characters</samp>
  −
| added new entries
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Strings/credits</samp>
  −
| updated credit line
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Strings/FarmAnimals</samp>
  −
| added new entries
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Strings/Locations</samp>
  −
| replaced bus price with placeholder, updated how Professor Snail's name is translated, removed unused entries, fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Strings/NPCNames</samp>
  −
| added new entries
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Strings/Objects</samp><br /><samp>Strings/schedules/Caroline</samp>
  −
| fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Strings/SpecialOrderStrings</samp>
  −
| renamed ''Dust Spirit'' to ''Dust Sprite''
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Strings/StringsFromCSFiles</samp>
  −
| added new entries, removed unused entries, fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Strings/StringsFromMaps</samp>
  −
| fixed typos
  −
| ✘ will remove changes
  −
|
  −
|-
  −
| <samp>Strings/UI</samp>
  −
| added new entries, fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|}
      
==Vanilla release notes==
 
==Vanilla release notes==
{{note box|'''These are unofficial release notes for the 1.6 mod author alpha.'''<br />The [https://twitter.com/ConcernedApe new content announced by ConcernedApe] hasn't been revealed yet and isn't listed below.|type=warning}}
+
''Moved to [[Version History#1.6]].''
 
  −
This is a draft for the [[Version History]] section when 1.6 is released. Feel free to edit or suggest anything that was missed.
  −
 
  −
<blockquote>
  −
<big>'''1.6.0'''</big><br />
  −
Stardew Valley 1.6.0 was released to the Steam beta branch on XX XX 20XX, and released on XX XXXX 20XX.
  −
 
  −
; New features
  −
:* The world map now shows your actual position within the world in real-time (instead of showing you at a fixed point for each location). In multiplayer, you'll see other players' position in real-time too. This currently doesn't apply in [[Cindersap Forest]] or [[Pelican Town]], since their drawn map is too different from the real location.
  −
:* The farmhouse and pet bowl can now be moved through Robin's menu.
  −
:* The [[Farm Computer|farm computer]] can now be used anywhere to see a summary of that location, instead of only the farm.
  −
:* The [[Mini-Jukebox|mini-jukebox]] can now be used on the [[Ginger Island]] farm.
  −
 
  −
; Balance changes
  −
:* You can no longer lose the Golden Scythe, Infinity weapons, or tools when dying.
  −
:* Added [[wikipedia:Coyote time|grace jumps]] in Junimo Kart: when you run off the track, you can still jump for a short time to recover.
  −
:* Increased the [[Forge#Enchantments|shaving enchantment]]'s effect on [[Crops#Giant Crops|giant crops]].<br /><small>Each giant crop now has a 60% chance of dropping an extra six crops while the shaving enchantment is equipped, spread across the number of hits needed to break it. For example, a base axe which breaks the giant crop in three hits gets three 20% chances of dropping 2 crops.</small>
  −
:* The [[The Cave|mushroom cave]] now provides mushrooms every second day. It was unintentionally changed to daily in Stardew Valley 1.5.
  −
:* Randomization no longer produces simple repeating patterns in many cases (e.g. clay farming, mushroom level prediction, crab pot fish offset, etc).<br /><small>You can enable "Use Legacy Randomization" in the [[Options|advanced save options]] to use the old randomization, though some specific patterns may still change due to the underlying changes. That option is mainly intended for speedrunners; most players should keep it disabled for the intended experience.</small>
  −
 
  −
; Quality of life changes
  −
:* Shops now have a slight delay before you can buy/sell items, to help avoid double-clicks doing it accidentally.
  −
:* Planting [[Cactus Seeds|cactus seeds]] on the farm now fails with a message, instead of the seeds dying overnight.
  −
:* [[Marnie's Ranch|Marnie's animal menu]] now shows prices in the tooltip, in case the tooltip covers the price display.
  −
:* Holding a [[Tea Sapling|tea sapling]] or [[Crops|seed]] over a [[Garden Pot|garden pot]] now shows the green/red placement tile.
  −
:* The museum reward menu now prevents picking up a reward that won't fit in your inventory.
  −
:* The museum reward menu now lets you exit while holding a reward. It'll be added to your inventory if possible, otherwise it'll drop at your feet.
  −
:* If an item menu exits while you're holding an item, the item is now always retrieved. (Previously only some item menus like chests would do it.)
  −
:* If a default farm building (like the greenhouse) is somehow removed, it'll now be rebuilt next time you load the save.
  −
:* You can no longer pick up rugs if there's something on it.
  −
:* Positional sounds now fade with distance when off-screen, instead of cutting off abruptly.
  −
:* Made more sounds positional (mainly player and tool sounds).
  −
:* Deleting a save on PC is now much faster.
  −
:* Significantly reduced save loading time when there are many custom locations.
  −
:* Performance improvements.
  −
 
  −
; Other changes
  −
:* Gender-specific clothing variants can now be worn by any gender.
  −
:* After reaching six hearts with some NPCs, they won't visit their rival love interest anymore. This affects [[Alex]] visiting [[Haley]], [[Elliott]] visiting [[Leah]], and Haley visiting Alex.
  −
:* The about page now shows the build number.
  −
:* The about page no longer hides the version if a tip message is shown.
  −
:* The [[Ginger Island#Gem Birds|Ginger Island shrine]] item pedestals are now normal items. Modded players can spawn them to display items decoratively (though they're not obtainable in vanilla currently).
  −
:* Fixed some NPC schedules not being applied:
  −
:** [[Lewis]] visiting the library on winter Sundays;
  −
:** [[Maru]] and [[Penny]] hanging out on summer Sundays;
  −
:** and [[Maru]] tinkering on summer Mondays.
  −
 
  −
; Fixes for gameplay
  −
:* Fixed issues with buffs:
  −
:** Fixed a range of bugs like attribute drift and double-debuff.
  −
:** Fixed food/drink buffs discarded if they have a balanced total of effects (e.g. +2 attack and -2 speed).
  −
:** Fixed negative custom buffs shown with a double-negative (e.g. "--2 speed").
  −
:** Fixed Squid Ink Ravioli buff not remaining active if another food buff is added later (although the buff icon was still shown).
  −
:** Fixed Squid Ink Ravioli not resetting the buff duration when you eat another one, unlike other food buffs.
  −
:** Fixed Squid Ink Ravioli description having an extra blank line.
  −
:** Fixed Burnt not showing the -3 Attack effect.
  −
:* Fixed unable to leave the [[Festival of Ice]] until it ends.
  −
:* Fixed player stuck in swimsuit if they collapse from damage while wearing it.
  −
:* Fixed gates popping off when closing them while the player overlaps the tile.
  −
:* Fixed broken event if the player is defeated in the mines and their name contains a slash.
  −
:* Fixed fishing crash if a treasure chest appears while the player has a large number of stacked fishing buffs.
  −
:* Fixed issue where breaking a [[Bee House|bee house]] containing honey would drop a generic "Honey" item, instead of the flavored honey it would produce when harvested.
  −
:* Fixed issue where using the [[Rain Totem|rain totem]] during a storm would make the next day stormy too, instead of rainy.
  −
:* Fixed issue where you could clear a forest-themed [[The Mines|mine level]] without finding a ladder.
  −
:* Fixed [[Magic Bait|magic bait]] disabling some fish area checks (e.g. so you could catch river fish in the forest pond).
  −
:* Fixed random seeds on [[Ginger Island]] being based on the valley's season.
  −
:* Fixed dropped tools not recovered if they're inside a constructed building.
  −
:* Fixed potted [[Tea Bush|tea bushes]] planted in town not being harvestable.
  −
:* Fixed [[Wedding Ring|wedding rings]] being giftable to NPCs.
  −
:* Fixed exploit where you could keep temporary items like Qi Fruit by selling them to Pierre and buying them back later.
  −
 
  −
; Fixes for NPC dialogue
  −
:* Many NPCs have their own dialogue for accepting a movie invitation, but only in English. This now works in other languages too.
  −
:* Fixed some dialogues that were never shown in-game.<br /><small>Specifically a line in Maru's 14-heart event, three dialogues from Sam related to Kent<!--Thu6_1, Thu6_2, summer_Thu6_1-->, two randomized dialogues when an NPC buys an item you sold to a shop, and two speech bubbles from Marnie/Robin when you enter their shop building.</small>
  −
:* Fixed Lewis not congratulating female farmers after their wedding.
  −
:* Fixed Lewis skipping his final dialogue at the [[Festival of Ice]] on subsequent player wins.
  −
:* Fixed the [[Stardew Valley Fair|fortune teller]] nearly always showing the text for your combat skill, instead of your highest skill.
  −
:* Fixed issue where an NPC who bought an iridium-quality item you sold to a shop could show a low-item-quality dialogue for it.
  −
:* Fixed [[Abigail#Fourteen Hearts|monster grave text]] only shown in English.
  −
 
  −
; Fixes for visual or cosmetic issues
  −
:* The submerged [[fishing]] bobber is now recolored automatically to match the water.
  −
:* Fixed cursor over NPCs sometimes showing a gift icon when they won't accept or react to the held item.
  −
:* Fixed [[Quality Fertilizer|quality fertilizer]] showing a green tile on sprouted crops, even though it can't be placed there.
  −
:* Fixed the <code>!</code> fish bite icon not shown when fishing in the [[Stardew Valley Fair]] and [[Festival of Ice]].
  −
:* Fixed some in-game error messages not having an error icon.
  −
:* Fixed inventory & crafting menus misaligned if you resize the window while they're open.
  −
:* Fixed fruit tree leaves not rustling in winter even if they're in a non-seasonal location like the [[greenhouse]].
  −
:* Fixed weeds being less varied than intended in summer.
  −
:* Fixed intro cutscene position not adjusted when the farmhouse is moved by a mod.
  −
:* Fixed cosmetic issues with the title & shipping screens for higher-resolution displays.
  −
:* Fixed calendar tooltip when a modded festival and birthday occur on the same day.
  −
:* Fixed beds or chests that were hidden for an event not reappearing afterwards.
  −
:* Fixed pre-built cabins sometimes placed on top of a bush or log.
  −
:* Fixed furniture drawn over sitting players if it has no front texture.
  −
:* Fixed the [[forge]] preview always showing soul level one for a [[Galaxy Soul|galaxy soul]] forge.
  −
:* Fixed many things on [[Ginger Island]] applying the valley's season or weather (including [[Fiber Seeds|fiber seeds]], [[Seasonal Decor|seasonal decor]], [[Seasonal Plant|seasonal plants]], [[Tea Bush|tea bushes]], and [[Tub o' Flowers|tubs o' flowers]]).
  −
:* Fixed [[Options|advanced save option]] tooltips being able to extend off-screen, and not shown for some field labels.
  −
:* Fixed Elliott appearing twice during the [[Egg Festival|egg hunt]].
  −
:* Fixed bombs being invisible when placed on [[The Summit|the summit]].
  −
 
  −
; Fixes for display text and localization
  −
:* Spanish prices are now formatted like ''15o'' instead of ''15g'' to match the translated term (''oro'' instead of ''gold'').
  −
:* Fixed ''many'' issues in dialogue, events, and other display text (including typos, broken tokens, translations that don't match the original, etc).
  −
:* Fixed NPC name translations applied to horses/pets that share a name with that NPC.
  −
:* Fixed unlocalized text shown for...
  −
:** the building paint menu's region names (like "Roof" or "Trim");
  −
:** NPC names in some movie theater dialogue;
  −
:** Professor Snail's name after his first event;
  −
:** Leo's name in his introductory event for some languages;
  −
:** fish names for some languages in certain cases;
  −
:** the 'Miss' text when an attack misses.
  −
:* Fixed random name generator able to produce words similar to certain slurs.
  −
:* Fixed [[Dust Sprite|dust sprites]] called ''dust spirits'' in Clint's special order and the summit cutscene.
  −
:* Fixed Lewis' letter for Feast of the Winter Star saying it starts at 10am instead of 9am.
  −
:* Fixed some recipe names not matching the items they produce.
  −
:* Fixed the hats added in 1.5 translating their internal name instead of setting the display name in some languages.
  −
:* Fixed French formatting times past midnight like "26h" instead of "02h" (e.g. on the fishing TV channel).
  −
:* Fixed French and Turkish showing broken dialogues about another NPC's gift tastes.
  −
:* Fixed German truncating Professor Snail's name in his intro event.
  −
:* Fixed Japanese and Korean formatting buff effects inconsistently.
  −
:* Fixed Korean credit line missing in other languages.
  −
:* Fixed Russian event for Professor Snail's intro freezing.
  −
 
  −
; Fixed for multiplayer
  −
:* Joining multiplayer through a Steam invite will now use the Steam servers directly, instead of the GOG servers. This may improve connection stability in some cases.
  −
:* Partly fixed an old Steam username sometimes shown to other players when you join. It's fixed when connecting through a Steam invite, still being investigated in other cases.
  −
:* Possibly fixed frequent disconnections for some players.
  −
:* Fixed [[Egg Festival|egg festival]] requiring 12 eggs to win if there are 5+ players. It now applies the four-player requirement to any player count beyond that.
  −
:* Fixed farmhands sometimes able to walk out of bounds at festivals.
  −
:* Fixed various cases where values weren't correctly synced between players.
  −
:* Fixed watered dirt edges not updated for farmhands when they change overnight.
  −
 
  −
; Fixes for modded players
  −
:* Monsters no longer [[Options#Advanced Game Options|spawn at night]] by default on custom farm types.
  −
:* Non-binary NPCs can now pathfind through any gendered route (e.g. men's or women's locker room), instead of defaulting to female routes.
  −
:* Fixed crashes when...
  −
:** loading a save with unknown locations, an invalid farm type, NPCs with no sprite texture, or null world objects.
  −
:** the farm map has no grass spawn tile and you walk through crops or grass.
  −
:** the data for an item, animal, tree, etc no longer exists.
  −
:** [[Carpenter's Shop#Painting|painting a building]] if its sprite changed to a smaller one since it was last painted.
  −
:** playing audio which doesn't exist (it now logs an error and plays a default 'quiet click' sound instead).
  −
:** a farmhand warps to a location which doesn't exist locally yet.
  −
:** an NPC can't parse its dialogue (it now logs the error and defaults to "..." instead).
  −
:** a [[Mini-Jukebox|mini-jukebox]] has an invalid track selected (it now turns off instead).
  −
:** a [[Mini-Shipping Bin|mini-shipping bin]] has null items.
  −
:** a [[Statue Of Endless Fortune|statue of endless fortune]] tries to produce a gift for an NPC whose first loved gift is a category or context tag (it now now chooses the first valid gift taste, and falls back to a non-birthday gift if none was found);
  −
:** a farm animal warps home in rare cases.
  −
:* Fixed calendar support for multiple events on the same day (including multiple weddings, multiple birthdays, birthdays on a festival day, etc).
  −
:* Fixed horses in indoor locations or [[The Mines|mine]]/[[Volcano Dungeon|volcano]] levels unable to return home.
  −
:* Fixed event setup not allowing more than 9 players.
  −
:* Fixed events not exiting correctly if they crash before the first script command.
  −
:* Fixed event errors not logged to the console.
  −
:* Fixed potential event crash if a custom NPC name contains 'farmer'.
  −
:* Fixed save loading very slowly if it has a broken outdoors location in some cases.
  −
:* Fixed some items being unremovable when spawned by players. This affects [[Incubator|incubators]], [[The Cave#Mushrooms|mushroom boxes]], [[Slime Ball|slime balls]], and three unused items (locked doors and alternate [[Wicked Statue|wicked statue]]).
  −
 
  −
; Other bug fixes
  −
:* Fixed crashes when...
  −
:** taking a screenshot on macOS if the <samp>~/.local</samp> folder doesn't exist.
  −
:** a farmhand warps just as certain things happen (e.g. pet sounds).
  −
:* Fixed able to equip a [[staircase]] as pants to obtain [[Trimmed Lucky Purple Shorts|trimmed lucky purple shorts]].
  −
:* Fixed being able to place a [[Yellow Couch|yellow couch]] in a [[loom]].
  −
:* Fixed wilderness farm spawning a stone in water.
  −
:* Fixed hilltop farm spawning grass inside of stumps.
  −
:* Fixed [[Trash Bear]] treated as a villager (e.g. it could theoretically be picked for quests).
  −
:* Fixed save folder collision if you set the save's name & seed to the same value as an existing save.
  −
:* Fixed issue where viewing a letter with multiple pages and positioning the cursor directly above the skip button could cause the next viewed event to be skipped when the A button is pressed to progress text.
  −
:* Fixed the [[Secrets#Lonely Stone|lonely stone]] map tooltip not accessible with a gamepad.
  −
:* Fixed the build number not set on Linux/macOS.
  −
 
  −
; Other changes
  −
:* See [[Modding:Migrate to Stardew Valley 1.6|changes for mod authors]].
  −
</blockquote>
      
==See also==
 
==See also==
5

edits