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}}
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===Trigger actions===
 
===Trigger actions===
: ''Main article: [[Modding: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).
 
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).
Line 121: Line 118:     
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.
 
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:
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             "Entries": {
 
             "Entries": {
 
                 "{{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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                     "Texture": "Mods/{{ModId}}/Objects",
 
                     "Texture": "Mods/{{ModId}}/Objects",
 
                     "SpriteIndex": 0
 
                     "SpriteIndex": 0
 +
                }
 
             }
 
             }
 
         },
 
         },
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                     "Texture": "Mods/{{ModId}}/Crops",
 
                     "Texture": "Mods/{{ModId}}/Crops",
 
                     "SpriteIndex": 0
 
                     "SpriteIndex": 0
 +
                }
 
             }
 
             }
 
         },
 
         },
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             "Target": "Mods/{{ModId}}/Crops, Mods/{{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}}
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</dl>
 
</dl>
   −
===Custom big craftables===
+
===Custom big craftables:===
 +
{{/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>.
 
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>.
   Line 723: 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 770: 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 854: 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"
 
|-
 
|-
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! 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.
 +
|-
 +
| <samp>DisplayName</samp><br /><samp>Description</samp>
 +
| A [[Modding:Tokenizable strings|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====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>Texture</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this rule within the current machine (it doesn't need to be unique between machines).
+
| The asset name for the spritesheet containing the weapon's sprite.
 
|-
 
|-
| <samp>Triggers</samp>
+
| <samp>SpriteIndex</samp>
| When to apply this output rule. This can list any number of triggers; the output will apply if any of them match.
+
| The index within the <samp>Texture</samp> for the weapon sprite, where 0 is the top-left sprite.
 +
|}
   −
This consists of a list of models with these fields:
+
====Stats====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
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! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>MinDamage</samp><br /><samp>MaxDamage</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this trigger within the current rule.
+
| The minimum and maximum based damage caused when hitting a monster with this weapon.
 
|-
 
|-
| <samp>Trigger</samp>
+
| <samp>Knockback</samp>
| ''(Optional)'' When this output rule applies. Defaults to <samp>ItemPlacedInMachine</samp>. The possible values are...
+
| ''(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>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]].
  −
 
  −
You can specify multiple values, like <code>"Trigger": "DayUpdate, MachinePutDown, OutputCollected"</code>.
   
|-
 
|-
| <samp>RequiredItemId</samp>
+
| <samp>Speed</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.
+
| ''(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>RequiredTags</samp>
+
| <samp>Precision</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).
+
| ''(Optional)'' Reduces the chance that a strike will miss. Default 0.
 +
|-
 +
| <samp>Defense</samp>
 +
| ''(Optional)'' Reduces damage received by the player. Default 0.
 +
|-
 +
| <samp>AreaOfEffect</samp>
 +
| ''(Optional)'' Slightly increases the area of effect. Default 0.
 
|-
 
|-
| <samp>RequiredCount</samp>
+
| <samp>CritChance</samp>
| ''(Optional)'' The required stack size for the input item, if the trigger is <samp>ItemPlacedInMachine</samp> or <samp>OutputCollected</samp>. Default 1.
+
| ''(Optional)'' The chance of a critical hit, as a decimal value between 0 (never) and 1 (always). Default 0.02.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>CritMultiplier</samp>
| ''(Optional)'' A [[Modding: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.
+
| ''(Optional)'' A multiplier applied to the base damage for a critical hit. This can be a decimal value. Default 3.
 
|}
 
|}
 +
 +
====Game logic====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 +
|-
 +
| <samp>CanBeLostOnDeath</samp>
 +
| Whether the player can [[Adventurer's Guild#Item Recovery Service|lose this tool when they die]]. Default true.
 
|-
 
|-
| <samp>OutputItem</samp>
+
| <samp>MineBaseLevel</samp><br /><samp>MineMinLevel</samp>
| 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:
+
| ''(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"
 
{| class="wikitable"
 
|-
 
|-
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! effect
 
! effect
 
|-
 
|-
| ''common fields''
+
| <samp>Projectiles</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
+
| ''(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.
   −
Notes:
+
This consists of a list of models with these fields (one projectile will fire for each entry in the list):
<ul>
  −
<li>If <samp>ItemId</samp> or <samp>RandomItemId</samp> is set to an [[Modding: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"
 
{| class="wikitable"
 
|-
 
|-
! token
+
! field
! replaced with
+
! effect
 
|-
 
|-
| <samp>DROP_IN_ID</samp>
+
| <samp>Id</samp>
| The qualified item ID for the item placed in the machine.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the projectile within the current weapon's data.
 
|-
 
|-
| <samp>DROP_IN_PRESERVE</samp>
+
| <samp>Damage</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)'' The amount of damage caused when the projectile hits a monster. Default 10.
 
|-
 
|-
| <samp>NEARBY_FLOWER_ID</samp>
+
| <samp>Explodes</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)'' Whether the projectile explodes when it collides with something. Default false.
|}
  −
</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>Bounces</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)'' The number of times the projectile can bounce off walls before being destroyed. Default 0.
 
|-
 
|-
| <samp>PreserveId</samp>
+
| <samp>MaxDistance</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 maximum tile distance the projectile can travel. Default 4.
 
|-
 
|-
| <samp>CopyColor</samp>
+
| <samp>Velocity</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)'' The speed at which the projectile moves. Default 10.
 
|-
 
|-
| <samp>CopyPrice</samp>
+
| <samp>RotationVelocity</samp>
| ''(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.
+
| ''(Optional)'' The rotation velocity. Default 32.
 
|-
 
|-
| <samp>CopyQuality</samp>
+
| <samp>TailLength</samp>
| ''(Optional)'' Whether to inherit the quality of the input item (before <samp>QualityModifiers</samp> are applied).
+
| ''(Optional)'' The length of the tail which trails behind the main projectile. Default 1.
 
|-
 
|-
| <samp>PriceModifiers</samp><br /><samp>PriceModifiers</samp>
+
| <samp>FireSound</samp><br /><samp>BounceSound</samp><br /><samp>CollisionSound</samp>
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the output item's price. Default none.
+
| ''(Optional)'' The sound played when the projectile is fired, bounces off a wall, or collides with something. All three default to none.
 
|-
 
|-
| <samp>IncrementMachineParentSheetIndex</samp>
+
| <samp>MinAngleOffset</samp><br /><samp>MaxAngleOffset</samp>
| ''(Optional)'' An amount by which to increment the machine's spritesheet index while it's processing this output. This stacks with the <samp>ShowNextIndexWhenLoaded</samp> or <samp>ShowNextIndexWhileWorking</samp> field. Default 0.
+
| ''(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>OutputMethod</samp>
+
| <samp>SpriteIndex</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 sprite index in the <samp>TileSheets/Projectiles</samp> asset to draw for this projectile. Defaults to 11 (a glowing-yellow-ball sprite).
 
  −
This must be specified in the form <samp>{{t|full type name}}: {{t|method name}}</samp> (like <samp>StardewValley.Object, Stardew Valley: OutputSolarPanel</samp>). The method must be static and match the game's <samp>MachineOutputDelegate</samp> method signature:
  −
<syntaxhighlight lang="c#">
  −
/// <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>
+
| <samp>Item</samp>
| Machine-specific data provided to the machine logic, if applicable.
+
| ''(Optional)'' The item to shoot. If set, this overrides <samp>SpriteIndex</samp>.
 
  −
For example, the cask uses this to set the aging rate for each item:
  −
<syntaxhighlight lang="js">
  −
"OutputItem": {
  −
    "OutputMethod": "StardewValley.Objects.Cask, Stardew Valley: OutputCask",
  −
    "CustomData": {
  −
        "AgingMultiplier": 4
  −
    }
  −
}
  −
</syntaxhighlight>
  −
|}
  −
|-
  −
| <samp>UseFirstValidOutput</samp>
  −
| ''(Optional)'' If multiple <samp>OutputItem</samp> entries match, whether to use the first match instead of choosing one randomly. Default false.
  −
|-
  −
| <samp>MinutesUntilReady</samp><br /><samp>DaysUntilReady</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.
  −
|-
  −
| <samp>InvalidCountMessage</samp>
  −
| ''(Optional)'' If set, overrides the machine's main <samp>InvalidCountMessage</samp> field.
  −
|-
  −
| <samp>RecalculateOnCollect</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.
  −
|}
  −
|-
  −
| <samp>AdditionalConsumedItems</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).
      
This consists of a list of models with these fields:
 
This consists of a list of models with these fields:
Line 1,017: Line 1,058:  
! effect
 
! effect
 
|-
 
|-
| <samp>ItemId</samp>
+
| ''common fields''
| The [[#Custom items|qualified or unqualified item ID]] for the required item.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
|-
+
 
| <samp>RequiredCount</samp>
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
| ''(Optional)'' The required stack size for the item matching <samp>ItemId</samp>. Default 1.
+
|}
|-
  −
| <samp>InvalidCountMessage</samp>
  −
| ''(Optional)'' If set, overrides the machine's main <samp>InvalidCountMessage</samp> field.
   
|}
 
|}
 +
 +
Note that these are magic projectiles fired when the weapon is used, they're not aimed directly like [[slingshot]] projectiles.
 
|-
 
|-
| <samp>AllowFairyDust</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' Whether the player can add [[Fairy Dust|fairy dust]] to speed up the machine. Default true.
+
| The [[#Custom data fields|custom fields]] for this entry.
|-
  −
| <samp>ReadyTimeModifiers</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.
  −
|-
  −
| <samp>ReadyTimeModifierMode</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>.
   
|}
 
|}
   −
====Behavior tweaks====
+
===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"
 
{| class="wikitable"
 
|-
 
|-
Line 1,043: Line 1,086:  
! effect
 
! effect
 
|-
 
|-
| <samp>PreventTimePass</samp>
+
| <samp>Texture</samp>
| ''(Optional)'' A list of cases when the machine should be paused, so the timer on any item being produced doesn't decrement. Possible values:
+
| The asset name for the texture containing the concession's sprite.
{| class="wikitable"
   
|-
 
|-
! value
+
| <samp>SpriteIndex</samp>
! effect
+
| The index within the <samp>Texture</samp> for the concession sprite, where 0 is the top-left sprite.
|-
  −
| <samp>Outside</samp><br /><samp>Inside</samp>
  −
| Pause when placed in an outside or inside location. For example, [[Bee House|bee houses]] don't work inside.
  −
|-
  −
| <samp>Spring</samp><br /><samp>Summer</samp><br /><samp>Fall</samp><br /><samp>Winter</samp>
  −
| Pause in the given season. For example, [[Bee House|bee houses]] don't work in winter.
  −
|-
  −
|-
  −
| <samp>Sun</samp><br /><samp>Rain</samp>
  −
| 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 [[Modding: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"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>LoadEffects</samp><br /><samp>WorkingEffects</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:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,084: Line 1,133:  
! effect
 
! effect
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>TargetContextTags</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this effect should be played. For item queries, you can check the input item (<samp>Input</samp) or output item (<samp>Target</samp>). Defaults to always true.
+
| 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:
|-
  −
| <samp>Sounds</samp>
  −
| ''(Optional)'' The audio to play. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,094: Line 1,140:  
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>Tag</samp>
| The [[#Custom audio|audio cue ID]] to play.
+
| The [[Modding:Context tags|context tag]] for the items to require.
 
|-
 
|-
| <samp>Delay</samp>
+
| <samp>Count</samp>
| ''(Optional)'' The number of milliseconds until the sound should play. Default 0.
+
| The minimum number of items matching the context tags that must be donated.
 
|}
 
|}
   −
Defaults to no sound.
+
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>Id</samp>
+
| <samp>RewardItemIsRecipe</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this rule within the current machine (it doesn't need to be unique between machines).
+
| ''(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>Texture</samp>
+
| <samp>CustomFields</samp>
| The asset name for the texture (under the game's <samp>Content</samp> folder) for the animated sprite.
+
| The [[#Custom data fields|custom fields]] for this entry.
|-
  −
| <samp>SourceRect</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.
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether to add this temporary sprite.
  −
|-
  −
| <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" ]
 +
                },
   −
====Player interaction messages====
+
                // give item when 18 minerals are donated
These only apply when the player interacts with a chest directly, instead of using a [[hopper]] or mod like {{nexus mod|1063|Automate}}.
+
                "{{ModId}}_18MineralItems": {
 
+
                    "TargetContextTags": [
{| class="wikitable"
+
                        {
|-
+
                            "Tag": "item_type_minerals",
! field
+
                            "Count": 18
! effect
+
                        },
|-
+
                    ],
| <samp>InvalidItemMessage</samp>
+
                    "RewardItemId": "(BC){{ModId}}_SuperMachine",
| ''(Optional)'' A [[Modding:Tokenizable strings|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.
+
                    "RewardItemCount": 1,
|-
+
                    "FlagOnCompletion": true
| <samp>InvalidItemMessageCondition</samp>
+
                }
| ''(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>InvalidCountMessage</samp>
+
    ]
| ''(Optional)'' A [[Modding:Tokenizable strings|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>.
+
}</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.
   −
This can use extra custom tokens:
+
====Achievements====
* <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>.
+
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).
|}
     −
====Advanced logic====
+
===Custom fruit trees===
{| class="wikitable"
+
{{/doc status|[[Modding:Fruit trees]]|done=false}}
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>InteractMethod</samp>
  −
| ''(Optional)'' A C# method invoked when the player interacts with the machine when it doesn't have output ready to harvest.
     −
This must be specified in the form <samp>{{t|full type name}}: {{t|method name}}</samp> (like <samp>StardewValley.Object, Stardew Valley: SomeInteractMethod</samp>). The method must be static and match the game's <samp>MachineInteractDelegate</samp> method signature:
+
====Data format====
<syntaxhighlight lang="c#">
+
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...
/// <summary>The method signature for a custom <see cref="MachineData.InteractMethod"/> method.</summary>
+
* The key is the [[#Custom items|unqualified item ID]] for the sapling item in <samp>Data/Objects</samp>.
/// <param name="machine">The machine instance for which to produce output.</param>
+
* The value is a model with the fields listed below.
/// <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>
  −
| ''(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.
  −
|-
  −
| <samp>IsIncubator</samp>
  −
| ''(Optional)'' Whether this machine acts as an incubator when placed in a building, so players can incubate eggs in it. Default false.
     −
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>
  −
| ''(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:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,232: Line 1,236:  
! effect
 
! effect
 
|-
 
|-
| <samp>StatName</samp>
+
| <samp>DisplayName</samp>
| The name of the stat counter field in <samp>Game1.stats</samp>. Stat names are case-insensitive.
+
| 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>RequiredItemId</samp>
+
| <samp>Seasons</samp>
| ''(Optional)'' If set, only increment the stat if the main input item has this qualified or unqualified item ID.
+
| 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>).
|-
  −
| <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).
  −
|}
     −
This can be used to increment both built-in stats (like <samp>GeodesCracked</samp> for the [[Geode Crusher|geode crusher]]) and custom stats. Using a [[Modding:Common data field types#Unique string ID|unique string ID]] is strongly recommended for custom stats to avoid conflicts.
+
'''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>CustomFields</samp>
+
| <samp>Fruit</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| 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.
|}
     −
====Interacting with machines in C#====
+
This consists of a list of models with these fields:
Stardew Valley 1.6 adds two <samp>Object</samp> fields for reference:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,255: Line 1,253:  
! effect
 
! effect
 
|-
 
|-
| <samp>lastOutputRuleId</samp>
+
| ''common fields''
| If this is a machine, the output rule ID for the rule being processed by the machine (if any).
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for fruit items.
|-
  −
| <samp>lastInputItem</samp>
  −
| If this is a machine, the item that was dropped into the machine to start the current output (if any).
  −
|}
     −
And a few methods for processing items:
+
Notes:
{| class="wikitable"
+
* If set to an [[Modding: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]].
 
|-
 
|-
! field
+
| <samp>Season</samp>
! effect
+
| ''(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>IsMachineWorking()</samp>
+
| <samp>Chance</samp>
| Get whether the machine is currently processing an item.
+
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 +
|}
 
|-
 
|-
| <samp>ShouldTimePassForMachine(location)</samp>
+
| <samp>Texture</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.
+
| 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>.
 
|-
 
|-
| <samp>GetMachineData()</samp>
+
| <samp>TextureSpriteRow</samp>
| Get the underlying machine data from <samp>Data/Machines</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).
 
|-
 
|-
| <samp>PlaceInMachine(…)</samp>
+
| <samp>PlantableLocationRules</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.
+
| ''(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>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.
+
This consists of a list of models with these fields:
 
  −
===Custom melee weapons===
  −
[[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...
  −
* The key is the unqualified [[#Custom items|item ID]] for the weapon.
  −
* The value is model with the fields listed below.
  −
  −
====Basic weapon info====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,299: Line 1,283:  
! effect
 
! effect
 
|-
 
|-
| <samp>Name</samp>
+
| <samp>Id</samp>
| The internal weapon name.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 +
|-
 +
| <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>DisplayName</samp><br /><samp>Description</samp>
+
| <samp>Condition</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the translated display name & description.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
 
|-
 
|-
| <samp>Type</samp>
+
| <samp>PlantedIn</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).
+
| ''(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>.
|}
     −
====Appearance====
+
Note that saplings can't be planted in garden pots.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>DeniedMessage</samp>
! effect
+
| ''(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>Texture</samp>
+
| <samp>CustomFields</samp>
| The asset name for the spritesheet containing the weapon's sprite.
+
| The [[#Custom data fields|custom fields]] for this entry.
|-
  −
| <samp>SpriteIndex</samp>
  −
| The index within the <samp>Texture</samp> for the weapon sprite, where 0 is the top-left sprite.
   
|}
 
|}
   −
====Stats====
+
For example, this content pack adds a custom fruit tree, including [[#Custom items|custom items]] for the sapling and fruit:
{| class="wikitable"
+
 
|-
+
{{#tag:syntaxhighlight|<nowiki>
! field
+
{
! effect
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
|-
+
    "Changes": [
| <samp>MinDamage</samp><br /><samp>MaxDamage</samp>
+
        // add fruit + sapling items
| The minimum and maximum based damage caused when hitting a monster with this weapon.
+
        // note: sapling must have an edibility under 0 (usually -300) to be plantable
|-
+
        {
| <samp>Knockback</samp>
+
            "Action": "EditData",
| ''(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.
+
            "Target": "Data/Objects",
|-
+
            "Entries": {
| <samp>Speed</samp>
+
                "{{ModId}}_Pufferfruit": {
| ''(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.
+
                    "Name": "{{ModId}}_Pufferfruit", // best practice to match the ID, since it's sometimes used as an alternate ID
|-
+
                    "DisplayName": "Pufferfruit",
| <samp>Precision</samp>
+
                    "Description": "An example fruit item.",
| ''(Optional)'' Reduces the chance that a strike will miss. Default 0.
+
                    "Type": "Basic",
|-
+
                    "Category": -6,
| <samp>Defense</samp>
+
                    "Price": 1200,
| ''(Optional)'' Reduces damage received by the player. Default 0.
  −
|-
  −
| <samp>AreaOfEffect</samp>
  −
| ''(Optional)'' Slightly increases the area of effect. Default 0.
  −
|-
  −
| <samp>CritChance</samp>
  −
| ''(Optional)'' The chance of a critical hit, as a decimal value between 0 (never) and 1 (always). Default 0.02.
  −
|-
  −
| <samp>CritMultiplier</samp>
  −
| ''(Optional)'' A multiplier applied to the base damage for a critical hit. This can be a decimal value. Default 3.
  −
|}
     −
====Game logic====
+
                    "Texture": "Mods/{{ModId}}/Objects",
{| class="wikitable"
+
                    "SpriteIndex": 0
|-
+
                },
! field
+
                "{{ModId}}_Puffersapling": {
! effect
+
                    "Name": "{{ModId}}_Puffersapling",
|-
+
                    "DisplayName": "Puffersapling",
| <samp>CanBeLostOnDeath</samp>
+
                    "Description": "An example tree sapling.",
| Whether the player can [[Adventurer's Guild#Item Recovery Service|lose this tool when they die]]. Default true.
+
                    "Type": "Basic",
|-
+
                    "Category": -74,
| <samp>MineBaseLevel</samp><br /><samp>MineMinLevel</samp>
+
                    "Price": 1200,
| ''(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====
+
                    "Texture": "Mods/{{ModId}}/Objects",
 +
                    "SpriteIndex": 1
 +
                }
 +
            }
 +
        },
 +
 
 +
        // add fruit tree
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/FruitTrees",
 +
            "Entries": {
 +
                "{{ModId}}_Puffersapling": {
 +
                    "DisplayName": "Pufferfruit",
 +
                    "Seasons": [ "spring" ],
 +
                    "Fruit": [
 +
                        {
 +
                            "Id": "E{{ModId}}_Pufferfruit",
 +
                            "ItemId": "{{ModId}}_Pufferfruit"
 +
                        }
 +
                    ],
 +
                    "Texture": "Mods/{{ModId}}/FruitTrees",
 +
                    "TextureSpriteRow": 0
 +
                }
 +
            }
 +
        },
 +
 
 +
        // add images
 +
        {
 +
            "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"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 +
|-
 +
| <samp>Name</samp>
 +
| The internal item name.
 +
|-
 +
| <samp>DisplayName</samp><br /><samp>Description</samp>
 +
| A [[Modding:Tokenizable strings|tokenizable string]] for the item's in-game display name and description.
 +
|-
 +
| <samp>Type</samp>
 +
| The item's general type, like <samp>Arch</samp> (artifact) or <samp>Minerals</samp>. See details at [[Modding:Items#Objects]].
 +
|-
 +
| <samp>Category</samp>
 +
| The [[Modding:Items#Categories|item category]].
 
|-
 
|-
| <samp>Projectiles</samp>
+
| <samp>Price</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 price when sold by the player. This is not the price when bought from a shop. Default 0.
 +
|}
   −
This consists of a list of models with these fields (one projectile will fire for each entry in the list):
+
====Appearance====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>Texture</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the projectile within the current weapon's data.
+
| The asset name for the texture containing the item's sprite. Defaults to <samp>Maps/springobjects</samp>.
 
|-
 
|-
| <samp>Damage</samp>
+
| <samp>SpriteIndex</samp>
| ''(Optional)'' The amount of damage caused when the projectile hits a monster. Default 10.
+
| The sprite's index within the <samp>Texture</samp>, where 0 is the top-left sprite.
 +
|}
 +
 
 +
====Edibility====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Explodes</samp>
+
! field
| ''(Optional)'' Whether the projectile explodes when it collides with something. Default false.
+
! purpose
 
|-
 
|-
| <samp>Bounces</samp>
+
| <samp>Edibility</samp>
| ''(Optional)'' The number of times the projectile can bounce off walls before being destroyed. Default 0.
+
| ''(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>MaxDistance</samp>
+
| <samp>IsDrink</samp>
| ''(Optional)'' The maximum tile distance the projectile can travel. Default 4.
+
| ''(Optional)'' Whether to drink the item instead of eating it. Default false.
 
|-
 
|-
| <samp>Velocity</samp>
+
| <samp>Buffs</samp>
| ''(Optional)'' The speed at which the projectile moves. Default 10.
+
| ''(Optional)'' The buffs to apply to the player when this item is eaten, if any. Default none.
 +
 
 +
This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>RotationVelocity</samp>
+
! field
| ''(Optional)'' The rotation velocity. Default 32.
+
! purpose
 
|-
 
|-
| <samp>TailLength</samp>
+
| <samp>Id</samp>
| ''(Optional)'' The length of the tail which trails behind the main projectile. Default 1.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 
|-
 
|-
| <samp>FireSound</samp><br /><samp>BounceSound</samp><br /><samp>CollisionSound</samp>
+
| <samp>Duration</samp>
| ''(Optional)'' The sound played when the projectile is fired, bounces off a wall, or collides with something. All three default to none.
+
| ''(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>MinAngleOffset</samp><br /><samp>MaxAngleOffset</samp>
+
| <samp>BuffId</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.
+
| ''(Optional)'' The unique ID of a buff from [[#Custom buffs|<samp>Data/Buffs</samp>]] to apply, or <samp>null</samp> to ignore <samp>Data/Buffs</samp> and set the ID to <samp>food</samp> or <samp>drink</samp> depending on the item's <samp>IsDrink</samp> field.
 +
 
 +
If a buff from <samp>Data/Buffs</samp> is applied and you also specify other fields, here's how the buff data is combined:
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! result
 +
|-
 +
| <samp>Duration</samp><br /><samp>IconTexture</samp><br /><samp>SpriteIndex</samp><br /><samp>GlowColor</samp>
 +
| If specified, the value in <samp>Data/Objects</samp> is used instead of the one in <samp>Data/Buffs</samp>. If omitted, defaults to the value from <samp>Data/Buffs</samp>.
 +
|-
 +
| <samp>CustomAttributes</samp>
 +
| The values from both entries are combined (e.g. +1 speed in <samp>Data/Objects</samp> and +1 speed in <samp>Data/Buffs</samp> results in +2 speed).
 +
|-
 +
| <samp>IsDebuff</samp>
 +
| The value in <samp>Data/Objects</samp> is used.
 +
|}
 +
|-
 +
| <samp>IsDebuff</samp>
 +
| ''(Optional)'' Whether this buff counts as a debuff, so its duration should be halved when wearing a Sturdy Ring. Default false.
 +
|-
 +
| <samp>IconTexture</samp>
 +
| ''(Optional)'' The asset name for the icon texture to load. This must contain one or more 16x16 icons in a grid of any size. If omitted, the game will draw a default icon based on the <samp>BuffId</samp> and <samp>CustomAttributes</samp> fields.
 
|-
 
|-
 
| <samp>SpriteIndex</samp>
 
| <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).
+
| ''(Optional)'' The buff's icon index within the <samp>IconTexture</samp>, where 0 is the top-left icon. Default 0.
 +
|-
 +
| <samp>GlowColor</samp>
 +
| ''(Optional)'' The glow color to apply to the player. See [[#Color fields|color format]]. Default none.
 
|-
 
|-
| <samp>Item</samp>
+
| <samp>CustomAttributes</samp>
| ''(Optional)'' The item to shoot. If set, this overrides <samp>SpriteIndex</samp>.
+
| The custom buff attributes to apply, if any.
   −
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 [[Modding:Item queries#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 [[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.
   
|-
 
|-
 
| <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]].''
  −
 
  −
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"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>GeodeDrops</samp><br /><samp><samp>GeodeDropsDefaultItems</samp>
| The asset name for the texture containing the concession's sprite.
+
| ''(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.
|-
  −
| <samp>SpriteIndex</samp>
  −
| The index within the <samp>Texture</samp> for the concession sprite, where 0 is the top-left sprite.
  −
|}
  −
</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": "PufferchickPop",
  −
                    "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===
  −
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.
  −
 
  −
====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.
      +
You can specify one or both fields:
 +
<ul>
 +
<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:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 +
|-
 
|-
 
|-
| <samp>TargetContextTags</samp>
+
| ''common 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:
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by geode drops.
{| class="wikitable"
+
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
! field
+
| <samp>Chance</samp>
! effect
+
| ''(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>Tag</samp>
+
| <samp>SetFlagOnPickup</samp>
| The [[Modding:Context tags|context tag]] for the items to require.
+
| ''(Optional)'' The mail flag to set for the current player when this drop is picked up.
 
|-
 
|-
| <samp>Count</samp>
+
| <samp>Precedence</samp>
| The minimum number of items matching the context tags that must be donated.
+
| ''(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.
|}
     −
For example, an entry with the tag <samp>forage_item</samp> and count 2 will require donating any two forage items.
+
For consistency, vanilla drops mostly use these values:
 
+
* <samp>-1000</samp>: special overrides like the [[Golden Helmet]];
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>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>FlagOnCompletion</samp>
+
| <samp>ArtifactSpotChances</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)'' 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.
 +
 
 +
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).
 +
|}
   −
After the reward is collected, you can check this value using the <samp><nowiki>HasFlag</nowiki></samp> condition in [[Modding:Content Patcher|Content Patcher]].
+
====Context tags & exclusions====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 
|-
 
|-
| <samp>RewardActions</samp>
+
| <samp>ContextTags</samp>
| Run one or more [[Modding:Trigger actions|trigger action strings]]. For example, this adds {{price|500}} to the current player:
+
| ''(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="js">
+
<syntaxhighlight lang="json">
"RewardActions": [
+
"ContextTags": [ "color_yellow", "fish_ocean", "fish_upright", "season_summer" ]
    "AddMoney 500"
  −
]
   
</syntaxhighlight>
 
</syntaxhighlight>
 
|-
 
|-
| <samp>RewardItemId</samp>
+
| <samp>ExcludeFromRandomSale</samp>
| ''(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.
+
| ''(Optional)'' Whether to exclude this item from shops when selecting random items to sell. Default false.
 
|-
 
|-
| <samp>RewardItemCount</samp>
+
| <samp>ExcludeFromFishingCollection</samp><br /><samp>ExcludeFromShippingCollection</samp>
| ''(Optional)'' The stack size for the <samp>RewardItemId</samp> (if the item supports stacking). Default 1.
+
| ''(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"
 
|-
 
|-
| <samp>RewardItemIsSpecial</samp>
+
! field
| ''(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.
+
! purpose
|-
  −
| <samp>RewardItemIsRecipe</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.
   
|-
 
|-
 
| <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.  
 
|}
 
|}
   −
For example, this content pack adds two rewards (one mail and one item):
+
===Custom pants===
{{#tag:syntaxhighlight|<nowiki>
+
{{/doc status|[[Modding:Items]]|done=false}}
{
+
 
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
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...
    "Changes": [
+
* The key is the unqualified [[#Custom items|item ID]].
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/MuseumRewards",
  −
            "Entries": {
  −
                // send a letter when a specific item is donated
  −
                "{{ModId}}_ShinyArtifact": {
  −
                    "TargetContextTags": [
  −
                        {
  −
                            "Tag": "id_{{ModId}}_ShinyArtifact", // unique context tag identifying the item by ID
  −
                            "Count": 1
  −
                        },
  −
                    ],
  −
                    "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).
  −
 
  −
===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 pants data====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 +
|-
 +
| <samp>Name</samp>
 +
| ''(Optional)'' The internal name for the item. Default <samp>Pants</samp>.
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>DisplayName</samp><br /><samp>Description</samp>
| 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''".
+
| ''(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'').
 
|-
 
|-
| <samp>Seasons</samp>
+
| <samp>Price</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)'' The default price when the item is sold to the player in a shop. Default 50.
 +
|}
   −
'''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]]).
+
====Appearance====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Fruit</samp>
+
! field
| 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.
+
! purpose
 
+
|-
This consists of a list of models with these fields:
+
| <samp>Texture</samp>
{| class="wikitable"
+
| The asset name for the texture containing the pants' sprite. Defaults to <samp>Characters/Farmer/pants</samp>.
 
|-
 
|-
! field
+
| <samp>SpriteIndex</samp>
! effect
+
| The pants' sprite index within the <samp>Texture</samp>, where 0 is the top-left set.
 
|-
 
|-
| ''common fields''
+
| <samp>DefaultColor</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for fruit items.
+
| ''(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).
 
  −
Notes:
  −
* If set to an [[Modding: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>CanBeDyed</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]].
+
| ''(Optional)'' Whether the player can [[dyeing|dye]] these pants. Default false.
 
|-
 
|-
| <samp>Chance</samp>
+
| <samp>IsPrismatic</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)'' Whether the pants continuously shift colors. This overrides <samp>DefaultColor</samp> and <samp>CanBeDyed</samp> if set. Default false.
 
|}
 
|}
 +
 +
====Other====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Texture</samp>
+
! field
| 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>.
+
! purpose
 
|-
 
|-
| <samp>TextureSpriteRow</samp>
+
| <samp>CanChooseDuringCharacterCustomization</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 these pants can be selected on the character customization screen (e.g. when creating a character). Default false.
 
|-
 
|-
| <samp>PlantableLocationRules</samp>
+
| <samp>CustomFields</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.
+
| The [[#Custom data fields|custom fields]] for this entry.
 +
|}
 +
 
 +
===Custom shirts===
 +
{{/doc status|[[Modding:Items]]|done=false}}
   −
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
! effect
+
! purpose
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>Name</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
+
| ''(Optional)'' The internal name for the item. Default <samp>Shirt</samp>.
 
|-
 
|-
| <samp>Result</samp>
+
| <samp>DisplayName</samp><br /><samp>Description</samp>
| Indicates whether the sapling can be planted in a location if this entry is selected. The possible values are:
+
| ''(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'').
* <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>Price</samp>
* <samp>Deny</samp>: the sapling can't be planted here, regardless of whether the location normally allows it.
+
| ''(Optional)'' The default price when the item is sold to the player in a shop. Default 50.
 +
|}
 +
 
 +
====Appearance====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 +
|-
 +
| <samp>Texture</samp>
 +
| The asset name for the texture containing the shirt's sprite. Defaults to <samp>Characters/Farmer/shirts</samp>.
 +
|-
 +
| <samp>SpriteIndex</samp>
 +
| The shirt's sprite index within the <samp>Texture</samp>, where 0 is the top-left set.
 +
|-
 +
| <samp>DefaultColor</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.
 +
|-
 +
| <samp>CanBeDyed</samp>
 +
| ''(Optional)'' Whether the player can [[dyeing|dye]] this shirt. Default false.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>IsPrismatic</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
+
| ''(Optional)'' Whether the shirt continuously shifts colors. This overrides <samp>DefaultColor</samp> and <samp>CanBeDyed</samp> if set. Default false.
 
|-
 
|-
| <samp>PlantedIn</samp>
+
| <samp>HasSleeves</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>.
+
| ''(Optional)'' Whether to draw shirt sleeves. Default true.
 +
|}
   −
Note that saplings can't be planted in garden pots.
+
====Other====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! purpose
 
|-
 
|-
| <samp>DeniedMessage</samp>
+
| <samp>CanChooseDuringCharacterCustomization</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.
+
| ''(Optional)'' Whether this shirt can be selected on the character customization screen (e.g. when creating a character). Default false.
|}
   
|-
 
|-
 
| <samp>CustomFields</samp>
 
| <samp>CustomFields</samp>
Line 1,668: 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": {
  −
                "{{ModId}}_Pufferfruit": {
  −
                    "Name": "Pufferfruit",
  −
                    "DisplayName": "Pufferfruit",
  −
                    "Description": "An example fruit item.",
  −
                    "Type": "Basic",
  −
                    "Category": -6,
  −
                    "Price": 1200,
     −
                    "Texture": "Mods/{{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;
                "{{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/{{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": {
+
|-
                "{{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": "E{{ModId}}_Pufferfruit",
+
|-
                            "ItemId": "{{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/{{ModId}}/FruitTrees",
  −
                    "TextureSpriteRow": 0
  −
                }
  −
            }
  −
        },
     −
        // add images
+
====Upgrades====
        {
  −
            "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===
  −
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"
 
{| class="wikitable"
 
|-
 
|-
Line 1,764: 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 [[Modding:Tokenizable strings|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"
 +
|-
 +
! upgrade level
 +
! display name format
 +
|-
 +
| 1
 +
| Copper {{t|display name}}
 
|-
 
|-
| <samp>Type</samp>
+
| 2
| The item's general type, like <c>Arch</c> (artifact) or <c>Minerals</c>. See details at [[Modding:Items#Objects]].
+
| Steel {{t|display name}}
 
|-
 
|-
| <samp>Category</samp>
+
| 3
| The [[Modding:Items#Categories|item category]].
+
| 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):
   −
====Appearance====
   
{| 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>Texture</samp>
+
| 3
| The asset name for the texture containing the item's sprite. Defaults to <samp>Maps/springobjects</samp>.
+
| {{price|10000}}
 +
| {{name|Gold Bar|5}}
 
|-
 
|-
| <samp>SpriteIndex</samp>
+
| 4
| The sprite's index within the <samp>Texture</samp>, where 0 is the top-left sprite.
+
| {{price|25000}}
 +
| {{name|Iridium Bar|5}}
 
|}
 
|}
   −
====Edibility====
+
For example, Iridium Axe specifies this value:
 +
<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:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,799: Line 1,837:  
! purpose
 
! purpose
 
|-
 
|-
| <samp>Edibility</samp>
+
| <samp>Price</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.
+
| ''(Optional)'' The gold price to buy the upgrade. Defaults to 0.
 +
|-
 +
| <samp>RequireToolId</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.
 +
|-
 +
| <samp>TradeItemId</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.)
 
|-
 
|-
| <samp>IsDrink</samp>
+
| <samp>TradeItemAmount</samp>
| ''(Optional)'' Whether to drink the item instead of eating it. Default false.
+
| ''(Optional)'' The number of <samp>TradeItemId</samp> required. Defaults to 1.
 
|-
 
|-
| <samp>Buff</samp>
+
| <samp>Condition</samp>
| ''(Optional)'' The buff to apply to the player when this item is eaten, if any. Default none.
+
| ''(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 these fields:
+
====Game logic====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 1,814: Line 1,883:  
! purpose
 
! purpose
 
|-
 
|-
| <samp>Duration</samp>
+
| <samp>CanBeLostOnDeath</samp>
| The buff duration measured in in-game minutes. This can be set to value <samp>-2</samp> for a buff that should last for the rest of the day.
+
| Whether the player can [[Adventurer's Guild#Item Recovery Service|lose this tool when they die]]. Default false.
 +
|}
 +
 
 +
====Extensibility====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>BuffId</samp>
+
! field
| ''(Optional)'' The buff ID to apply. If this matches an entry in [[#Custom buffs|<samp>Data/Buffs</samp>]], its data fields will be applied unless overridden by one of the other fields. Defaults to <samp>food</samp> or <samp>drink</samp> depending on the item's <samp>IsDrink</samp> field.
+
! purpose
 
|-
 
|-
| <samp>IsDebuff</samp>
+
| <samp>ModData</samp>
| ''(Optional)'' Whether this buff counts as a debuff, so its duration should be halved when wearing a Sturdy Ring. Default false.
+
| ''(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">
 +
"ModData": {
 +
    "PowerLevel": 9000
 +
}
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>IconTexture</samp>
+
| <samp>SetProperties</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)'' 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">
| <samp>SpriteIndex</samp>
+
"SetProperties": {
| ''(Optional)'' The buff's icon index within the <samp>IconTexture</samp>, where 0 is the top-left icon. Default 0.
+
    "InstantUse": true,
|-
+
    "IsEfficient": true
| <samp>GlowColor</samp>
+
}
| ''(Optional)'' The glow color to apply to the player. See [[#Color fields|color format]]. Default none.
+
</syntaxhighlight>
|-
+
|}
| <samp>CustomAttributes</samp>
+
 
| The custom buff attributes to apply, if any.
+
===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.
   −
This consists of a model with any combination of these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MiningLevel</samp>
+
| <samp>Textures</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.
+
| The texture to use as the tree's spritesheet in-game. If multiple textures are listed, the first matching one is used.
|-
  −
| <samp>Attack</samp><br /><samp>Defense</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>Speed</samp>
  −
| ''(Optional)'' An amount applied to the player's [[attack]], [[defense]], [[Magnetism|magnetic radius]], maximum [[Energy|stamina]], or [[speed]] while the buff is active. This can be negative for a debuff. Default 0.
  −
|}
  −
|-
  −
| <samp>CustomFields</samp>
  −
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
  −
|}
  −
|}
     −
====Geodes & artifact spots====
+
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 +
|-
 +
| <samp>Texture</samp>
 +
| The asset name for the tree's spritesheet.
 +
|-
 +
| <samp>Season</samp>
 +
| ''(Optional)'' If set, the specific season when this texture should apply. For more complex conditions, see <samp>Condition</samp>.
 
|-
 
|-
| <samp>GeodeDrops</samp><br /><samp><samp>GeodeDropsDefaultItems</samp>
+
| <samp>Condition</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)'' A [[Modding:Game state queries|game state query]] which indicates whether this texture should be applied for a tree. Defaults to always enabled.
   −
You can specify one or both fields:
+
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.
<ul>
+
|}
<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:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>SeedItemId</samp>
! purpose
+
| ''(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.
 +
|-
 +
| <samp>SeedPlantable</samp>
 +
| ''(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>GrowthChance</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).
 
|-
 
|-
| ''common fields''
+
| <samp>FertilizedGrowthChance</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by geode drops.
+
| ''(Optional)'' Equivalent to <samp>GrowthChance</samp>, but with [[Tree Fertilizer|tree fertilizer]]. Defaults to 1 (100% chance).
 
  −
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>Chance</samp>
+
| <samp>SeedSpreadChance</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.
+
| ''(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>SetFlagOnPickup</samp>
+
| <samp>SeedOnShakeChance</samp>
| ''(Optional)'' The mail flag to set for the current player when this drop is picked up.
+
| ''(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>Precedence</samp>
+
| <samp>SeedOnChopChance</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)'' 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).
 
  −
For consistency, vanilla drops mostly use these values:
  −
* <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>DropWoodOnChop</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)'' Whether to drop [[wood]] when the player chops down the tree. Default true.
 
  −
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).
  −
|}
  −
 
  −
====Context tags & exclusions====
  −
{| 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>ContextTags</samp>
+
| <samp>IsLeafy</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:
+
| ''(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.
<syntaxhighlight lang="json">
  −
"ContextTags": [ "color_yellow", "fish_ocean", "fish_upright", "season_summer" ]
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>ExcludeFromRandomSale</samp>
+
| <samp>IsLeafyInWinter</samp>
| ''(Optional)'' Whether to exclude this item from shops when selecting random items to sell. Default false.
+
| ''(Optional)'' Whether <samp>IsLeafy</samp> also applies in winter. Default false.
 
|-
 
|-
| <samp>ExcludeFromFishingCollection</samp><br /><samp>ExcludeFromShippingCollection</samp>
+
| <samp>GrowsInWinter</samp>
| ''(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).
+
| ''(Optional)'' Whether the tree can grow in winter (subject to <samp>GrowthChance</samp> or <samp>FertilizedGrowthChance</samp>). Default false.
|}
+
|-
 
+
| <samp>IsStumpDuringWinter</samp>
====Advanced====
+
| ''(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.
{| class="wikitable"
+
|-
 +
| <samp>AllowWoodpeckers</samp>
 +
| ''(Optional)'' Whether woodpeckers can spawn on the tree. Default true.
 
|-
 
|-
! field
+
| <samp>UseAlternateSpriteWhenNotShaken</samp><br /><samp>UseAlternateSpriteWhenSeedReady</samp>
! purpose
+
| ''(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>CustomFields</samp>
+
| <samp>DebrisColor</samp>
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.  
+
| ''(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).
   −
===Custom pants===
+
Defaults to <samp>12</samp> (brown/woody).
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]].
+
| <samp>SeedDropItems</samp>
* The value is a model with the fields listed below.
+
| ''(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.
   −
====Basic pants data====
+
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>Name</samp>
+
| <samp>Season</samp>
| ''(Optional)'' The internal name for the item. Default <samp>Pants</samp>.
+
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
 
|-
 
|-
| <samp>DisplayName</samp><br /><samp>Description</samp>
+
| <samp>Chance</samp>
| ''(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'').
+
| ''(Optional)'' The probability that the item will drop, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 
|-
 
|-
| <samp>Price</samp>
+
| <samp>ContinueOnDrop</samp>
| ''(Optional)'' The default price when the item is sold to the player in a shop. Default 50.
+
| ''(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.
   −
====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 pants' sprite. Defaults to <samp>Characters/Farmer/pants</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>SpriteIndex</samp>
+
| <samp>Season</samp>
| The pants' 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 <samp>255 235 203</samp> (which matches the color of the cloth item).
+
| ''(Optional)'' The probability that the item will drop, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 
|-
 
|-
| <samp>CanBeDyed</samp>
+
| <samp>MinSize</samp><br /><samp>MaxSize</samp>
| ''(Optional)'' Whether the player can [[dyeing|dye]] these pants. Default false.
+
| ''(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>IsPrismatic</samp>
+
| <samp>ForStump</samp>
| ''(Optional)'' Whether the pants continuously shift colors. This overrides <samp>DefaultColor</samp> and <samp>CanBeDyed</samp> if set. Default false.
+
| ''(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.
   −
====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 shake items.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
| <samp>CanChooseDuringCharacterCustomization</samp>
+
| <samp>Season</samp>
| ''(Optional)'' Whether these pants can be selected on the character customization screen (e.g. when creating a character). Default false.
+
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>Chance</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 
|}
 
|}
 +
|-
 +
| <samp>TapItems</samp>
 +
| The items produced by [[Tapper|tapping]] the tree. If multiple items can be produced, the first available one is selected.
   −
===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 tapper items.
 +
 
 +
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
| <samp>DisplayName</samp><br /><samp>Description</samp>
+
| <samp>Season</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'').
+
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
 
|-
 
|-
| <samp>Price</samp>
+
| <samp>Chance</samp>
| ''(Optional)'' The default price when the item is sold to the player in a shop. Default 50.
+
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
 +
|-
 +
| <samp>DaysUntilReady</samp>
 +
| The number of days before the tapper is ready to empty.
 +
|-
 +
| <samp>PreviousItemId</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.
 +
 
 +
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>
 +
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the <samp>DaysUntilReady</samp> value. Default none.
 +
|-
 +
| <samp>DaysUntilReadyModifiersMode</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>PlantableLocationRules</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.
 +
 +
This consists of a list of models with these fields:
   −
====Appearance====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! purpose
+
! effect
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>Id</samp>
| The asset name for the texture containing the shirt's sprite. Defaults to <samp>Characters/Farmer/shirts</samp>.
+
| 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 shirt's sprite index within the <samp>Texture</samp>, where 0 is the top-left set.
+
| 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>DefaultColor</samp>
+
| <samp>Condition</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)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
 
|-
 
|-
| <samp>CanBeDyed</samp>
+
| <samp>PlantedIn</samp>
| ''(Optional)'' Whether the player can [[dyeing|dye]] this shirt. Default false.
+
| ''(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>IsPrismatic</samp>
+
| <samp>DeniedMessage</samp>
| ''(Optional)'' Whether the shirt continuously shifts colors. This overrides <samp>DefaultColor</samp> and <samp>CanBeDyed</samp> if set. Default false.
+
| ''(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>HasSleeves</samp>
  −
| ''(Optional)'' Whether to draw shirt sleeves. Default true.
   
|}
 
|}
  −
====Other====
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! purpose
  −
|-
  −
| <samp>CanChooseDuringCharacterCustomization</samp>
  −
| ''(Optional)'' Whether this shirt can be selected on the character customization screen (e.g. when creating a character). Default false.
   
|-
 
|-
 
| <samp>CustomFields</samp>
 
| <samp>CustomFields</samp>
Line 2,046: Line 2,141:  
|}
 
|}
   −
===Custom tools===
+
====Spawning wild trees====
You can now create/edit [[tools]] by editing the new <samp>Data/Tools</samp> asset. This consists of a string → model lookup, where...
+
Custom trees can be added to the game in two ways:
* The key is the unqualified [[#Custom items|item ID]].
+
* 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.
* The value is a model with the fields listed below.
+
* 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>:
   −
====Basic tool data====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 +
! index
 
! field
 
! field
 
! purpose
 
! purpose
 
|-
 
|-
| <samp>ClassName</samp>
+
| 7
| 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.
+
| hat position
 +
| The pixel position of the hat on the sprite, specified as an object with <samp>X</samp> and <samp>Y</samp> values.
 +
|}
 +
 
 +
===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 main values are:
+
{| class="wikitable"
* 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>
+
! context tag
| The internal name to set for the tool item.
+
! effect
 
|-
 
|-
| <samp>DisplayName</samp><br /><samp>Description</samp>
+
| <samp>campfire_item</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the tool's in-game display name and description.
+
| 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.
 
|-
 
|-
| <samp>AttachmentSlots</samp>
+
| <samp>fish_pond_ignore</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.
+
| Prevents players from adding this fish to [[Fish Pond|fish ponds]], even if it would otherwise match an entry in <samp>Data/FishPondData</samp>.
 
|-
 
|-
| <samp>SalePrice</samp>
+
| <samp>geode_crusher_ignored</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.
+
| 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>]].
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>item_type_{{t|type}}</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| 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.
|}
+
|-
 +
| <samp>museum_donatable</samp><br /><samp>not_museum_donatable</samp>
 +
| Set whether the item can be donated to the [[museum]], overriding the vanilla logic.
 +
|-
 +
| <samp>not_giftable</samp>
 +
| Prevents players from gifting this item to NPCs, who'll ignore the item entirely (e.g. as if you were holding a tool).
   −
====Appearance====
+
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.
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"
   
|-
 
|-
! field
+
| <samp>not_placeable</samp><br /><samp>placeable</samp>
! purpose
+
| Sets whether the item can be placed on the ground.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>prevent_loss_on_death</samp>
| The asset name for the texture containing the tool's sprite.
+
| Indicates the item can't be [[Adventurer's Guild#Item Recovery Service|lost when the player dies]].
 
|-
 
|-
| <samp>SpriteIndex</samp>
+
| <samp>sign_item</samp>
| The tool's sprite index within the <samp>Texture</samp>, where 0 is the top row.
+
| 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.
 
|-
 
|-
| <samp>MenuSpriteIndex</samp>
+
| <samp>torch_item</samp>
| ''(Optional)'' The sprite index within the <samp>Texture</samp> for the item icon. Defaults to <samp>SpriteIndex</samp>.
+
| Marks the item as a [[torch]], which lets the player turn it on/off to emit light.
 +
 
 +
See also <samp>campfire_item</samp>.
 
|}
 
|}
   −
====Upgrades====
+
Context tags which affect [[#Custom machines|machine processing]]:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! context tag
! purpose
+
! effect
 
|-
 
|-
| <samp>UpgradeLevel</samp>
+
| <samp>crystalarium_banned</samp>
| ''(Optional)'' The tool upgrade level. Default <samp>-1</samp>, which keeps the default value set by the tool class.
+
| When applied to a gem or mineral item, prevents players from placing it in a [[crystalarium]].
 
|-
 
|-
| <samp>ApplyUpgradeLevelToDisplayName</samp>
+
| <samp>keg_juice</samp><br /><samp>keg_wine</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.
+
| Allows processing the item in a [[keg]] to produce a juice or wine variant.
 
  −
The display name format in English is:
  −
{| class="wikitable"
   
|-
 
|-
! upgrade level
+
| <samp>preserves_jelly</samp><br /><samp>preserves_pickle</samp>
! display name format
+
| Allows processing the item in a [[Preserves Jar|preserves jar]] to produce a jelly or pickled variant.
 
|-
 
|-
| 1
+
| <samp>seedmaker_banned</samp>
| Copper {{t|display name}}
+
| When applied to a seed item, prevents players from placing it in a [[Seed Maker|seed maker]].
 
|-
 
|-
| 2
+
| <samp>tapper_item</samp>
| Steel {{t|display name}}
+
| Marks the item as a [[tapper]] or [[Heavy Tapper|heavy tapper]].
 
|-
 
|-
| 3
+
| <samp>tapper_multiplier_{{t|multiplier}}</samp>
| Gold {{t|display name}}
+
| 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.
|-
  −
| 4
  −
| 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):
      +
And informational tags which have no effect on the game logic:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! upgrade level
+
! context tag
! price
+
! effect
! items needed
+
|-
 +
| <samp>fish_legendary</samp><br /><samp>fish_legendary_family</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>]].
 +
|-
 +
| <samp>geode</samp>
 +
| ''(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>]].
 
|-
 
|-
| 1
+
| <samp>id_{{t|item id}}</samp>
| {{price|2000}}
+
| ''(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.
| {{name|Copper Bar|5}}
   
|-
 
|-
| 2
+
| <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>.
| {{name|Iron Bar|5}}
   
|-
 
|-
| 3
+
| <samp>machine_input</samp>
| {{price|10000}}
+
| ''(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>:
| {{name|Gold Bar|5}}
+
* if <samp>HasInput</samp> is true;
 +
* ''or'' if any output rules have an <samp>ItemPlacedInMachine</samp> trigger.
 
|-
 
|-
| 4
+
| <samp>machine_output</samp>
| {{price|25000}}
+
| ''(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>:
| {{name|Iridium Bar|5}}
+
* if <samp>HasOutput</samp> is true;
 +
* ''or'' if it has any output rules.
 
|}
 
|}
   −
For example, Iridium Axe specifies this value:
+
====ItemContextTagManager class====
<syntaxhighlight lang="js">
+
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.
"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:
+
This provides a few utility methods:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! method
! purpose
+
! effect
 
|-
 
|-
| <samp>Price</samp>
+
| <code>GetBaseContextTags(id)</code>
| ''(Optional)'' The gold price to buy the upgrade. Defaults to 0.
+
| 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>RequireToolId</samp>
+
| <code>DoesTagQueryMatch(query, tags)</code>
| ''(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.
+
| 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]]).
 
|-
 
|-
| <samp>TradeItemId</samp>
+
| <code>DoAllTagsMatch(requiredTags, actualTags)</code><br /><code>DoAnyTagsMatch(requiredTags, actualTags)</code>
| ''(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.)
+
| 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.
 
|-
 
|-
| <samp>TradeItemAmount</samp>
+
| <code>DoesTagMatch(requiredTag, actualTags)</code>
| ''(Optional)'' The number of <samp>TradeItemId</samp> required. Defaults to 1.
+
| Get whether a single tag matches the actual item tags. This supports negated required tags like <samp>"!fossil_item"</samp> too.
 
|-
 
|-
| <samp>Condition</samp>
+
| <code>SanitizeContextTag(tag)</code>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this upgrade is available. Defaults to always true.
+
| ''(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>.
 
|}
 
|}
   −
For example, these are equivalent to the Steel Axe's upgrade settings:
+
====Other context tag changes====
<syntaxhighlight lang="js">
+
* Context tags are now case-insensitive.
"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:
+
===Inventory class===
<syntaxhighlight lang="js">
+
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.
"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 has three main benefits:
|}
+
<ul>
 
+
<li>It has methods to simplify many common operations. For example:
====Game logic====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! method
! purpose
+
! effect
 
|-
 
|-
| <samp>CanBeLostOnDeath</samp>
+
| <code>HasAny()</code>
| Whether the player can [[Adventurer's Guild#Item Recovery Service|lose this tool when they die]]. Default false.
+
| Get whether the inventory contains any items (ignoring empty slots).
|}
  −
 
  −
====Extensibility====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <code>CountItemStacks()</code>
! purpose
+
| Get the number of item stacks in the inventory (ignoring empty slots).
 +
|-
 +
| <code>ContainsId(id)</code>
 +
| Get whether the inventory contains any item with the given qualified or unqualified item ID.
 +
|-
 +
| <code>ContainsId(id, minCount)</code>
 +
| 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>.
 +
|-
 +
| <code>CountId(id)</code>
 +
| Get the combined stack size of all items with the given qualified or unqualified item ID.
 
|-
 
|-
| <samp>ModData</samp>
+
| <code>GetById(id)</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 a list of items in the inventory with the given qualified or unqualified item ID.
<syntaxhighlight lang="js">
  −
"ModData": {
  −
    "PowerLevel": 9000
  −
}
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>SetProperties</samp>
+
| <code>ReduceId(id, count)</code>
| ''(Optional)'' Set the value of arbitrary properties on the tool class. For example, this would disable the tool animation and require no stamina:
+
| 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.
<syntaxhighlight lang="js">
+
|}</li>
"SetProperties": {
+
<li>Many common operations have been unified, so previously player-only methods can now be used with chests too.</li>
    "InstantUse": true,
+
<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>
    "IsEfficient": true
+
</ul>
}
  −
</syntaxhighlight>
  −
|}
     −
===Custom wild trees===
+
This replaces some previous methods:
====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
+
! game class
! effect
+
! old code
 +
! migration
 +
|-
 +
|rowspan="6"| <samp>Farmer</samp>
 +
| <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>Textures</samp>
+
| <code>hasItemInInventoryNamed(name)</code><br /><code>hasItemWithNameThatContains(name)</code>
| The texture to use as the tree's spritesheet in-game. If multiple textures are listed, the first matching one is used.
+
| 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);
   −
This consists of a list of models with these fields:
+
// name contains
{| class="wikitable"
+
bool hasMatch = Game1.player.Items.Any(item => item?.Name?.Contains(name) is true);
 +
</syntaxhighlight>
 
|-
 
|-
! field
+
| <code>areAllItemsNull()</code>
! effect
+
| Use <code>!items.HasAny()</code>.
 
|-
 
|-
| <samp>Texture</samp>
+
| <code>numberOfItemsInInventory()</code>
| The asset name for the tree's spritesheet.
+
| 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>Season</samp>
+
| <code>consumeObject(id, count)</code>
| ''(Optional)'' If set, the specific season when this texture should apply. For more complex conditions, see <samp>Condition</samp>.
+
| Use <code>items.ReduceId(id, count)</code>.
 
|-
 
|-
| <samp>Condition</samp>
+
| <code>removeItemsFromInventory(id, count)</code>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this texture should be applied for a tree. Defaults to always enabled.
+
| &#32;
 
+
* To remove an item by ID, use <code>items.ReduceId(id, count)</code>.
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.
+
* To deduct Golden Walnuts or Qi Gems, change the <samp>Game1.netWorldState.Value.GoldenWalnuts</samp> and <samp>Farmer.QiGems</samp> fields.
|}
   
|-
 
|-
| <samp>SeedItemId</samp>
+
|rowspan="2"| <samp>Object</samp>
| ''(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.
+
| <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>SeedPlantable</samp>
+
| <code>GetTallyOfObject(player, id)</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.
+
| 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>GrowthChance</samp>
+
! index
| ''(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).
+
! field
 +
! effect
 
|-
 
|-
| <samp>FertilizedGrowthChance</samp>
+
| 8
| ''(Optional)'' Equivalent to <samp>GrowthChance</samp>, but with [[Tree Fertilizer|tree fertilizer]]. Defaults to 1 (100% chance).
+
| sprite index
 +
| The sprite index within the spritesheet texture to draw.
 
|-
 
|-
| <samp>SeedChance</samp>
+
| 9
| ''(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).
+
| texture
 +
| ''(Optional)'' The asset name of the texture to draw. Defaults to <samp>TileSheets/furniture</samp>.
 
|-
 
|-
| <samp>SeedOnChopChance</samp>
+
| 10
| ''(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).
+
| 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>DropWoodOnChop</samp>
+
| 11
| ''(Optional)'' Whether to drop [[wood]] when the player chops down the tree. Default true.
+
| context tags
 +
| ''(Optional)'' A space-delimited list of [[Modding:Items#Context tags|context tags]] which apply to this furniture. Default none.
 +
|}</li>
 +
</ul>
 +
</li>
 +
</ul>
 +
 
 +
===Other item changes for C# mods===
 +
* 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>.
 +
** 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:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>DropHardwoodOnLumberChop</samp>
+
! type
| ''(Optional)'' Whether to drop [[hardwood]] when the player chops down the tree, if they have the [[Skills#Foraging|Lumberjack profession]]. Default true.
+
! field/method
 +
! effect
 
|-
 
|-
| <samp>IsLeafy</samp>
+
| <samp>Chest</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>GetItemsForPlayer()</samp>
 +
| Shortcut for <samp>chest.GetItemsForPlayer(Game1.player.UniqueMultiplayerID)</samp>.
 
|-
 
|-
| <samp>IsLeafyInWinter</samp>
+
| rowspan="2"| <samp>Crop</samp>
| ''(Optional)'' Whether <samp>IsLeafy</samp> also applies in winter. Default false.
+
| <samp>GetHarvestMethod()</samp>
 +
| Get the method used to harvest the crop (one of <samp>HarvestMethod.Grab</samp> or <samp>HarvestMethod.Scythe</samp>).
 
|-
 
|-
| <samp>GrowsInWinter</samp>
+
| <samp>IsInSeason(location)</samp>
| ''(Optional)'' Whether the tree can grow in winter (subject to <samp>GrowthChance</samp> or <samp>FertilizedGrowthChance</samp>). Default false.
+
| Whether the crop can grow in the location's current season (or true if crops ignore seasons in the location, like the [[greenhouse]]).
 
|-
 
|-
| <samp>IsStumpDuringWinter</samp>
+
| rowspan="8"| <samp>HoeDirt</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>HasFertilizer()</samp>
 +
| Get whether the dirt has any fertilizer applied.
 
|-
 
|-
| <samp>AllowWoodpeckers</samp>
+
| <samp>CanApplyFertilizer(itemId)</samp>
| ''(Optional)'' Whether woodpeckers can spawn on the tree. Default true.
+
| Get whether a player can apply the given fertilizer to this dirt.
 
|-
 
|-
| <samp>UseAlternateSpriteWhenNotShaken</samp><br /><samp>UseAlternateSpriteWhenSeedReady</samp>
+
| <samp>CheckApplyFertilizerRules(itemId)</samp>
| ''(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.
+
| Get whether a player can apply the given fertilizer to this dirt, and the reason they can't if applicable.
 
|-
 
|-
| <samp>DebrisColor</samp>
+
| <samp>GetFertilizerSpeedBoost()</samp>
| ''(Optional)'' The color of the cosmetic wood chips when chopping the tree. This can be...
+
| Get the crop growth speed boost from fertilizers applied to this dirt.
* 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>SeedDropItems</samp>
+
| <samp>GetFertilizerWaterRetentionChance()</samp>
| ''(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.
+
| 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).
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>GetFertilizerQualityBoostLevel()</samp>
! effect
+
| Get the quality boost level from fertilizers applied to this dirt, which influences the chance of producing a higher-quality crop.
 
|-
 
|-
| ''common fields''
+
| <samp>GetFertilizerSourceRect()</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
+
| Get the pixel area within the dirt spritesheet to draw for any fertilizer applied to this dirt.
   −
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
(This method existed before, but no longer requires the fertilizer ID argument.)
 
|-
 
|-
| <samp>Season</samp>
+
| <samp>isWatered()</samp>
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
+
| Get whether the dirt is currently watered.
 
|-
 
|-
| <samp>Chance</samp>
+
|rowspan="5"| <samp>Item</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>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.
 
|-
 
|-
| <samp>ContinueOnDrop</samp>
+
| <samp>appliesProfitMargins()</samp>
| ''(Optional)'' If this item is dropped, whether to continue as if it hadn't been dropped for the remaining drop candidates. Default false.
+
| Get whether this item should apply [[Multiplayer#Profit margins|profit margins]] to shop prices.
|}
   
|-
 
|-
| <samp>ChopItems</samp>
+
| <samp>CanBeLostOnDeath()</samp>
| ''(Optional)'' The additional items to drop when the tree is chopped down. All matching items are dropped.
+
| 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]].
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>HasTypeId(id)</samp><br /><samp>HasTypeObject()</samp><br /><samp>HasTypeBigCraftable()</samp>
! effect
+
| 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.
 
|-
 
|-
| ''common fields''
+
| <samp>TryGetTempData</samp><br /><samp>SetTempData</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for chop drops.
+
| 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:
 +
<syntaxhighlight lang="c#">
 +
if (spawn.IsBossFish)
 +
    fish.SetTempData(nameof(spawn.IsBossFish), true);
 +
 
 +
...
   −
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
fish.TryGetTempData(nameof(SpawnFishData.IsBossFish), out bool bossFish);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Season</samp>
+
| <samp>FishingRod</samp>
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
+
| <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>Chance</samp>
+
|rowspan="2"| <samp>Furniture</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>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.
 +
 
 +
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>MinSize</samp><br /><samp>MaxSize</samp>
+
| <samp>IsTable()</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 whether this furniture is a table.
 
|-
 
|-
| <samp>ForStump</samp>
+
|rowspan="2"| <samp>FruitTree</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).
+
| <samp>GetQuality()</samp>
|}
+
| Get the quality of fruit currently being produced by the fruit tree.
 
|-
 
|-
| <samp>ShakeItems</samp>
+
| <samp>TryAddFruit()</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.
+
| Add a fruit item to the tree based on [[#Custom fruit trees|its data]].
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>IndoorPot</samp>
! effect
+
| <samp>Water()</samp>
 +
| Simplifies watering dirt in the [[Garden Pot|garden pot]].
 
|-
 
|-
| ''common fields''
+
| <samp>Object</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for shake items.
+
| <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.
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>Season</samp>
+
| <samp>Tool</samp>
| ''(Optional)'' If set, the item only applies if the tree's location is in this season.
+
| <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>Chance</samp>
+
|rowspan="3"| <samp>Tree</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>CheckForNewTexture()</samp>
|}
+
| Reset the tree's texture if it would change based on [[#Custom wild trees|its data]].
 
|-
 
|-
| <samp>TapItems</samp>
+
| <samp>GetMaxSizeHere</samp>
| The items produced by [[Tapper|tapping]] the tree. If multiple items can be produced, the first available one is selected.
+
| Get the maximum size the tree can grow in its current position (e.g. accounting for nearby trees blocking growth).
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>IsGrowthBlockedByNearbyTree</samp>
! effect
+
| Get whether growth is blocked because it's too close to another fully-grown tree.
|-
  −
| ''common fields''
  −
| 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>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 this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
  −
|-
  −
| <samp>DaysUntilReady</samp>
  −
| The number of days before the tapper is ready to empty.
  −
|-
  −
| <samp>PreviousItemId</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.
  −
 
  −
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>
  −
| ''(Optional)'' [[#Quantity modifiers|Quantity modifiers]] applied to the <samp>DaysUntilReady</samp> value. Default none.
  −
|-
  −
| <samp>DaysUntilReadyModifiersMode</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>.
   
|}
 
|}
|-
+
</li>
| <samp>PlantableLocationRules</samp>
+
<li>Modularized <samp>Object.CheckForAction</samp> to simplify mod patches.</li>
| ''(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.
+
<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>
   −
This consists of a list of models with these fields:
+
===Other item changes===
 
+
* 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#.
{| class="wikitable"
+
* [[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> [[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.
 +
 
 +
See [[Modding:Location data]] for docs on the new data format.
 +
 
 +
===Custom location contexts===
 +
{{/doc status|[[Modding:Location data]] or a new doc page|done=false}}
 +
 
 +
====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.
 +
* [[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>.
 +
 
 +
====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]].
 +
 
 +
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:
 +
 
 +
<dl style="margin-left: 2em;">
 +
<dt>Required fields:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
 
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>Name</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the location context.
 +
|}
 +
</dd>
 +
 
 +
<dt>Player actions:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Result</samp>
+
! field
| Indicates whether the seed can be planted in a location if this entry is selected. The possible values are:
+
! effect
* <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>
+
| <samp>AllowRainTotem</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
+
| ''(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.
 
|-
 
|-
| <samp>PlantedIn</samp>
+
| <samp>RainTotemAffectsContext</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>.
+
| ''(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.
 
  −
Note that trees can't be planted in garden pots.
   
|-
 
|-
| <samp>DeniedMessage</samp>
+
| <samp>MaxPassOutCost</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.
+
| ''(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>CustomFields</samp>
+
| <samp>PassOutMail</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(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>).
|}
  −
 
  −
====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===
  −
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===
  −
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>:
      +
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! index
   
! field
 
! field
! purpose
+
! effect
 +
|-
 +
| <samp>Id</samp>
 +
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
 
|-
 
|-
| 7
+
| <samp>Mail</samp>
| hat position
+
| The [[Modding:Mail data|letter ID]] to add.
| The pixel position of the hat on the sprite, specified as an object with <samp>X</samp> and <samp>Y</samp> values.
  −
|}
     −
===Context tag changes===
+
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>):
====New context tags====
+
* <samp>{{t|letter id}}_{{t|billed}}_{{t|gender}}</samp>
1.6 adds several new [[Modding:Items#Context tags|item context tags]]:
+
* <samp>{{t|letter id}}_{{t|billed}}</samp>
 
+
* <samp>{{t|letter id}}</samp>
{| class="wikitable"
+
 
|-
+
If no match is found in <samp>Data/mail</samp>, the game will send <samp>passedOut2</samp> instead.
! context tag
  −
! 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.
  −
|-
  −
| <samp>fish_pond_ignore</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>.
  −
|-
  −
| <samp>geode_crusher_ignored</samp>
  −
| 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>]].
  −
|-
  −
| <samp>item_type_{{t|type}}</samp>
  −
| 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.
  −
|-
  −
| <samp>museum_donatable</samp><br /><samp>not_museum_donatable</samp>
  −
| Set whether the item can be donated to the [[museum]], overriding the vanilla logic.
  −
|-
  −
| <samp>not_giftable</samp>
  −
| Prevents players from gifting this item to NPCs, who'll ignore the item entirely (e.g. as if you were holding a tool).
     −
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>geode</samp>
+
| <samp>Location</samp>
| ''(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>]].
+
| The internal location name.
 
|-
 
|-
| <samp>id_{{t|item id}}</samp>
+
| <samp>Position</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 tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
 
|-
 
|-
| <samp>is_machine</samp>
+
| <samp>Condition</samp>
| ''(Added automatically)'' Indicates the item has [[#Custom machines|machine logic]]. This is added automatically based on <samp>Data/Machines</samp>.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
|-
  −
| <samp>machine_input</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>:
  −
* if <samp>HasInput</samp> is true;
  −
* ''or'' if any output rules have an <samp>ItemPlacedInMachine</samp> trigger.
  −
|-
  −
| <samp>machine_output</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>:
  −
* if <samp>HasOutput</samp> is true;
  −
* ''or'' if it has any output rules.
   
|}
 
|}
   −
====ItemContextTagManager class====
+
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.
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.
+
 
 +
If no locations are specified or none match, the player will wake up at [[Harvey's Clinic|Harvey's clinic]].
 +
|}
 +
</dd>
   −
This provides a few utility methods:
+
<dt>Season:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! method
+
! field
 
! effect
 
! effect
 
|-
 
|-
| <code>GetBaseContextTags(id)</code>
+
| <samp>SeasonOverride</samp>
| 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>.
+
| ''(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.
 +
|}
 +
</dd>
 +
 
 +
<dt>Weather:</dt>
 +
<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 consists of a list of models with these fields:
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 
|-
 
|-
| <code>DoesTagQueryMatch(query, tags)</code>
+
| <samp>Id</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 [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry in the list.
 
|-
 
|-
| <code>DoAllTagsMatch(requiredTags, actualTags)</code><br /><code>DoAnyTagsMatch(requiredTags, actualTags)</code>
+
| <samp>Weather</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.
+
| The [[#Custom weather|weather ID]] to set.
 
|-
 
|-
| <code>DoesTagMatch(requiredTag, actualTags)</code>
+
| <samp>Condition</samp>
| Get whether a single 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>SanitizeContextTag(tag)</code>
+
| <samp>CopyWeatherFromLocation</samp>
| ''(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>.
+
| ''(Optional)'' The <samp>Name</samp> (i.e. unique ID) of the location context from which to inherit weather.
 
|}
 
|}
   −
====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="5"| <samp>Farmer</samp>
+
| <samp>Id</samp>
| <code>getItemCount(id)</code><br /><code>GetTallyOfObject(id)</code><br /><code>GetTallyOfObject(id, isBigCraftable)</code><br /><code>hasItemInInventory(id, count)</code><br /><code>hasItemInInventoryNamed(name)</code><br /><code>hasItemInList(list, id, count)</code><br /><code>hasItemWithNameThatContains(name)</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.
| &#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.
   
|-
 
|-
| <code>areAllItemsNull()</code>
+
| <samp>Track</samp>
| Use <code>!items.HasAny()</code>.
+
| The [[Modding:Migrate to Stardew Valley 1.6#Custom audio|audio track ID]] to play.
 
|-
 
|-
| <code>numberOfItemsInInventory()</code>
+
| <samp>Condition</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)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
 +
|}
 
|-
 
|-
| <code>consumeObject(id, count)</code>
+
| <samp>DayAmbience</samp><br /><samp>NightAmbience</samp>
| Use <code>items.ReduceId(id, count)</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>removeItemsFromInventory(id, count)</code>
+
| <samp>PlayRandomAmbientSounds</samp>
| &#32;
+
| ''(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.
* 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.
+
</dd>
 +
 
 +
<dt>Advanced:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
|rowspan="2"| <samp>Object</samp>
+
! field
| <code>ConsumeInventoryItem(player, id, count)</code>
+
! effect
| 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>. See also notes for <samp>Farmer.removeItemsFromInventory</samp>.
   
|-
 
|-
| <code>GetTallyOfObject(player, id)</code>
+
| <samp>CustomFields</samp>
| 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>. See also notes for <samp>Farmer.getTallyOfObject</samp>.
+
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
 +
</dd>
 +
</dl>
 +
 +
===Custom garbage cans===
 +
{{/doc status|a new doc page|done=false}}
   −
It implements a new <samp>IInventory</samp> interface, which lets mods pass their own implementations to code which works on inventories.
+
====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).
   −
===Furniture changes===
+
The asset consists of a data model with these fields:
<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"
 
{| class="wikitable"
 
|-
 
|-
! index
   
! field
 
! field
 
! effect
 
! effect
 
|-
 
|-
| 8
+
| <samp>DefaultBaseChance</samp>
| sprite index
+
| 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.
| The sprite index within the spritesheet texture to draw.
+
|-
 +
| <samp>BeforeAll</samp><br /><samp>AfterAll</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).
 +
|-
 +
| <samp>GarbageCans</samp>
 +
| The data for individual garbage cans. This consists of a string → model lookup with these fields:
 +
 
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 
|-
 
|-
| 9
+
| ''entry key''
| texture
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this garbage can.
| ''(Optional)'' The asset name of the texture to draw. Defaults to <samp>TileSheets/furniture</samp>.
   
|-
 
|-
| 10
+
| <samp>BaseChance</samp>
| off limits for random sale
+
| ''(Optional)'' If set, overrides the root <samp>DefaultBaseChance</samp> field for this garbage can. Defaults to <samp>DefaultBaseChance</samp>.
| ''(Optional)'' Whether to prevent this furniture from appearing in randomly generated shop stocks and the furniture catalogue. Default false.
   
|-
 
|-
| 11
+
| <samp>Items</samp>
| context tags
+
| ''(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.
| ''(Optional)'' A space-delimited list of [[Modding:Items#Context tags|context tags]] which apply to this furniture. Default none.
  −
|}</li>
  −
</ul>
  −
</li>
  −
</ul>
     −
===Other item changes for C# mods===
+
This consists of a list of models with these fields:
* Placed object changes:
+
{| class="wikitable"
** 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.)
+
! field
** The <samp>obj.IsScarecrow()</samp> and <samp>GetScarecrowRadius()</samp> methods now work for non-bigcraftable objects too.
+
! effect
* Clothing changes:
+
|-
** <samp>Clothes.clothesType</samp> is now an enum field.
+
| ''common fields''
** 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.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by garbage cans.
** 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:
     −
{| class="wikitable"
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
! type
+
| <samp>IgnoreBaseChance</samp>
! field/method
+
| ''(Optional)'' Whether this item can spawn even if the <samp>BaseChance</samp> probability check didn't pass. Default false.
! effect
   
|-
 
|-
| <samp>Chest</samp>
+
| <samp>IsMegaSuccess</samp>
| <samp>GetItemsForPlayer()</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.
| Shortcut for <samp>chest.GetItemsForPlayer(Game1.player.UniqueMultiplayerID)</samp>.
   
|-
 
|-
| rowspan="2"| <samp>Crop</samp>
+
| <samp>IsDoubleMegaSuccess</samp>
| <samp>GetHarvestMethod()</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 method used to harvest the crop (one of <samp>HarvestMethod.Grab</samp> or <samp>HarvestMethod.Scythe</samp>).
   
|-
 
|-
| <samp>IsInSeason(location)</samp>
+
| <samp>AddToInventoryDirectly</samp>
| Whether the crop can grow in the location's current season (or true if crops ignore seasons in the location, like the [[greenhouse]]).
+
| ''(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.
 
|-
 
|-
| rowspan="8"| <samp>HoeDirt</samp>
+
| <samp>CreateMultipleDebris</samp>
| <samp>HasFertilizer()</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 whether the dirt has any fertilizer applied.
+
|}
 +
|}
 +
 
 +
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.
 
|-
 
|-
| <samp>CanApplyFertilizer(itemId)</samp>
+
| <samp>CustomFields</samp>
| Get whether a player can apply the given fertilizer to this dirt.
+
| The [[#Custom data fields|custom fields]] for this entry.
|-
+
|}
| <samp>CheckApplyFertilizerRules(itemId)</samp>
+
 
| Get whether a player can apply the given fertilizer to this dirt, and the reason they can't if applicable.
+
====Example new garbage can====
|-
+
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>:
| <samp>GetFertilizerSpeedBoost()</samp>
  −
| Get the crop growth speed boost from fertilizers applied to this dirt.
  −
|-
  −
| <samp>GetFertilizerWaterRetentionChance()</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).
  −
|-
  −
| <samp>GetFertilizerQualityBoostLevel()</samp>
  −
| Get the quality boost level from fertilizers applied to this dirt, which influences the chance of producing a higher-quality crop.
  −
|-
  −
| <samp>GetFertilizerSourceRect()</samp>
  −
| 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.)
+
{{#tag:syntaxhighlight|<nowiki>
|-
  −
| <samp>isWatered()</samp>
  −
| Get whether the dirt is currently watered.
  −
|-
  −
|rowspan="5"| <samp>Item</samp>
  −
| <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.
  −
|-
  −
| <samp>appliesProfitMargins()</samp>
  −
| Get whether this item should apply [[Multiplayer#Profit margins|profit margins]] to shop prices.
  −
|-
  −
| <samp>CanBeLostOnDeath()</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]].
  −
|-
  −
| <samp>HasTypeId(id)</samp><br /><samp>HasTypeObject()</samp><br /><samp>HasTypeBigCraftable()</samp>
  −
| 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)
+
     "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
}
+
    "Changes": [
</syntaxhighlight>
+
        {
<samp>HasTypeObject()</samp> and <samp>HasTypeBigCraftable()</samp> are shortcuts for passing <samp>ItemRegistry.type_object</samp> and <samp>ItemRegistry.type_bigCraftable</samp> respectively.
+
            "Action": "EditData",
|-
+
            "Target": "Data/GarbageCans",
| <samp>TryGetTempData</samp><br /><samp>SetTempData</samp>
+
            "TargetField": [ "GarbageCans" ],
| Get or set temporary item info that's not synchronized in multiplayer or written to the save file.
+
            "Entries": {
 +
                "{{ModId}}_Carpenter": {
 +
                    "Items": [
 +
                        // 25% chance of pufferfish
 +
                        {
 +
                            "ID": "{{ModId}}_Pufferfish",
 +
                            "Condition": "RANDOM 0.25",
 +
                            "ItemId": "(O)128"
 +
                        },
   −
For example, the game uses this to pass spawn options to the fishing minigame:
+
                        // else guaranteed random House Plant item
<syntaxhighlight lang="c#">
+
                        {
if (spawn.IsBossFish)
+
                            "ID": "{{ModId}}_RandomHousePlant",
    fish.SetTempData(nameof(spawn.IsBossFish), true);
+
                            "ItemID": "RANDOM_ITEMS (F) 1376 1390"
 +
                        }
 +
                    ]
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</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.
 +
 
 +
====Example change for existing garbage can====
 +
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>",
 +
    "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.
   −
fish.TryGetTempData(nameof(SpawnFishData.IsBossFish), out bool bossFish);
+
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>
 
</syntaxhighlight>
 
|-
 
|-
| <samp>FishingRod</samp>
+
| mark a garbage can searched
| <samp>CanUseBait()</samp><br /><samp>CanUseTackle()</samp><br /><samp>GetBait()</samp><br /><samp>GetTackle()</samp><br /><samp>HasMagicBait()</samp><br /><samp>HasCuriosityLure()</samp>
+
| <syntaxhighlight lang="js">
| Simplifies working with the fishing rod's [[bait]] and [[tackle]].
+
Town town = (Town)Game1.getLocationFromName("Town");
 +
town.garbageChecked[5] = true;
 +
</syntaxhighlight>
 +
| <syntaxhighlight lang="js">
 +
Game1.netWorldState.Value.CheckedGarbage.Add("Saloon");
 +
</syntaxhighlight>
 +
|}
 +
 
 +
To migrate former vanilla trash can IDs:
 +
{| class="wikitable"
 
|-
 
|-
|rowspan="2"| <samp>Furniture</samp>
+
! position
| <samp>SetPlacement</samp><br /><samp>SetHeldObject</samp>
+
! ID in 1.5.6
| 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.
+
! ID in 1.6
 
  −
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>IsTable()</samp>
+
| Near [[Jodi]] and [[Kent]]'s house
| Get whether this furniture is a table.
+
| <code>0</code>
 +
| <code>JodiAndKent</code>
 
|-
 
|-
|rowspan="2"| <samp>FruitTree</samp>
+
| Near [[Emily]] and [[Haley]]'s house
| <samp>GetQuality()</samp>
+
| <code>1</code>
| Get the quality of fruit currently being produced by the fruit tree.
+
| <code>EmilyAndHaley</code>
 
|-
 
|-
| <samp>TryAddFruit()</samp>
+
| Near [[Lewis]]' house
| Add a fruit item to the tree based on [[#Custom fruit trees|its data]].
+
| <code>2</code>
 +
| <code>Mayor</code>
 
|-
 
|-
| <samp>IndoorPot</samp>
+
| Near [[Museum]]
| <samp>Water()</samp>
+
| <code>3</code>
| Simplifies watering dirt in the [[Garden Pot|garden pot]].
+
| <code>Museum</code>
 
|-
 
|-
| <samp>Object</samp>
+
| Near [[Blacksmith|Clint's blacksmith]]
| <samp>GetBoundingBox()</samp><br /><samp>GetBoundingBoxAt(x, y)</samp>
+
| <code>4</code>
| Get the pixel collision area for the item placed in the world. These replace the former <samp>getBoundingBox(position)</samp> method.
+
| <code>Blacksmith</code>
 
|-
 
|-
| <samp>Tool</samp>
+
| Near [[The Stardrop Saloon|the Saloon]]
| <samp>isScythe()</samp>
+
| <code>5</code>
| Equivalent to the previous <samp>MeleeWeapon</samp> method, to simplify common code and avoid needing to special-case <samp>MeleeWeapon</samp> items.
+
| <code>Saloon</code>
 
|-
 
|-
|rowspan="3"| <samp>Tree</samp>
+
| Near [[Evelyn]] and [[George]]'s house
| <samp>CheckForNewTexture()</samp>
+
| <code>6</code>
| Reset the tree's texture if it would change based on [[#Custom wild trees|its data]].
+
| <code>Evelyn</code>
 
|-
 
|-
| <samp>GetMaxSizeHere</samp>
+
| Near [[JojaMart]]
| Get the maximum size the tree can grow in its current position (e.g. accounting for nearby trees blocking growth).
+
| <code>7</code>
|-
+
| <code>JojaMart</code>
| <samp>IsGrowthBlockedByNearbyTree</samp>
  −
| Get whether growth is blocked because it's too close to another fully-grown tree.
   
|}
 
|}
</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>
     −
===Other item changes===
+
===Custom map actions===
* 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#.
+
{{/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> [[Modding:Game state queries|game state query]] field to <samp>Data/SpecialOrders</samp>.
+
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.
* 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>.
+
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 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.)
+
<syntaxhighlight lang="c#">
** [[Honey]] items now have the <samp>honey_item</samp> context tag.
+
internal class ModEntry : Mod
** 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.
+
    /// <inheritdoc />
** 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.
+
    public override void Entry(IModHelper helper)
* 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.
+
        GameLocation.RegisterTouchAction("Example.ModId_UnlockGate", this.HandleUnlockGate);
** 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==
+
    private void HandleUnlockGate(GameLocation location, string[] args, Farmer player, Vector2 tile)
===Custom locations===
+
    {
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.
+
        const string mailFlag = "Example.ModId_GateUnlocked";
 +
        const string keyId = "Example.ModId_GateKey";
   −
See [[Modding:Location data]] for docs on the new data format.
+
        // unlock gate if locked
 +
        if (!player.mailReceived.Contains(mailFlag))
 +
        {
 +
            if (!Game1.player.Items.ContainsId(id, count))
 +
            {
 +
                Game1.activeClickableMenu = new DialogueBox("This gate is locked. I wonder where the key is?");
 +
                return;
 +
            }
   −
===Custom location contexts===
+
            player.removeFirstOfThisItemFromInventory(keyId);
====Vanilla contexts====
+
            player.mailReceived.Add(mailFlag);
* 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>.
     −
====Format====
+
        // apply open-gate map edit
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]].
+
        // NOTE: this is a quick example which changes the location's current map. If another mod reloads the map
 +
        // (e.g. a content pack editing it), the change will be lost. For persistent changes, you should use the
 +
        // AssetRequested event to apply the change when the map is reloaded.
 +
        IAssetDataForMap mapHelper = this.Helper.GameContent.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>
 +
 
 +
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:
 +
<syntaxhighlight lang="c#">
 +
internal class ModEntry : Mod
 +
{
 +
    /// <inheritdoc />
 +
    public override void Entry(IModHelper helper)
 +
    {
 +
        GameLocation.RegisterTileAction("Example.ModId_UnlockGate", this.HandleUnlockGate);
 +
    }
 +
 
 +
    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";
 +
 
 +
        // unlock gate if locked
 +
        if (!player.mailReceived.Contains(mailFlag))
 +
        {
 +
            if (!Game1.player.Items.ContainsId(id, count))
 +
            {
 +
                Game1.activeClickableMenu = new DialogueBox("This gate is locked. I wonder where the key is?");
 +
                return false;
 +
            }
 +
 
 +
            player.removeFirstOfThisItemFromInventory(keyId);
 +
            player.mailReceived.Add(mailFlag);
 +
        }
 +
 
 +
        // apply open-gate map edit
 +
        // NOTE: this is a quick example which changes the location's current map. If another mod reloads the map
 +
        // (e.g. a content pack editing it), the change will be lost. For persistent changes, you should use the
 +
        // AssetRequested event to apply the change when the map is reloaded.
 +
        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)
 +
        );
 +
 
 +
        return true;
 +
    }
 +
}
 +
</syntaxhighlight>
 +
 
 +
===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.
   −
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:
  −
  −
<dl style="margin-left: 2em;">
  −
<dt>Required fields:</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,954: Line 3,176:  
! effect
 
! effect
 
|-
 
|-
| <samp>Name</samp>
+
| <samp>Destinations</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the location context.
+
| The destinations which the player can travel to from minecarts in this network. This consists of a list of model with these fields:
|}
  −
</dd>
  −
 
  −
<dt>Player actions:</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 2,966: Line 3,183:  
! effect
 
! effect
 
|-
 
|-
| <samp>AllowRainTotem</samp>
+
| <samp>Id</samp>
| ''(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.
+
| A [[Modding:Common data field types#Unique string ID|unique string ID]] for this destination within the network.
 
|-
 
|-
| <samp>RainTotemAffectsContext</samp>
+
| <samp>DisplayName</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.
+
| 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>MaxPassOutCost</samp>
+
| <samp>TargetLocation</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).
+
| The [[#Custom locations|location ID]] for the destination.
 
|-
 
|-
| <samp>PassOutMail</samp>
+
| <samp>TargetTile</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 destination tile position within the location, specified as a model with <samp>X</samp> and <samp>Y</samp> fields.
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>TargetDirection</samp>
! effect
+
| The direction the player should face after arrival (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>).
 
|-
 
|-
| <samp>Mail</samp>
+
| <samp>Condition</samp>
| The [[Modding:Mail data|letter ID]] to add.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this minecart destination is available. Defaults to always available.
 
  −
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.
  −
 
  −
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>MaxPassOutCost</samp>
+
| <samp>Price</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.
+
| ''(Optional)'' The gold price that must be paid each time to use this destination. Default none.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>BuyTicketMessage</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always true.
+
| ''(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>SkipRandomSelection</samp>
+
| <samp>CustomFields</samp>
| ''(Optional)'' If true, send this mail if the <samp>Condition</samp> matches instead of choosing a random valid mail. Default false.
+
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
 
|-
 
|-
| <samp>PassOutLocations</samp>
+
| <samp>UnlockCondition</samp>
| ''(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.)
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this minecart network is unlocked. Default always enabled.
 
  −
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.
  −
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>LockedMessage</samp>
! effect
+
| ''(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>Location</samp>
+
| <samp>ChooseDestinationMessage</samp>
| The internal location name.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when listing destinations to choose from. Defaults to a "''Choose destination:''" translation.
 
|-
 
|-
| <samp>Position</samp>
+
| <samp>BuyTicketMessage</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.
+
| ''(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>Condition</samp>
  −
| ''(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.
+
====Open a minecart menu====
|-
+
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>ReviveLocations</samp>
+
 
| ''(Optional)'' If the player just got knocked out in combat, the location names where they'll wake up.
+
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).
 +
 
 +
====Example====
 +
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.
 +
 
 +
{{#tag:syntaxhighlight|<nowiki>
 +
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        // add minecart destination
 +
        {
 +
            "Action": "EditData",
 +
            "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",
 +
 
 +
                    "TargetLocation": "Railroad",
 +
                    "TargetTile": { "X": 16, "Y": 39 },
 +
                    "TargetDirection": "down",
 +
                }
 +
            }
 +
        },
 +
 
 +
        // 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===
 +
{{/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.
 +
 
 +
(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 3,038: Line 3,280:  
! effect
 
! effect
 
|-
 
|-
| <samp>Location</samp>
+
| <samp>DisplayName</samp>
| The internal location name.
+
| 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>StartDay</samp><br /><samp>EndDay</samp>
 +
| The days of month when the festival becomes active.
 +
|-
 +
| <samp>StartTime</samp>
 +
| The time of day when the festival opens each day.
 +
|-
 +
| <samp>StartMessage</samp>
 +
| A [[Modding:Tokenizable strings|tokenizable string]] for the in-game [[wikipedia:Pop-up notification|toast notification]] shown when the festival begins each day.
 
|-
 
|-
| <samp>Position</samp>
+
| <samp>MapReplacements</samp>
| The tile position within the location, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
+
| 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.
 +
 
 +
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>Condition</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry is active. Defaults to always applied.
+
| ''(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>ShowOnCalendar</samp>
 +
| ''(Optional)'' Whether the festival appears on the [[calendar]], using the same iridium-star icon as the [[Calendar#Winter|Night Market]]. Default true.
 +
|-
 +
| <samp>DailySetupMethod</samp><br /><samp>CleanupMethod</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>).
 +
 
 +
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.
 +
|-
 +
| <samp>CustomFields</samp>
 +
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
   −
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.
+
====NPC schedules====
 
+
When a passive festival is active, NPCs will check for [[Modding:Schedule data|a schedule entry]] in this order:
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"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! syntax
! effect
+
! 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>SeasonOverride</samp>
+
| <samp>{{t|festival ID}}</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.
+
| Applies if there's no date-specific entry.<br /><small>Example: <samp>NightMarket</samp> or <samp>marriage_NightMarket</samp></small>
 
|}
 
|}
</dd>
     −
<dt>Weather:</dt>
+
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.
<dd>
+
 
 +
===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.
 +
 
 +
===New map properties===
 +
{{/doc status|[[Modding:Maps]]|done=false}}
 +
 
 +
1.6 adds several new [[Modding:Maps|map properties]].
 +
 
 +
====Building construction====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! property
! effect
+
! explanation
 
|-
 
|-
| <samp>WeatherConditions</samp>
+
| <samp>CanBuildHere T</samp><br />''(valid in any outdoor location)''
| ''(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.
+
| 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]].
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>BuildConditions {{t|query}}</samp><br />''(valid in any outdoor location)''
! effect
+
| If <samp>CanBuildHere</samp> is set, an optional [[Modding:Game state queries|game state query]] which indicates whether building is allowed currently.
 
|-
 
|-
| <samp>Weather</samp>
+
| <samp>LooserBuildRestrictions T</samp><br />''(valid in any outdoor location)''
| The [[#Custom weather|weather ID]] to set.
+
| 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>Condition</samp>
+
| <samp>ValidBuildRect {{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp><br />''(valid in any outdoor location)''
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether to apply the weather. Defaults to always applied.
+
| The tile area within the map where buildings may be placed. If omitted, buildings may be placed in any open space in the map.
|}
  −
|-
  −
| <samp>CopyWeatherFromLocation</samp>
  −
| ''(Optional)'' The <samp>Name</samp> (i.e. unique ID) of the location context from which to inherit weather.
   
|}
 
|}
   −
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.
+
====Crops====
 
  −
</dd>
  −
 
  −
<dt>Music:</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! property
! effect
+
! explanation
 
|-
 
|-
| <samp>DefaultMusic</samp>
+
| <samp>AllowGiantCrops T</samp>
| ''(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.
+
| 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>DefaultMusicCondition</samp>
+
| <samp>DirtDecayChance {{t|chance}}</samp>
| ''(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.
+
| 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).
 +
|}
 +
 
 +
====Farmhouse interior====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>DefaultMusicDelayOneScreen</samp>
+
! property
| ''(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.
+
! explanation
 
|-
 
|-
| <samp>Music</samp>
+
| <samp>FarmHouseStarterGift [{{t|id}} {{o|count}}]+</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.
+
| 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.
 +
 
 +
For example, this will add 10 pufferfish (object 128) and a blobfish mask (hat 56):
 +
<pre>FarmHouseStarterGift (O)128 10 (H)56 1</pre>
 +
 
 +
If omitted, the default items (usually a 15 parsnip seeds) are added instead.
 +
|}
   −
This consists of a list of models with these fields:
+
====Warps & map positions====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! property
! effect
+
! explanation
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>AllowWakeUpWithoutBed {{t|allow}}</samp>
| ''(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.
+
| 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>Track</samp>
+
| <samp>DefaultWarpLocation {{t|x}} {{t|y}}</samp><br />''(valid in any location)''
| The [[Modding:Migrate to Stardew Valley 1.6#Custom audio|audio track ID]] to play.
+
| 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>Condition</samp>
+
| <samp>PetBowlLocation {{t|x}} {{t|y}}</samp><br />''(valid in the farm)''
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry applies. Default true.
+
| The default position of the pet bowl
|}
   
|-
 
|-
| <samp>DayAmbience</samp><br /><samp>NightAmbience</samp>
+
| <samp>SpouseRoomPosition {{t|x}} {{t|y}}</samp><br />''(valid in farmhouse)''
| ''(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.
+
| The top-left position at which to place the [[Marriage#Spouse Rooms|spouse room]].
 
|-
 
|-
| <samp>PlayRandomAmbientSounds</samp>
+
| <samp>TravelingCartPosition {{t|x}} {{t|y}}</samp><br />''(valid in the forest)''
| ''(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.
+
| 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.
 
|}
 
|}
</dd>
     −
<dt>Advanced:</dt>
+
===Other map property changes===
<dd>
+
{{/doc status|[[Modding:Maps]]|done=false}}
 +
 
 
{| 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>CustomFields</samp>
+
| <samp>FarmHouseFlooring</samp><br /><samp>FarmHouseFurniture</samp><br /><samp>FarmHouseStarterSeedsPosition</samp><br /><samp>FarmHouseWallpaper</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| These now work independently. For example, you can now use <samp>FarmHouseFlooring</samp> without needing to set <samp>FarmHouseFurniture</samp> too.
|}
  −
</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
+
| <samp>Music</samp>
! effect
+
| 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>DefaultBaseChance</samp>
+
| <samp>NPCWarp</samp><br /><samp>Warp</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.
+
| 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>BeforeAll</samp><br /><samp>AfterAll</samp>
+
| <samp>Stumps</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).
+
| Now works in all locations.
 
|-
 
|-
| <samp>GarbageCans</samp>
+
| <samp>UniquePortrait</samp><br /><samp>UniqueSprite</samp>
| The data for individual garbage cans. This consists of a string → model lookup with these fields:
+
| Deprecated; use [[#Custom NPC appearance|custom NPC appearances]] instead. These properties will override NPC appearances. This was removed from all vanilla maps.
 +
|}
 +
 
 +
===Tile property changes===
 +
{{/doc status|[[Modding:Maps]]|done=false}}
    +
<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"
 
|-
 
|-
| ''entry key''
+
! layer
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this garbage can.
+
! property
 +
! explanation
 
|-
 
|-
| <samp>BaseChance</samp>
+
| <samp>Buildings</samp>
| ''(Optional)'' If set, overrides the root <samp>DefaultBaseChance</samp> field for this garbage can. Defaults to <samp>DefaultBaseChance</samp>.
+
| <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>Items</samp>
+
| <samp>Buildings</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>Action BuildingToggleAnimalDoor</samp>
 
+
| If a building covers this tile, opens or closes its animal door.
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Buildings</samp>
! effect
+
| <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.
 
|-
 
|-
| ''common fields''
+
| <samp>Buildings</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by garbage cans.
+
| <samp>Action Forge</samp>
 
+
| Opens the [[Forge]] menu.
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>IgnoreBaseChance</samp>
+
| <samp>Buildings</samp>
| ''(Optional)'' Whether this item can spawn even if the <samp>BaseChance</samp> probability check didn't pass. Default false.
+
| <samp>Action None</samp>
 +
| Does nothing. This is used to mark the tile interactive if the click will be handled separately.
 
|-
 
|-
| <samp>IsMegaSuccess</samp>
+
| <samp>Buildings</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.
+
| <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>IsDoubleMegaSuccess</samp>
+
| <samp>Buildings</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.
+
| <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>AddToInventoryDirectly</samp>
+
| <samp>Buildings</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.
+
| <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:
| <samp>CreateMultipleDebris</samp>
+
* {{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.
| ''(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.
+
* {{o|skip if seen}}: whether to ignore the action if the player has already seen the given event. Default true.
|}
+
 
|}
+
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 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, <code>Action PlayEvent 60367 false false</code> will replay the bus arrival event from the start of the game.
 +
|}
 +
</li>
 +
<li>Added new <samp>TouchAction</samp> [[Modding:Maps|tile properties]]:
 +
{| class="wikitable"
 +
|-
 +
! layer
 +
! property
 +
! explanation
 +
|-
 +
| <samp>Back</samp>
 +
| <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.
 +
|}</li>
 +
<li>Changed existing tile properties:
 +
{| class="wikitable"
 +
|-
 +
! layer
 +
! 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>TouchAction Bus</samp>
 +
| Removed. This wasn't used by the game or mods.
 +
|-
 +
| <samp>TouchAction Emote</samp>
 +
| Fixed error if the specified NPC isn't found.
 +
|-
 +
| <samp>Treasure</samp>
 +
| Added <samp>Treasure Item {{t|item ID}}</samp> form which accepts a [[#Custom items|qualified or unqualified item ID]].
 +
|-
 +
|rowspan="2"| <samp>Buildings</samp>
 +
| <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>CustomFields</samp>
+
| <samp>Action Kitchen</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| Now works in any location (including those without a fridge).
 
|}
 
|}
 +
</li>
 +
</ul>
   −
====Example new garbage can====
+
===Other location/map changes===
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>:
+
{{/doc status|[[Modding:Maps]] and other pages as needed|done=false}}
   −
{{#tag:syntaxhighlight|<nowiki>
+
* 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]].
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
** Fixed crash on new-save screen if the farm type's tooltip has no description.
    "Changes": [
+
* General location data:
        {
+
** All locations can now have animals. The <samp>IAnimalLocation</samp> is now obsolete and implemented by <samp>GameLocation</samp>.
            "Action": "EditData",
+
** Added new [[Modding:Fish data|fishing areas]] to simplify compatibility between fish & map mods (specifically for hilltop farm, wilderness farm, town, and desert).
            "Target": "Data/GarbageCans",
+
** 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.
            "TargetField": [ "GarbageCans" ],
+
** 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.
            "Entries": {
+
** Game logic which checks tile indexes is now more fault-tolerant, so it won't crash if an expected tile was edited.
                "{{ModId}}_Carpenter": {
+
** Finished migrating <samp>DecoratableLocation</samp> flooring/wallpaper areas to string IDs (started in Stardew Valley 1.5.5).
                    "Items": [
+
* General map changes:
                        // 25% chance of pufferfish
+
** 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.
                            "ID": "{{ModId}}_Pufferfish",
+
* Location context data:
                            "Condition": "RANDOM 0.25",
+
** Building interiors now inherit their parent's location context by default.
                            "ItemId": "(O)128"
+
** 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).
                        // else guaranteed random House Plant item
+
** Removed the <samp>Name</samp> field in <samp>Data/LocationContexts</samp>, which duplicated the ID.
                        {
+
<ul>
                            "ID": "{{ModId}}_RandomHousePlant",
+
<li>Added methods to simplify common operations:
                            "ItemID": "RANDOM_ITEMS (F) 1376 1390"
+
{| class="wikitable"
                        }
+
|-
                    ]
+
! type
                }
+
! method
            }
+
! effect
        }
+
|-
    ]
+
|rowspan="7"| <samp>Building</samp>
}</nowiki>|lang=javascript}}
+
| <samp>GetParentLocation</samp>
 
+
| Get the location which contains this building.
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.
+
|-
 
+
| <samp>IsInCurrentLocation</samp>
====Example change for existing garbage can====
+
| Get whether the building is in the same location as the current player.
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.
+
|-
 
+
| <samp>HasIndoors</samp>
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.
+
| Get whether the building has an interior location.
 
+
|-
{{#tag:syntaxhighlight|<nowiki>
+
| <samp>GetIndoors</samp>
{
+
| Get the location within this building, if applicable.
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
|-
    "Changes": [
+
| <samp>HasIndoorsName</samp>
        {
+
| Get whether the building has an interior location and its unique name matches the given value (like <code>building.HasIndoorsName("FarmHouse")</code>).
            "Action": "EditData",
+
|-
            "Target": "Data/GarbageCans",
+
| <samp>GetIndoorsName</samp>
            "TargetField": [ "GarbageCans", "Saloon", "Items" ],
+
| Get the unique name of the location within this building, if applicable.
            "Entries": {
+
|-
                // 25% chance of pufferfish
+
| ...
               
+
| ''see also [[#Other building changes|other building changes]] for non-location methods.''
                "{{ModId}}_Pufferfish":{
+
|-
                    "ID": "{{ModId}}_Pufferfish",
+
|rowspan="7"|<samp>Cabin</samp><br /><samp>FarmHouse</samp>
                    "Condition": "RANDOM 0.25",
+
| <samp>GetCellar</samp>
                    "ItemId": "(O)128"
+
| Get the [[cellar]] location linked to this cabin, if any.
                }
+
|-
            },
+
| <samp>CanAssignFarmhand</samp><br /><samp>AssignFarmhand</samp>
            "MoveEntries": [
+
| ''(Cabin only)'' Check whether the cabin is available to assign to a farmhand, or perform the assignment.
                { "ID": "{{ModId}}_Pufferfish", "BeforeId": "Base_DishOfTheDay" }
+
|-
            ]
+
| <samp>HasOwner</samp>
        }
+
| Get whether the home has an assigned player, regardless of whether they've finished creating their character.
    ]
+
|-
}</nowiki>|lang=javascript}}
+
| <samp>OwnerId</samp>
 +
| Get the unique ID of the player who owns this home, if any.
 +
|-
 +
| <samp>IsOwnedByCurrentPlayer</samp>
 +
| Get whether the cabin belongs to the current player.
 +
|-
 +
| <samp>IsOwnerActivated</samp>
 +
| Get whether the home has an assigned player and they've finished creating their character.
 +
|-
 +
| <samp>HasNpcSpouse</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>.
 +
|-
 +
|rowspan="2"| <samp>Farm</samp>
 +
| <samp>GetStarterFarmhouseLocation</samp>
 +
| Get the default tile position for the farmhouse. (See also <samp>farm.GetMainFarmHouseEntry()</samp>.)
 +
|-
 +
| <samp>GetStarterPetBowlLocation</samp>
 +
| Get the default tile position for the pet bowl.
 +
|-
 +
|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).
   −
===Custom map actions===
+
This replaces the former <samp>farm.AddModularShippingBin()</samp> method.
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.
+
|-
 +
| <samp>GetFridge</samp><br /><samp>GetFridgePosition</samp>
 +
| Get the fridge's chest or tile position, if the location has one.
 +
|-
 +
| <samp>GetSeason</samp><br /><samp>GetSeasonIndex</samp><br /><samp>GetSeasonKey</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]].
 +
|-
 +
| <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>GetRootLocation</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.
 +
|-
 +
| <samp>GetInstancedBuildingInteriors</samp>
 +
| Get all building interiors within this location which are instanced to the building (i.e. not in <samp>Game1.locations</samp> separately).
 +
|-
 +
| <samp>GetMapPropertySplitBySpaces</samp><br /><samp>GetTilePropertySplitBySpaces</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.
   −
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[] fields = Game1.currentLocation.GetMapPropertySplitBySpaces("ScreenshotRegion");
{
+
</syntaxhighlight>
    /// <inheritdoc />
+
|-
    public override void Entry(IModHelper helper)
+
| <samp>HasMapPropertyWithValue</samp>
    {
+
| Get whether a map property is defined and has a non-empty value.
        GameLocation.RegisterTouchAction("Example.ModId_UnlockGate", this.HandleUnlockGate);
  −
    }
     −
    private void HandleUnlockGate(GameLocation location, string[] args, Farmer player, Vector2 tile)
+
For example:
    {
+
<syntaxhighlight lang="c#">
        const string mailFlag = "Example.ModId_GateUnlocked";
+
bool canUseCasks = Game1.currentLocation.HasMapPropertyWithValue("CanCaskHere");
        const string keyId = "Example.ModId_GateKey";
+
</syntaxhighlight>
 +
|-
 +
| <samp>StoreHayInAnySilo</samp>
 +
| Add hay to any silo with free space (preferring silos in the current location, then the farm, then anywhere).
 +
|-
 +
| <samp>TryGetMapProperty</samp>
 +
| Get a map property value as a string, if it's defined.
   −
        // unlock gate if locked
+
For example:
        if (!player.mailReceived.Contains(mailFlag))
+
<syntaxhighlight lang="c#">
        {
+
if (this.TryGetMapProperty("Warps", out string warps))
            if (!Game1.player.Items.ContainsId(id, count))
+
{
            {
+
    // ...
                Game1.activeClickableMenu = new DialogueBox("This gate is locked. I wonder where the key is?");
+
}
                return;
+
</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.
   −
            player.removeFirstOfThisItemFromInventory(keyId);
+
For example:
            player.mailReceived.Add(mailFlag);
+
<syntaxhighlight lang="c#">
        }
+
if (!this.TryGetMapPropertyAs("MailboxLocation", out Point position))
 
+
{
        // apply open-gate map edit
+
    position = new Point(68, 16); // default value
        // NOTE: this is a quick example which changes the location's current map. If another mod reloads the map
  −
        // (e.g. a content pack editing it), the change will be lost. For persistent changes, you should use the
  −
        // AssetRequested event to apply the change when the map is reloaded.
  −
        IAssetDataForMap mapHelper = this.Helper.GameContent.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>
 
</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 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"
   
|-
 
|-
! field
+
| <samp>removeObjectsAndSpawned</samp>
! effect
+
| Remove all objects, bushes, resource clumps, and terrain features within a tile area.
 
|-
 
|-
| <samp>Destinations</samp>
+
| <samp>OnBuildingConstructed</samp><br /><samp>OnBuildingMoved</samp><br /><samp>OnBuildingDemolished</samp>
| The destinations which the player can travel to from minecarts in this network. This consists of a list of model with these fields:
+
| These methods are called for all players when any player constructs, moves, or demolishes a building.
{| class="wikitable"
   
|-
 
|-
! field
+
|rowspan="3"| <samp>LibraryMuseum</samp>
! effect
+
| <samp>HasDonatedArtifacts()</samp>
 +
| Get whether any items have been donated to the [[museum]].
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>HasDonatedArtifactAt(tile)</samp>
| A [[Modding:Common data field types#Unique string ID|unique string ID]] for this destination within the network.
+
| Get whether any donated item is currently placed at the given tile position within the [[museum]].
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>HasDonatedArtifact(itemId)</samp>
| 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]]).
+
| Get whether an artifact with the given qualified or unqualified item ID has been donated to the [[museum]].
 
|-
 
|-
| <samp>TargetLocation</samp>
+
|rowspan="2"| <samp>MineShaft</samp>
| The [[#Custom locations|location ID]] for the destination.
+
| <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>TargetTile</samp>
+
| <samp>IsGeneratedLevel</samp>
| The destination tile position within the location, specified as a model with <samp>X</samp> and <samp>Y</samp> fields.
+
| 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>TargetDirection</samp>
+
| <samp>VolcanoDungeon</samp>
| The direction the player should face after arrival (one of <samp>down</samp>, <samp>left</samp>, <samp>right</samp>, or <samp>up</samp>).
+
| <samp>GetLevelName</samp><br /><samp>IsGeneratedLevel</samp>
|-
+
| Equivalent to the matching <samp>MineShaft</samp> methods, but for the [[Volcano Dungeon]].
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this minecart destination is available. Defaults to always available.
  −
|-
  −
| <samp>Price</samp>
  −
| ''(Optional)'' The gold price that must be paid each time to use this destination. Default none.
  −
|-
  −
| <samp>BuyTicketMessage</samp>
  −
| ''(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>CustomFields</samp>
  −
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
   
|}
 
|}
 +
</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==
 +
===Custom buildings===
 +
{{/doc status|[[Modding:Blueprint data]]|done=false}}
 +
 +
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 [[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.
 +
 +
====Required fields====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>UnlockCondition</samp>
+
! field
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this minecart network is unlocked. Default always enabled.
+
! effect
|-
  −
| <samp>LockedMessage</samp>
  −
| ''(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>ChooseDestinationMessage</samp>
+
| <samp>Name</samp><br /><samp>Description</samp>
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when listing destinations to choose from. Defaults to a "''Choose destination:''" translation.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the display name and description (e.g. shown in the construction menu).
 
|-
 
|-
| <samp>BuyTicketMessage</samp>
+
| <samp>Texture</samp>
| ''(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.
+
| The asset name for the texture under the game's Content folder.
 
|}
 
|}
   −
====Open a minecart menu====
+
====Construction====
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>.
+
{| class="wikitable"
 
+
|-
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).
+
! field
 
+
! effect
====Example====
+
|-
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.
+
| <samp>Builder</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.
{{#tag:syntaxhighlight|<nowiki>
+
|-
{
+
| <samp>BuildCost</samp>
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
+
| ''(Optional)'' The gold cost to construct the building. Defaults to {{price|0}}.
    "Changes": [
+
|-
        // add minecart destination
+
| <samp>BuildMaterials</samp>
        {
+
| ''(Optional)'' The materials you must provide to start construction, as a list of models with these fields:
            "Action": "EditData",
+
{| class="wikitable"
            "Target": "Data/Minecarts",
+
|-
            "TargetField": [ "Default", "Destinations" ], // for the "Default" network, edit the "Destinations" field
+
! field
            "Entries": {
+
! effect
                "Railroad": {
+
|-
                    "Id": "Railroad",
+
| <samp>Id</samp>
                    "DisplayName": "[LocationName Railroad]",
+
| ''(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.
                    "Condition": "LOCATION_ACCESSIBLE Railroad",
+
|-
 
+
| <samp>ItemId</samp>
                    "TargetLocation": "Railroad",
+
| The required item ID (qualified or unqualified).
                    "TargetTile": { "X": 16, "Y": 39 },
  −
                    "TargetDirection": "down",
  −
                }
  −
            }
  −
        },
  −
 
  −
        // 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 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"
   
|-
 
|-
! field
+
| <samp>Amount</samp>
! effect
+
| The number of the item required.
 +
|}
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>BuildDays</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the display name shown on the [[calendar]].
+
| ''(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>Season</samp>
+
| <samp>BuildCondition</samp>
| The [[season]] when the festival becomes active.
+
| ''(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>StartDay</samp><br /><samp>EndDay</samp>
+
| <samp>BuildMenuDrawOffset</samp>
| The days of month when the festival becomes active.
+
| ''(Optional)'' A pixel offset to apply to the building sprite when drawn in the construction menu. Default none.
 
|-
 
|-
| <samp>StartTime</samp>
+
| <samp>AdditionalPlacementTiles</samp>
| The time of day when the festival opens each day.
+
| ''(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"
 
|-
 
|-
| <samp>StartMessage</samp>
+
! field
| A [[Modding:Tokenizable strings|tokenizable string]] for the in-game [[wikipedia:Pop-up notification|toast notification]] shown when the festival begins each day.
+
! effect
 
|-
 
|-
| <samp>MapReplacements</samp>
+
| <samp>TileArea</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 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.
 
+
|-
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>OnlyNeedsToBePassable</samp>
<syntaxhighlight lang="js">
+
| ''(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.
"MapReplacements": {
+
|}
    "Beach": "BeachNightMarket"
+
|-
}
+
| <samp>IndoorItems</samp>
</syntaxhighlight>
+
| ''(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>Condition</samp>
+
| <samp>Tile</samp>
| ''(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.
+
| The tile position at which to place the item, specified as an object with <samp>X</samp> and <samp>Y</samp> fields.
 
|-
 
|-
| <samp>ShowOnCalendar</samp>
+
| <samp>Indestructible</samp>
| ''(Optional)'' Whether the festival appears on the [[calendar]], using the same iridium-star icon as the [[Calendar#Winter|Night Market]]. Default true.
+
| ''(Optional)'' Whether to prevent the player from destroying, picking up, or moving the item. Default false.
 +
|}
 
|-
 
|-
| <samp>DailySetupMethod</samp><br /><samp>CleanupMethod</samp>
+
| <samp>MagicalConstruction</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)'' 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.
 
  −
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.
   
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>AddMailOnBuild</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' A list of [[Modding:Mail data|letter IDs]] to send to all players when the building is constructed for the first time.
 
|}
 
|}
   −
====NPC schedules====
+
====Upgrades====
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>BuildingToUpgrade</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 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>{{t|festival ID}}</samp>
+
| <samp>IndoorItemMoves</samp>
| Applies if there's no date-specific entry.<br /><small>Example: <samp>NightMarket</samp> or <samp>marriage_NightMarket</samp></small>
+
| ''(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:
|}
  −
 
  −
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===
  −
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===
  −
: ''Main article: [[Modding:World map]].''
  −
 
  −
[[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.
  −
 
  −
===New map properties===
  −
1.6 adds several new [[Modding:Maps|map properties]].
  −
 
  −
====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 this entry within the current list.
 +
|-
 +
| <samp>Source</samp>
 +
| The tile position on which any item will be moved.
 
|-
 
|-
| <samp>CanBuildHere T</samp><br />''(valid in any outdoor location)''
+
| <samp>Destination</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]].
+
| The tile position to which to move the item.
 
|-
 
|-
| <samp>BuildConditions {{t|query}}</samp><br />''(valid in any outdoor location)''
+
| <samp>Size</samp>
| If <samp>CanBuildHere</samp> is set, an optional [[Modding:Game state queries|game state query]] which indicates whether building is allowed currently.
+
| ''(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>LooserBuildRestrictions T</samp><br />''(valid in any outdoor location)''
+
| <samp>UpgradeSignTile</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)'' 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>ValidBuildRect {{t|x}} {{t|y}} {{t|width}} {{t|height}}</samp><br />''(valid in any outdoor location)''
+
| <samp>UpgradeSignHeight</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)'' The pixel height of the upgrade sign when Robin is building an upgrade. Defaults to 0.
 
|}
 
|}
   −
====Crops====
+
====Exterior behavior====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! property
+
! field
! explanation
+
! effect
 
|-
 
|-
| <samp>AllowGiantCrops T</samp>
+
| <samp>Size</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 building's width and height when constructed, measured in tiles. Defaults to a 1 x 1 area.
 
|-
 
|-
| <samp>DirtDecayChance {{t|chance}}</samp>
+
| <samp>CollisionMap</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).
+
| ''(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.
|}
     −
====Farmhouse interior====
+
For example, a [[stable]] covers a 2x4 tile area with the front two tiles passable:
{| class="wikitable"
+
<pre>XXXX
|-
+
XOOX</pre>
! property
  −
! explanation
  −
|-
  −
| <samp>FarmHouseStarterGift [{{t|id}} {{o|count}}]+</samp>
  −
| 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.
     −
For example, this will add 10 pufferfish (object 128) and a blobfish mask (hat 56):
+
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:
<pre>FarmHouseStarterGift (O)128 10 (H)56 1</pre>
+
<syntaxhighlight lang="js">
 +
// single line with \n line breaks
 +
"CollisionMap": "XXXX\nXOOX"
   −
If omitted, the default items (usually a 15 parsnip seeds) are added instead.
+
// multi-line with optional indentation
|}
+
"CollisionMap": "
 
+
    XXXX
====Warps & map positions====
+
    XOOX
{| class="wikitable"
+
"
 +
</syntaxhighlight>
 
|-
 
|-
! 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>AllowWakeUpWithoutBed {{t|allow}}</samp>
+
| <samp>AnimalDoor</samp>
| 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>]].
+
| ''(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>DefaultWarpLocation {{t|x}} {{t|y}}</samp><br />''(valid in any location)''
+
| <samp>AnimalDoorOpenDuration</samp><br /><samp>AnimalDoorCloseDuration</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 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>PetBowlLocation {{t|x}} {{t|y}}</samp><br />''(valid in the farm)''
+
| <samp>AnimalDoorOpenSound</samp><br /><samp>AnimalDoorCloseSound</samp>
| The default position of the pet bowl
+
| ''(Optional)'' The sound which is played once each time the animal door is opened/closed. Disabled by default.
|-
  −
| <samp>SpouseRoomPosition {{t|x}} {{t|y}}</samp><br />''(valid in farmhouse)''
  −
| 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===
+
====Exterior appearance====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! map property
+
! field
! changes
+
! 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>Arch</samp><br /><samp>asdf</samp><br /><samp>Debris</samp><br /><samp>Fish</samp>
+
| <samp>Skins</samp>
| Removed (these were unused).
+
| ''(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:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>FarmHouseFlooring</samp><br /><samp>FarmHouseFurniture</samp><br /><samp>FarmHouseStarterSeedsPosition</samp><br /><samp>FarmHouseWallpaper</samp>
+
! field
| These now work independently. For example, you can now use <samp>FarmHouseFlooring</samp> without needing to set <samp>FarmHouseFurniture</samp> too.
+
! effect
 
|-
 
|-
| <samp>Music</samp>
+
| <samp>Id</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.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the skin.
 
|-
 
|-
| <samp>NPCWarp</samp><br /><samp>Warp</samp>
+
| <samp>Name</samp><br /><samp>Description</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.
+
| [[Modding:Tokenizable strings|Tokenizable strings]] for the skin's display name and description.
 
|-
 
|-
| <samp>Stumps</samp>
+
| <samp>Texture</samp>
| Now works in all locations.
+
| The asset name for the texture under the game's Content folder.
 
|-
 
|-
| <samp>UniquePortrait</samp><br /><samp>UniqueSprite</samp>
+
| <samp>Condition</samp>
| Deprecated; use [[#Custom NPC appearance|custom NPC appearances]] instead. These properties will override NPC appearances. This was removed from all vanilla maps.
+
| ''(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.
|}
  −
 
  −
===Tile property changes===
  −
<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"
  −
! layer
  −
! property
  −
! explanation
   
|-
 
|-
| <samp>Paths</samp>
+
| <samp>BuildDays</samp><br /><samp>BuildCost</samp><br /><samp>BuildMaterials</samp>
| <samp>SpawnTree {{t|category}} {{t|ID}} {{t|Growth stage}} {{t|Regrowth stage}}</samp>
+
| ''(Optional)'' If set, overrides the equivalent field in the building data.
| 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"
   
|-
 
|-
! layer
+
| <samp>ShowAsSeparateConstructionEntry</samp>
! property
+
| ''(Optional)'' Whether this skin should be shown as a separate building option in the construction menu (like cabins). Default false.
! explanation
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>Metadata</samp>
| <samp>Action BuildingSilo</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.
| 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>FadeWhenBehind</samp>
| <samp>Action BuildingToggleAnimalDoor</samp>
+
| ''(Optional)'' Whether the building should become semi-transparent when the player is behind it. Default true.
| If a building covers this tile, opens or closes its animal door.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>DrawOffset</samp>
| <samp>Action Dialogue</samp>
+
| ''(Optional)'' A pixel offset applied to the building sprite's placement in the world. Default 0.
| &#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>SeasonOffset</samp>
| <samp>Action Forge</samp>
+
| ''(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.
| Opens the [[Forge]] menu.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>SortTileOffset</samp>
| <samp>Action None</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.
| Does nothing. This is used to mark the tile interactive if the click will be handled separately.
   
|-
 
|-
| <samp>Buildings</samp>
+
| <samp>DrawLayers</samp>
| <samp>Action ObeliskWarp {{t|location name}} {{t|x}} {{t|y}} {{o|whether to dismount}}</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:
| Warps the player to the specified location name and position with the [[Warp Totem|Obelisk]] animation/sound effects.
+
{| class="wikitable"
 
|-
 
|-
| <samp>Buildings</samp>
+
! field
| <samp>Action OpenShop {{t|shop id}} {{o|from direction}} {{o|open time}} {{o|close time}} {{o|owner tile area}}</samp>
+
! effect
| 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>Id</samp>
| <samp>Action PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
| 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 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.
  −
 
  −
For example, <code>Action PlayEvent 60367 false false</code> will replay the bus arrival event from the start of the game.
  −
|}
  −
</li>
  −
<li>Added new <samp>TouchAction</samp> [[Modding:Maps|tile properties]]:
  −
{| class="wikitable"
   
|-
 
|-
! layer
+
| <samp>SourceRect</samp>
! property
+
| 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.
! explanation
   
|-
 
|-
| <samp>Back</samp>
+
| <samp>DrawPosition</samp>
| <samp>TouchAction PlayEvent {{t|event id}} {{o|check preconditions}} {{o|skip if seen}} {{o|fallback action}}</samp>
+
| The tile position at which to draw the top-left corner of the texture, relative to the building's top-left corner tile.
| 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.
  −
|}</li>
  −
<li>Changed existing tile properties:
  −
{| class="wikitable"
   
|-
 
|-
! layer
+
| <samp>Texture</samp>
! property
+
| ''(Optional)'' The asset name of the texture to draw. Defaults to the building's default <samp>Texture</samp> field.
! reason
   
|-
 
|-
|rowspan="4"| <samp>Back</samp>
+
| <samp>DrawInBackground</samp>
| <samp>NoSpawn</samp>
+
| ''(Optional)'' Whether to draw the texture behind the building sprite (i.e. underlay) instead of over it.
| 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>SortTileOffset</samp>
| Removed. This wasn't used by the game or mods.
+
| ''(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.
 
|-
 
|-
| <samp>TouchAction Emote</samp>
+
| <samp>OnlyDrawIfChestHasContents</samp>
| Fixed error if the specified NPC isn't found.
+
| ''(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.
 
|-
 
|-
| <samp>Treasure</samp>
+
| <samp>FrameCount</samp><br /><samp>FramesPerRow</samp><br /><samp>FrameDuration</samp>
| Added <samp>Treasure Item {{t|item ID}}</samp> form which accepts a [[#Custom items|qualified or unqualified item ID]].
+
| ''(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.
 +
 
 +
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>
 +
┌───┬───┬───┐
 +
│ 1 │ 2 │ 3 │
 +
├───┼───┼───┤
 +
│ 4 │ 5 │ 6 │
 +
└───┴───┴───┘
 +
</pre>
 
|-
 
|-
|rowspan="2"| <samp>Buildings</samp>
+
| <samp>AnimalDoorOffset</samp>
| <samp>Action ItemChest</samp><br /><samp>Action Minecart</samp><br /><samp>Action RemoveChest</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).
| Removed. These weren't used by the game or mods.
+
|}
 
|-
 
|-
| <samp>Action Kitchen</samp>
+
| <samp>DrawShadow</samp>
| Now works in any location (including those without a fridge).
+
| ''(Optional)'' Whether to draw an automatic shadow along the bottom edge of the building's sprite. Default true.
 
|}
 
|}
</li>
  −
</ul>
     −
===Other location/map changes===
+
====Interior====
* Farm data:
+
{| class="wikitable"
** 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.
+
! field
* General location data:
+
! effect
** 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).
+
| <samp>IndoorMap</samp>
** 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.
+
| ''(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>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"
   
|-
 
|-
! type
+
| <samp>IndoorMapType</samp>
! method
+
| ''(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.
 
|-
 
|-
|rowspan="7"| <samp>Building</samp>
+
| <samp>NonInstancedIndoorLocation</samp>
| <samp>GetParentLocation</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.
| Get the location which contains this building.
+
 
 +
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>IsInCurrentLocation</samp>
+
| <samp>MaxOccupants</samp>
| Get whether the building is in the same location as the current player.
+
| ''(Optional)'' The maximum number of animals who can live in this building.
 
|-
 
|-
| <samp>HasIndoors</samp>
+
| <samp>AllowAnimalPregnancy</samp>
| Get whether the building has an interior location.
+
| ''(Optional)'' Whether animals can get pregnant and produce offspring in this building. Default false.
 
|-
 
|-
| <samp>GetIndoors</samp>
+
| <samp>ValidOccupantTypes</samp>
| Get the location within this building, if applicable.
+
| ''(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.
 +
|}
 +
 
 +
====Item processing====
 +
{| class="wikitable"
 
|-
 
|-
| <samp>HasIndoorsName</samp>
+
! field
| Get whether the building has an interior location and its unique name matches the given value (like <code>building.HasIndoorsName("FarmHouse")</code>).
+
! effect
 
|-
 
|-
| <samp>GetIndoorsName</samp>
+
| <samp>HayCapacity</samp>
| Get the unique name of the location within this building, if applicable.
+
| ''(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.
 
|-
 
|-
| ...
+
| <samp>ItemConversions</samp>
| ''see also [[#Other building changes|other building changes]] for non-location methods.''
+
| ''(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"
 
|-
 
|-
|rowspan="7"|<samp>Cabin</samp><br /><samp>FarmHouse</samp>
+
! field
| <samp>GetCellar</samp>
+
! effect
| Get the [[cellar]] location linked to this cabin, if any.
   
|-
 
|-
| <samp>CanAssignFarmhand</samp><br /><samp>AssignFarmhand</samp>
+
| <samp>Id</samp>
| ''(Cabin only)'' Check whether the cabin is available to assign to a farmhand, or perform the assignment.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this rule within the current list.
 
|-
 
|-
| <samp>HasOwner</samp>
+
| <samp>RequiredTags</samp>
| Get whether the home has an assigned player, regardless of whether they've finished creating their character.
+
| 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>OwnerId</samp>
+
| <samp>SourceChest</samp>
| Get the unique ID of the player who owns this home, if any.
+
| The ID of the inventory defined in <samp>Chests</samp> from which to take input items.
 
|-
 
|-
| <samp>IsOwnedByCurrentPlayer</samp>
+
| <samp>DestinationChest</samp>
| Get whether the cabin belongs to the current player.
+
| The ID of the inventory defined in <samp>Chests</samp> in which to store output items.
 
|-
 
|-
| <samp>IsOwnerActivated</samp>
+
| <samp>ProducedItems</samp>
| Get whether the home has an assigned player and they've finished creating their character.
+
| The output items produced when an input item is converted. This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>HasNpcSpouse</samp>
+
! field
| 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>.
+
! effect
 
|-
 
|-
|rowspan="2"| <samp>Farm</samp>
+
| ''common fields''
| <samp>GetStarterFarmhouseLocation</samp>
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
| Get the default tile position for the farmhouse. (See also <samp>farm.GetMainFarmHouseEntry()</samp>.)
  −
|-
  −
| <samp>GetStarterPetBowlLocation</samp>
  −
| Get the default tile position for the pet bowl.
  −
|-
  −
|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.
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
 
|-
 
|-
| <samp>GetFridge</samp><br /><samp>GetFridgePosition</samp>
+
| <samp>Chance</samp>
| Get the fridge's chest or tile position, if the location has one.
+
| ''(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>GetSeason</samp><br /><samp>GetSeasonIndex</samp><br /><samp>GetSeasonKey</samp>
+
| <samp>RequiredCount</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)'' The number of the input item to consume. Default 1.
 
|-
 
|-
| <samp>GetWeather</samp><br /><samp>IsDebrisWeatherHere</samp><br /><samp>IsLightningHere</samp><br /><samp>IsRainingHere</samp><br /><samp>IsSnowingHere</samp>
+
| <samp>MaxDailyConversions</samp>
| Get the current weather in this location's context, regardless of whether the player is indoors and sheltered from it.
+
| ''(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>InDesertContext</samp><br /><samp>InIslandContext</samp><br /><samp>InValleyContext</samp>
+
| <samp>Chests</samp>
| Get whether this location is within the <samp>Island</samp> or <samp>Default</samp> location context respectively.
+
| ''(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"
 
|-
 
|-
| <samp>IsActiveLocation</samp>
+
! field
| Get whether this location is actively synced to the current player (see [[Modding:Modder Guide/Game Fundamentals#Farmhand shadow world|farmhand shadow world]]).
+
! effect
 
|-
 
|-
| <samp>IsTemporary</samp>
+
| <samp>Id</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).
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this chest within the current list.
 +
 
 +
This is referenced from the <samp>ItemConversions</samp> field.
 
|-
 
|-
| <samp>GetLocationContextId</samp>
+
| <samp>Type</samp>
| Get the ID of the location context in <samp>Data/LocationContexts</samp> which contains this building.
+
| 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>GetContainingBuilding</samp>
+
| <samp>Sound</samp>
| Get the building instance which contains this location (like the cabin for a cabin interior), if applicable.
+
| ''(Optional)'' The sound to play once when the player clicks the chest.
 
|-
 
|-
| <samp>GetParentLocation</samp>
+
| <samp>InvalidItemMessage</samp><br /><samp>InvalidCountMessage</samp><br /><samp>ChestFullMessage</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.
+
| ''(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>GetRootLocation</samp>
+
| <samp>InvalidItemMessageCondition</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.
+
| ''(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>GetInstancedBuildingInteriors</samp>
+
| <samp>DisplayTile</samp>
| Get all building interiors within this location which are instanced to the building (i.e. not in <samp>Game1.locations</samp> separately).
+
| ''(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>GetMapPropertySplitBySpaces</samp><br /><samp>GetTilePropertySplitBySpaces</samp>
+
| <samp>DisplayHeight</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)'' If <samp>DisplayTile</samp> is set, the chest's tile height like <samp>1.5</samp>.
 +
|}
 +
|}
   −
For example:
+
====Tile interactions====
<syntaxhighlight lang="c#">
+
{| class="wikitable"
string[] fields = Game1.currentLocation.GetMapPropertySplitBySpaces("ScreenshotRegion");
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>HasMapPropertyWithValue</samp>
+
! field
| Get whether a map property is defined and has a non-empty value.
+
! effect
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
bool canUseCasks = Game1.currentLocation.HasMapPropertyWithValue("CanCaskHere");
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>StoreHayInAnySilo</samp>
+
| <samp>ActionTiles</samp>
| Add hay to any silo with free space (preferring silos in the current location, then the farm, then anywhere).
+
| ''(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"
 +
|-
 +
! field
 +
! 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>Tile</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.
+
| The tile position, relative to the building's top-left corner tile.
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
if (!this.TryGetMapPropertyAs("MailboxLocation", out Point position))
  −
{
  −
    position = new Point(68, 16); // default value
  −
}
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>removeObjectsAndSpawned</samp>
+
| <samp>Action</samp>
| Remove all objects, bushes, resource clumps, and terrain features within a tile area.
+
| 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>OnBuildingConstructed</samp><br /><samp>OnBuildingMoved</samp><br /><samp>OnBuildingDemolished</samp>
+
| <samp>DefaultAction</samp>
| These methods are called for all players when any player constructs, moves, or demolishes a building.
+
| ''(Optional)'' The default tile action if the clicked tile isn't in <samp>ActionTiles</samp>. Default none.
 
|-
 
|-
|rowspan="3"| <samp>LibraryMuseum</samp>
+
| <samp>TileProperties</samp>
| <samp>HasDonatedArtifacts()</samp>
+
| ''(Optional)'' The [[Modding:Maps|map tile properties]] to set. This consists of a list of models with these fields:
| Get whether any items have been donated to the [[museum]].
+
{| class="wikitable"
 
|-
 
|-
| <samp>HasDonatedArtifactAt(tile)</samp>
+
! field
| Get whether any donated item is currently placed at the given tile position within the [[museum]].
+
! effect
 
|-
 
|-
| <samp>HasDonatedArtifact(itemId)</samp>
+
| <samp>Id</samp>
| Get whether an artifact with the given qualified or unqualified item ID has been donated to the [[museum]].
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
|-
 
|-
|rowspan="2"| <samp>MineShaft</samp>
+
| <samp>Name</samp>
| <samp>GetLevelName</samp>
+
| The tile property name to set.
| Get the location name for a generated [[The Mines|mine]] or [[Skull Cavern]] level.
+
|-
 
+
| <samp>Value</samp>
For example:
+
| ''(Optional)'' The tile property value to set, or omit to set a null value.
<syntaxhighlight lang="c#">
+
|-
string locationName = MineShaft.GetLevelName(10); // returns "UndergroundMine10"
+
| <samp>Layer</samp>
Game1.warpFarmer(locationName, 0, 0, false);
+
| The name of the map layer whose tiles to change.
</syntaxhighlight>
   
|-
 
|-
| <samp>IsGeneratedLevel</samp>
+
| <samp>TileArea</samp>
| Get whether a location or location name is a generated [[The Mines|mine]] or [[Skull Cavern]] level.
+
| 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.
 
+
|}
For example:
  −
<syntaxhighlight lang="c#">
  −
string locationName = "UndergroundMine10";
  −
bool isMine = MineShaft.IsGeneratedLevel(locationName, out int level); // returns true, 10
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>VolcanoDungeon</samp>
+
| <samp>AdditionalTilePropertyRadius</samp>
| <samp>GetLevelName</samp><br /><samp>IsGeneratedLevel</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.
| 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 [[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.
  −
 
  −
====Required fields====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 3,949: Line 4,239:  
! effect
 
! effect
 
|-
 
|-
| <samp>Name</samp><br /><samp>Description</samp>
+
| <samp>Metadata</samp>
| A [[Modding:Tokenizable strings|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>BuildCost</samp>
+
| <samp>ChimneyPosition{{o|upgrade level}}: {{t|x}} {{t|y}}</samp>
| ''(Optional)'' The gold cost to construct the building. Defaults to {{price|0}}.
+
| ''(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>ModData</samp>
 +
| ''(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)'' 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>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 [[Modding: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>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
+
| 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 4,041: 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>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
+
| ''(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>UpgradeSignHeight</samp>
+
| <samp>BirthDay</samp>
| ''(Optional)'' The pixel height of the upgrade sign when Robin is building an upgrade. Defaults to 0.
+
| ''(Optional if non-social)'' The day number for the NPC's birthday. Default 0.
|}
  −
 
  −
====Exterior behavior====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>HomeRegion</samp>
! effect
+
| ''(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>Size</samp>
+
| <samp>IsDarkSkinned</samp>
| ''(Optional)'' The building's width and height when constructed, measured in tiles. Defaults to a 1 x 1 area.
+
| ''(Optional)'' Whether the NPC has dark skin, which affects the chance of children with the player having dark skin too. Default false.
|-
  −
| <samp>CollisionMap</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.
  −
 
  −
For example, a [[stable]] covers a 2x4 tile area with the front two tiles passable:
  −
<pre>XXXX
  −
XOOX</pre>
  −
 
  −
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:
  −
<syntaxhighlight lang="js">
  −
// single line with \n line breaks
  −
"CollisionMap": "XXXX\nXOOX"
  −
 
  −
// multi-line with optional indentation
  −
"CollisionMap": "
  −
    XXXX
  −
    XOOX
  −
"
  −
</syntaxhighlight>
  −
|-
  −
| <samp>HumanDoor</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.
  −
|-
  −
| <samp>AnimalDoor</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>AnimalDoorOpenDuration</samp><br /><samp>AnimalDoorCloseDuration</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.
  −
|-
  −
| <samp>AnimalDoorOpenSound</samp><br /><samp>AnimalDoorCloseSound</samp>
  −
| ''(Optional)'' The sound which is played once each time the animal door is opened/closed. Disabled by default.
   
|}
 
|}
 +
</dd>
   −
====Exterior appearance====
+
<dt>Social features:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,118: Line 4,422:  
! effect
 
! effect
 
|-
 
|-
| <samp>SourceRect</samp>
+
| <samp>CanSocialize</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.
+
| ''(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>Skins</samp>
+
| <samp>CanBeRomanced</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)'' 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.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>CanReceiveGifts</samp>
! effect
+
| ''(Optional)'' Whether players can give gifts to this NPC. Default true.
 +
 
 +
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.
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>CanCommentOnPurchasedShopItems</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the skin.
+
| ''(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>.
 +
 
 +
The NPC must also be social per <samp>CanSocialize</samp> to allow it, regardless of this value.
 
|-
 
|-
| <samp>Name</samp><br /><samp>Description</samp>
+
| <samp>CanGreetNearbyCharacters</samp>
| [[Modding:Tokenizable strings|Tokenizable strings]] for the skin's display name and description.
+
| ''(Optional)'' Whether this NPC can show a speech bubble greeting nearby players or NPCs, and or be greeted by other NPCs. Default true.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>CanVisitIsland</samp>
| The asset name for the texture under the game's Content folder.
+
| ''(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>Condition</samp>
+
| <samp>LoveInterest</samp>
| ''(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.
+
| ''(Optional)'' Unused.
 
|-
 
|-
| <samp>BuildDays</samp><br /><samp>BuildCost</samp><br /><samp>BuildMaterials</samp>
+
| <samp>Calendar</samp>
| ''(Optional)'' If set, overrides the equivalent field in the building data.
+
| ''(Optional)'' Determines when the NPC's birthday is shown in the [[calendar]]. Possible values:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>ShowAsSeparateConstructionEntry</samp>
+
! value
| ''(Optional)'' Whether this skin should be shown as a separate building option in the construction menu (like cabins). Default false.
+
! effect
 
|-
 
|-
| <samp>Metadata</samp>
+
| <samp>HiddenAlways</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.
+
| They never appear in the calendar.
|}
   
|-
 
|-
| <samp>FadeWhenBehind</samp>
+
| <samp>HiddenUntilMet</samp>
| ''(Optional)'' Whether the building should become semi-transparent when the player is behind it. Default true.
+
| Until the player meets them, they don't appear in the calendar.
 
|-
 
|-
| <samp>DrawOffset</samp>
+
| <samp>AlwaysShown</samp>
| ''(Optional)'' A pixel offset applied to the building sprite's placement in the world. Default 0.
+
| They always appear in the calendar.
 +
|}
 +
 
 +
Defaults to <samp>AlwaysShown</samp>.
 
|-
 
|-
| <samp>SeasonOffset</samp>
+
| <samp>SocialTab</samp>
| ''(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.
+
| ''(Optional)'' Determines how the NPC is shown on the [[friendship|social tab]] when unlocked. Possible values:
|-
  −
| <samp>SortTileOffset</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.
  −
|-
  −
| <samp>DrawLayers</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:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! value
 
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>HiddenAlways</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
+
| They never appear in the social tab.
 
|-
 
|-
| <samp>SourceRect</samp>
+
| <samp>HiddenUntilMet</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.
+
| Until the player meets them, they don't appear on the social tab.
 
|-
 
|-
| <samp>DrawPosition</samp>
+
| <samp>UnknownUntilMet</samp>
| The tile position at which to draw the top-left corner of the texture, relative to the building's top-left corner tile.
+
| Until the player meets them, their name on the social tab is replaced with "???".
 +
|-
 +
| <samp>AlwaysShown</samp>
 +
| They always appear in the social tab (including their name).
 +
|}
 +
 
 +
Defaults to <samp>UnknownUntilMet</samp>.
 
|-
 
|-
| <samp>Texture</samp>
+
| <samp>SpouseAdopts</samp>
| ''(Optional)'' The asset name of the texture to draw. Defaults to the building's default <samp>Texture</samp> field.
+
| ''(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>DrawInBackground</samp>
+
| <samp>SpouseWantsChildren</samp>
| ''(Optional)'' Whether to draw the texture behind the building sprite (i.e. underlay) instead of over it.
+
| ''(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>SortTileOffset</samp>
+
| <samp>SpouseGiftJealousy</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)'' 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>OnlyDrawIfChestHasContents</samp>
+
| <samp>SpouseGiftJealousyFriendshipChange</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)'' The [[Friendship|friendship point]] effect when the <samp>SpouseGiftJealously</samp> is triggered. Default -30.
 
|-
 
|-
| <samp>FrameCount</samp><br /><samp>FramesPerRow</samp><br /><samp>FrameDuration</samp>
+
| <samp>SpouseRoom</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)'' 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.
   −
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>):
+
This consists of a model with these fields:
<pre>
+
{| class="wikitable"
┌───┬───┬───┐
+
|-
│ 1 │ 2 │ 3 │
+
! field
├───┼───┼───┤
+
! effect
│ 4 │ 5 │ 6 │
+
|-
└───┴───┴───┘
+
| <samp>MapAsset</samp>
</pre>
+
| ''(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>AnimalDoorOffset</samp>
+
| <samp>MapSourceRect</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).
+
| ''(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>DrawShadow</samp>
+
| <samp>SpousePatio</samp>
| ''(Optional)'' Whether to draw an automatic shadow along the bottom edge of the building's sprite. Default true.
+
| ''(Optional)'' The [[Marriage#Spouse Outside Area|NPC's patio area]] on the farm when the player marries them, if any. Default none.
|}
     −
====Interior====
+
This consists of a model with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,216: Line 4,533:  
! effect
 
! effect
 
|-
 
|-
| <samp>IndoorMap</samp>
+
| <samp>MapAsset</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 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>IndoorMapType</samp>
+
| <samp>MapSourceRect</samp>
| ''(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...
+
| ''(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>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>SpriteAnimationFrames</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)'' 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.
   −
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.
+
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>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>SpouseFloors</samp><br /><samp>SpouseWallpapers</samp>
 +
| ''(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>MaxOccupants</samp>
+
| <samp>IntroductionsQuest</samp>
| ''(Optional)'' The maximum number of animals who can live in this building.
+
| ''(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>AllowAnimalPregnancy</samp>
+
| <samp>ItemDeliveryQuests</samp>
| ''(Optional)'' Whether animals can get pregnant and produce offspring in this building. Default false.
+
| ''(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>ValidOccupantTypes</samp>
+
| <samp>PerfectionScore</samp>
| ''(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.
+
| ''(Optional)'' Whether to include this NPC when checking whether the player has max friendships with every NPC for the perfection score. Default true.
|}
     −
====Item processing====
+
The NPC must also be social per <samp>CanSocialize</samp> to be counted, regardless of this value.
 +
|-
 +
| <samp>EndSlideShow</samp>
 +
| ''(Optional)'' How the NPC appears in the end-game perfection slide show. Possible values:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! value
 
! effect
 
! effect
 
|-
 
|-
| <samp>HayCapacity</samp>
+
| <samp>Hidden</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.
+
| The NPC doesn't appear in the slide show.
 
|-
 
|-
| <samp>ItemConversions</samp>
+
| <samp>MainGroup</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:
+
| 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>
 +
 
 +
<dt>Dumpster diving:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,262: Line 4,605:  
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>DumpsterDiveEmote</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this rule within the current list.
+
| ''(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>RequiredTags</samp>
+
! field
| 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.
+
! effect
 
|-
 
|-
| <samp>SourceChest</samp>
+
| <samp>FlowerDanceCanDance</samp>
| The ID of the inventory defined in <samp>Chests</samp> from which to take input items.
+
| ''(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>.
 +
 
 +
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>DestinationChest</samp>
+
| <samp>WinterStarParticipant</samp>
| The ID of the inventory defined in <samp>Chests</samp> in which to store output items.
+
| ''(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>ProducedItems</samp>
+
| <samp>WinterStarGifts</samp>
| The output items produced when an input item is converted. This consists of a list of models with these fields:
+
| 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"
 
{| class="wikitable"
 
|-
 
|-
Line 4,282: Line 4,637:  
|-
 
|-
 
| ''common fields''
 
| ''common fields''
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported by machine output.
+
| 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.
 
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 the item will be produced, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
   
|}
 
|}
 +
|}
 +
 +
<dt>Spawn rules:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>RequiredCount</samp>
+
! field
| ''(Optional)'' The number of the input item to consume. Default 1.
+
! effect
 +
|-
 +
| <samp>UnlockConditions</samp>
 +
| ''(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>MaxDailyConversions</samp>
+
| <samp>SpawnIfMissing</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.
+
| ''(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>Chests</samp>
+
| <samp>Home</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:
+
| ''(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 4,304: Line 4,665:  
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>ID</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this chest within the current list.
+
| 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>Type</samp>
+
| <samp>Location</samp>
| The inventory type. This must be one of:
+
| ''(Optional)'' The internal name for the home location where this NPC spawns and returns each day. Default none.
* <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>Tile</samp>
| ''(Optional)'' The sound to play once when the player clicks the chest.
+
| ''(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>InvalidItemMessage</samp><br /><samp>InvalidCountMessage</samp><br /><samp>ChestFullMessage</samp>
+
| <samp>Direction</samp>
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] to show when the player tries to add an item to the chest when...
+
| ''(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>.
* 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>Condition</samp>
| ''(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.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry can be selected. Default true.
|-
  −
| <samp>DisplayTile</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.
  −
|-
  −
| <samp>DisplayHeight</samp>
  −
| ''(Optional)'' If <samp>DisplayTile</samp> is set, the chest's tile height like <samp>1.5</samp>.
   
|}
 
|}
 
|}
 
|}
 +
</dd>
   −
====Tile interactions====
+
<dt>Appearance & sprite:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,342: Line 4,690:  
! effect
 
! effect
 
|-
 
|-
| <samp>ActionTiles</samp>
+
| <samp>TextureName</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 '''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.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Appearance</samp>
! effect
+
| ''(Optional)'' The portrait/sprite textures to use.
|-
+
 
| <samp>Id</samp>
+
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>.
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
+
 
|-
+
The NPC rechecks this field each time they change location.
| <samp>Tile</samp>
+
 
| The tile position, relative to the building's top-left corner tile.
+
This consists of a list of models with these fields:  
|-
  −
| <samp>Action</samp>
  −
| 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>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 4,372: Line 4,709:  
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
 
|-
 
|-
| <samp>Name</samp>
+
| <samp>Season</samp>
| The tile property name to set.
+
| ''(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>Value</samp>
+
| <samp>Indoors</samp><br /><samp>Outdoors</samp>
| ''(Optional)'' The tile property value to set, or omit to set a null value.
+
| ''(Optional)'' Whether this appearance should be used when indoors and/or outdoors. Both default to true.
 
|-
 
|-
| <samp>Layer</samp>
+
| <samp>Condition</samp>
| The name of the map layer whose tiles to change.
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry can be selected. Default true.
 
|-
 
|-
| <samp>TileArea</samp>
+
| <samp>Portrait</samp><br /><samp>Sprite</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)'' 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.
|}
   
|-
 
|-
| <samp>AdditionalTilePropertyRadius</samp>
+
| <samp>IsIslandAttire</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 this is island beach attire worn at the resort. Default false.
|}
     −
====Advanced====
+
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.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Precedence</samp>
! effect
+
| ''(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>Metadata</samp>
+
| <samp>Weight</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)'' 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.
 +
|}
   −
The base game recognizes these properties:
+
'''Note:''' the default textures based on <samp>TextureName</samp> must still exist, even if you use this field to override them.
{| class="wikitable"
   
|-
 
|-
! property
+
| <samp>MugShotSourceRect</samp>
! description
+
| ''(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>ChimneyPosition: {{t|x}} {{t|y}}</samp>
+
| <samp>Size</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)'' 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>.
 +
 
 +
'''Note:''' sizes bigger than 16×32 will cause issues like broken spawning, pathfinding, misalignment in the [[perfection]] end-game slide show, etc.
 
|-
 
|-
| <samp>ChimneyPosition{{o|upgrade level}}: {{t|x}} {{t|y}}</samp>
+
| <samp>Breather</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)'' Whether the chest on the NPC's overworld sprite puffs in and out as they breathe. Default true</samp>.
|}
  −
 
  −
This can also contain arbitrary custom properties, which C# mods can read using <samp>building.GetMetadata(key)</samp>.
   
|-
 
|-
| <samp>BuildingType</samp>
+
| <samp>BreathChestRect</samp>
| ''(Optional)'' The full name of the C# type to instantiate for the building instance. Defaults to a generic <samp>Building</samp> instance.
+
| ''(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.
 
  −
'''⚠ 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>ModData</samp>
+
| <samp>BreathChestPosition</samp>
| ''(Optional)'' A string → string lookup of arbitrary <samp>modData</samp> values to attach to the building when it's constructed.
+
| ''(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>CustomFields</samp>
+
| <samp>Shadow</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| ''(Optional)'' The options for the shadow to draw under the NPC, or omit to apply the default shadow behavior.
|}
     −
===Build anywhere===
+
This consists of a model with these fields:
* 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===
  −
: ''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"
 
|-
 
|-
! type
+
! field
! method
   
! effect
 
! effect
 
|-
 
|-
|rowspan="7"| <samp>Building</samp>
+
| <samp>Visible</samp>
| <samp>CreateInstanceFromId</samp>
+
| ''(Optional)'' Whether the shadow should be drawn. Default true.
| 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>
+
| <samp>Offset</samp>
| Get the data for the building's type from <samp>Data/Building</samp>.
+
| ''(Optional)'' A [[Modding:Common data field types#Point|point]] pixel offset applied to the shadow position. Default zero.
 
|-
 
|-
| <samp>GetMetadata</samp>
+
| <samp>Scale</samp>
| Get a value from [[#Custom buildings|the <samp>Metadata</samp> field in <samp>Data/Buildings</samp>]] for this building.
+
| ''(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>GetPaintDataKey</samp>
+
| <samp>EmoteOffset</samp>
| Get the key in <samp>Data/PaintData</samp> for this building, if it has any.
+
| ''(Optional)'' A [[Modding:Common data field types#Point|point]] pixel offset applied to emote drawn over the NPC. Default zero.
 
|-
 
|-
| <samp>ReloadBuildingData</samp>
+
| <samp>ShakePortraits</samp>
| Apply the latest data in <samp>Data/Buildings</samp> to this building.
+
| ''(Optional)'' The portrait indexes which should shake when displayed. Default none.
 
|-
 
|-
| <samp>FinishConstruction</samp>
+
| <samp>KissSpriteIndex</samp>
| If the building is being constructed or upgrade, instantly finish doing so.
+
| ''(Optional)'' If the NPC can be married, the sprite index within their <samp>Texture</samp> to use when kissing a player. Default 28.
 
|-
 
|-
| <samp>UpdateTransparency</samp>
+
| <samp>KissSpriteFacingDirection</samp>
| Update the building transparency on tick for the local player's position.
+
| ''(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.
 
  −
This method mainly exists to let mods override/patch the transparency logic.
  −
|-
  −
| <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>
+
</dd>
</ul>
  −
* Added building <samp>id</samp> field, which uniquely identifies each building in the world.
     −
; [[Junimo Hut|Junimo hut]] changes
+
<dt>[[Secrets#Gift Log|Hidden gift log emote]]:</dt>
* The <samp>JunimoHut.cropHarvestRange</samp> field is now per-building and editable.
+
<dd>
 
  −
; [[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"
 
|-
 
|-
! precedence
+
! field
! used for
+
! effect
 
|-
 
|-
| 0<br /><small>(default value)</small>
+
| <samp>HiddenProfileEmoteSound</samp>
| specific fish
+
| ''(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>.
 
|-
 
|-
| 100
+
| <samp>HiddenProfileEmoteDuration</samp>
| custom groups (e.g. desert fish)
+
| ''(Optional)'' For the [[Secrets#Gift Log|hidden gift log emote]], how long the animation plays measured in milliseconds. Defaults to 4000 (4 seconds).
 
|-
 
|-
| 500
+
| <samp>HiddenProfileEmoteStartFrame</samp>
| broad fish type (e.g. ocean fish)
+
| ''(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.
 
|-
 
|-
| 1000
+
| <samp>HiddenProfileEmoteFrameCount</samp>
| fallback (e.g. fish category)
+
| ''(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.
|}
  −
</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==
+
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
===Custom NPCs===
+
|-
[[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.
+
| <samp>HiddenProfileEmoteFrameDuration</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.
   −
====Format====
+
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
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>).
+
</dd>
* The value is a model with the following fields.
     −
<dl style="margin-left: 2em;">
+
<dt>Advanced:</dt>
<dt>Basic info:</dt>
   
<dd>
 
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,527: Line 4,825:  
! effect
 
! effect
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>CustomFields</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the NPC's display name.
+
| The [[#Custom data fields|custom fields]] for this entry.
 
|-
 
|-
| <samp>Language</samp>
+
| <samp>FormerCharacterNames</samp>
| ''(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>.
+
| ''(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).
|-
+
 
| <samp>Gender</samp>
+
A former name is only applied if:
| ''(Optional)'' The NPC's gender identity. One of <samp>Female</samp>, <samp>Male</samp>, or <samp>Undefined</samp>. Default <samp>Undefined</samp>.
+
# it doesn't match a current ID in <samp>Data/Characters</samp>;
|-
+
# the save has an NPC with the former name;
| <samp>Age</samp>
+
# the save doesn't already have an NPC with the new name.
| ''(Optional)'' The general age of the NPC. One of <samp>Child</samp>, <samp>Teen</samp>, or <samp>Adult</samp>. Default <samp>Adult</samp>.
+
 
 +
For example:
 +
<syntaxhighlight lang="js">
 +
"FormerCharacterNames": [ "SomeOldName" ]
 +
</syntaxhighlight>
   −
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.
+
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).
 
|-
 
|-
| <samp>Manner</samp>
+
| <samp>FestivalVanillaActorIndex</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, 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.
|-
  −
| <samp>SocialAnxiety</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>.
  −
|-
  −
| <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>.
  −
|-
  −
| <samp>IsDarkSkinned</samp>
  −
| ''(Optional)'' Whether the NPC has dark skin, which affects the chance of children with the player having dark skin too. Default false.
   
|}
 
|}
 
</dd>
 
</dd>
 +
</dl>
   −
<dt>Social features:</dt>
+
====Examples====
<dd>
+
For example, this content pack adds a new ''Amabel'' NPC with full social features:
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>CanSocialize</samp>
  −
| ''(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>CanReceiveGifts</samp>
  −
| ''(Optional)'' Whether players can give gifts to this NPC. Default true.
     −
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.
+
{{#tag:syntaxhighlight|<nowiki>
|-
+
{
| <samp>CanCommentOnPurchasedShopItems</samp>
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
| ''(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>.
+
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/Characters",
 +
            "Entries": {
 +
                "{{ModId}}_Amabel": {
 +
                    "DisplayName": "Amabel", // this would normally use {{i18n:}} to support translations
 +
                    "BirthSeason": "Fall",
 +
                    "BirthDay": 14,
 +
                    "HomeRegion": "Town",
 +
                    "Gender": "Female",
 +
                    "Age": "Teen",
 +
                    "Manner": "Rude",
 +
                    "SocialAnxiety": "Outgoing",
 +
                    "Optimism": "Neutral",
   −
The NPC must also be social per <samp>CanSocialize</samp> to allow it, regardless of this value.
+
                    "CanBeRomanced": true,
|-
+
                    "LoveInterest": "Abigail",
| <samp>CanGreetNearbyCharacters</samp>
  −
| ''(Optional)'' Whether this NPC can show a speech bubble greeting nearby players or NPCs, and or be greeted by other NPCs. Default true.
  −
|-
  −
| <samp>CanVisitIsland</samp>
  −
| ''(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.
+
                    "Home": [
|-
+
                        {
| <samp>LoveInterest</samp>
+
                            "Id": "Default",
| ''(Optional)'' Unused.
+
                            "Location": "SeedShop",
|-
+
                            "Tile": { "X": 1, "Y": 9 },
| <samp>Calendar</samp>
+
                            "Direction": "Left"
| ''(Optional)'' Determines when the NPC's birthday is shown in the [[calendar]]. Possible values:
+
                        }
{| class="wikitable"
+
                    ]
|-
+
                }
! value
+
            }
! effect
+
        }
|-
+
    ]
| <samp>HiddenAlways</samp>
+
}</nowiki>|lang=javascript}}
| 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>.
+
You can also add non-social NPCs which don't have birthdays or friendship points, accept gifts, give quests, etc:
|-
+
{{#tag:syntaxhighlight|<nowiki>
| <samp>SocialTab</samp>
+
{
| ''(Optional)'' Determines how the NPC is shown on the [[friendship|social tab]] when unlocked. Possible values:
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
{| class="wikitable"
+
    "Changes": [
|-
+
        {
! value
+
            "Action": "EditData",
! effect
+
            "Target": "Data/Characters",
|-
+
            "Entries": {
| <samp>HiddenAlways</samp>
+
                "{{ModId}}_Belwick": {
| They never appear in the social tab.
+
                    "DisplayName": "Belwick", // this would normally use {{i18n:}} to support translations
|-
  −
| <samp>HiddenUntilMet</samp>
  −
| Until the player meets them, they don't appear on the social tab.
  −
|-
  −
| <samp>UnknownUntilMet</samp>
  −
| Until the player meets them, their name on the social tab is replaced with "???".
  −
|-
  −
| <samp>AlwaysShown</samp>
  −
| They always appear in the social tab (including their name).
  −
|}
     −
Defaults to <samp>UnknownUntilMet</samp>.
+
                    "SocialTab": "HiddenAlways",
|-
+
                    "CanSocialize": "FALSE",
| <samp>SpouseAdopts</samp>
+
                    "IntroductionsQuest": false,
| ''(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.
+
                    "PerfectionScore": false,
 +
                    "EndSlideShow": true
 +
                }
 +
            }
 +
        }
 +
    ]
 +
}</nowiki>|lang=javascript}}
   −
The <samp>Target</samp> player is the one they're married to.
+
===Custom NPC appearance===
|-
+
{{/doc status|[[Modding:NPC data]]|done=false}}
| <samp>SpouseWantsChildren</samp>
  −
| ''(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.
+
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.
|-
  −
| <samp>SpouseGetsJealousOfGifts</samp>
  −
| ''(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.
+
For example, you can load indoor/outdoor outfits for a custom NPC to swap between automatically:
|-
+
<syntaxhighlight lang="js">
| <samp>SpouseRoom</samp>
+
// add base indoor/outdoor sprites
| ''(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.
+
{
 +
    "Action": "Load",
 +
    "Target": "Characters/Johnny_Indoor, Characters/Johnny_Outdoor, Portraits/Johnny_Indoor, Portraits/Johnny_Outdoor",
 +
    "FromFile": "assets/{{Target}}.png"
 +
},
   −
This consists of a model with these fields:
+
// apply any overlays needed
{| class="wikitable"
+
{
|-
+
    "Action": "EditImage",
! field
+
    "Target": "Characters/Johnny_Indoor, Portraits/Johnny_Indoor",
! effect
+
    "FromFile": "assets/overlays/{{Target}}_married.png",
|-
+
    "When": {
| <samp>MapAsset</samp>
+
        "Spouse": "Johnny"
| ''(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>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:
+
// add NPC
{| class="wikitable"
+
{
|-
+
    "Action": "EditData",
! field
+
    "Target": "Data/Characters",
! effect
+
    "Entries": {
|-
+
        "SomeMod.Id_Johnny": {
| <samp>MapAsset</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>.
+
            "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"
 
|-
 
|-
| <samp>MapSourceRect</samp>
+
! field
| ''(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>.
+
! effect
 
|-
 
|-
| <samp>SpriteAnimationFrames</samp>
+
| <samp>DisplayName</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.
+
| 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.
 +
|}
   −
For example, here is Abigail playing the flute:
+
=====Audio & sprites=====
<syntaxhighlight lang="js">
+
{| class="wikitable"
"SpriteAnimationFrames": [
  −
    [16, 500], // show index 16 for 500ms
  −
    [17, 500],
  −
    [18, 500],
  −
    [19]      // if duration is omitted, defaults to 100ms
  −
]
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>SpriteAnimationPixelOffset</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.
+
! effect
|}
   
|-
 
|-
| <samp>SpouseFloors</samp><br /><samp>SpouseWallpapers</samp>
+
| <samp>BarkSound</samp>
| ''(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).
+
| The [[#Custom audio|cue ID]] for the pet's occasional 'bark' sound.
 
|-
 
|-
| <samp>IntroductionsQuest</samp>
+
| <samp>ContentSound</samp>
| ''(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>.
+
| The [[#Custom audio|cue ID]] for the sound which the pet makes when you pet it.
 
|-
 
|-
| <samp>ItemDeliveryQuests</samp>
+
| <samp>RepeatContentSoundAfter</samp>
| ''(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>.
+
| ''(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).
 
  −
The NPC must also be social per <samp>CanSocialize</samp> to allow it, regardless of this value.
   
|-
 
|-
| <samp>PerfectionScore</samp>
+
| <samp>EmoteOffset</samp>
| ''(Optional)'' Whether to include this NPC when checking whether the player has max friendships with every NPC for the perfection score. Default true.
+
| ''(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.
 +
|}
   −
The NPC must also be social per <samp>CanSocialize</samp> to be counted, regardless of this value.
+
=====Events=====
|-
  −
| <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>EventOffset</samp>
| The NPC doesn't appear in the slide show.
+
| ''(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>MainGroup</samp>
+
| <samp>AdoptionEventLocation</samp><br /><samp>AdoptionEventId</samp>
| The NPC is added to the main group of NPCs which walk across the screen.
+
| ''(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>TrailingGroup</samp>
+
| <samp>SummitPerfectionEvent</samp>
| The NPC is added to the trailing group of NPCs which follow the main group.
+
| ''(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.
|}
     −
Defaults to <samp>MainGroup</samp>.
+
This consists of a model with these fields:
|-
  −
| <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>
  −
  −
<dt>Dumpster diving:</dt>
  −
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,751: Line 5,028:  
! effect
 
! effect
 
|-
 
|-
| <samp>DumpsterDiveEmote</samp>
+
| <samp>SourceRect</samp>
| ''(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).
+
| The source rectangle within the pet's texture to draw.
 +
|-
 +
| <samp>AnimationLength</samp>
 +
| The number of frames to show starting from the <samp>SourceRect</samp>.
 
|-
 
|-
| <samp>DumpsterDiveFriendshipEffect</samp>
+
| <samp>Motion</samp>
| ''(Optional)'' The friendship point change if this NPC sees a player rummaging through trash. Default -25.
+
| The motion to apply to the pet sprite.
|}</dd>
+
|-
 
+
| <samp>Flipped</samp>
<dt>Festivals:</dt>
+
| ''(Optional)'' Whether to flip the pet sprite left-to-right. Default false.
<dd>
+
|-
 +
| <samp>PingPong</samp>
 +
| ''(Optional)'' Whether to apply the 'ping pong' effect to the pet sprite animation. Default false.
 +
|}
 +
|}
 +
 
 +
=====Gifts=====
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,765: Line 5,051:  
! effect
 
! effect
 
|-
 
|-
| <samp>FlowerDanceCanDance</samp>
+
| <samp>GiftChance</samp>
| ''(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>.
+
| ''(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).
 
  −
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>WinterStarParticipant</samp>
+
| <samp>Gifts</samp>
| ''(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>.
+
| ''(Optional)'' The list of gifts that this pet can give if the <samp>GiftChance</samp> is successful. Default none.
|-
  −
| <samp>WinterStarGifts</samp>
  −
| 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:
 
This consists of a list of models with these fields:
 +
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,782: Line 5,064:  
! effect
 
! effect
 
|-
 
|-
| ''common fields''
+
| <samp>Id</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 
+
|-
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
+
| <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>Weight</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.
 
|}
 
|}
 
|}
 
|}
   −
<dt>Spawn rules:</dt>
+
=====Behavior=====
<dd>
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,796: Line 5,087:  
! effect
 
! effect
 
|-
 
|-
| <samp>UnlockConditions</samp>
+
| <samp>Id</samp>
| ''(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.
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the list.
 +
|-
 +
| <samp>MoveSpeed</samp>
 +
| ''(Optional)'' How quickly the pet can move. Default 2.
 
|-
 
|-
| <samp>SpawnIfMissing</samp>
+
| <samp>SleepOnBedChance</samp><br /><samp>SleepNearBedChance</samp><br /><samp>SleepOnRugChance</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)'' 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>Home</samp>
+
| <samp>Behaviors</samp>
| ''(Optional)'' The default place where this NPC spawns and returns each day. If there are multiple entries, the first matching one is used.
+
| 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 consists of a list of models with these fields:  
+
<dl>
 +
<dt>Required fields:</dt>
 +
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 4,811: Line 5,109:  
! effect
 
! effect
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>Id</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
+
| 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>Location</samp>
+
</dd>
| ''(Optional)'' The internal name for the home location where this NPC spawns and returns each day. Default none.
+
 
 +
<dt>Direction:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Tile</samp>
+
! field
| ''(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>.
+
! effect
 
|-
 
|-
 
| <samp>Direction</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>.
+
| ''(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>Condition</samp>
+
| <samp>IsSideBehavior</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this entry can be selected. Default true.
+
| ''(Optional)'' Whether to constrain the pet's facing direction to left and right while the state is active. Default false.
|}
   
|}
 
|}
 
</dd>
 
</dd>
   −
<dt>Appearance & sprite:</dt>
+
<dt>Movement:</dt>
 
<dd>
 
<dd>
 
{| class="wikitable"
 
{| class="wikitable"
Line 4,836: Line 5,139:  
! effect
 
! effect
 
|-
 
|-
| <samp>TextureName</samp>
+
| <samp>WalkInDirection</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)'' Whether to walk in the pet's facing direction. Default false.
 
|-
 
|-
| <samp>Appearance</samp>
+
| <samp>MoveSpeed</samp>
| ''(Optional)'' The portrait/sprite textures to use.
+
| ''(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).
 +
|}
 +
</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>Audio:</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 4,852: Line 5,154:  
! effect
 
! effect
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>SoundOnStart</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this entry within the current list.
+
| ''(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>Season</samp>
+
| <samp>SoundRange</samp><br /><samp>SoundRangeFromBorder</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.
+
| ''(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>Indoors</samp><br /><samp>Outdoors</samp>
+
| <samp>SoundIsVoice</samp>
| ''(Optional)'' Whether this appearance should be used when indoors and/or outdoors. Both default to true.
+
| ''(Optional)'' Whether to mute the <samp>SoundOnStart</samp> when the 'mute animal sounds' option is set. Default false.
 +
|}
 +
</dd>
 +
 
 +
<dt>Behavior transitions:</dt>
 +
<dd>
 +
{| class="wikitable"
 
|-
 
|-
| <samp>Condition</samp>
+
! field
| ''(Optional)'' A [[Modding: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>AnimationEndBehaviorChanges</samp><br /><samp>TimeoutBehaviorChanges</samp><br /><samp>PlayerNearbyBehaviorChanges</samp><br /><samp>RandomBehaviorChanges</samp><br /><samp>JumpLandBehaviorChanges</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.
+
| ''(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.
|-
  −
| <samp>IsIslandAttire</samp>
  −
| ''(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.
+
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>).
|-
  −
| <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>
  −
| ''(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.
+
These consist of a list of models with these fields:
|}
+
{| class="wikitable"
 
  −
'''Note:''' the default textures based on <samp>TextureName</samp> must still exist, even if you use this field to override them.
   
|-
 
|-
| <samp>MugShotSourceRect</samp>
+
! field
| ''(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.
+
! effect
 
|-
 
|-
| <samp>Size</samp>
+
| <samp>Behavior</samp><br /><samp>LeftBehavior</samp><br /><samp>RightBehavior</samp><br /><samp>UpBehavior</samp><br /><samp>DownBehavior</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>.
+
| 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.
 
  −
'''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>OutsideOnly</samp>
| ''(Optional)'' Whether the chest on the NPC's overworld sprite puffs in and out as they breathe. Default true</samp>.
+
| ''(Optional)'' Whether the transition can only happen if the pet is outside. Default false.
 
|-
 
|-
| <samp>ShakePortraits</samp>
+
| <samp>Weight</samp>
| ''(Optional)'' The portrait indexes which should shake when displayed. Default none.
+
| ''(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>KissSpriteIndex</samp>
+
| <samp>Duration</samp><br /><samp>MinimumDuration</samp><br /><samp>MaximumDuration</samp>
| ''(Optional)'' If the NPC can be married, the sprite index within their <samp>Texture</samp> to use when kissing a player. Default 28.
+
| ''(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.
 
|-
 
|-
| <samp>KissSpriteFacingDirection</samp>
+
| <samp>RandomBehaviorChangeChance</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.
+
| ''(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.
 
|}
 
|}
 
</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 4,912: 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>Duration</samp>
 +
| The millisecond duration for which the frame should be kept on-screen before continuing to the next frame.
 +
|-
 +
| <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>HiddenProfileEmoteFrameCount</samp>
+
| <samp>LoopMode</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.
+
| ''(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>.
 
  −
This has no effect if <samp>HiddenProfileEmoteStartFrame</samp> isn't set.
   
|-
 
|-
| <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"
 
{| class="wikitable"
 
|-
 
|-
Line 4,940: Line 5,253:  
! effect
 
! effect
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>Breeds</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| 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"
 
|-
 
|-
| <samp>FormerCharacterNames</samp>
+
! field
| ''(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).
+
! effect
 
  −
A former name is only applied if:
  −
# 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.
  −
 
  −
For example:
  −
<syntaxhighlight lang="js">
  −
"FormerCharacterNames": [ "SomeOldName" ]
  −
</syntaxhighlight>
  −
 
  −
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).
   
|-
 
|-
| <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>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.
 +
|-
 +
| <samp>IconTexture</samp>
 +
| 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>
 +
| ''(Optional)'' The [[wikipedia:Pitch (music)|pitch]] applied to the pet's bark sound, measured as a decimal value relative to 1. Defaults to 1.
 +
|}
 +
|}
 +
 
 +
=====Advanced=====
 +
{| class="wikitable"
 +
|-
 +
! field
 +
! effect
 +
|-
 +
| <samp>CustomFields</samp>
 +
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
</dd>
  −
</dl>
     −
====Examples====
+
====Other changes====
For example, this content pack adds a new ''Amabel'' NPC with full social features:
+
* 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).
 +
* 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:
 +
** 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.
 +
** Added <samp>Pet.type_cat</samp> and <samp>Pet.type_dog</samp> constants for the default pet types.
   −
{{#tag:syntaxhighlight|<nowiki>
+
===Custom monster eradication goals===
{
+
{{/doc status|a new doc page|done=false}}
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/Characters",
  −
            "Entries": {
  −
                "{{ModId}}_Amabel": {
  −
                    "DisplayName": "Amabel", // this would normally use {{i18n:}} to support translations
  −
                    "BirthSeason": "Fall",
  −
                    "BirthDay": 14,
  −
                    "HomeRegion": "Town",
  −
                    "Gender": "Female",
  −
                    "Age": "Teen",
  −
                    "Manner": "Rude",
  −
                    "SocialAnxiety": "Outgoing",
  −
                    "Optimism": "Neutral",
     −
                    "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:
+
This consists of a string → model lookup, where...
{{#tag:syntaxhighlight|<nowiki>
+
* 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.
    "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",
+
{| class="wikitable"
                    "CanSocialize": "FALSE",
+
|-
                    "IntroductionsQuest": false,
+
! field
                    "PerfectionScore": false,
+
! effect
                    "EndSlideShow": true
+
|-
                }
+
| <samp>DisplayName</samp>
            }
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the goal's display name, shown on the board in the Adventurer's Guild.
        }
+
|-
    ]
+
| <samp>Targets</samp>
}</nowiki>|lang=javascript}}
+
| A list of [[Modding:Monster data#Monster IDs|monster IDs]] that are counted towards the <samp>Count</samp>.
 +
|-
 +
| <samp>Count</samp>
 +
| The total number of monsters (matching the <samp>Targets</samp>) which must be defeated to complete this goal.
 +
|-
 +
| <samp>RewardItemId</samp>
 +
| ''(Optional)'' The [[#Custom items|qualified ID]] for the item that can be collected from [[Gil]] when this goal is completed. Default none.
 +
|-
 +
| <samp>RewardItemPrice</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.
 +
|-
 +
| <samp>RewardDialogue</samp><br /><samp>RewardDialogueFlag</samp>
 +
| ''(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.
   −
===Custom NPC appearance===
+
If there are reward items, they're shown after this dialogue.
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:
+
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.
<syntaxhighlight lang="js">
+
 
// add base indoor/outdoor sprites
+
This doesn't send a letter; see <samp>RewardMail</samp> or <samp>RewardMailAll</samp> for that.
{
+
|-
    "Action": "Load",
+
| <samp>RewardFlag</samp><br /><samp>RewardFlagAll</samp>
    "Target": "Characters/Johnny_Indoor, Characters/Johnny_Outdoor, Portraits/Johnny_Indoor, Portraits/Johnny_Outdoor",
+
| ''(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.
    "FromFile": "assets/{{Target}}.png"
+
 
},
+
Note that <samp>RewardFlag</samp> is usually not needed, since the game will also set a <samp>Gil_{{t|goal ID}}</samp> flag regardless.
   −
// apply any overlays needed
+
This doesn't send a letter; see <samp>RewardMail</samp> or <samp>RewardMailAll</samp> for that.
{
+
|-
    "Action": "EditImage",
+
| <samp>RewardMail</samp><br /><samp>RewardMailAll</samp>
    "Target": "Characters/Johnny_Indoor, Portraits/Johnny_Indoor",
+
| ''(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.
    "FromFile": "assets/overlays/{{Target}}_married.png",
+
|-
    "When": {
+
| <samp>CustomFields</samp>
        "Spouse": "Johnny"
+
| The [[#Custom data fields|custom fields]] for this entry.
    }
+
|}
},
     −
// add NPC
+
===Custom phone calls===
{
+
{{/doc status|a new doc page|done=false}}
    "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.
+
Mods can now extend the [[telephone]] with custom calls (both incoming calls, and phone numbers which the player can call).
   −
===Custom farm animals===
+
====Incoming calls====
You can now create and customize [[Animals|farm animals]] by editing the revamped <samp>Data/FarmAnimals</samp> asset.
+
You can add or customize incoming calls by editing the <samp>Data/IncomingPhoneCalls</samp> asset.
    
This consists of a string → model lookup, where...
 
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 farm animal type.
+
* 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.
 
* The value is a model with the fields listed below.
   −
====Main info====
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,088: Line 5,369:  
! effect
 
! effect
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>Dialogue</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the animal type's display name.
+
| 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>House</samp>
+
| <samp>FromNpc</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.
+
| ''(Optional)'' The internal name of the NPC making the call. If specified, that NPC's name and portrait will be shown.
 
|-
 
|-
| <samp>Gender</samp>
+
| <samp>FromPortrait</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>.
+
| ''(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 possible values are:
  −
{| class="wikitable"
   
|-
 
|-
! value
+
| <samp>FromDisplayName</samp>
! effect
+
| ''(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.
 
|-
 
|-
| <samp>Male</samp><br /><samp>Female</samp>
+
| <samp>MaxCalls</samp>
| Farm animals of this type are always male or always female.
+
| ''(Optional)'' The maximum number of times a player can receive this phone call, or <samp>-1</samp> for no limit. Default 1.
 
|-
 
|-
| <samp>MaleOrFemale</samp>
+
| <samp>TriggerCondition</samp><br /><samp>RingCondition</samp>
| The gender of each animal is randomized based on its internal unique ID.
+
| ''(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>).
|}
  −
|}
     −
====Animal shop====
+
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.
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"
   
|-
 
|-
! field
+
| <samp>IgnoreBaseChance</samp>
! effect
+
| ''(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>PurchasePrice</samp>
+
| <samp>SimpleDialogueSplitBy</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, 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>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 [[Modding: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 [[Modding:Tokenizable strings|tokenizable string]] for the display name shown in the shop menu. Defaults to the <samp>DisplayName</samp> field.
  −
|-
  −
| <samp>ShopDescription</samp>
  −
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the tooltip description shown in the shop menu. Defaults to none.
  −
|-
  −
| <samp>ShopMissingBuildingDescription</samp>
  −
| ''(Optional)'' A [[Modding:Tokenizable strings|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 [[Modding: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 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:
   −
====Hatching====
+
<syntaxhighlight lang="c#">
{| class="wikitable"
+
/// <summary>The mod entry point.</summary>
|-
+
internal sealed class ModEntry : Mod
! field
+
{
! effect
+
    /// <inheritdoc />
|-
+
    public override void Entry(IModHelper helper)
| <samp>EggItemIds</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.
+
        Phone.PhoneHandlers.Add(new CustomPhoneHandler());
|-
+
    }
| <samp>IncubationTime</samp>
+
}
| ''(Optional)'' How long eggs incubate before they hatch. Default 9000 minutes.
+
 
|-
+
/// <summary>A custom phone handler.</summary>
| <samp>IncubatorParentSheetOffset</samp>
+
internal sealed class CustomPhoneHandler : IPhoneHandler
| ''(Optional)'' An offset applied to the incubator's sprite index when it's holding an egg. Default 1.
+
{
 +
    ...
 +
}
 +
</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}}
   −
The vanilla values are:
+
<ul>
 +
<li>Added new [[Modding:Dialogue|dialogue]] keys:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! offset
+
! asset
! [[incubator]]
+
! key format
! [[Ostrich Incubator|ostrich incubator]]
+
! description
 
|-
 
|-
| 0
+
|rowspan="22"| <samp>Characters/Dialogue/&lt;name&gt;</samp>
| empty incubator
  −
| empty incubator
   
|-
 
|-
| 1
+
| <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>
| small white egg
+
| Shown when receiving a birthday gift from the player. If omitted, defaults to the generic translations for all NPCs.
| large brown egg
+
 
|-
+
The first matching dialogue is used in this order:
| 2
+
# by item ID (like <samp>AcceptBirthdayGift_(O)128</samp>);
| small brown egg
+
# by context tag (like <samp>AcceptBirthdayGift_category_fish</samp>);
| ''invalid'' (will show [[Junimo Chest|Junimo chest]] sprite)
+
# 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>).
| <samp>BirthText</samp>
  −
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the message shown when entering the building after the egg hatched. Defaults to the text "<samp>???</samp>".
  −
|}
     −
====Growth====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>AcceptBouquet</samp>
! effect
+
| Shown when the NPC accepts a [[bouquet]] from the player. Defaults to a generic dialogue.
 
|-
 
|-
| <samp>DaysToMature</samp>
+
| <samp>AcceptGift_{{t|id}}</samp><br /><samp>AcceptGift_{{t|tag}}</samp>
| ''(Optional)'' The number of days until a freshly purchased/born animal becomes an adult and begins producing items. Default 1.
+
| 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>CanGetPregnant</samp>
+
| <samp>DumpsterDiveComment</samp>
| ''(Optional)'' Whether an animal can [[Animals#Animal Births|produce a child]] (regardless of gender). Default false.
+
| Shown when the NPC catches the player digging through a trash can. Defaults to a generic dialogue based on the NPC's age.
|}
  −
 
  −
====Produce====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>HitBySlingshot</samp>
! effect
+
| Shown when the player shoots them with a [[slingshot]]. Defaults to a generic dialogue.
 
|-
 
|-
| <samp>ProduceItemIds</samp><br /><samp>DeluxeProduceItemIds</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 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 rejects a [[bouquet]].
   −
This consists of a list of models with these fields:
+
A specific dialogue is shown if possible:
{| class="wikitable"
+
* <samp>RejectBouquet_Divorced</samp>: the NPC won't accept this bouquet because you divorced them.
|-
+
* <samp>RejectBouquet_NotDatable</samp>: the NPC isn't romanceable.
! field
+
* <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.
! effect
+
* <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.
| <samp>ItemId</samp>
  −
| The [[#Custom items|''unqualified'' object ID]] of the item to produce.
  −
|-
  −
| <samp>Condition</samp>
  −
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this item can be produced now. Defaults to always true.
  −
|-
  −
| <samp>MinimumFriendship</samp>
  −
| ''(Optional)'' The minimum friendship points with the animal needed to produce this item. Default 0.
  −
|}
     −
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]].
|-
  −
| <samp>DeluxeProduceMinimumFriendship</samp>
  −
| ''(Optional)'' The minimum friendship points needed to produce the <samp>DeluxeProduceItemId</samp>. Default 200.
  −
|-
  −
| <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. The cases are checked in this order:
</pre>
+
# <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.
   −
Specifically:
+
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>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>RejectMovieTicket_AlreadyInvitedBySomeoneElse</samp><br /><samp>RejectMovieTicket_AlreadyWatchedThisWeek</samp><br /><samp>RejectMovieTicket_Divorced</samp><br /><samp>RejectMovieTicket_DontWantToSeeThatMovie</samp><br /><samp>RejectMovieTicket</samp>
 +
| Show when the NPC rejects a [[Movie Ticket|movie ticket]].
   −
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%.
+
A specific dialogue is shown if possible:
 +
* <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).
   −
See [[Animals#Produce]] for more info on the calculation.
+
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>HarvestType</samp>
+
| <samp>SpouseFarmhouseClutter</samp>
| ''(Optional)'' How produced items are collected from the animal. The valid values are:
+
| Shown by an NPC spouse when they couldn't pathfind to their kitchen standing spot in the farmhouse.
{| class="wikitable"
   
|-
 
|-
! value
+
| <samp>SpouseGiftJealous</samp>
! effect
+
| 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.
 
|-
 
|-
| <samp>DropOvernight</samp>
+
| <samp>Spouse_MonstersInHouse</samp>
| The item is placed on the ground in the animal's home building overnight.
+
| Shown by an NPC spouse when they're in the farmhouse and there's a monster close to them.
 
|-
 
|-
| <samp>HarvestWithTool</samp>
+
| <samp>SpouseStardrop</samp>
| The item is collected from the animal directly based on the <samp>HarvestTool</samp> field.
+
| Shown when receiving the [[stardrop]] from your spouse.
|}
  −
 
  −
Default <samp>DropOvernight</samp>.
   
|-
 
|-
| <samp>HarvestTool</samp>
+
| <samp>Fair_Judging</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]] 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.
   −
====Audio & sprite====
+
''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).''
{| class="wikitable"
   
|-
 
|-
! field
+
| <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>
! effect
+
| 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.
 +
 
 +
''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).''
 
|-
 
|-
| <samp>Sound</samp>
+
| <samp>FlowerDance_Accept_Roommate</samp><br /><samp>FlowerDance_Accept_Spouse</samp><br /><samp>FlowerDance_Accept</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 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.
|-
  −
| <samp>BabySound</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.
  −
|-
  −
| <samp>Texture</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]]). This asset must exist even if you use <samp>Skins</samp> below, since the default appearance is automatically an available skin.
  −
|-
  −
| <samp>HarvestedTexture</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.
  −
|-
  −
| <samp>BabyTexture</samp>
  −
| ''(Optional)'' Overrides <samp>Texture</samp> and <samp>HarvestedTexture</samp> when the animal is a baby. Default none.
  −
|-
  −
| <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 based on the <samp>Weight</samp> field. The default appearance (e.g. using <samp>Texture</samp>) is automatically an available skin with a weight of 1.
     −
This consists of a list of models with these fields:
+
''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>).''
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>FlowerDance_Decline</samp>
! effect
+
| 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>ID</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>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the skin within the current list.
+
| 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>Weight</samp>
+
| <samp>WinterStar_ReceiveGift_{{t|id}}</samp><br /><samp>WinterStar_ReceiveGift_{{t|tag}}</samp><br /><samp>WinterStar_ReceiveGift</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>.
+
| 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>Texture</samp><br /><samp>HarvestedTexture</samp><br /><samp>BabyTexture</samp>
+
| <samp>WipedMemory</samp>
| ''(Optional)'' Overrides the equivalent main field when this skin is selected. Defaults to the main field's value.
+
| Shown the first time you talk to the NPC after erasing their memory using the [[Dark Shrine of Memory]].
 
|}
 
|}
 +
</li>
 +
<li>Added new [[Modding:Dialogue|dialogue]] commands:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>ShadowWhenBaby</samp><br /><samp>ShadowWhenBabySwims</samp><br /><samp>ShadowWhenAdult</samp><br /><samp>ShadowWhenAdultSwims</samp>
+
! command
| ''(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.
+
! 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>.
   −
These consist of a model with these fields:
+
You can optionally use <samp>¦</samp> instead of <samp>^</samp>, in which case any <samp>^</samp> characters are left as-is.
   −
{| class="wikitable"
+
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.
 
|-
 
|-
! field
+
| <samp>$action {{t|action}}</samp>
! effect
+
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>$action AddMoney 500</samp> to add {{price|500}} to the current player.
 
|-
 
|-
| <samp>Visible</samp>
+
| <samp>$query {{t|query}}#{{t|if true}}&#124;{{t|if false}}</samp>
| ''(Optional)'' Whether the shadow should be drawn. Default true.
+
| Show different dialogue text depending on the [[Modding:Game state queries|game state query]] in {{t|query}}. For example:
 +
<syntaxhighlight lang="js">
 +
"Mon": "$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>Offset</samp>
+
| <samp>$t {{t|topic ID}} {{o|day length}}</samp>
| ''(Optional)'' A pixel offset applied to the shadow position, specified as an object with <samp>X</samp> and <samp>Y</samp> fields. Default zero.
+
| Add a [[Modding:Dialogue#Conversation topics|conversation topic]] for the next {{o|day length}} days (default 4 days).
 
|-
 
|-
| <samp>Scale</samp>
+
| <samp>$v {{t|event id}} {{o|check preconditions}} {{o|skip if seen}}</samp>
| ''(Optional)'' The scale at which to draw the shadow. Default 2.5 (swimming baby), 3 (baby), 3.5 (swimming adult), or 4 (adult).
+
| Immediately start an [[Modding:Event data|event]] and end the current dialogue, subject to the conditions:
|}
+
* {{o|check preconditions}}: whether to ignore the command if the [[Modding:Event data#Event preconditions|event's preconditions]] don't match (one of <samp>true</samp> or <samp>false</samp>). Default true.
|}
+
* {{o|skip if seen}}: whether to ignore the command if the player has already seen the given event. Default true.
   −
====Player profession effects====
+
If the event is not played, the dialogue continues to the next line instead.
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>ProfessionForFasterProduce</samp>
  −
| ''(Optional)'' The internal ID of a [[Skills|profession]] which reduces the <samp>DaysToProduce</samp> by one. Default none.
  −
|-
  −
| <samp>ProfessionForHappinessBoost</samp>
  −
| ''(Optional)'' The internal ID of a [[Skills|profession]] which makes it easier to befriend this animal. Default none.
  −
|-
  −
| <samp>ProfessionForQualityBoost</samp>
  −
| ''(Optional)'' The internal ID of a [[Skills|profession]] which increases the chance of higher-quality produce. Default none.
  −
|}
     −
====Behavior====
+
For example, <code>$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.
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>CanSwim</samp>
  −
| ''(Optional)'' Whether animals on the farm can swim in water once they've been pet. Default false.
  −
|-
  −
| <samp>BabiesFollowAdults</samp>
  −
| ''(Optional)'' Whether baby animals can follow nearby adults. Default false.
  −
|-
  −
| <samp>GrassEatAmount</samp>
  −
| ''(Optional)'' The amount of grass eaten by this animal each day. Setting it to <samp>0</samp> will disable the farm animal's hunger. Default 2.
  −
|-
  −
| <samp>HappinessDrain</samp>
  −
| ''(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.
  −
|-
  −
| <samp>SellPrice</samp>
  −
| ''(Optional)'' The price when [[Animals#Selling Animals|the player sells the animal]], before it's adjusted for the animal's friendship towards the player. Default 0.
     −
The actual sell price will be this value multiplied by a number between 0.3 (zero friendship) and 1.3 (max friendship).
+
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.  
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
   
|}
 
|}
 
+
</li>
====Other====
+
<li>Improved dialogue commands:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! command
! effect
+
! changes
 
|-
 
|-
| <samp>ShowInSummitCredits</samp>
+
| <samp>$p</samp>
| ''(Optional)'' Whether to show the farm animal in the credit scene on [[The Summit|the summit]] after the player achieves [[perfection]]. Default false.
+
| You can now check multiple answer IDs. For example, this will show the first dialogue if the player chose dialogue answer 17, 18, or 19:
|-
+
<pre>$p 17|18|19#I guess you think nothing would happen, right?$u|Maybe a wicked ghost would appear!</pre>
| <samp>StatToIncrementOnProduce</samp>
+
|}</li>
| ''(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:
+
<li>[[Modding:Dialogue#Response IDs|Dialogue response IDs]] are now [[Modding:Common data field types#Unique string ID|unique string IDs]].</li>
{| class="wikitable"
+
<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>
|-
+
<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}}):
! field
+
<syntaxhighlight lang="c#">
! effect
+
private void OnMenuChanged(object sender, MenuChangedEventArgs e)
|-
+
{
| <samp>StatName</samp>
+
    bool isDanceRejection =
| The name of the stat counter field on <samp>Game1.stats</samp>.
+
        Game1.currentLocation?.currentEvent?.FestivalName == "Flower Dance"
|-
+
        && e.NewMenu is DialogueBox dialogueBox
| <samp>RequiredTags</samp>
+
        && dialogueBox.characterDialogue is {} dialogue
| ''(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.
+
        && dialogue.TranslationKey == $"Characters\\Dialogue\\{dialogue.speaker?.Name}:danceRejection";
|}
+
}
|-
+
</syntaxhighlight>
| <samp>UpDownPetHitboxTileSize</samp><br /><samp>LeftRightPetHitboxTileSize</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>BabyUpDownPetHitboxTileSize</samp><br /><samp>BabyLeftRightPetHitboxTileSize</samp>
  −
| ''(Optional)'' Overrides <samp>UpDownPetHitboxTileSize</samp> and <samp>LeftRightPetHitboxTileSize</samp> respectively before the animal is an adult. Both default to 1×1 tile.
  −
|}
     −
===Custom pets===
+
For C# mods that create <samp>Dialogue</samp> instances directly, there's a few ways to do it now:
====Format====
+
<syntaxhighlight lang="c#">
You can now create and customize [[Animals#Cat or Dog|pet]]s & pet breeds by editing the new <samp>Data/Pets</samp> asset.
+
// from a translation key
 +
var dialogue = new Dialogue(npc, "Strings\\StringsFromCSFiles:Utility.cs.5360");
   −
This consists of a string → model lookup, where...
+
// from custom text (with or without a translation key)
* 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>.
+
var dialogue = new Dialogue(npc, null, "Some arbitrary text to show as-is");
* The value is a model with the fields listed below.
     −
=====Basic info=====
+
// 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
  −
|-
  −
| <samp>DisplayName</samp>
  −
| 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=====
+
You can also easily add fallback logic using <samp>Dialogue.TryGetDialogue</samp> or <samp>npc.TryGetDialogue</samp>. For example:
{| class="wikitable"
+
<syntaxhighlight lang="c#">
|-
+
Dialogue dialogue =
! field
+
    npc.TryGetDialogue($"rejection_{itemId}_{locationName}_{x}_{y}")
! effect
+
    ?? npc.TryGetDialogue($"rejection_{itemId}_{locationName}")
|-
+
    ?? npc.TryGetDialogue($"rejection_{itemId}")
| <samp>BarkSound</samp>
+
    ?? new Dialogue(npc, "Strings\\StringsFromCSFiles:NPC.cs.3971");
| The [[#Custom audio|cue ID]] for the pet's occasional 'bark' sound.
+
</syntaxhighlight>
|-
+
</li>
| <samp>ContentSound</samp>
+
<li>For C# mods, added a <samp>dialogue.sideEffects</samp> field to run code when the dialogue is displayed.</li>
| The [[#Custom audio|cue ID]] for the sound which the pet makes when you pet it.
+
<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>NPCs no longer override the portrait for a gift taste dialogue that uses a portrait command explicitly.</li>
| <samp>RepeatContentSoundAfter</samp>
+
<li>Fixed unknown [[Modding:Dialogue|dialogue]] commands starting with <samp>$</samp> being parsed as a portrait number when not numeric.</li>
| ''(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).
+
<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>
| <samp>EmoteOffset</samp>
+
</ul>
| ''(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.
+
 
|}
+
===Schedule changes===
 +
{{/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>
   −
=====Events=====
+
===Other NPC changes===
{| class="wikitable"
+
{{/doc status|[[Modding:NPC data]] as needed|done=false}}
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>EventOffset</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.
  −
|-
  −
| <samp>AdoptionEventLocation</samp><br /><samp>AdoptionEventId</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.
  −
|-
  −
| <samp>SummitPerfectionEvent</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.
     −
This consists of a model with these fields:
+
<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"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! type
 +
! field/method
 
! effect
 
! effect
 
|-
 
|-
| <samp>SourceRect</samp>
+
|rowspan="2"| <samp>AdventureGuild</samp>
| The source rectangle within the pet's texture to draw.
+
| <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>AnimationLength</samp>
+
| <samp>HasCollectedReward(player, id)</samp>
| The number of frames to show starting from the <samp>SourceRect</samp>.
+
| 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>Motion</samp>
+
| <samp>AnimalHouse</samp>
| The motion to apply to the pet sprite.
+
| <samp>adoptAnimal</samp>
 +
| Add an animal to this location and set the location as the animal's home.
 
|-
 
|-
| <samp>Flipped</samp>
+
| <samp>AnimatedSprite</samp>
| ''(Optional)'' Whether to flip the pet sprite left-to-right. Default false.
+
| <samp>Owner</samp>
 +
| The NPC which owns the sprite.
 
|-
 
|-
| <samp>PingPong</samp>
+
|rowspan="3"| <samp>Character</samp>
| ''(Optional)'' Whether to apply the 'ping pong' effect to the pet sprite animation. Default false.
+
| <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).
|}
  −
 
  −
=====Behavior=====
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>StandingPixel</samp>
! effect
+
| The character's cached pixel position within the current location, based on the center pixel of their bounding box.
 
|-
 
|-
| <samp>MoveSpeed</samp>
+
| <samp>Tile</samp><br /><samp>TilePoint</samp>
| ''(Optional)'' How quickly the pet can move. Default 2.
+
| 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>SleepOnBedChance</samp><br /><samp>SleepNearBedChance</samp><br /><samp>SleepOnRugChance</samp>
+
|rowspan="7"| <samp>FarmAnimal</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>isAdult</samp>
 +
| Get whether the farm animal is fully grown (opposite of <samp>isBaby()</samp>).
 
|-
 
|-
| <samp>Behaviors</samp>
+
| <samp>CanGetProduceWithTool</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>.
+
| Get whether the farm animal's produce can be collected with a given tool (e.g. milk pail for a cow).
 
  −
This consists of a list of models with these fields:
  −
 
  −
<dl>
  −
<dt>Required fields:</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>CanLiveIn</samp>
! effect
+
| Get whether the animal can be added to a building.
 
|-
 
|-
| <samp>Name</samp>
+
| <samp>GetDisplayName</samp><br /><samp>GetShopDescription</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).
+
| Get the translated display name or shop description for this animal.
|}
  −
</dd>
  −
 
  −
<dt>Direction:</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>GetHarvestType</samp>
! effect
+
| Get whether the animal's produce is dropped or collected with a tool.
 
|-
 
|-
| <samp>Direction</samp>
+
| <samp>growFully</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>.  
+
| Instantly age the animal to adulthood if it's still a baby.
 
|-
 
|-
| <samp>RandomizeDirection</samp>
+
| <samp>ReloadTextureIfNeeded</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.
+
| Update the animal sprite based on the current state + data.
 
|-
 
|-
| <samp>IsSideBehavior</samp>
+
| rowspan="2"| <samp>Farmer</samp>
| ''(Optional)'' Whether to constrain the pet's facing direction to left and right while the state is active. Default false.
+
| <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.
</dd>
     −
<dt>Movement:</dt>
+
For example:
<dd>
+
<syntaxhighlight lang="c#">
{| class="wikitable"
+
Game1.player.GetDisplayShirt(out Texture2D texture, out int spriteIndex);
 +
</syntaxhighlight>
 +
|-
 +
| <samp>CanDyePants</samp><br /><samp>CanDyeShirt</samp>
 +
| Get whether the currently equipped pants or shirt can be [[Dyeing|dyed]].
 
|-
 
|-
! field
+
| <samp>Monster</samp>
! effect
+
| <samp>GetDisplayName(name)</samp>
 +
| Get the translated display name for a monster type.
 
|-
 
|-
| <samp>WalkInDirection</samp>
+
|rowspan="4"| <samp>NPC</samp>
| ''(Optional)'' Whether to walk in the pet's facing direction. Default false.
+
| <samp>CanReceiveGifts</samp>
 +
| Get whether this NPC can receive gifts from the player (regardless of whether they've already received one today).
 
|-
 
|-
| <samp>MoveSpeed</samp>
+
| <samp>GetData</samp><br /><samp>NPC.TryGetData</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).
+
| Get the underlying data from <samp>Data/Characters</samp> for this NPC, if any.
|}
  −
</dd>
  −
 
  −
<dt>Audio:</dt>
  −
<dd>
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>NPC.GetDisplayName(name)</samp>
! effect
+
| Get the translated display name in the current language for an NPC by their internal name.
 
|-
 
|-
| <samp>SoundOnStart</samp>
+
| <samp>hasDarkSkin</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.
+
| Whether this character has dark skin for the purposes of child genetics.
 
|-
 
|-
| <samp>SoundRange</samp><br /><samp>SoundRangeFromBorder</samp>
+
| <samp>Pet</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>GetPetData</samp><br /><samp>TryGetData</samp>
 +
| Get the underlying data from <samp>Data/Pets</samp> for this pet, if any.
 
|-
 
|-
| <samp>SoundIsVoice</samp>
+
| <samp>ShopMenu</samp>
| ''(Optional)'' Whether to mute the <samp>SoundOnStart</samp> when the 'mute animal sounds' option is set. Default false.
+
| <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.
</dd>
     −
<dt>Behavior transitions:</dt>
+
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.
<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>AnimationEndBehaviorChanges</samp><br /><samp>TimeoutBehaviorChanges</samp><br /><samp>PlayerNearbyBehaviorChanges</samp><br /><samp>RandomBehaviorChanges</samp><br /><samp>JumpLandBehaviorChanges</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.
+
</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}}
 +
 
 +
: ''See also: [[#Custom buffs|custom buffs]].''
   −
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>).
+
1.6 rewrites buffs to work more consistently and be more extensible:
   −
These consist of a list of models with these fields:
+
* 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.
{| class="wikitable"
+
* 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).
|-
+
* 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.
! field
+
 
! effect
+
'''For C# mods:'''
|-
+
* 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).
| <samp>Behavior</samp><br /><samp>LeftBehavior</samp><br /><samp>RightBehavior</samp><br /><samp>UpBehavior</samp><br /><samp>DownBehavior</samp>
+
* 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.
| 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.
+
* 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>.
| <samp>OutsideOnly</samp>
+
* The <samp>Buff</samp> constructor now supports a custom icon texture, sprite index, display name, description, and millisecond duration to fully support custom buffs.
| ''(Optional)'' Whether the transition can only happen if the pet is outside. Default false.
+
* You can change how buff attributes are displayed (or add new attributes) by extending the <samp>BuffsDisplay.displayAttributes</samp> list.
|-
+
* You can have invisible buffs by setting <samp>buff.visible = false</samp>.
| <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.
+
For example, here's how to add a custom buff which adds +3 speed:
|}
+
 
|-
+
<syntaxhighlight lang="c#">
| <samp>Duration</samp><br /><samp>MinimumDuration</samp><br /><samp>MaximumDuration</samp>
+
Buff buff = new Buff(
| ''(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.
+
    id: "Example.ModId_ZoomZoom",
|-
+
    displayName: "Zoom Zoom", // can optionally specify description text too
| <samp>RandomBehaviorChangeChance</samp>
+
    iconTexture: this.Helper.ModContent.Load<Texture2D>("assets/zoom.png"),
| ''(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.
+
    iconSheetIndex: 0,
|}
+
    duration: 30_000, // 30 seconds
</dd>
+
    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>Animation and per-frame sounds:</dt>
  −
<dd>
  −
{| class="wikitable"
  −
|-
  −
! field
  −
! effect
  −
|-
  −
| <samp>Animation</samp>
  −
| ''(Optional)'' The animation frames to play while this state is active. This consists of a list of models with these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>Frame</samp>
+
| <samp>DisplayName</samp>
| The frame index in the animation. This should be an incremental number starting at 0.
+
| A [[Modding:Tokenizable strings|tokenizable string]] for the buff name.
 
|-
 
|-
| <samp>Duration</samp>
+
| <samp>Description</samp>
| The millisecond duration for which the frame should be kept on-screen before continuing to the next frame.
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the buff name. Default none.
 
|-
 
|-
| <samp>HitGround</samp>
+
| <samp>IsDebuff</samp>
| ''(Optional)'' Whether to play the footstep sound for the tile under the pet when the frame starts. Default false.
+
| ''(Optional)'' >Whether this buff counts as a debuff, so its duration should be halved when wearing a [[Sturdy Ring|sturdy ring]]. Default false.
 
|-
 
|-
| <samp>Jump</samp>
+
| <samp>GlowColor</samp>
| ''(Optional)'' Whether the pet should perform a small hop when the frame starts, including a 'dwop' sound. Default false.
+
| ''(Optional)'' The glow color to apply to the player. See [[#Color fields|color format]]. Default none.
 
|-
 
|-
| <samp>Sound</samp>
+
| <samp>Duration</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.
+
| 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>SoundRange</samp><br /><samp>SoundRangeFromBorder</samp><br /><samp>SoundIsVoice</samp>
+
| <samp>MaxDuration</samp>
| See description for the equivalent behavior fields, but applies to the frame's <samp>Sound</samp> field instead.
+
| ''(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>Shake</samp>
+
| <samp>IconTexture</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 buff's sprite.
 
|-
 
|-
| <samp>LoopMode</samp>
+
| <samp>IconSpriteIndex</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)'' The sprite index for the buff icon within the <samp>IconTexture</samp>. Default 0.
 
|-
 
|-
| <samp>AnimationMinimumLoops</samp><br /><samp>AnimationMaximumLoops</samp>
+
| <samp>Effects</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).
+
| ''(Optional)'' The buff attributes to apply. Default none.
|}
  −
</dd>
  −
</dl>
  −
|}
     −
=====Breeds=====
+
This consists of a model with any combination of these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 
! field
 
! field
! effect
+
! purpose
 
|-
 
|-
| <samp>Breeds</samp>
+
| <samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MiningLevel</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)'' An amount applied to the matching [[Skills|skill level]] while the buff is active. This can be negative for a debuff. Default 0.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>Attack</samp><br /><samp>Defense</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>Speed</samp>
! effect
+
| ''(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>ID</samp>
+
| <samp>ActionsOnApply</samp>
| The unique ID for the breed within the pet type.
+
| ''(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>Texture</samp>
+
| <samp>CustomFields</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 [[#Custom data fields|custom fields]] for this entry.  
|-
  −
| <samp>IconTexture</samp>
  −
| 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>
  −
| ''(Optional)'' The [[wikipedia:Pitch (music)|pitch]] applied to the pet's bark sound, measured as a decimal value relative to 1. Defaults to 1.
  −
|}
   
|}
 
|}
   −
=====Advanced=====
+
===Custom data fields===
 +
{{/doc status|[[Modding:Common data field types#Custom fields]]|done=true}}
 +
 
 +
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).
 +
 
 +
For example, a content pack can [[#Custom crops|add a crop]] with custom fields:
 +
{{#tag:syntaxhighlight|<nowiki>
 +
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "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": {
 +
                        "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"
 
{| class="wikitable"
 
|-
 
|-
Line 5,714: Line 5,964:  
! effect
 
! effect
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>FromItemId</samp>
| The [[#Custom data fields|custom fields]] for this entry.
+
| 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]].
|}
     −
====Other changes====
+
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.
* 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).
+
|-
* 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.
+
| <samp>HarvestItems</samp>
* For C# mods:
+
| The items which can be dropped when you break the giant crop. If multiple items match, they'll all be dropped.
** 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.
  −
** Added <samp>Pet.type_cat</samp> and <samp>Pet.type_dog</samp> constants for the default pet types.
  −
 
  −
===Custom monster eradication goals===
  −
: ''See also: [[#Monster eradication goal flag changes|Monster eradication goal flag changes]].''
  −
 
  −
You can now add/edit [[Adventurer's Guild]] monster eradication goals by editing the new <samp>Data/MonsterSlayerQuests</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 monster eradication goal.
  −
* The value is a model with the fields listed below.
      +
This consists of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 5,740: Line 5,978:  
! effect
 
! effect
 
|-
 
|-
| <samp>DisplayName</samp>
+
| ''common fields''
| A [[Modding:Tokenizable strings|tokenizable string]] for the goal's display name, shown on the board in the Adventurer's Guild.
+
| 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>Targets</samp>
+
| <samp>Chance</samp>
| A list of [[Modding:Monster data#Monster IDs|monster IDs]] that are counted towards the <samp>Count</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>Count</samp>
+
| <samp>ForShavingEnchantment</samp>
| The total number of monsters (matching the <samp>Targets</samp>) which must be defeated to complete this goal.
+
| ''(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>RewardItemId</samp>
+
| <samp>ScaledMinStackWhenShaving</samp><br /><samp>ScaledMaxStackWhenShaving</samp>
| ''(Optional)'' The [[#Custom items|qualified ID]] for the item that can be collected from [[Gil]] when this goal is completed. Default none.
+
| ''(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.
|-
  −
| <samp>RewardItemPrice</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.
  −
|-
  −
| <samp>RewardDialogue</samp><br /><samp>RewardDialogueFlag</samp>
  −
| ''(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.
+
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 <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.
+
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 doesn't send a letter; see <samp>RewardMail</samp> or <samp>RewardMailAll</samp> for that.
   
|-
 
|-
| <samp>RewardFlag</samp><br /><samp>RewardFlagAll</samp>
+
| <samp>Texture</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 asset name for the texture containing the giant crop's sprite.
 
  −
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>
+
| <samp>TexturePosition</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.
+
| ''(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>CustomFields</samp>
+
| <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>Condition</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>CustomFields</samp>
 
| The [[#Custom data fields|custom fields]] for this entry.
 
| The [[#Custom data fields|custom fields]] for this entry.
 
|}
 
|}
   −
===Custom phone calls===
+
===Custom jukebox tracks===
Mods can now extend the [[telephone]] with custom calls (both incoming calls, and phone numbers which the player can call).
+
{{/doc status|a new doc page|done=false}}
   −
====Incoming calls====
+
You can now change [[jukebox]] audio tracks by editing the new <samp>Data/JukeboxTracks</samp> data asset.
You can add or customize incoming calls by editing the <samp>Data/IncomingPhoneCalls</samp> asset.
      
This consists of a string → model lookup, where...
 
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 key is the [[#Custom audio|audio cue ID]] to play (case-sensitive).
 
* The value is a model with the fields listed below.
 
* 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 5,793: Line 6,037:  
! effect
 
! effect
 
|-
 
|-
| <samp>Dialogue</samp>
+
| <samp>Name</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).
+
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the music track's in-game title. Defaults to the ID.
|-
  −
| <samp>FromNpc</samp>
  −
| ''(Optional)'' The internal name of the NPC making the call. If specified, that NPC's name and portrait will be shown.
  −
|-
  −
| <samp>FromPortrait</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 "???".
  −
|-
  −
| <samp>FromDisplayName</samp>
  −
| ''(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.
  −
|-
  −
| <samp>MaxCalls</samp>
  −
| ''(Optional)'' The maximum number of times a player can receive this phone call, or <c>-1</samp> for no limit. Default 1.
   
|-
 
|-
| <samp>TriggerCondition</samp><br /><samp>RingCondition</samp>
+
| <samp>Available</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>).
+
| ''(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>.
   −
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.
+
Tracks with <samp>"Available": true</samp> are listed first in the jukebox menu.
|-
  −
| <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>
+
| <samp>AlternativeTrackIds</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.
+
| ''(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.
   −
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.
+
For example, this can be used when renaming a track to keep it unlocked for existing players:
|-
+
<syntaxhighlight lang="js">
| <samp>CustomFields</samp>
+
"{{ModId}}_TrackName": {
| The [[#Custom data fields|custom fields]] for this entry.
+
    "Name": "{{i18n: track-name}}",
 +
    "AlternativeTrackIds": [ "OldTrackName" ]
 +
}
 +
</syntaxhighlight>
 
|}
 
|}
   −
====Custom handlers in C#====
+
===Custom movies===
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: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.
   −
<syntaxhighlight lang="c#">
+
Stardew Valley 1.6 revamps how movies work to address those limitations.
/// <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>
+
<dl>
internal sealed class CustomPhoneHandler : IPhoneHandler
+
<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>
    ...
  −
}
  −
</syntaxhighlight>
     −
See <samp>StardewValley.PhoneCalls.DefaultPhoneHandler</samp> in the [[Modding:Modder Guide/Get Started#decompile|decompiled game code]] for an example implementation.
+
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>
   −
===Custom shops===
+
<dt>New data fields</dd>
You can now create and edit shops via the new <samp>Data/Shops</samp> asset. See [[Modding:Shops]] for documentation and examples.
+
<dd>
 
  −
===Dialogue changes===
  −
<ul>
  −
<li>Added new [[Modding:Dialogue|dialogue]] keys:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! asset
+
! field
! key format
+
! effect
! description
   
|-
 
|-
|rowspan="22"| <samp>Characters/Dialogue/&lt;name&gt;</samp>
+
| <samp>Seasons</samp>
 +
| ''(Optional)'' The seasons when the movie should play, or omit for any season. For example:
 +
<syntaxhighlight lang="js">"Seasons": [ "Spring", "Summer" ]</syntaxhighlight>
 
|-
 
|-
| <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>
+
| <samp>YearModulus</samp><br /><samp>YearRemainder</samp>
| Shown when receiving a birthday gift from the player. If omitted, defaults to the generic translations for all NPCs.
+
| ''(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.
   −
The first matching dialogue is used in this order:
+
For example:
# 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>).
      +
<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>AcceptBouquet</samp>
+
| <samp>Texture</samp>
| Shown when the NPC accepts a [[bouquet]] from the player. Defaults to a generic dialogue.
+
| ''(Optional)'' The asset name for the movie poster and screen images, or omit to use <samp>LooseSprites\Movies</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.)
 
|-
 
|-
| <samp>AcceptGift_{{t|id}}</samp><br /><samp>AcceptGift_{{t|tag}}</samp>
+
| <samp>CranePrizes</samp>
| 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>.
+
| ''(Optional)'' The items to add to the [[Movie Theater#Crane Game|crane game]] prize pool on days when this movie is playing, if any.
 +
 
 +
This consists of a list of models with these fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>DumpsterDiveComment</samp>
+
! field
| Shown when the NPC catches the player digging through a trash can. Defaults to a generic dialogue based on the NPC's age.
+
! effect
 
|-
 
|-
| <samp>HitBySlingshot</samp>
+
| ''common fields''
| Shown when the player shoots them with a [[slingshot]]. Defaults to a generic dialogue.
+
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
|-
  −
| <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>
  −
| Shown when the NPC rejects a [[bouquet]].
     −
A specific dialogue is shown if possible:
+
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
* <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 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>RejectGift_Divorced</samp>
+
| <samp>Rarity</samp>
| Shown when the NPC rejects a gift because you divorced them.
+
| ''(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>RejectItem_{{t|id}}</samp><br /><samp>RejectItem_{{t|tag}}</samp>
+
| <samp>ClearDefaultCranePrizeGroups</samp>
| 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.
+
| ''(Optional)'' The prize pools whose default items to discard, so only those specified by <samp>CranePrizes</samp> are available. Default none.
|-
  −
| <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>
  −
| 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:
+
For example:
# <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.
+
<syntaxhighlight lang="js">"ClearDefaultCranePrizeGroups": [ 2, 3 ]</syntaxhighlight>
# <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.
+
</dd>
# <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.
+
<dt>Other changes</dt>
|-
+
<dd>
| <samp>RejectMovieTicket_AlreadyInvitedBySomeoneElse</samp><br /><samp>RejectMovieTicket_AlreadyWatchedThisWeek</samp><br /><samp>RejectMovieTicket_Divorced</samp><br /><samp>RejectMovieTicket_DontWantToSeeThatMovie</samp><br /><samp>RejectMovieTicket</samp>
+
* <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.
| Show when the NPC rejects a [[Movie Ticket|movie ticket]].
+
* <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>
   −
A specific dialogue is shown if possible:
+
For example, this content pack adds a new 'Pufferchick II' movie which plays in winter every third year:
* <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.
+
{{#tag:syntaxhighlight|<nowiki>
* <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.
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
* <samp>RejectMovieTicket_DontWantToSeeThatMovie</samp>: the movie data marks that NPC as unwilling to watch it (e.g. kids for horror movies).
+
    "Changes": [
 +
        {
 +
            "Action": "EditData",
 +
            "Target": "Data/Movies",
 +
            "Entries": {
 +
                "{{ModId}}_PufferchickII": {
 +
                    "Id": "{{ModId}}_PufferchickII", // must specify ID again when creating a new entry
   −
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.
+
                    "Seasons": [ "winter" ],
|-
+
                    "YearModulus": 3,
| <samp>SpouseFarmhouseClutter</samp>
+
                    "YearRemainder": 0,
| Shown by an NPC spouse when they couldn't pathfind to their kitchen standing spot in the farmhouse.
  −
|-
  −
| <samp>SpouseGiftJealous</samp>
  −
| 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.
  −
|-
  −
| <samp>Spouse_MonstersInHouse</samp>
  −
| Shown by an NPC spouse when they're in the farmhouse and there's a monster close to them.
  −
|-
  −
| <samp>SpouseStardrop</samp>
  −
| Shown when receiving the [[stardrop]] from your spouse.
  −
|-
  −
| <samp>Fair_Judging</samp>
  −
| 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.
+
                    "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" ],
   −
''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).''
+
                    "Texture": "{{InternalAssetKey: assets/movie.png}}", // an image in your content pack
|-
+
                    "SheetIndex": 0,
| <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>
  −
| Shown at the [[Stardew Valley Fair]] after Lewis finishes judging the grange displays.
     −
The first matching dialogue is used in this order:
+
                    "Scenes": [ ... ]
# <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.
+
    ]
 +
}</nowiki>|lang=javascript}}
   −
''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).''
+
===Custom wedding event===
|-
+
{{/doc status|a new doc page|done=false}}
| <samp>FlowerDance_Accept_Roommate</samp><br /><samp>FlowerDance_Accept_Spouse</samp><br /><samp>FlowerDance_Accept</samp>
  −
| 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>).''
+
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"
 
|-
 
|-
| <samp>FlowerDance_Decline</samp>
+
! field
| 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).
+
! effect
 
|-
 
|-
| <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>
+
| <samp>EventScript</samp>
| 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.
+
| 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.
|-
  −
| <samp>WinterStar_ReceiveGift_{{t|id}}</samp><br /><samp>WinterStar_ReceiveGift_{{t|tag}}</samp><br /><samp>WinterStar_ReceiveGift</samp>
  −
| 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>WipedMemory</samp>
  −
| Shown the first time you talk to the NPC after erasing their memory using the [[Dark Shrine of Memory]].
  −
|}
  −
</li>
  −
<li>Added new [[Modding:Dialogue|dialogue]] commands:
  −
{| class="wikitable"
  −
|-
  −
! command
  −
! 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.
+
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.
   −
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.
+
The event scripts also have access to three extra tokens:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>$action {{t|action}}</samp>
+
! token
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>$action AddMoney 500</samp> to add {{price|500}} to the current player.
+
! effect
 
|-
 
|-
| <samp>$query {{t|query}}#{{t|if true}}&#124;{{t|if false}}</samp>
+
| <samp>[SetupContextualWeddingAttendees]</samp>
| Show different dialogue text depending on the [[Modding:Game state queries|game state query]] in {{t|query}}. For example:
+
| The concatenated <samp>Setup</samp> values for each of the <samp>Attendees</samp> present in the wedding.
<syntaxhighlight lang="js">
  −
"Mon": "$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>$t {{t|topic ID}} {{o|day length}}</samp>
+
| <samp>[ContextualWeddingCelebrations]</samp>
| Add a [[Modding:Dialogue#Conversation topics|conversation topic]] for the next {{o|day length}} days (default 4 days).
+
| The concatenated <samp>Celebration</samp> values for each of the <samp>Attendees</samp> present in the wedding.
 
|-
 
|-
| <samp>$v {{t|event id}} {{o|check preconditions}} {{o|skip if seen}}</samp>
+
| <samp>[SpouseActor]</samp>
| Immediately start an [[Modding:Event data|event]] and end the current dialogue, subject to the conditions:
+
| 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>.
* {{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 skipped, the dialogue continues to the next line instead.
+
(You can also use <samp>spouse</samp> as an actor ID, but that will only work when marrying an NPC.)
 
  −
For example, <code>$v 60367 false false</code> will replay the bus arrival event from the start of the game.
   
|}
 
|}
</li>
+
|-
<li>Improved dialogue commands:
+
| <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"
 
|-
 
|-
! command
+
! field
! changes
+
! effect
 +
|-
 +
| <samp>ID</samp>
 +
| The internal NPC name.
 +
|-
 +
| <samp>Setup</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]].
 +
|-
 +
| <samp>Celebration</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.
 +
|-
 +
| <samp>Condition</samp>
 +
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC should attend. Defaults to true.
 
|-
 
|-
| <samp>$p</samp>
+
| <samp>IgnoreUnlockConditions</samp>
| You can now check multiple answer IDs. For example, this will show the first dialogue if the player chose dialogue answer 17, 18, or 19:
+
| ''(Optional)'' Whether to add the NPC even if their entry in <samp>Data/Characters</samp> has an <samp>UnlockConditions</samp> field which doesn't match. Default false.
<pre>$p 17|18|19#I guess you think nothing would happen, right?$u|Maybe a wicked ghost would appear!</pre>
+
|}
|}</li>
+
|}
<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>
+
===Game state queries===
<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}}):
+
{{/doc status|[[Modding:Game state queries]]|done=true}}
<syntaxhighlight lang="c#">
+
 
private void OnMenuChanged(object sender, MenuChangedEventArgs e)
+
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.
 +
 
 +
===Gender changes===
 +
{{/doc status|[[Modding:Dialogue]]|done=false}}
 +
 
 +
* 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.
 +
* Gender-specific clothing variants can now be worn by any gender.
 +
* Removed French-only support for using <samp>^</samp> dialogue token in non-dialogue text. This is superseded by the new inline gender-switch command.
 +
 
 +
===Item queries===
 +
{{/doc status|[[Modding:Item queries]]|done=true}}
 +
 
 +
''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]].
 +
 
 +
For example, a shop can sell a random [[House Plant|house plant]] using the <samp>RANDOM_ITEMS</samp> query:
 +
<syntaxhighlight lang="js">
 
{
 
{
     bool isDanceRejection =
+
     "ItemId": "RANDOM_ITEMS (F) 1376 1390",
        Game1.currentLocation?.currentEvent?.FestivalName == "Flower Dance"
+
    "MaxItems": 1
        && e.NewMenu is DialogueBox dialogueBox
  −
        && dialogueBox.characterDialogue is {} dialogue
  −
        && dialogue.TranslationKey == $"Characters\\Dialogue\\{dialogue.speaker?.Name}:danceRejection";
   
}
 
}
 
</syntaxhighlight>
 
</syntaxhighlight>
   −
For C# mods that create <samp>Dialogue</samp> instances directly, there's a few ways to do it now:
+
===Item spawn fields===
<syntaxhighlight lang="c#">
+
{{/doc status|[[Modding:Item queries#Item spawn fields]]|done=true}}
// from a translation key
  −
var dialogue = new Dialogue(npc, "Strings\\StringsFromCSFiles:Utility.cs.5360");
     −
// from custom text (with or without a translation key)
+
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.
var dialogue = new Dialogue(npc, null, "Some arbitrary text to show as-is");
     −
// from a translation with tokens
+
===Color fields===
var dialogue = Dialogue.FromTranslation(npc, "Data\\ExtraDialogue:PurchasedItem_2_QualityLow_Willy", whatToCallPlayer, particle, i.DisplayName);
+
{{/doc status|[[Modding:Common data field types#Color]]|done=true}}
 +
 
 +
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.
 +
 
 +
For example, you can set debris color in [[#Custom wild trees|<samp>Data/WildTrees</samp>]]:
 +
<syntaxhighlight lang="js">
 +
"DebrisColor": "White"
 
</syntaxhighlight>
 
</syntaxhighlight>
   −
You can also easily add fallback logic using <samp>Dialogue.TryGetDialogue</samp> or <samp>npc.TryGetDialogue</samp>. For example:
+
===<samp>modData</samp> field changes===
<syntaxhighlight lang="c#">
+
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.
Dialogue dialogue =
+
 
    npc.TryGetDialogue($"rejection_{itemId}_{locationName}_{x}_{y}")
+
Stardew Valley 1.6...
    ?? npc.TryGetDialogue($"rejection_{itemId}_{locationName}")
+
* Adds <samp>modData</samp> fields to the <samp>Crop</samp>, <samp>Projectile</samp>, and <samp>Quest</samp> types too.
    ?? npc.TryGetDialogue($"rejection_{itemId}")
+
* Moves <samp>ModDataDictionary</samp> into the <samp>StardewValley.Mods</samp> namespace.
    ?? new Dialogue(npc, "Strings\\StringsFromCSFiles:NPC.cs.3971");
+
* Fixes <samp>Item.modData</samp> not copied when performing special equipment replacement (e.g. for the [[Pans|copper pan]] work as a hat).
</syntaxhighlight>
  −
</li>
  −
<li>For C# mods, added a <samp>dialogue.sideEffects</samp> field to run code when the dialogue is displayed.</li>
  −
<li>The 'reveal taste' dialogue command now uses the format <samp>%revealtaste:{{t|npc name}}:{{t|item ID}}</samp> to support item IDs. (The previous <samp>%revealtaste{{t|npc name}}{{t|item index}}</samp> format still works to support old content packs, but the item index can only be a number.)</li>
  −
<li>NPCs no longer override the portrait for a gift taste dialogue that uses a portrait command explicitly.</li>
  −
<li>Fixed unknown [[Modding:Dialogue|dialogue]] commands starting with <samp>$</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===
+
===Quantity modifiers===
<ul>
+
{{/doc status|[[Modding:Common data field types]]|done=false}}
<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===
+
''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.
<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:
      +
====Modifier format====
 +
These consist of a list of models with these fields:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! type
+
! field
! field/method
   
! effect
 
! effect
 
|-
 
|-
|rowspan="2"| <samp>AdventureGuild</samp>
+
| <samp>Id</samp>
| <samp>IsComplete(data)</samp>
+
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this modifier within the current list.
| Get whether an [[Adventurer's Guild]] monster eradication goal has been completed, regardless of whether the player collected its rewards yet.
   
|-
 
|-
| <samp>HasCollectedReward(player, id)</samp>
+
| <samp>Modification</samp>
| Get whether a given player has completed an [[Adventurer's Guild]] monster eradication goal and collected its rewards. For example:
+
| 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>.
<syntaxhighlight lang="c#">
  −
bool isPhoneUnlocked = AdventureGuild.HasCollectedReward(Game1.player, "Gil_FlameSpirits");
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>AnimalHouse</samp>
+
| <samp>Amount</samp>
| <samp>adoptAnimal</samp>
+
| ''(Optional if <samp>RandomAmount</samp> specified)'' The operand applied to the target value (e.g. the multiplier if used with <samp>Multiply</samp>).
| Add an animal to this location and set the location as the animal's home.
   
|-
 
|-
| <samp>AnimatedSprite</samp>
+
| <samp>RandomAmount</samp>
| <samp>Owner</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:
| The NPC which owns the sprite.
+
<syntaxhighlight lang="js">
 +
"RandomAmount": [ 1, 2, 3.5, 4 ]
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Character</samp>
+
| <samp>Condition</samp>
| <samp>GetGender</samp>
+
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this change should be applied. Defaults to always true.
| 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>.
+
|}
 +
 
 +
====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"
 
|-
 
|-
|rowspan="7"| <samp>FarmAnimal</samp>
+
! value
| <samp>isAdult</samp>
+
! effect
| Get whether the farm animal is fully grown (opposite of <samp>isBaby()</samp>).
   
|-
 
|-
| <samp>CanGetProduceWithTool</samp>
+
| <samp>Stack</samp>
| Get whether the farm animal's produce can be collected with a given tool (e.g. milk pail for a cow).
+
| Apply each modifier to the result of the previous one. For example, two modifiers which double a value will quadruple it.
 
|-
 
|-
| <samp>CanLiveIn</samp>
+
| <samp>Minimum</samp>
| Get whether the animal can be added to a building.
+
| Apply the modifier which results in the lowest value.
 
|-
 
|-
| <samp>GetDisplayName</samp><br /><samp>GetShopDescription</samp>
+
| <samp>Maximum</samp>
| Get the translated display name or shop description for this animal.
+
| Apply the modifier which results in the highest value.
|-
+
|}
| <samp>GetHarvestType</samp>
  −
| Get whether the animal's produce is dropped or collected with a tool.
  −
|-
  −
| <samp>growFully</samp>
  −
| Instantly age the animal to adulthood if it's still a baby.
  −
|-
  −
| <samp>ReloadTextureIfNeeded</samp>
  −
| Update the animal sprite based on the current state + data.
  −
|-
  −
| rowspan="2"| <samp>Farmer</samp>
  −
| <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.
     −
For example:
+
====Examples====
<syntaxhighlight lang="c#">
+
For example, this will double the price of a shop item in <samp>Data/Shops</samp>:
Game1.player.GetDisplayShirt(out Texture2D texture, out int spriteIndex);
+
<syntaxhighlight lang="js">
 +
"PriceModifiers": [
 +
    {
 +
        "Modification": "Multiply",
 +
        "Amount": 2.0
 +
    }
 +
]
 
</syntaxhighlight>
 
</syntaxhighlight>
|-
  −
| <samp>CanDyePants</samp><br /><samp>CanDyeShirt</samp>
  −
| Get whether the currently equipped pants or shirt can be [[Dyeing|dyed]].
  −
|-
  −
| <samp>Monster</samp>
  −
| <samp>GetDisplayName(name)</samp>
  −
| Get the translated display name for a monster type.
  −
|-
  −
|rowspan="4"| <samp>NPC</samp>
  −
| <samp>CanReceiveGifts</samp>
  −
| 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>
  −
| Get the underlying data from <samp>Data/Characters</samp> for this NPC, if any.
  −
|-
  −
| <samp>NPC.GetDisplayName(name)</samp>
  −
| Get the translated display name in the current language for an NPC by their internal name.
  −
|-
  −
| <samp>hasDarkSkin</samp>
  −
| Whether this character has dark skin for the purposes of child genetics.
  −
|-
  −
| <samp>Pet</samp>
  −
| <samp>GetPetData</samp><br /><samp>TryGetData</samp>
  −
| Get the underlying data from <samp>Data/Pets</samp> for this pet, if any.
  −
|-
  −
| <samp>ShopMenu</samp>
  −
| <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.
     −
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.
+
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">
| <samp>Utility</samp>
+
"PriceModifierMode": "Maximum",
| <samp>getAllVillagers</samp>
+
"PriceModifiers": [
| Get all villager NPCs (excluding horses, pets, monsters, player children, etc). This works just like <samp>getAllCharacters</samp> with an added filter.
+
    {
|}
+
        "Modification": "Set",
</li>
+
        "RandomAmount": [ 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000 ]
<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>
+
        "Modification": "Multiply",
<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>
+
        "RandomAmount": [ 3, 4, 5 ]
<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>
+
</syntaxhighlight>
<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==
+
===Tokenizable string format===
===Buff overhaul===
+
{{/doc status|[[Modding:Tokenizable strings]]|done=true}}
: ''See also: [[#Custom buffs|custom buffs]].''
     −
1.6 rewrites buffs to work more consistently and be more extensible:
+
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.
   −
* 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.
+
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):
* 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).
  −
* 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:'''
+
<syntaxhighlight lang="js">
* 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).
+
// before
* 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.
+
"Dialogue": "Strings\\StringsFromCSFiles:ShopMenu.cs.11488",
* 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>.
  −
* 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.
  −
* 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:
+
// after: any combination of literal text and tokens
 
+
"Dialogue": "Welcome to Pierre's, {{PlayerName}}! How is [FarmName] doing?",
<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>
 
</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>.
+
Tokenizable strings are only usable in specific fields (as indicated in their wiki or code docs).
   −
===Custom audio===
+
See [[Modding:Tokenizable strings]] for usage.
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]]).
     −
====Format====
+
===[[Modding:Event data|Event]] changes===
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.
+
{{/doc status|[[Modding:Event data]]|done=false}}
   −
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.
+
====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.
{| class="wikitable"
+
* Event/festival commands with a direction argument now allow both case-insensitive names (like <samp>up</samp>) and numeric values.
|-
+
* Event script errors are now logged (in addition to being shown in the chatbox like before).
! field
+
* For C# mods:
! effect
+
** 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>).
|-
+
** Added <samp>Event.fromAssetName</samp>, which indicates which data asset (if any) the event was loaded from.
| <samp>ID</samp>
+
** Added <samp>Game1.eventsSeenSinceLastLocationChange</samp> to track the events that played since the player arrived in their current location.
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for the audio cue, used when playing the sound in-game.
  −
|-
  −
| <samp>FilePaths</samp>
  −
| A list of absolute file paths (not asset names) from which to load the audio. 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>Category</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>StreamedVorbis</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.
  −
 
  −
This is a tradeoff between memory usage and performance, so you should consider which value is best for each audio cue:
  −
{| class="wikitable"
  −
|-
  −
! value
  −
! effect
  −
|-
  −
| <samp>true</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>false</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>Looped</samp>
  −
| Whether the audio cue loops continuously until stopped. Default false.
  −
|-
  −
| <samp>UseReverb</samp>
  −
| Whether to apply a [[wikipedia:Reverberation|reverb]] effect to the audio. Default false.
  −
|-
  −
| <samp>CustomFields</samp>
  −
| The [[#Custom data fields|custom fields]] for this entry.
  −
|}
  −
 
  −
====Example====
  −
This content pack adds a new music cue to the game, and plays it when the player enters the bus stop:
  −
 
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        // add music cue
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/AudioChanges",
  −
            "Entries": {
  −
                "{{ModId}}_Music": {
  −
                    "ID": "{{ModId}}_Music",
  −
                    "Category": "Music",
  −
                    "FilePaths": [ "{{AbsoluteFilePath: assets/music.ogg}}" ],
  −
                    "StreamedVorbis": true,
  −
                    "Looped": true
  −
                }
  −
            }
  −
        },
  −
 
  −
        // add to bus stop
  −
        {
  −
            "Action": "EditMap",
  −
            "Target": "Maps/BusStop",
  −
            "MapProperties": {
  −
                "Music": "{{ModId}}_Music"
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
====Other changes====
  −
* 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===
  −
: ''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.
      +
====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"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! precondition
! purpose
+
! description
 
|-
 
|-
| <samp>DisplayName</samp>
+
| <samp>!</samp>
| A [[Modding:Tokenizable strings|tokenizable string]] for the buff name.
+
| 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.
 
|-
 
|-
| <samp>Description</samp>
+
| <samp>ActiveDialogueEvent {{t|id}}</samp>
| ''(Optional)'' A [[Modding:Tokenizable strings|tokenizable string]] for the buff name. Default none.
+
| The special dialogue event with the given ID (including [[Modding:Dialogue#Conversation_topics|Conversation Topics]]) is in progress.
 
|-
 
|-
| <samp>IsDebuff</samp>
+
| <samp>DayOfWeek {{t|day}}+</samp>
| ''(Optional)'' >Whether this buff counts as a debuff, so its duration should be halved when wearing a [[Sturdy Ring|sturdy ring]]. Default false.
+
| 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>).
 
|-
 
|-
| <samp>GlowColor</samp>
+
| <samp>FestivalDay</samp>
| ''(Optional)'' The glow color to apply to the player. See [[#Color fields|color format]]. Default none.
+
| Today is a [[Festivals|festival]] day.
 
|-
 
|-
| <samp>Duration</samp>
+
| <samp>GameStateQuery {{t|query}}</samp>
| 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.
+
| A [[Modding:Game state queries|game state query]] matches, like <code>G !WEATHER Here Sun</code> for 'not sunny in this location'.
 
|-
 
|-
| <samp>MaxDuration</samp>
+
| <samp>Season {{t|season}}+</samp>
| ''(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.
+
| The current season is one of the given values (may specify multiple seasons).
 
|-
 
|-
| <samp>IconTexture</samp>
+
| <samp>Skill {{t|skill name}} {{t|min level}}</samp>
| The asset name for the texture containing the buff's sprite.
+
| 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>).
 
|-
 
|-
| <samp>IconSpriteIndex</samp>
+
| <samp>UpcomingFestival {{t|day offset}}</samp>
| ''(Optional)'' The sprite index for the buff icon within the <samp>IconTexture</samp>. Default 0.
+
| A [[Festivals|festival]] day will occur within the given number of days.
|-
+
|}</li>
| <samp>Effects</samp>
+
<li>Changed specific preconditions:
| ''(Optional)'' The buff attributes to apply. Default none.
  −
 
  −
This consists of a model with any combination of these fields:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! name
! purpose
+
! changes
 
|-
 
|-
| <samp>FarmingLevel</samp><br /><samp>FishingLevel</samp><br /><samp>ForagingLevel</samp><br /><samp>LuckLevel</samp><br /><samp>MiningLevel</samp>
+
| <samp>ChoseDialogueAnswers</samp> (<samp>q</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.
+
| &#32;
 +
* Fixed precondition ignoring every second answer ID.
 
|-
 
|-
| <samp>Attack</samp><br /><samp>Defense</samp><br /><samp>MagneticRadius</samp><br /><samp>MaxStamina</samp><br /><samp>Speed</samp>
+
| <samp>InUpgradedHouse</samp> (<samp>L</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.
+
| &#32;
|}
+
* Added optional argument for the min upgrade level.
 
|-
 
|-
| <samp>ActionsOnApply</samp>
+
| <samp>MissingPet</samp> (<samp>h</samp>)
| ''(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:
+
| &#32;
<syntaxhighlight lang="js">
+
* You can now specify any pet type ID.
"ActionsOnApply": [
+
* You can now omit the argument to check for a pet of any type.
    "IncrementStat {{ModId}}_NumberEaten 1"
+
|-
]
+
| <samp>NotDayOfWeek</samp> (<samp>d</samp>)
</syntaxhighlight>
+
| &#32;
 +
* You can now specify a full name like <samp>Monday</samp>.
 +
* The day of week is now case-insensitive.
 +
|-
 +
| <samp>NotSeason</samp> (<samp>z</samp>)
 +
| &#32;
 +
* You can now list values (like <code>notSeason spring summer fall</code> instead of <code>notSeason fall/notSeason winter/notSeason fall</code>).
 +
|-
 +
| <samp>ReachedMineBottom</samp> (<samp>b</samp>)
 +
| &#32;
 +
* Argument is now optional (default 1).
 +
|-
 +
| <samp>SendMail</samp> (<samp>x</samp>)
 +
| &#32;
 +
* Deprecated; see [[#Send-mail (x) precondition deprecated|''Send-mail (x) precondition deprecated'']] for more info.
 
|-
 
|-
| <samp>CustomFields</samp>
+
| <samp>Tile</samp> (<samp>a</samp>)
| ''(Optional)'' The [[#Custom data fields|custom fields]] for this entry.
+
| &#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>
===Custom data fields===
+
</ul>
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).
  −
 
  −
For example, a content pack can [[#Custom crops|add a crop]] with custom fields:
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        {
  −
            "Action": "EditData",
  −
            "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": {
  −
                        "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/Movies</samp>, and <samp>Data/SpecialOrders</samp>.
  −
 
  −
See [[Modding:Common data field types#Custom fields]] for the main docs.
  −
 
  −
===Custom giant crops===
  −
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.
      +
====Command changes====
 +
<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"
 
{| class="wikitable"
 
|-
 
|-
! field
+
! 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>FromItemId</samp>
+
| <samp>addItem {{t|item ID}} {{o|count}} {{o|quality}}</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]].
+
| 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]].
 
  −
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>HarvestItems</samp>
+
| <samp>addSpecialOrder {{t|order ID}}</samp><br /><samp>removeSpecialOrder {{t|order ID}}</samp>
| The items which can be dropped when you break the giant crop. If multiple items match, they'll all be dropped.
+
| Add or remove a special order to the player team. This affects all players, since special orders are shared.
 
  −
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>eventSeen {{t|event ID}} {{o|seen}}</samp>
! effect
+
| 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.
 
|-
 
|-
| ''common fields''
+
| <samp>mailToday {{t|mail key}}</samp>
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for harvest items.
+
| Adds a letter to the mailbox immediately, given the {{t|mail key}} in <samp>Data/Mail</samp>.
 
  −
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>Chance</samp>
+
| <samp>questionAnswered {{t|answer ID}} {{o|answered}}</samp>
| ''(Optional)'' The probability that this entry is selected, as a value between 0 (never drops) and 1 (always drops). Default 1 (100% chance).
+
| 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).
 
|-
 
|-
| <samp>ForShavingEnchantment</samp>
+
| <samp>replaceWithClone {{t|NPC name}}</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.
+
| 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>
 
|-
 
|-
| <samp>ScaledMinStackWhenShaving</samp><br /><samp>ScaledMaxStackWhenShaving</samp>
+
| <samp>setSkipActions {{o|actions}}</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.
+
| 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.
   −
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, 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:
 +
<pre>
 +
/setSkipActions AddCraftingRecipe Current "Garden Pot"#AddItem (BC)62
 +
/skippable
 +
/...
 +
/addItem (BC)62
 +
/setSkipActions AddCraftingRecipe Current "Garden Pot"
 +
</pre>
   −
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.
+
Skip actions aren't applied if the event completes normally without being skipped.
|}
   
|-
 
|-
| <samp>Texture</samp>
+
| <samp>stopSound {{t|sound ID}} {{o|immediate}}</samp>
| The asset name for the texture containing the giant crop's sprite.
+
| 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>).
 
|-
 
|-
| <samp>TexturePosition</samp>
+
| <samp>temporaryAnimatedSprite ...</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).
+
| Add a temporary animated sprite to the event, using these space-delimited fields:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>TileSize</samp>
+
! index
| ''(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).
+
! field
 +
! effect
 
|-
 
|-
| <samp>Health</samp>
+
| 0
| ''(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>texture</samp>
 +
| The asset name for texture to draw.
 
|-
 
|-
| <samp>Chance</samp>
+
| 1&ndash;4
| ''(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%).
+
| <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>.
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.
+
|-
 +
| 5
 +
| <samp>interval</samp>
 +
| The millisecond duration for each frame in the animation.
 +
|-
 +
| 6
 +
| <samp>frames</samp>
 +
| The number of frames in the animation.
 
|-
 
|-
| <samp>Condition</samp>
+
| 7
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this giant crop is available to spawn. Defaults to always true.
+
| <samp>loops</samp>
 +
| The number of times to repeat the animation.
 
|-
 
|-
| <samp>CustomFields</samp>
+
| 8&ndash;9
| The [[#Custom data fields|custom fields]] for this entry.
+
| <samp>tile</samp>
|}
+
| The tile position at which to draw the sprite, in the form <samp>{{t|x}} {{t|y}}</samp>.
 
  −
===Custom movies===
  −
: ''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"
   
|-
 
|-
! field
+
| 10
! effect
+
| <samp>flicker</samp>
 +
| Causes the sprite to flicker in and out of view repeatedly. (one of <samp>true</samp> or <samp>false</samp>).
 
|-
 
|-
| <samp>Seasons</samp>
+
| 11
| ''(Optional)'' The seasons when the movie should play, or omit for any season. For example:
+
| <samp>flip</samp>
<syntaxhighlight lang="js">"Seasons": [ "Spring", "Summer" ]</syntaxhighlight>
+
| Whether to flip the sprite horizontally when it's drawn (one of <samp>true</samp> or <samp>false</samp>).
 
|-
 
|-
| <samp>YearModulus</samp><br /><samp>YearRemainder</samp>
+
| 12
| ''(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.
+
| <samp>sort tile Y</samp>
 
+
| 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.
For example:
+
|-
 
+
| 13
<syntaxhighlight lang="js">
+
| <samp>alpha fade</samp>
// play in the first year, and every second year thereafter
+
| Fades out the sprite based on alpha set. The larger the number, the faster the fade out. 1 is instant.
"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>
+
| 14
| ''(Optional)'' The asset name for the movie poster and screen images, or omit to use <samp>LooseSprites\Movies</samp>.
+
| <samp>scale</samp>
 
+
| A multiplier applied to the sprite size (in addition to the normal 4× pixel zoom).
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.)
   
|-
 
|-
| <samp>CranePrizes</samp>
+
| 15
| ''(Optional)'' The items to add to the [[Movie Theater#Crane Game|crane game]] prize pool on days when this movie is playing, if any.
+
| <samp>scale change</samp>
 
+
| Changes the scale based on the multiplier applied on top of the normal zoom. Continues endlessly.
This consists of a list of models with these fields:
  −
{| class="wikitable"
   
|-
 
|-
! field
+
| 16
! effect
+
| <samp>rotation</samp>
 +
| The rotation to apply to the sprite, measured in [[wikipedia:radians|radians]].
 
|-
 
|-
| ''common fields''
+
| 17
| See [[Modding:Item queries#Item spawn fields|item spawn fields]] for the generic item fields supported for ammo items.
+
| <samp>rotation change</samp>
 
+
| Continuously rotates the sprite, causing it to spin. The speed is determined by input value.  
If set to an [[Modding:Item queries|item query]] which returns multiple items, one of them will be selected at random.
   
|-
 
|-
| <samp>Rarity</samp>
+
| 18+
| ''(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>.
+
| ''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>ClearDefaultCranePrizeGroups</samp>
+
| <samp>translateName {{t|actor}} {{t|translation key}}</samp>
| ''(Optional)'' The prize pools whose default items to discard, so only those specified by <samp>CranePrizes</samp> are available. Default none.
+
| Set the display name for an NPC in the event to match the given translation key.
 
+
|-
For example:
+
| <samp>warpFarmers [{{t|x}} {{t|y}} {{t|direction}}]+ {{t|default offset}} {{t|default x}} {{t|default}} {{t|direction}}</samp>
<syntaxhighlight lang="js">"ClearDefaultCranePrizeGroups": [ 2, 3 ]</syntaxhighlight>
+
| 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.
 
|}
 
|}
</dd>
+
</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>
<dt>Other changes</dt>
+
<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>
<dd>
+
<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>
* <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.
+
<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>
* <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.
+
<li>Fixed some commands not taking into account custom farmer actors when checking <samp>farmer*</samp> actor IDs.</li>
* Added a <samp>debug movieSchedule {{o|year}}</samp> command to help troubleshoot movie selection.
+
<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>
* Added methods for C# mods: <samp>MovieTheater.GetMovieToday()</samp>, <samp>GetUpcomingMovie()</samp>, and <samp>GetUpcomingMovie(afterDate)</samp>.
+
<li>Changed specific commands:
</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,
  −
 
  −
                    "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
+
! command
! effect
+
! changes
 
|-
 
|-
| <samp>EventScript</samp>
+
| <samp>addCookingRecipe</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.
+
| Fixed error if player already knows the recipe.
 
  −
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"
   
|-
 
|-
! token
+
| <samp>addMailReceived</samp>
! effect
+
| &#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>addTemporaryActor</samp>
 +
| &#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.
 +
|-
 +
| <samp>animate</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>.
 
|-
 
|-
| <samp>[SetupContextualWeddingAttendees]</samp>
+
| <samp>ambientLight</samp>
| The concatenated <samp>Setup</samp> values for each of the <samp>Attendees</samp> present in the wedding.
+
| Removed four-argument form (which was unused and had confusing behavior). The other versions of <samp>ambientLight</samp> still work like before.
 
|-
 
|-
| <samp>[ContextualWeddingCelebrations]</samp>
+
| <samp>awardFestivalPrize</samp>
| The concatenated <samp>Celebration</samp> values for each of the <samp>Attendees</samp> present in the wedding.
+
| Added support for arbitrary item IDs, like <code>awardFestivalPrize (O)128</code> for a pufferfish.
 
|-
 
|-
| <samp>[SpouseActor]</samp>
+
| <samp>changeLocation</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>.
+
| It now updates the event position offset if needed.
 
  −
(You can also use <samp>spouse</samp> as an actor ID, but that will only work when marrying an NPC.)
  −
|}
   
|-
 
|-
| <samp>Attendees</samp>
+
| <samp>changeName</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:
+
| 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>.
{| class="wikitable"
   
|-
 
|-
! field
+
| <samp>changePortrait</samp><br /><samp>changeSprite</samp>
! effect
+
| You can now omit the suffix argument to reset the NPC back to their normal portrait/sprite.
 
|-
 
|-
| <samp>ID</samp>
+
| <samp>faceDirection</samp>
| The internal NPC name.
+
| You can now specify the direction in words, like <samp>faceDirection up</samp>
 
|-
 
|-
| <samp>Setup</samp>
+
| <samp>ignoreMovementAnimation</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]].
+
| &#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>Celebration</samp>
+
| <samp>itemAboveHead</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.
+
| Added support for arbitrary item IDs, like <code>itemAboveHead (O)128</code> for a pufferfish.
 
|-
 
|-
| <samp>Condition</samp>
+
| <samp>makeInvisible</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether the NPC should attend. Defaults to true.
+
| Fixed terrain features not hidden when using the default area size.
 
|-
 
|-
| <samp>IgnoreUnlockConditions</samp>
+
| <samp>playSound</samp>
| ''(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.
+
| 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.
===Game state queries===
+
|-
: ''Main article: [[Modding:Game state queries]].''
+
| <samp>speak</samp>
 
+
| Fixed friendship & socialize quest not updated when calling it with a translation key.
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.
+
|}</li>
 
+
<li>Removed some commands:
===Gender changes===
  −
* 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.
  −
* Gender-specific clothing variants can now be worn by any gender.
  −
* Removed French-only support for using <samp>^</samp> dialogue token in non-dialogue text. This is superseded by the new inline gender-switch command.
  −
 
  −
===Item queries===
  −
: ''Main article: [[Modding:Item queries]].''
  −
 
  −
''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]].
  −
 
  −
For example, a shop can sell a random [[House Plant|house plant]] using the <samp>RANDOM_ITEMS</samp> query:
  −
<syntaxhighlight lang="js">
  −
{
  −
    "ItemId": "RANDOM_ITEMS (F) 1376 1390",
  −
    "MaxItems": 1
  −
}
  −
</syntaxhighlight>
  −
 
  −
===Item spawn fields===
  −
: ''Main article: [[Modding:Game state queries#Item spawn fields]].''
  −
 
  −
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.
  −
 
  −
===Color fields===
  −
: ''Main article: [[Modding:Common data field types#Color]].''
  −
 
  −
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.
  −
 
  −
For example, you can set debris color in [[#Custom wild trees|<samp>Data/WildTrees</samp>]]:
  −
<syntaxhighlight lang="js">
  −
"DebrisColor": "White"
  −
</syntaxhighlight>
  −
 
  −
===<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.
  −
 
  −
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.
  −
* Moves <samp>ModDataDictionary</samp> into the <samp>StardewValley.Mods</samp> namespace.
  −
* Fixes <samp>Item.modData</samp> not copied when performing special equipment replacement (e.g. for the [[Copper Pan|copper pan]] work as a hat).
  −
 
  −
===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
+
! changes
 
|-
 
|-
| <samp>Id</samp>
+
| <samp>addToTable</samp>
| The [[Modding:Common data field types#Unique string ID|unique string ID]] for this modifier within the current list.
+
| Removed (it was unused and worked in counterintuitive ways).
 
|-
 
|-
| <samp>Modification</samp>
+
| <samp>addTool</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>.
+
| Removed (it was unused and only supported the [[Return Scepter|return scepter]]). Use <samp>addItem</samp> instead, which supports adding tools.
 
|-
 
|-
| <samp>Amount</samp>
+
| <samp>grabObject</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 (it was unused and broken).
 
|-
 
|-
| <samp>RandomAmount</samp>
+
| <samp>showRivalFrame</samp><br /><samp>taxVote</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:
+
| Removed (they were part of unimplemented features).
<syntaxhighlight lang="js">
  −
"RandomAmount": [ 1, 2, 3.5, 4 ]
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Condition</samp>
+
| <samp>weddingSprite</samp>
| ''(Optional)'' A [[Modding:Game state queries|game state query]] which indicates whether this change should be applied. Defaults to always true.
+
| Removed (it was broken and unused).
 
|}
 
|}
 +
</ul>
   −
====Modifier mode====
+
====Festival changes====
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:
+
* 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]].
 +
* 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.
 +
 
 +
====Send-mail (<samp>x</samp>) precondition deprecated====
 +
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.
    +
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.
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! value
+
! old event ID
! effect
+
! new action ID
 +
! mail flag
 +
|-
 +
| <samp>68</samp>
 +
| <samp>Mail_Mom_5K</samp>
 +
| <samp>mom1</samp>
 +
|-
 +
| <samp>69</samp>
 +
| <samp>Mail_Mom_15K</samp>
 +
| <samp>mom2</samp>
 
|-
 
|-
| <samp>Stack</samp>
+
| <samp>70</samp>
| Apply each modifier to the result of the previous one. For example, two modifiers which double a value will quadruple it.
+
| <samp>Mail_Mom_32K</samp>
 +
| <samp>mom3</samp>
 
|-
 
|-
| <samp>Minimum</samp>
+
| <samp>71</samp>
| Apply the modifier which results in the lowest value.
+
| <samp>Mail_Mom_120K</samp>
 +
| <samp>mom4</samp>
 
|-
 
|-
| <samp>Maximum</samp>
+
| <samp>72</samp>
| Apply the modifier which results in the highest value.
+
| <samp>Mail_Dad_5K</samp>
|}
+
| <samp>dad1</samp>
 
+
|-
====Examples====
+
| <samp>73</samp>
For example, this will double the price of a shop item in <samp>Data/Shops</samp>:
+
| <samp>Mail_Dad_15K</samp>
<syntaxhighlight lang="js">
+
| <samp>dad2</samp>
"PriceModifiers": [
+
|-
    {
+
| <samp>74</samp>
        "Modification": "Multiply",
+
| <samp>Mail_Dad_32K</samp>
        "Amount": 2.0
+
| <samp>dad3</samp>
    }
+
|-
]
+
| <samp>75</samp>
</syntaxhighlight>
+
| <samp>Mail_Dad_120K</samp>
 
+
| <samp>dad4</samp>
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">
+
| <samp>76</samp>
"PriceModifierMode": "Maximum",
+
| <samp>Mail_Tribune_UpAndComing</samp>
"PriceModifiers": [
+
| <samp>newsstory</samp>
    {
+
|-
        "Modification": "Set",
+
| <samp>706</samp>
        "RandomAmount": [ 100, 200, 300, 400, 500, 600, 700, 800, 900, 1000 ]
+
| <samp>Mail_Pierre_Fertilizers</samp>
    },
+
| <samp>fertilizers</samp>
    {
+
|-
        "Modification": "Multiply",
+
| <samp>707</samp>
        "RandomAmount": [ 3, 4, 5 ]
+
| <samp>Mail_Pierre_FertilizersHighQuality</samp>
    }
+
| <samp>fertilizers2</samp>
]
+
|-
</syntaxhighlight>
+
| <samp>909</samp>
 
+
| <samp>Mail_Robin_Woodchipper</samp>
===Tokenizable string format===
+
| <samp>WoodChipper</samp>
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.
+
|-
 
+
| <samp>2111194</samp>
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):
+
| <samp>Mail_Emily_8heart</samp>
 
+
| <samp>EmilyClothingTherapy</samp>
<syntaxhighlight lang="js">
+
|-
// before
+
| <samp>2111294</samp>
"Dialogue": "Strings\\StringsFromCSFiles:ShopMenu.cs.11488",
+
| <samp>Mail_Emily_10heart</samp>
 
+
| <samp>EmilyCamping</samp>
// after: any combination of literal text and tokens
+
|-
"Dialogue": "Welcome to Pierre's, {{PlayerName}}! How is [FarmName] doing?",
+
| <samp>2346091</samp>
</syntaxhighlight>
+
| <samp>Mail_Alex_10heart</samp>
 +
| <samp>joshMessage</samp>
 +
|-
 +
| <samp>2346092</samp>
 +
| <samp>Mail_Sam_10heart</samp>
 +
| <samp>samMessage</samp>
 +
|-
 +
| <samp>2346093</samp>
 +
| <samp>Mail_Harvey_10heart</samp>
 +
| <samp>harveyBalloon</samp>
 +
|-
 +
| <samp>2346094</samp>
 +
| <samp>Mail_Elliott_10heart</samp>
 +
| <samp>elliottBoat</samp>
 +
|-
 +
| <samp>2346095</samp>
 +
| <samp>Mail_Elliott_8heart</samp>
 +
| <samp>elliottReading</samp>
 +
|-
 +
| <samp>2346096</samp>
 +
| <samp>Mail_Penny_10heart</samp>
 +
| <samp>pennySpa</samp>
 +
|-
 +
| <samp>2346097</samp>
 +
| <samp>Mail_Abigail_8heart</samp>
 +
| <samp>abbySpiritBoard</samp>
 +
|-
 +
| <samp>3333094</samp>
 +
| <samp>Mail_Pierre_ExtendedHours</samp>
 +
| <samp>pierreHours</samp>
 +
|-
 +
| <samp>3872126</samp>
 +
| <samp>Mail_Willy_BackRoomUnlocked</samp>
 +
| <samp>willyBackRoomInvitation</samp>
 +
|}
   −
Tokenizable strings are only usable in specific fields (as indicated in their wiki or code docs).
+
===[[Modding:Mail data|Mail]] changes===
 
+
{{/doc status|[[Modding:Mail data]]|done=false}}
See [[Modding:Tokenizable strings]] for usage.
     −
===[[Modding:Event data|Event]] changes===
  −
====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.
  −
* Event/festival commands with a direction argument now allow both case-insensitive names (like <samp>up</samp>) and numeric values.
  −
* Event script errors are now logged (in addition to being shown in the chatbox like before).
  −
* For C# mods:
  −
** 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>).
  −
** 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>
 
<ul>
<li>Added validation for preconditions. If a format or assumption is invalid, the game now logs a detailed error.</li>
+
<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>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>.
+
<li>Added mail commands:
{{collapse|list of new names|content=
+
{| class="wikitable"
List of new event precondition names:
+
|-
<pre>
+
! command
alias | readable name
+
! effect
----- | ------------------------------
+
|-
*    | WorldState
+
| <samp>%action {{t|action}}%%</samp>
*n    | HostOrLocalMail
+
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>%action AddMoney 500%%</samp> to add {{price|500}} to the current player.
a    | Tile
+
|}</li>
b    | ReachedMineBottom
+
<li>Improved mail commands:
B    | SpouseBed
+
{| class="wikitable"
C    | CommunityCenterOrWarehouseDone
+
|-
c    | FreeInventorySlots
+
! command
D    | Dating
+
! changes
e     | SawEvent
+
|-
f    | Friendship
+
| <samp>%item</samp>
g     | Gender
+
| &#32;
H    | IsHost
+
* 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.
h    | MissingPet
+
* Added <samp>%item specialOrder {{t|order id}} {{o|immediately}}</samp> form to attach a special order to the letter.
Hn    | HostMail
+
* 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.
i    | HasItem
+
* The type argument is now case-insensitive.
j    | DaysPlayed
+
* 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.
J    | JojaBundlesDone
+
|}</li>
L    | InUpgradedHouse
+
<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>
m    | EarnedMoney
+
<li>Fixed letter viewer error when opening an invalid letter.</li>
M    | HasMoney
+
</ul>
N    | GoldenWalnuts
+
 
n    | LocalMail
+
===Stat changes for C# mods===
O     | Spouse
+
The tracked stats API (e.g. <code>Game1.stats</code> and <code>Game1.player.stats</code>) has been overhauled.
p    | NpcVisibleHere
+
 
q    | ChoseDialogueAnswers
+
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.
r    | Random
+
 
R    | Roommate
+
The <samp>stats</samp> API has also been redesigned:
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"
 
{| class="wikitable"
 
|-
 
|-
! precondition
+
! member
! description
+
! comments
 
|-
 
|-
| <samp>!</samp>
+
| <samp>Values</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.
+
| The numeric metrics tracked by the game. This replaces <samp>stats_dictionary</samp>.
 
|-
 
|-
| <samp>ActiveDialogueEvent {{t|id}}</samp>
+
| <samp>Get(key)</samp>
| The special dialogue event with the given ID (including [[Modding:Dialogue#Conversation_topics|Conversation Topics]]) is in progress.
+
| Get the value of a tracked stat. This replaces <samp>getStat</samp>.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
uint daysPlayed = Game1.stats.Get(StatKeys.DaysPlayed);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>DayOfWeek {{t|day}}+</samp>
+
| <samp>Set(key, value)</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>).
+
| Set the new value of a tracked stat. This method is new.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
Game1.stats.Set(StatKeys.ChildrenTurnedToDoves, 5);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>FestivalDay</samp>
+
| <samp>Increment(key)</samp><br /><samp>Increment(key, amount)</samp>
| Today is a [[Festivals|festival]] day.
+
| Add the given amount to the stat (default 1), and return the new stat value. This improves on the original <samp>incrementStat</samp>.
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
uint stepsTaken = Game1.stats.Increment(StatKeys.StepsTaken);
 +
</syntaxhighlight>
 +
|}
 +
 
 +
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#">
 +
Game1.stats.Set("Your.ModId_CustomStat", 5);
 +
</syntaxhighlight>
 +
 
 +
And finally, setting a stat to 0 now removes it from the stats dictionary (since that's the default for missing stats).
 +
 
 +
===New C# utility methods===
 +
Stardew Valley 1.6 adds several new methods to simplify common logic.
 +
 
 +
====Argument handling====
 +
The new <samp>ArgUtility</samp> class handles splitting, reading, and validating <samp>string[]</samp> argument lists. The main methods are:
 +
 
 +
; Splitting arrays&#58;
 +
: {| class="wikitable"
 
|-
 
|-
| <samp>GameStateQuery {{t|query}}</samp>
+
! <samp>ArgUtility</samp> method
| A [[Modding:Game state queries|game state query]] matches, like <code>G !WEATHER Here Sun</code> for 'not sunny in this location'.
+
! effect
 
|-
 
|-
| <samp>Season {{t|season}}+</samp>
+
| <samp>SplitBySpace</samp>
| The current season is one of the given values (may specify multiple seasons).
+
| 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#">
 +
string[] fields = ArgUtility.SplitBySpace("a b c");
 +
string secondField = fields[1]; // "b"
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>Skill {{t|skill name}} {{t|min level}}</samp>
+
| <samp>SplitBySpaceAndGet</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>).
+
| Get the value at an index in a space-delimited string (if found), else return the default value. For example:
 +
 
 +
<syntaxhighlight lang="c#">
 +
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.
 
|-
 
|-
| <samp>UpcomingFestival {{t|day offset}}</samp>
+
| <samp>SplitBySpaceQuoteAware</samp>
| A [[Festivals|festival]] day will occur within the given number of days.
+
| 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.
|}</li>
+
 
<li>Changed specific preconditions:
+
For example:
{| class="wikitable"
+
<syntaxhighlight lang="c#">
 +
string buildingName = ArgUtility.SplitBySpaceQuoteAware("BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"")[1]; // Junimo Hut
 +
</syntaxhighlight>
 
|-
 
|-
! name
+
| <samp>SplitQuoteAware</samp>
! changes
+
| 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";
 +
 
 +
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>ChoseDialogueAnswers</samp> (<samp>q</samp>)
+
| <samp>EscapeQuotes</samp>
| &#32;
+
| Escape quotes in a string so they're ignored by methods like <samp>SplitQuoteAware</samp>.
* Fixed precondition ignoring every second answer ID.
+
 
 +
This isn't idempotent (e.g. calling it twice will result in double-escaped quotes).
 
|-
 
|-
| <samp>InUpgradedHouse</samp> (<samp>L</samp>)
+
| <samp>UnsplitQuoteAware</samp>
| &#32;
+
| 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.
* Added optional argument for the min upgrade level.
+
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
string args = ArgUtility.UnsplitQuoteAware(new[] { "A", "B C", "D" }, ' '); // A "B C" D
 +
</syntaxhighlight>
 +
 
 +
This isn't idempotent (e.g. calling it twice will result in double-escaped quotes).
 +
|}
 +
 
 +
; Reading arrays&#58;
 +
: {| class="wikitable"
 
|-
 
|-
| <samp>MissingPet</samp> (<samp>h</samp>)
+
! <samp>ArgUtility</samp> method
| &#32;
+
! effect
* You can now specify any pet type ID.
  −
* You can now omit the argument to check for a pet of any type.
   
|-
 
|-
| <samp>NotDayOfWeek</samp> (<samp>d</samp>)
+
| <samp>HasIndex</samp>
| &#32;
+
| Get whether an index is within the bounds of the array. For example:
* You can now specify a full name like <samp>Monday</samp>.
+
<syntaxhighlight lang="c#">
* The day of week is now case-insensitive.
+
string[] fields = ArgUtility.SplitByString("10 5");
 +
bool inRange = ArgUtility.HasIndex(fields, 1); // true (index 1 has the value '5')
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>NotSeason</samp> (<samp>z</samp>)
+
| <samp>Get</samp><br /><samp>GetBool</samp><br /><samp>GetDirection</samp><br /><samp>GetEnum</samp><br /><samp>GetFloat</samp><br /><samp>GetInt</samp>
| &#32;
+
| 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.
* You can now list values (like <code>notSeason spring summer fall</code> instead of <code>notSeason fall/notSeason winter/notSeason fall</code>).
+
 
 +
For example, code like this:
 +
<syntaxhighlight lang="c#">
 +
int value = fields.Length > 4 && int.TryParse(fields[4], out int parsed)
 +
    ? parsed
 +
    : -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>
 +
| 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.
 +
 
 +
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>ReachedMineBottom</samp> (<samp>b</samp>)
+
| <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>
| &#32;
+
| Equivalent to <samp>TryGet*</samp>, except that it'll return a default value if the argument is missing. For example:
* Argument is now optional (default 1).
+
<syntaxhighlight lang="c#">
 +
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>SendMail</samp> (<samp>x</samp>)
+
| <samp>GetRemainder</samp><br /><samp>TryGetRemainder</samp><br /><samp>TryGetOptionalRemainder</samp>
| &#32;
+
| Similar to the previous methods, but gets arguments starting from an index as a concatenated string. For example:
* Deprecated; see [[#Send-mail (x) precondition deprecated|''Send-mail (x) precondition deprecated'']] for more info.
+
<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>Tile</samp> (<samp>a</samp>)
+
| <samp>GetSubsetOf</samp>
| &#32;
+
| Get a slice of the input array. For example:
* Now also works when the player isn't currently warping, in which case it checks their current tile instead of their warp arrival tile.
+
<syntaxhighlight lang="c#">
|}</li>
+
string[] subset1 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 1); // B, C, D
</ul>
+
string[] subset2 = ArgUtility.GetSubsetOf(new[] { "A", "B", "C", "D" }, startAt: 1, length: 2); // B, C
 +
</syntaxhighlight>
 +
 
 +
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>
 +
|}
   −
====Command changes====
+
====Content assets====
<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"
 
{| class="wikitable"
 
|-
 
|-
! command
+
! method
! description
+
! effect
 
|-
 
|-
| <samp>action {{t|action}}</samp>
+
| <samp>LocalizedContentManager.DoesAssetExist</samp>
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>action AddMoney 500</samp> to add {{price|500}} to the current player.
+
| 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>addItem {{t|item ID}} {{o|count}} {{o|quality}}</samp>
+
| <samp>LocalizedContentManager.IsValidTranslationKey</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]].
+
| 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#">
| <samp>addSpecialOrder {{t|order ID}}</samp><br /><samp>removeSpecialOrder {{t|order ID}}</samp>
+
bool exists = Game1.content.IsValidTranslationKey("Strings\\NPCNames:Abigail");
| Add or remove a special order to the player team. This affects all players, since special orders are shared.
+
</syntaxhighlight>
|-
+
|}
| <samp>eventSeen {{t|event ID}} {{o|seen}}</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).
+
====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>
 +
 
 +
====Game paths====
 +
The game folder paths were previously hardcoded throughout the code. These are now centralized with a few methods:
   −
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.
+
{| class="wikitable"
 
|-
 
|-
| <samp>mailToday {{t|mail key}}</samp>
+
! method
| Adds a letter to the mailbox immediately, given the {{t|mail key}} in <samp>Data/Mail</samp>.
+
! effect
 +
|-
 +
| <samp>Program.GetLocalAppDataFolder</samp><br /><samp>Program.GetAppDataFolder</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.
 
|-
 
|-
| <samp>questionAnswered {{t|answer ID}} {{o|answered}}</samp>
+
| <samp>Program.GetSavesFolder</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).
+
| Get the absolute path to the game's [[saves|<samp>Saves</samp> folder]].
 
|-
 
|-
| <samp>replaceWithClone {{t|NPC name}}</samp>
+
| <samp>Game1.GetScreenshotFolder</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.
+
| Get the absolute path to the game's <samp>Screenshots</samp> folder.
 
  −
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>
   
|-
 
|-
| <samp>setSkipActions {{o|actions}}</samp>
+
| <samp>options.GetFilePathForDefaultOptions</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.
+
| Get the absolute path to the game's <samp>default_options</samp> file.
 +
|}
   −
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:
+
====Hash sets====
<pre>
+
Since the [[#Hash set fields|game now uses hash sets]], it has a few extensions for working with them:
/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.
  −
|-
  −
| <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>).
     −
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>AddRange</samp>
| <samp>texture</samp>
+
| Add all the values from a list or enumerable to the set.
| The asset name for texture to draw.
   
|-
 
|-
| 1&ndash;4
+
| <samp>RemoveWhere</samp>
| <samp>rectangle</samp>
+
| Remove all values matching a condition.
| 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>Toggle</samp>
| <samp>interval</samp>
+
| Add or remove a value in the set based on a boolean. For example:
| The millisecond duration for each frame in the animation.
+
<syntaxhighlight lang="c#">
 +
public bool hasClubCard
 +
{
 +
    get { return mailReceived.Contains("HasClubCard"); }
 +
    set { mailReceived.Toggle("HasClubCard", value); }
 +
}
 +
</syntaxhighlight>
 +
|}
 +
 
 +
====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"
 
|-
 
|-
| 6
+
! method
| <samp>frames</samp>
+
! effect
| The number of frames in the animation.
   
|-
 
|-
| 7
+
| <samp>Utility.ForEachBuilding</samp>
| <samp>loops</samp>
+
| Perform an action for each building in the game world.
| The number of times to repeat the animation.
   
|-
 
|-
| 8&ndash;9
+
| <samp>Utility.ForEachCharacter</samp><br /><samp>Utility.ForEachVillager</samp>
| <samp>tile</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]].
| The tile position at which to draw the sprite, in the form <samp>{{t|x}} {{t|y}}</samp>.
   
|-
 
|-
| 10
+
| <samp>Utility.ForEachCrop</samp>
| <samp>flicker</samp>
+
| Perform an action for each crop in the game world planted in the ground or in a [[Garden Pot|garden pot]].
| '''[TODO: document what this does]''' (one of <samp>true</samp> or <samp>false</samp>).
   
|-
 
|-
| 11
+
| <samp>Utility.ForEachItem</samp>
| <samp>flip</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.
| Whether to flip the sprite horizontally when it's drawn (one of <samp>true</samp> or <samp>false</samp>).
   
|-
 
|-
| 12
+
| <samp>Utility.ForEachItemIn</samp>
| <samp>sort tile Y</samp>
+
| Perform an action for each item within a given location, including items within items (e.g. in a chest or on a table).
| The tile Y position to use in the layer depth calculation, which affects which sprite is drawn on top if two sprites overlap.
   
|-
 
|-
| 13
+
| <samp>Utility.ForEachLocation</samp>
| <samp>alpha fade</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.
| '''[TODO: document what this does]'''
+
|}
|-
+
 
| 14
+
For example, this code counts how many parsnips are planted everywhere in the world:
| <samp>scale</samp>
+
<syntaxhighlight lang="c#">
| A multiplier applied to the sprite size (in addition to the normal 4× pixel zoom).
+
int parsnips = 0;
|-
+
Utility.ForEachCrop(crop =>
| 15
+
{
| <samp>scale change</samp>
+
    if (crop.IndexOfHarvest == "24")
| '''[TODO: document what this does]'''
+
        parsnips++;
|-
+
    return true; // whether to keep iterating after this crop
| 16
+
});
| <samp>rotation</samp>
+
</syntaxhighlight>
| The rotation to apply to the sprite, measured in [[wikipedia:radians|radians]].
+
 
 +
Or you could replace all instances of an obsolete item with a new one:
 +
<syntaxhighlight lang="c#">
 +
Utility.ForEachItem((item, remove, replaceWith) =>
 +
{
 +
    if (item.QualifiedItemId == "(O)OldId")
 +
    {
 +
        Item newItem = ItemRegistry.Create("(O)NewId", item.Stack, item.Quality);
 +
        replaceWith(newItem);
 +
    }
 +
 
 +
    return true;
 +
});
 +
</syntaxhighlight>
 +
C# mods which add custom item types can override <samp>Item.ForEachItem</samp> to add support for nested items.
 +
 
 +
====Randomization====
 +
{| class="wikitable"
 
|-
 
|-
| 17
+
! method
| <samp>rotation change</samp>
+
! effect
| '''[TODO: document what this does]'''
   
|-
 
|-
| 18+
+
| <samp>Utility.CreateDaySaveRandom</samp>
| ''flags''
+
| Creates a <samp>Random</samp> instance using the most common seed (based on the save ID and total days played).
| 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>: '''[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>
+
| <samp>Utility.CreateRandom</samp><br /><samp>Utility.CreateRandomSeed</samp>
| Set the display name for an NPC in the event to match the given translation key.
+
| 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>warpFarmers [{{t|x}} {{t|y}} {{t|direction}}]+ {{t|default offset}} {{t|default x}} {{t|default}} {{t|direction}}</samp>
+
| <samp>Utility.TryCreateIntervalRandom</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.
+
| 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.
|}
+
 
</li>
+
For example, this will return the same number each time it's called until the in-game day changes:
<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>
+
<syntaxhighlight lang="c#">
<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>
+
public int GetDailyRandomNumber()
<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>
+
    Utility.TryCreateIntervalRandom("day", "example sync key", out Random random, out _);
<li>Fixed some commands not taking into account custom farmer actors when checking <samp>farmer*</samp> actor IDs.</li>
+
    return random.Next();
<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:
+
</syntaxhighlight>
{| class="wikitable"
   
|-
 
|-
! command
+
| <samp>Utility.TryGetRandom</samp>
! changes
+
| Get a random entry from a dictionary.
 
|-
 
|-
| <samp>addCookingRecipe</samp>
+
| <samp>random.Choose</samp>
| Fixed error if player already knows the recipe.
+
| Choose a random option from the values provided:
 +
<syntaxhighlight lang="c#">
 +
string npcName = Game1.random.Choose("Abigail", "Penny", "Sam");
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>addMailReceived</samp>
+
| <samp>random.ChooseFrom</samp>
| &#32;
+
| Choose a random option from a list or array:
* Renamed to <samp>mailReceived</samp>. (The old name is now an alias, so it'll still work.)
+
<syntaxhighlight lang="c#">
* You can now remove a mail received by setting the optional third argument to false, like <samp>mailReceived {{t|id}} false</samp>.
+
string[] names = new[] { "Abigail", "Penny", "Sam" };
 +
string npcName = Game1.random.ChooseFrom(names);
 +
</syntaxhighlight>
 
|-
 
|-
| <samp>addTemporaryActor</samp>
+
| <samp>random.NextBool</samp>
| &#32;
+
| Randomly choose <samp>true</samp> or <samp>false</samp>. For example:
* 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>.
+
<syntaxhighlight lang="c#">
* Underscores in the display name are no longer replaced with spaces. You should quote arguments containing spaces instead.
+
bool flipSprite = Game1.random.NextBool();
 +
</syntaxhighlight>
 +
 
 +
You can optionally set the probability of <samp>true</samp>:
 +
<syntaxhighlight lang="c#">
 +
bool flipSprite = Game1.random.NextBool(0.8);
 +
</syntaxhighlight>
 +
|}
 +
 
 +
====Other====
 +
Here are some of the other new methods:
 +
 
 +
{| class="wikitable"
 
|-
 
|-
| <samp>animate</samp>
+
! method
| 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>.
+
! effect
 
|-
 
|-
| <samp>ambientLight</samp>
+
| <samp>Game1.getOfflineFarmhands()</samp>
| Removed four-argument form (which was unused and had confusing behavior). The other versions of <samp>ambientLight</samp> still work like before.
+
| Get all farmhands who aren't connected to the game.
 
|-
 
|-
| <samp>awardFestivalPrize</samp>
+
| <samp>Game1.PerformActionWhenPlayerFree</samp>
| Added support for arbitrary item IDs, like <code>awardFestivalPrize (O)128</code> for a pufferfish.
+
| 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>changeLocation</samp>
+
| <samp>Game1.createRadialDebris_MoreNatural</samp>
| It now updates the event position offset if needed.
+
| Scatter item debris around a position with a more randomized distribution than <samp>createRadialDebris</samp>.
 
|-
 
|-
| <samp>changeName</samp>
+
| <samp>Object.GetCategoryColor</samp><br /><samp>Object.GetCategoryDisplayName</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 color and display name for the given category number when it's shown in a tooltip.
 
|-
 
|-
| <samp>changePortrait</samp><br /><samp>changeSprite</samp>
+
| <samp>Utility.distanceFromScreen</samp>
| You can now omit the suffix argument to reset the NPC back to their normal portrait/sprite.
+
| Get the pixel distance between a position in the world and the player's screen viewport, where 0 is within the viewport.
 
|-
 
|-
| <samp>faceDirection</samp>
+
| <samp>Utility.DrawErrorTexture</samp>
| You can now specify the direction in words, like <samp>faceDirection up</samp>
+
| Draw the game's missing-texture image (🚫) to the screen, stretched to fit a given pixel area.
 
|-
 
|-
| <samp>ignoreMovementAnimation</samp>
+
| <samp>Utility.DrawSquare</samp>
| &#32;
+
| Draw a square to the screen with a background color and/or borders.
* 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>
+
| <samp>Utility.GetEnumOrDefault</samp>
| Added support for arbitrary item IDs, like <code>itemAboveHead (O)128</code> for a pufferfish.
+
| 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>makeInvisible</samp>
+
| <samp>Utility.getRandomNpcFromHomeRegion</samp>
| Fixed terrain features not hidden when using the default area size.
+
| 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>removeItem</samp>
+
| <samp>Utility.isFestivalDay</samp>
| Added argument for an optional count, like <code>removeItem (O)128 10</code> to remove 10 pufferfish.
+
| 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>speak</samp>
+
| <samp>Utility.IsPassiveFestivalDay</samp>
| Fixed friendship & socialize quest not updated when calling it with a translation key.
+
| This method existed before 1.6, but now can now omit arguments to check today instead of a specific date:
|}</li>
+
<syntaxhighlight lang="c#">
<li>Removed some commands:
+
bool passiveFestivalToday = Utility.IsPassiveFestivalDay();
{| class="wikitable"
+
</syntaxhighlight>
 +
 
 +
Or check for a specific passive festival:
 +
<syntaxhighlight lang="c#">
 +
bool nightMarketToday = Utility.IsPassiveFestivalDay("NightMarket");
 +
</syntaxhighlight>
 
|-
 
|-
! command
+
| <samp>Utility.TryGetPassiveFestivalData</samp><br /><samp>Utility.TryGetPassiveFestivalDataForDay</samp>
! changes
+
| Get the [[#Custom passive festivals|passive festival data]] for the given ID or date.
 +
|-
 +
| <samp>Utility.TryParseDirection</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>addToTable</samp>
+
| <samp>Utility.TryParseEnum</samp>
| Removed (it was unused and worked in counterintuitive ways).
+
| 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>addTool</samp>
+
| <samp>Utility.fuzzyCompare</samp>
| Removed (it was unused and only supported the [[Return Scepter|return scepter]]). Use <samp>addItem</samp> instead, which supports adding tools.
+
| 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>grabObject</samp>
+
| <samp>rectangle.GetPoints</samp><br /><samp>rectangle.GetVectors</samp>
| Removed (it was unused and broken).
+
| 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>showRivalFrame</samp><br /><samp>taxVote</samp>
+
| <samp>Utility.GetDeterministicHashCode</samp>
| Removed (they were part of unimplemented features).
+
| ''(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>weddingSprite</samp>
+
| <samp>Utility.WrapIndex</samp>
| Removed (it was broken and unused).
+
| 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).
 +
 
 +
For example:
 +
<syntaxhighlight lang="c#">
 +
string[] values = new[] { "0", "1", "2" };
 +
int index = Utility.WrapIndex(-1, values.Length); // 2
 +
</syntaxhighlight>
 
|}
 
|}
</ul>
     −
====Festival changes====
+
===Static delegate builder===
* 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]].
+
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>]].
* 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.
     −
====Send-mail (<samp>x</samp>) precondition deprecated====
+
For example, given a static method like this:
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.
+
<syntaxhighlight lang="c#">
 +
public static bool OutputDeconstructor(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady) { ... }
 +
</syntaxhighlight>
   −
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.
+
And a delegate which matches it:
{| class="wikitable"
+
<syntaxhighlight lang="c#">
|-
+
public delegate bool MachineOutputDelegate(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady);
! old event ID
+
</syntaxhighlight>
! new action ID
+
 
! mail flag
+
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>
 +
 
 +
The <samp>TryCreateDelegate</samp> method will cache created delegates, so calling it again will just return the same delegate instance.
 +
 
 +
===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);
 +
 
 +
// new code
 +
Game1.log.Error("Error playing sound.", ex);
 +
</syntaxhighlight>
 +
 
 +
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"
 
|-
 
|-
| <samp>68</samp>
+
! old methods
| <samp>Mail_Mom_5K</samp>
+
! new method
| <samp>mom1</samp>
   
|-
 
|-
| <samp>69</samp>
+
| <samp>Game1.playSound</samp><br /><samp>Game1.playSoundAt</samp><br /><samp>Game1.playSoundPitched</samp>
| <samp>Mail_Mom_15K</samp>
+
| <samp>Game1.playSound</samp>
| <samp>mom2</samp>
   
|-
 
|-
| <samp>70</samp>
+
| <samp>GameLocation.playSound</samp><br /><samp>GameLocation.playSoundAt</samp><br /><samp>GameLocation.playSoundPitched</samp>
| <samp>Mail_Mom_32K</samp>
+
| <samp>GameLocation.playSound</samp>
| <samp>mom3</samp>
   
|-
 
|-
| <samp>71</samp>
+
| <samp>GameLocation.localSound</samp><br /><samp>GameLocation.localSoundAt</samp>
| <samp>Mail_Mom_120K</samp>
+
| <samp>GameLocation.localSound</samp>
| <samp>mom4</samp>
   
|-
 
|-
| <samp>72</samp>
+
| <samp>NetAudio.Play</samp><br /><samp>NetAudio.PlayAt</samp><br /><samp>NetAudio.PlayPitched</samp>
| <samp>Mail_Dad_5K</samp>
+
| <samp>NetAudio.Play</samp>
| <samp>dad1</samp>
   
|-
 
|-
| <samp>73</samp>
+
| <samp>NetAudio.PlayLocal</samp><br /><samp>NetAudio.PlayLocalAt</samp>
| <samp>Mail_Dad_15K</samp>
+
| <samp>NetAudio.PlayLocal</samp>
| <samp>dad2</samp>
+
|}</li>
 +
</ul>
 +
 
 +
====Debug commands====
 +
{{/doc status|[[Modding:Console commands]]|done=false}}
 +
 
 +
<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"
 
|-
 
|-
| <samp>74</samp>
+
! command
| <samp>Mail_Dad_32K</samp>
+
! description
| <samp>dad3</samp>
   
|-
 
|-
| <samp>75</samp>
+
| <samp>action {{t|action}}</samp>
| <samp>Mail_Dad_120K</samp>
+
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>action AddMoney 500</samp> to add {{price|500}} to the current player.
| <samp>dad4</samp>
   
|-
 
|-
| <samp>76</samp>
+
| <samp>artifactSpots</samp>
| <samp>Mail_Tribune_UpAndComing</samp>
+
| Spawn an [[Artifact Spot|artifact spot]] in each empty tile around the player.
| <samp>newsstory</samp>
   
|-
 
|-
| <samp>706</samp>
+
| <samp>endEvent</samp> / <samp>ee</samp>
| <samp>Mail_Pierre_Fertilizers</samp>
+
| 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.
| <samp>fertilizers</samp>
+
 
 +
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.
 
|-
 
|-
| <samp>707</samp>
+
| <samp>exportShops</samp>
| <samp>Mail_Pierre_FertilizersHighQuality</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.
| <samp>fertilizers2</samp>
   
|-
 
|-
| <samp>909</samp>
+
| <samp>filterLoadMenu</samp> / <samp>flm</samp>
| <samp>Mail_Robin_Woodchipper</samp>
+
| ''Syntax: <samp>filterLoadMenu {{t|search text}}''
| <samp>WoodChipper</samp>
+
 
 +
Filter the current list of saves to those whose player name or farm name contains the given text.
 
|-
 
|-
| <samp>2111194</samp>
+
| <samp>forcebuild</samp>
| <samp>Mail_Emily_8heart</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.
| <samp>EmilyClothingTherapy</samp>
   
|-
 
|-
| <samp>2111294</samp>
+
| <samp>gamequery</samp> / <samp>gq</samp>
| <samp>Mail_Emily_10heart</samp>
+
| ''Syntax:'' <samp>gq {{t|query}}</samp>
| <samp>EmilyCamping</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>
 
|-
 
|-
| <samp>2346091</samp>
+
| <samp>itemquery</samp> / <samp>iq</samp>
| <samp>Mail_Alex_10heart</samp>
+
| ''Syntax:'' <samp>iq {{t|query}}</samp>
| <samp>joshMessage</samp>
+
 
 +
Open a shop menu with all the items matching an [[Modding:Item queries|item query]] (all items free). For example:
 +
* <samp>debug iq ALL_ITEMS</samp> shows all items;
 +
* <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.
 
|-
 
|-
| <samp>2346092</samp>
+
| <samp>logFile</samp>
| <samp>Mail_Sam_10heart</samp>
+
| 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.
| <samp>samMessage</samp>
+
 
 +
This does nothing if SMAPI is installed, since the debug messages are already saved to SMAPI's log.
 
|-
 
|-
| <samp>2346093</samp>
+
| <samp>logSounds</samp>
| <samp>Mail_Harvey_10heart</samp>
+
| Log info about each sound effect played to the SMAPI console window.
| <samp>harveyBalloon</samp>
   
|-
 
|-
| <samp>2346094</samp>
+
| <samp>movieSchedule {{o|year}}</samp>
| <samp>Mail_Elliott_10heart</samp>
+
| Lists the movies that will play in a given {{o|year}} (default this year), with the dates they'll play.
| <samp>elliottBoat</samp>
   
|-
 
|-
| <samp>2346095</samp>
+
| <samp>qualifiedid</samp>
| <samp>Mail_Elliott_8heart</samp>
+
| Print the held item's display name and [[#Custom items|qualified item ID]].
| <samp>elliottReading</samp>
   
|-
 
|-
| <samp>2346096</samp>
+
| <samp>search</samp>
| <samp>Mail_Penny_10heart</samp>
+
| ''Syntax:'' <samp>search {{o|term}}</samp>
| <samp>pennySpa</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>2346097</samp>
+
| <samp>setFarmEvent</samp> / <samp>sfe</samp>
| <samp>Mail_Abigail_8heart</samp>
+
| ''Syntax:'' <samp>setFarmEvent {{t|event id}}</samp>
| <samp>abbySpiritBoard</samp>
+
 
|-
+
Queue an [[Random Events#Farm events|overnight farm event]] if one doesn't plan naturally instead. The {{t|event id}} can be one of...
| <samp>3333094</samp>
+
* <samp>dogs</samp>;
| <samp>Mail_Pierre_ExtendedHours</samp>
+
* [[Random Events#Earthquake|<samp>earthquake</samp>]];
| <samp>pierreHours</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>]].
 +
 
 +
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>3872126</samp>
+
| <samp>shop</samp>
| <samp>Mail_Willy_BackRoomUnlocked</samp>
+
| ''Syntax:'' <samp>shop {{t|shop ID}} {{o|owner name}}</samp>
| <samp>willyBackRoomInvitation</samp>
  −
|}
     −
===[[Modding:Mail data|Mail]] changes===
+
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).
<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>
+
| <samp>skinBuilding</samp> / <samp>bsm</samp>
<li>Added mail commands:
+
| If the player is standing right under a building, open a menu to change the building appearance.
{| class="wikitable"
+
|-
 +
| <samp>testwedding</samp>
 +
| 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>thishouseupgrade</samp> / <samp>thishouse</samp> / <samp>thu</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>toggleCheats</samp>
 +
| Enable or disable entering debug commands into the in-game chat (prefixed with <samp>/</samp>).
 
|-
 
|-
! command
+
| <samp>tokens</samp>
! effect
+
| ''Syntax:'' <samp>tokens {{t|tokenized string}}</samp>
 +
 
 +
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>%action {{t|action}}%%</samp>
+
| <samp>worldMapLines</samp>
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>%action AddMoney 500%%</samp> to add {{price|500}} to the current player.
+
| Toggles the [[Modding:World map#Debug view|world map's debug view]].
 
|}</li>
 
|}</li>
<li>Improved mail commands:
+
<li>Improved existing debug commands:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
Line 7,323: Line 7,583:  
! changes
 
! changes
 
|-
 
|-
| <samp>%item</samp>
+
| <samp>build</samp>
| &#32;
+
| Removed custom space handling; quote arguments with spaces instead of replacing them with 9 (e.g. <code>Junimo9Hut</code> <code>"Junimo Hut"</code>).
* 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.
+
| <samp>clearFurniture</samp>
* 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.
+
| Now works outside the farmhouse too.
* 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.
+
| <samp>dialogue</samp>
|}</li>
+
| 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>).
<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>
+
| <samp>ebi</samp>
</ul>
+
| Fixed event not played correctly if called from the same location as the event.
 
+
|-
===Stat changes for C# mods===
+
| <samp>fish</samp>
The tracked stats API (e.g. <code>Game1.stats</code> and <code>Game1.player.stats</code>) has been overhauled.
+
| Fixed error if you're not holding a fishing rod. It now opens the fishing minigame with no tackle instead.
 
+
|-
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.
+
| <samp>frameOffset</samp>
 
+
| &#32;
The <samp>stats</samp> API has also been redesigned:
+
* 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.
{| class="wikitable"
+
* Fixed command only taking the last digit in each number.
 
|-
 
|-
! member
+
| <samp>getStat</samp><br /><samp>setStat</samp>
! comments
+
| Added argument validation.
 
|-
 
|-
| <samp>Values</samp>
+
| <samp>grass</samp>
| The numeric metrics tracked by the game. This replaces <samp>stats_dictionary</samp>.
+
| Now applies to the current location, instead of the farm.
 
|-
 
|-
| <samp>Get(key)</samp>
+
| <samp>growAnimals</samp><br /><samp>growAnimalsFarm</samp>
| Get the value of a tracked stat. This replaces <samp>getStat</samp>.
+
| Merged into one <samp>growAnimals</samp> command that supports any location and doesn't reset the age of animals which are already adults.
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
uint daysPlayed = Game1.stats.Get(StatKeys.DaysPlayed);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Set(key, value)</samp>
+
| <samp>growCrops</samp>
| Set the new value of a tracked stat. This method is new.
+
| Fixed error growing mixed seeds or giant crops.
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
Game1.stats.Set(StatKeys.ChildrenTurnedToDoves, 5);
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>Increment(key)</samp><br /><samp>Increment(key, amount)</samp>
+
| <samp>itemNamed</samp>
| Add the given amount to the stat (default 1), and return the new stat value. This improves on the original <samp>incrementStat</samp>.
+
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>EelRoe</code> → <code>"Eel Roe"</code>).
 
+
|-
For example:
+
| <samp>junimoGoodbye</samp><br /><samp><samp>junimoStar</samp>
<syntaxhighlight lang="c#">
+
| Added validation to check that you're inside the community center.
uint stepsTaken = Game1.stats.Increment(StatKeys.StepsTaken);
+
|-
</syntaxhighlight>
+
| <samp>killAll</samp><br /><samp>killAllHorses</samp><br /><samp>killNpc</samp>
|}
+
| These now remove matching NPCs inside constructed buildings too.
 
+
|-
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:
+
| <samp>killMonsterStat</samp>
<syntaxhighlight lang="c#">
+
| Removed custom space handling; quote arguments with spaces instead of replacing them with 0 (e.g. <code>Dust0Spirit</code> <code>"Dust Spirit"</code>).
Game1.stats.Set("Your.ModId_CustomStat", 5);
+
|-
</syntaxhighlight>
+
| <samp>mailForTomorrow</samp>
 
+
| Fixed zeros in the mail ID getting replaced with underscores.
And finally, setting a stat to 0 now removes it from the stats dictionary (since that's the default for missing stats).
  −
 
  −
===New C# utility methods===
  −
Stardew Valley 1.6 adds several new methods to simplify common logic.
  −
 
  −
====Argument handling====
  −
The new <samp>ArgUtility</samp> class handles splitting, reading, and validating <samp>string[]</samp> argument lists. The main methods are:
  −
 
  −
; Splitting arrays&#58;
  −
: {| class="wikitable"
   
|-
 
|-
! <samp>ArgUtility</samp> method
+
| <samp>monster</samp>
! effect
+
| Added validation for the monster name.
 
|-
 
|-
| <samp>SplitBySpace</samp>
+
| <samp>moveBuilding</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:
+
| Now applies to the current location, instead of the farm.
<syntaxhighlight lang="c#">
  −
string[] fields = ArgUtility.SplitBySpace("a b c");
  −
string secondField = fields[1]; // "b"
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>SplitBySpaceAndGet</samp>
+
| <samp>movie</samp>
| Get the value at an index in a space-delimited string (if found), else return the default value. For example:
+
| 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.
   −
<syntaxhighlight lang="c#">
+
New usage:
string thirdField = ArgUtility.SplitBySpaceAndGet("a b c", 2); // "c"
+
: ''<samp>debug movie {{o|movie ID}} {{o|invite NPC name}}''
string invalidFieldA = ArgUtility.SplitBySpaceAndGet("a b c", 5); // null
+
: ''<samp>debug movie current {{o|invite NPC name}}''
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.
+
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>SplitBySpaceQuoteAware</samp>
+
| <samp>panMode</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.
+
| 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>.
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
string buildingName = ArgUtility.SplitBySpaceQuoteAware("BUILDINGS_CONSTRUCTED Here \"Junimo Hut\"")[1]; // Junimo Hut
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>SplitQuoteAware</samp>
+
| <samp>paintBuilding</samp>
| Split delimited arguments in a string, with support for using quotes to protect delimiters within an argument.
+
| &#32;
 
+
* Now applies to the current location, instead of the farm.
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.)
+
* Added validation for the target building.
 
  −
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";
  −
 
  −
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>playSound</samp>
| Escape quotes in a string so they're ignored by methods like <samp>SplitQuoteAware</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.
 
  −
This isn't idempotent (e.g. calling it twice will result in double-escaped quotes).
  −
|}
  −
 
  −
; Reading arrays&#58;
  −
: {| class="wikitable"
   
|-
 
|-
! <samp>ArgUtility</samp> method
+
| <samp>question</samp>
! effect
+
| 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>HasIndex</samp>
+
| <samp>runTestEvent</samp>
| Get whether an index is within the bounds of the array. For example:
+
| Fixed support for Unix line endings.
<syntaxhighlight lang="c#">
  −
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>seenEvent</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.
+
| You can now forget an event (instead of adding it) by setting the second argument to false, like <samp>seenEvent {{t|id}} false</samp>.
 
  −
For example, code like this:
  −
<syntaxhighlight lang="c#">
  −
int value = fields.Length > 4 && int.TryParse(fields[4], out int parsed)
  −
    ? parsed
  −
    : -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>seenMail</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.
+
| 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>.
 
+
|-
For example, this parses a numeric value from a space-delimited string:
+
| <samp>skinBuilding</samp>
<syntaxhighlight lang="c#">
+
| &#32;
string[] fields = ArgUtility.SplitByString("10 35");
+
* Now applies to the current location, instead of the farm.
if (ArgUtility.TryGetInt(fields, 1, out int value, out string error))
+
* Added validation for the target building.
    this.Helper.Monitor.Log($"Parsed value: {value}"); // "Parsed value: 35"
+
|-
else
+
| <samp>skullGear</samp>
    this.Helper.Monitor.Log($"Failed parsing value: {error}", LogLevel.Warn);
+
| &#32;
</syntaxhighlight>
+
* Fixed command setting 32 slots instead of 36.
 +
* Fixed command not adding empty inventory slots as expected by some game code.
 
|-
 
|-
| <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>setupFishPondFarm</samp>
| Equivalent to <samp>TryGet*</samp>, except that it'll return a default value if the argument is missing. For example:
+
| Fixed error if the farm already has non-fish-pond buildings constructed.
<syntaxhighlight lang="c#">
  −
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>speech</samp>
| Similar to the previous methods, but gets arguments starting from an index as a concatenated string. For example:
+
| 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$h</code>).
<syntaxhighlight lang="c#">
  −
string[] fields = ArgUtility.SplitByString("A B C D E F");
  −
if (ArgUtility.TryGetRemainder(fields, 2, out string remainder, out string error))
  −
    this.Helper.Monitor.Log($"Remainder: {remainder}"); // "Remainder: C D E F"
  −
else
  −
    this.Helper.Monitor.Log($"Failed getting remainder: {error}", LogLevel.Warn);
  −
</syntaxhighlight>
  −
|}
  −
 
  −
====Content assets====
  −
{| class="wikitable"
   
|-
 
|-
! method
+
| <samp>spreadDirt</samp>
! effect
+
| Now applies to the current location, instead of the farm.
 
|-
 
|-
| <samp>LocalizedContentManager.DoesAssetExist</samp>
+
| <samp>spreadSeeds</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:
+
| Now applies to the current location, instead of the farm.
<syntaxhighlight lang="c#">
  −
bool exists = Game1.content.DoesAssetExist<Map>("Maps/Town");
  −
</syntaxhighlight>
   
|-
 
|-
| <samp>LocalizedContentManager.IsValidTranslationKey</samp>
+
| <samp>thisHouseUpgrade</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:
+
| Now applies to the current location, instead of the farm.
<syntaxhighlight lang="c#">
+
|-
bool exists = Game1.content.IsValidTranslationKey("Strings\\NPCNames:Abigail");
+
| <samp>warpToPlayer</samp>
</syntaxhighlight>
+
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>JohnSmith</code> <code>"John Smith"</code>).
|}
+
|-
 
+
| <samp>whereIs</samp>
====Filtering====
+
| &#32;
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.
+
* Now lists all matching NPCs instead of the first one.
 
+
* Now searches the current event or festival, if any.
For example:
+
|}</li>
<syntaxhighlight lang="c#">
  −
int dirtTilesRemoved = Game1.currentLocation.terrainFeatures.RemoveWhere(pair => pair.Value is HoeDirt);
  −
</syntaxhighlight>
  −
 
  −
====Game paths====
  −
The game folder paths were previously hardcoded throughout the code. These are now centralized with a few methods:
      +
<li>Removed some debug commands:
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! method
+
! command
! effect
+
! notes
 
|-
 
|-
| <samp>Program.GetLocalAppDataFolder</samp><br /><samp>Program.GetAppDataFolder</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>
| 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.
+
| 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>Program.GetSavesFolder</samp>
+
| <samp>addQuartz</samp><br /><samp>blueBook</samp><br /><samp>blueprint</samp><br /><samp>end</samp>
| Get the absolute path to the game's [[saves|<samp>Saves</samp> folder]].
+
| These were part of unused features removed in 1.6.
 
|-
 
|-
| <samp>Game1.GetScreenshotFolder</samp>
+
| <samp>changeStat</samp>
| Get the absolute path to the game's <samp>Screenshots</samp> folder.
+
| Removed; use <samp>setStat</samp> instead.
 
|-
 
|-
| <samp>options.GetFilePathForDefaultOptions</samp>
+
| <samp>ee</samp><br /><samp>endEvent</samp>/<samp>leaveEvent</samp><br /><samp>eventOver</samp>
| Get the absolute path to the game's <samp>default_options</samp> file.
+
| Replaced by the new <samp>endEvent</samp> command.
|}
  −
 
  −
====Hash sets====
  −
Since the [[#Hash set fields|game now uses hash sets]], it has a few extensions for working with them:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! method
+
| <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>AddRange</samp>
+
| <samp>oldMineGame</samp>
| Add all the values from a list or enumerable to the set.
+
| Removed along with the pre-1.4 [[Junimo Kart]] code.
 
|-
 
|-
| <samp>RemoveWhere</samp>
+
| <samp>pathSpouseToMe</samp>/<samp>pstm</samp>
| Remove all values matching a condition.
+
| Removed along with the unimplemented farm activities code.
|-
+
|}</li>
| <samp>Toggle</samp>
  −
| Add or remove a value in the set based on a boolean. For example:
  −
<syntaxhighlight lang="c#">
  −
public bool hasClubCard
  −
{
  −
    get { return mailReceived.Contains("HasClubCard"); }
  −
    set { mailReceived.Toggle("HasClubCard", value); }
  −
}
  −
</syntaxhighlight>
  −
|}
     −
====Iteration====
+
<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>
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.
+
<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>
   −
{| class="wikitable"
+
====Location logic====
|-
+
* The [[desert]] no longer assumes the player arrived by bus unless their previous location was the [[Bus Stop|bus stop]].
! method
+
* 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.
! effect
  −
|-
  −
| <samp>Utility.ForEachBuilding</samp>
  −
| Perform an action for each building in the game world.
  −
|-
  −
| <samp>Utility.ForEachCharacter</samp><br /><samp>Utility.ForEachVillager</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]].
  −
|-
  −
| <samp>Utility.ForEachCrop</samp>
  −
| Perform an action for each crop in the game world planted in the ground or in a [[Garden Pot|garden pot]].
  −
|-
  −
| <samp>Utility.ForEachItem</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.
  −
|-
  −
| <samp>Utility.ForEachItemIn</samp>
  −
| Perform an action for each item within a given location, including items within items (e.g. in a chest or on a table).
  −
|-
  −
| <samp>Utility.ForEachLocation</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.
  −
|}
     −
For example, this code counts how many parsnips are planted everywhere in the world:
+
====Menus & UI====
<syntaxhighlight lang="c#">
+
* 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.
int parsnips = 0;
+
* Added <samp>Game1.textShadowDarkerColor</samp> field for the colors previously hardcoded in <samp>Utility.drawTextWithShadow</samp>.
Utility.ForEachCrop(crop =>
+
* 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>.
    if (crop.IndexOfHarvest == "24")
+
* The <samp>SpriteText</samp> methods now accept arbitrary <samp>Color</samp> tints instead of a few predefined color IDs.
        parsnips++;
+
* The <samp>DiscreteColorPicker.getColorFromSelection</samp> methods are now static for reuse.
    return true; // whether to keep iterating after this crop
+
* 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.
</syntaxhighlight>
     −
Or you could replace all instances of an obsolete item with a new one:
+
====[[Modding:Modder Guide/Game Fundamentals#Net fields|Net fields]]====
<syntaxhighlight lang="c#">
+
* 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.
Utility.ForEachItem((item, remove, replaceWith) =>
+
* <samp>NetLocationRef</samp> now has a public <samp>LocationName</samp> and <samp>IsStructure</samp>, and its <samp>Update</samp> method allows forcing an update.
{
+
 
    if (item.QualifiedItemId == "(O)OldId")
+
====Quests====
    {
+
{{/doc status|[[Modding:Quest data]]|done=false}}
        Item newItem = ItemRegistry.Create("(O)NewId", item.Stack, item.Quality);
+
 
        replaceWith(newItem);
+
* Quests now have string IDs, to simplify custom quest frameworks.
    }
+
* Added validation for quest data parsing.
 +
* 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.
   −
    return true;
+
====Dates & 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>).
</syntaxhighlight>
+
* Added <samp>Game1.season</samp>, <samp>Game1.GetSeasonForLocation</samp>, <samp>Game1.WorldDate.Season</samp>, and <samp>location.GetSeason()</samp> to get the season enum.
C# mods which add custom item types can override <samp>Item.ForEachItem</samp> to add support for nested items.
+
* 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.
   −
====Randomization====
+
====Time====
{| class="wikitable"
+
* 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.
|-
  −
! method
  −
! effect
  −
|-
  −
| <samp>Utility.CreateDaySaveRandom</samp>
  −
| Creates a <samp>Random</samp> instance using the most common seed (based on the save ID and total days played).
  −
|-
  −
| <samp>Utility.CreateRandom</samp><br /><samp>Utility.CreateRandomSeed</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>Utility.TryCreateIntervalRandom</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:
+
====Other====
<syntaxhighlight lang="c#">
+
* Error stack traces on Linux/macOS now have line numbers.
public int GetDailyRandomNumber()
+
* 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]].
    Utility.TryCreateIntervalRandom("day", "example sync key", out Random random, out _);
+
* 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.
    return random.Next();
+
* 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.
</syntaxhighlight>
+
* 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.
| <samp>Utility.TryGetRandom</samp>
+
* Added <samp>Id</samp> fields to simplify content pack edits in fish pond, movie concession, random bundle, and tailoring recipe data.
| Get a random entry from a dictionary.
+
* 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>).
| <samp>random.Choose</samp>
+
* Added field-changed events to <samp>NetPosition</samp>.
| Choose a random option from the values provided:
+
* Added <samp>LocalizedContentManager.CurrentLanguageString</samp>, which caches the language code like <samp>pt-BR</samp>).
<syntaxhighlight lang="c#">
+
* 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.
string npcName = Game1.random.Choose("Abigail", "Penny", "Sam");
+
* 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.
</syntaxhighlight>
+
* 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.
| <samp>random.ChooseFrom</samp>
  −
| 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>random.NextBool</samp>
  −
| Randomly choose <samp>true</samp> or <samp>false</samp>. For example:
  −
<syntaxhighlight lang="c#">
  −
bool flipSprite = Game1.random.NextBool();
  −
</syntaxhighlight>
     −
You can optionally set the probability of <samp>true</samp>:
+
==Breaking changes for C# mods==
<syntaxhighlight lang="c#">
+
'''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.'''
bool flipSprite = Game1.random.NextBool(0.8);
  −
</syntaxhighlight>
  −
|}
     −
====Other====
+
See also [[#Breaking changes for content packs|''Breaking changes for content packs'']], which affect C# mods too.
Here are some of the other new methods:
     −
{| class="wikitable"
+
===.NET 6===
|-
+
: ''See also: [[#.NET 6|.NET 6]] under what's new.''
! method
  −
! effect
  −
|-
  −
| <samp>Game1.getOfflineFarmhands()</samp>
  −
| Get all farmhands who aren't connected to the game.
  −
|-
  −
| <samp>Game1.PerformActionWhenPlayerFree</samp>
  −
| 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.
+
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>
| <samp>Game1.createRadialDebris_MoreNatural</samp>
+
<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>
| Scatter item debris around a position with a more randomized distribution than <samp>createRadialDebris</samp>.
+
<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
 +
! new code
 
|-
 
|-
| <samp>Object.GetCategoryColor</samp><br /><samp>Object.GetCategoryDisplayName</samp>
  −
| Get the color and display name for the given category number when it's shown in a tooltip.
   
|-
 
|-
| <samp>Utility.distanceFromScreen</samp>
+
| <samp>item.ParentSheetIndex == 848</samp>
| Get the pixel distance between a position in the world and the player's screen viewport, where 0 is within the viewport.
+
| <samp>item.QualifiedItemId == "(O)848"</samp>
 
|-
 
|-
| <samp>Utility.DrawErrorTexture</samp>
+
| <samp>IsNormalObjectAtParentSheetIndex(item, 74)</samp>
| Draw the game's missing-texture image (🚫) to the screen, stretched to fit a given pixel area.
+
| <samp>item.QualifiedItemId == "(O)74"</samp>
 
|-
 
|-
| <samp>Utility.DrawSquare</samp>
+
| <samp>!item.bigCraftable && item.ParentSheetIndex == 128</samp>
| Draw a square to the screen with a background color and/or borders.
+
| <samp>item.QualifiedItemId == "(O)128"</samp>
 
|-
 
|-
| <samp>Utility.GetEnumOrDefault</samp>
+
| <samp>item is Boots && item.ParentSheetIndex == 505</samp>
| Get an enum value if it's valid, else get a default value. This is mainly used to validate input from data files.
+
| <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:
   
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
NpcGender gender = (NPCGender)999999;
+
new Object("634", 1);                     // vanilla item
gender = Utility.GetEnumOrDefault(gender, Gender.Male); // returns Gender.Male since there's no enum constant with value 999999
+
new Object("Example.ModId_Watermelon", 1); // custom item
 
</syntaxhighlight>
 
</syntaxhighlight>
|-
+
 
| <samp>Utility.getRandomNpcFromHomeRegion</samp>
+
You can also use the new <samp>ItemRegistry</samp> API to construct items from their <samp>QualifiedItemId</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:
+
 
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
NPC npc = Utility.getRandomNpcFromHomeRegion(NPC.region_town);
+
Item item = ItemRegistry.Create("(B)505"); // Rubber Boots
</syntaxhighlight>
+
</syntaxhighlight></li>
|-
+
</ul>
| <samp>Utility.isFestivalDay</samp>
+
 
| This method existed before 1.6, but you can now omit arguments to check today instead of a specific date:
+
===Other ID changes===
<syntaxhighlight lang="c#">
+
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:
bool festivalToday = Utility.isFestivalToday();
+
 
</syntaxhighlight>
+
* 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.
 +
 
 +
===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.
   −
Or check for a festival in specific location context:
+
===Player changes===
<syntaxhighlight lang="c#">
+
: ''See also: [[#Buff overhaul|buff overhaul in what's new]].''
bool desertFestivalToday = Utility.isFestivalToday(LocationContexts.DesertId);
  −
</syntaxhighlight>
  −
|-
  −
| <samp>Utility.IsPassiveFestivalDay</samp>
  −
| 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:
+
<ul>
<syntaxhighlight lang="c#">
+
<li>Several <samp>Game1.player</samp> / <samp>Farmer</samp> fields changed as part of the [[#Buff overhaul|buff overhaul]]:
bool nightMarketToday = Utility.IsPassiveFestivalDay("NightMarket");
+
{| class="wikitable"
</syntaxhighlight>
   
|-
 
|-
| <samp>Utility.TryGetPassiveFestivalData</samp><br /><samp>Utility.TryGetPassiveFestivalDataForDay</samp>
+
! old field
| Get the [[#Custom passive festivals|passive festival data]] for the given ID or date.
+
! how to migrate
 
|-
 
|-
| <samp>Utility.TryParseDirection</samp>
+
| <samp>appliedBuffs</samp><br /><samp>appliedSpecialBuffs</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]].
+
| Use <code>Game1.player.hasBuff(id)</code> instead.
 
|-
 
|-
| <samp>Utility.TryParseEnum</samp>
+
| <samp>attack</samp><br /><samp>immunity</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:
+
| Use <samp>Attack</samp> and <samp>Immunity</samp> instead.
<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>Utility.fuzzyCompare</samp>
+
| <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>
| 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.
+
| Use equivalent properties under <samp>Game1.player.buffs</samp> instead (e.g. <samp>Game1.player.buffs.CombatLevel</code>).
 
|-
 
|-
| <samp>rectangle.GetPoints</samp><br /><samp>rectangle.GetVectors</samp>
+
| <samp>resilience</samp>
| Get all the integer coordinates within a given <samp>Rectangle</samp>. For example:
+
| Use <samp>buffs.Defense</samp> instead.
<syntaxhighlight lang="c#">
+
|-
var tileArea = new Rectangle(0, 0, 2, 2);
+
| <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>
Point[] tiles = tileArea.GetPoints(); // (0, 0), (1, 0), (0, 1), (1, 1)
+
| 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.
</syntaxhighlight>
+
|}</li>
 +
<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>
 +
<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>
 +
 
 +
===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
 +
! effect
 +
|-
 +
| <samp>CanSpawnCharacterHere</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.
 +
|-
 +
| <samp>CanItemBePlacedHere</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.
 +
|-
 +
| <samp>isBuildable</samp>
 +
| Get whether buildings can be placed on the given tile.
 +
|-
 +
| <samp>IsTilePassable</samp>
 +
| Get whether the tile can be walked on (ignoring collisions with in-game objects, NPCs, etc).
 +
|-
 +
| <samp>IsTileOccupiedBy</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.
 
|-
 
|-
| <samp>Utility.GetDeterministicHashCode</samp>
+
| <samp>IsTileBlockedBy</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.
+
| Equivalent to calling both <samp>IsTilePassable</samp> and <samp>IsTileOccupiedBy</samp>.
 
|-
 
|-
| <samp>Utility.WrapIndex</samp>
+
| <samp>IsLocationSpecificOccupantOnTile</samp><br /><samp>IsLocationSpecificPlacementRestriction</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).
+
| 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]]).
 
  −
For example:
  −
<syntaxhighlight lang="c#">
  −
string[] values = new[] { "0", "1", "2" };
  −
int index = Utility.WrapIndex(-1, values.Length); // 2
  −
</syntaxhighlight>
   
|}
 
|}
   −
===Static delegate builder===
+
===Other breaking API changes===
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>]].
+
''(This section is meant as a quick reference if you have build errors; there's no need to read through it otherwise.)''
   −
For example, given a static method like this:
+
====Removed unused code====
<syntaxhighlight lang="c#">
+
1.6 removes a lot of unused code. That includes these classes:
public static bool OutputDeconstructor(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady) { ... }
+
{| class="wikitable"
</syntaxhighlight>
+
|-
 
+
! namespace
And a delegate which matches it:
+
! class name
<syntaxhighlight lang="c#">
  −
public delegate bool MachineOutputDelegate(Object machine, Item inputItem, bool probe, MachineItemOutput outputData, out int? overrideMinutesUntilReady);
  −
</syntaxhighlight>
  −
 
  −
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>
  −
 
  −
The <samp>TryCreateDelegate</samp> method will cache created delegates, so calling it again will just return the same delegate instance.
  −
 
  −
===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);
  −
 
  −
// new code
  −
Game1.log.Error("Error playing sound.", ex);
  −
</syntaxhighlight>
  −
 
  −
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>StardewValley</samp>
! new method
+
| &#32;
 +
* <samp>BuildingUpgrade</samp>
 +
* <samp>DisposableList</samp>
 +
* <samp>FurniturePlacer</samp>
 +
* <samp>ListPool</samp>
 +
* <samp>OneTimeRandom</samp>
 
|-
 
|-
| <samp>Game1.playSound</samp><br /><samp>Game1.playSoundAt</samp><br /><samp>Game1.playSoundPitched</samp>
+
| <samp>StardewValley.Characters</samp>
| <samp>Game1.playSound</samp>
+
| &#32;
 +
* <samp>BotchedNetBool</samp>
 +
* <samp>BotchedNetField</samp>
 +
* <samp>BotchedNetInt</samp>
 +
* <samp>BotchedNetLong</samp>
 +
|-
 +
| <samp>StardewValley.Menus</samp>
 +
| &#32;
 +
* <samp>FarmInfoPage</samp>
 +
* <samp>MiniatureTerrainFeature</samp><!-- not a typo, it really was in StardewValley.Menus -->
 
|-
 
|-
| <samp>GameLocation.playSound</samp><br /><samp>GameLocation.playSoundAt</samp><br /><samp>GameLocation.playSoundPitched</samp>
+
| <samp>StardewValley.Monsters</samp>
| <samp>GameLocation.playSound</samp>
+
| &#32;
 +
* <samp>LavaCrab</samp>
 
|-
 
|-
| <samp>GameLocation.localSound</samp><br /><samp>GameLocation.localSoundAt</samp>
+
| <samp>StardewValley.Objects</samp>
| <samp>GameLocation.localSound</samp>
+
| &#32;
 +
* <samp>ObjectFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
 
|-
 
|-
| <samp>NetAudio.Play</samp><br /><samp>NetAudio.PlayAt</samp><br /><samp>NetAudio.PlayPitched</samp>
+
| <samp>StardewValley.TerrainFeatures</samp>
| <samp>NetAudio.Play</samp>
+
| &#32;
 +
* <samp>Quartz</samp>
 
|-
 
|-
| <samp>NetAudio.PlayLocal</samp><br /><samp>NetAudio.PlayLocalAt</samp>
+
| <samp>StardewValley.Tools</samp>
| <samp>NetAudio.PlayLocal</samp>
+
| &#32;
|}</li>
+
* <samp>Blueprints</samp>
</ul>
+
* <samp>ToolFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
 +
|}
   −
====Debug commands====
+
And these class members:
<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
+
! type
! description
+
! members
 
|-
 
|-
| <samp>action {{t|action}}</samp>
+
| <samp>Axe</samp>
| Run a [[Modding:Trigger actions|trigger action string]], like <samp>action AddMoney 500</samp> to add {{price|500}} to the current player.
+
| &#32;
 +
* <samp>StumpStrength</samp>
 
|-
 
|-
| <samp>artifactSpots</samp>
+
| <samp>Bush</samp>
| Spawn an [[Artifact Spot|artifact spot]] in each empty tile around the player.
+
| &#32;
 +
* <samp>alpha</samp>
 +
* <samp>lastPlayerToHit</samp>
 
|-
 
|-
| <samp>endEvent</samp> / <samp>ee</samp>
+
| <samp>Chest</samp>
| 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.
+
| &#32;
 
+
* <samp>chestType</samp>
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.
+
* <samp>coins</samp>
|-
+
|-
| <samp>exportShops</samp>
+
| <samp>CosmeticPlant</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.
+
| &#32;
 +
* <samp>scale</samp>
 
|-
 
|-
| <samp>filterLoadMenu</samp> / <samp>flm</samp>
+
| <samp>CraftingRecipe</samp>
| ''Syntax: <samp>filterLoadMenu {{t|search text}}''
+
| &#32;
 
+
* <samp>itemType</samp>
Filter the current list of saves to those whose player name or farm name contains the given text.
   
|-
 
|-
| <samp>forcebuild</samp>
+
| <samp>Critter</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.
+
| &#32;
 +
* <samp>InitShared()</samp>
 
|-
 
|-
| <samp>gamequery</samp> / <samp>gq</samp>
+
| <samp>Crop</samp>
| ''Syntax:'' <samp>gq {{t|query}}</samp>
+
| &#32;
 
+
* <samp>daysOfUnclutteredGrowth</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>
   
|-
 
|-
| <samp>itemquery</samp> / <samp>iq</samp>
+
| <samp>Dialogue</samp>
| ''Syntax:'' <samp>iq {{t|query}}</samp>
+
| &#32;
 
+
* <samp>dialogueToBeKilled</samp>
Open a shop menu with all the items matching an [[Modding:Item queries|item query]] (all items free). For example:
  −
* <samp>debug iq ALL_ITEMS</samp> shows all items;
  −
* <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.
   
|-
 
|-
| <samp>logFile</samp>
+
| <samp>Farm</samp>
| 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.
+
| &#32;
 
+
* <samp>GetSpouseOutdoorAreaSpritesheetIndex()</samp>
This does nothing if SMAPI is installed, since the debug messages are already saved to SMAPI's log.
   
|-
 
|-
| <samp>logSounds</samp>
+
| <samp>FarmAnimal</samp>
| Log info about each sound effect played to the SMAPI console window.
+
| &#32;
 +
* <samp>homeLocation</samp>
 
|-
 
|-
| <samp>movieSchedule {{o|year}}</samp>
+
| <samp>Farmer</samp>
| Lists the movies that will play in a given {{o|year}} (default this year), with the dates they'll play.
+
| &#32;
|-
+
* <samp>barnUpgradeLevel</samp> and <samp>BarnUpgradeLevel</samp>
| <samp>qualifiedid</samp>
+
* <samp>blueprints</samp>
| Print the held item's display name and [[#Custom items|qualified item ID]].
+
* <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>search</samp>
+
| <samp>Game1</samp>
| ''Syntax:'' <samp>search {{o|term}}</samp>
+
| &#32;
 
+
* <samp>boardingBus</samp>
List all debug commands that match the given search term (or all debug commands if the search term is omitted). For example:
+
* <samp>chanceToRainTomorrow</samp>
<pre>debug search backpack
+
* <samp>checkForNewLevelPerks</samp>
> Found 2 debug commands matching search term 'backpack':
+
* <samp>cloud</samp>
    - Backpack
+
* <samp>coopDwellerBorn<samp>
    - FillBackpack (fbp, fill, fillbp)</pre>
+
* <samp>cropsOfTheWeek</samp>
|-
+
* <samp>currentBarnTexture</samp>
| <samp>setFarmEvent</samp> / <samp>sfe</samp>
+
* <samp>currentBillboard</samp>
| ''Syntax:'' <samp>setFarmEvent {{t|event id}}</samp>
+
* <samp>currentCoopTexture</samp>
 
+
* <samp>currentFloor</samp>
Queue an [[Random Events#Farm events|overnight farm event]] if one doesn't plan naturally instead. The {{t|event id}} can be one of...
+
* <samp>currentHouseTexture</samp>
* <samp>dogs</samp>;
+
* <samp>currentWallpaper</samp>
* [[Random Events#Earthquake|<samp>earthquake</samp>]];
+
* <samp>dealerCalicoJackTotal</samp>
* [[Random Events#The Crop Fairy|<samp>fairy</samp>]];
+
* <samp>FarmerFloor</samp>
* [[Random Events#Meteorite|<samp>meteorite</samp>]];
+
* <samp>farmerWallpaper</samp>
* [[Random Events#Stone Owl|<samp>owl</samp>]];
+
* <samp>fertilizer</samp>
* [[Random Events#Strange Capsule|<samp>ufo</samp>]];
+
* <samp>floorPrice</samp>
* [[Random Events#The Witch|<samp>witch</samp>]].
+
* <samp>greenhouseTexture</samp>
 
+
* <samp>inMine<samp>
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>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>shop</samp>
+
| <samp>GameLocation</samp>
| ''Syntax:'' <samp>shop {{t|shop ID}} {{o|owner name}}</samp>
+
| &#32;
 
+
* <samp>boardBus(…)</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>checkForMapChanges()</samp>
 +
* <samp>getWallDecorItem(…)</samp>
 +
* <samp>removeBatch(…)</samp>
 +
* <samp>removeDirt(…)</samp>
 +
* <samp>removeStumpOrBoulder(…)</samp>
 +
* <samp>tryToBuyNewBackpack()</samp>
 
|-
 
|-
| <samp>skinBuilding</samp> / <samp>bsm</samp>
+
| <samp>GiantCrop</samp>
| If the player is standing right under a building, open a menu to change the building appearance.
+
| &#32;
 +
* <samp>forSale</samp>
 
|-
 
|-
| <samp>testwedding</samp>
+
| <samp>IClickableMenu</samp>
| Immediately play the [[Marriage#The Wedding|wedding]] event.
+
| &#32;
 +
* <samp>currentRegion</samp>
 
|-
 
|-
| <samp>thishouseupgrade</samp> / <samp>thishouse</samp> / <samp>thu</samp>
+
| <samp>MeleeWeapon</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.
+
| &#32;
 +
* <samp>attackSwordCooldownTime</samp>
 +
* <samp>doStabbingSwordFunction(…)</samp>
 
|-
 
|-
| <samp>toggleCheats</samp>
+
| <samp>Monster</samp>
| Enable or disable entering debug commands into the in-game chat (prefixed with <samp>/</samp>).
+
| &#32;
 +
* <samp>doHorizontalMovement(…)</samp>
 +
* <samp>durationOfRandomMovements</samp>
 +
* <samp>coinsToDrop</samp>
 
|-
 
|-
| <samp>tokens</samp>
+
| <samp>NPC</samp>
| ''Syntax:'' <samp>tokens {{t|tokenized string}}</samp>
+
| &#32;
 
+
* <samp>idForClones</samp>
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>worldMapLines</samp>
+
| <samp>Object</samp>
| Toggles the [[Modding:World map#Debug view|world map's debug view]].
+
| &#32;
|}</li>
+
* <samp>attachToSprinklerAttachment(…)</samp>
<li>Improved existing debug commands:
+
* <samp>canBePlacedInWater()</samp>
{| class="wikitable"
+
* <samp>consumeRecipe(…)</samp>
 +
* <samp>copperBar</samp>
 +
* <samp>goldBar</samp>
 +
* <samp>iridiumBar</samp>
 +
* <samp>ironBar</samp>
 +
* <samp>isHoeDirt</samp> and <samp>IsHoeDirt</samp>
 
|-
 
|-
! command
+
| <samp>PathFindController</samp>
! changes
+
| &#32;
 +
* <samp>CheckClearance(…)</samp>
 +
* <samp>limit</samp>
 
|-
 
|-
| <samp>build</samp>
+
| <samp>SaveGame</samp>
| Removed custom space handling; quote arguments with spaces instead of replacing them with 9 (e.g. <code>Junimo9Hut</code> <code>"Junimo Hut"</code>).
+
| &#32;
 +
* <samp>cropsOfTheWeek</samp>
 +
* <samp>currentFloor</samp>
 +
* <samp>currentWallpaper</samp>
 +
* <samp>FarmerFloor</samp>
 +
* <samp>farmerWallpaper</samp>
 +
* <samp>shippingTax</samp>
 
|-
 
|-
| <samp>clearFurniture</samp>
+
| <samp>Spiker</samp>
| Now works outside the farmhouse too.
+
| &#32;
 +
* <samp>GetSpawnPosition</samp>
 
|-
 
|-
| <samp>dialogue</samp>
+
| <samp>Stats</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>).
+
| &#32;
 +
* <samp>barsSmelted</samp> and <samp>BarsSmelted</samp>
 +
* <samp>coalFound</samp> and <samp>CoalFound</samp>
 +
* <samp>coinsFound</samp> and <samp>coinsFound</samp>
 +
* <samp>starLevelCropsShipped</samp> and <samp>starLevelCropsShipped</samp>
 
|-
 
|-
| <samp>ebi</samp>
+
| <samp>Tool</samp>
| Fixed event not played correctly if called from the same location as the event.
+
| &#32;
|-
+
* <samp>batteredSwordSpriteIndex</samp>
| <samp>fish</samp>
+
* <samp>copperColor</samp>
| Fixed error if you're not holding a fishing rod. It now opens the fishing minigame with no tackle instead.
+
* <samp>GetSecondaryEnchantmentCount()</samp>
 +
* <samp>goldColor</samp>
 +
* <samp>iridiumColor</samp>
 +
* <samp>nonUpgradeable</samp>
 +
* <samp>parsnipSpriteIndex</samp>
 +
* <samp>Stackable</samp>
 +
* <samp>startOfNegativeWeaponIndex</samp>
 +
* <samp>steelColor</samp>
 
|-
 
|-
| <samp>frameOffset</samp>
+
| <samp>Utility</samp>
 
| &#32;
 
| &#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.
+
* <samp>buyFloor()</samp>
* Fixed command only taking the last digit in each number.
+
* <samp>buyWallpaper()</samp>
 +
* <samp>cropsOfTheWeek()</samp>
 +
* <samp>facePlayerEndBehavior(…)</samp>
 +
* <samp>getRandomSlotCharacter()</samp>
 +
* <samp>plantCrops(…)</samp>
 +
* <samp>showLanternBar()</samp>
 +
|}
 +
 
 +
====Renamed classes====
 +
These classes were renamed in 1.6:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>getStat</samp><br /><samp>setStat</samp>
+
! old name
| Added argument validation.
+
! new name
 
|-
 
|-
| <samp>grass</samp>
+
| <samp>Game1.MusicContext</samp>
| Now applies to the current location, instead of the farm.
+
| <samp>MusicContext</samp> (in <samp>StardewValley.GameData</samp>)
 
|-
 
|-
| <samp>growAnimals</samp><br /><samp>growAnimalsFarm</samp>
+
| <samp>LocationContext</samp>
| Merged into one <samp>growAnimals</samp> command that supports any location and doesn't reset the age of animals which are already adults.
+
| <samp>LocationContexts</samp>
 
|-
 
|-
| <samp>growCrops</samp>
+
| <samp>SpecialOrder.QuestStatus</samp>
| Fixed error growing mixed seeds or giant crops.
+
| <samp>SpecialOrderStatus</samp> (in <samp>StardewValley.SpecialOrders</samp>)
 +
|}
 +
 
 +
And these were moved to a different namespace:
 +
{| class="wikitable"
 
|-
 
|-
| <samp>itemNamed</samp>
+
! type
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>EelRoe</code> → <code>"Eel Roe"</code>).
+
! old namespace
 +
! new namespace
 
|-
 
|-
| <samp>junimoGoodbye</samp><br /><samp><samp>junimoStar</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>
| Added validation to check that you're inside the community center.
+
| <samp>StardewValley</samp>
 +
| <samp>StardewValley.Enchantments</samp>
 
|-
 
|-
| <samp>killAll</samp><br /><samp>killAllHorses</samp><br /><samp>killNpc</samp>
+
| <samp>Extensions</samp>
| These now remove matching NPCs inside constructed buildings too.
+
| <samp>StardewValley</samp>
 +
| <samp>StardewValley.Extensions</samp>
 
|-
 
|-
| <samp>killMonsterStat</samp>
+
| <samp>ModDataDictionary</samp><br /><samp>ModHooks</samp>
| Removed custom space handling; quote arguments with spaces instead of replacing them with 0 (e.g. <code>Dust0Spirit</code> <code>"Dust Spirit"</code>).
+
| <samp>StardewValley</samp>
 +
| <samp>StardewValley.Mods</samp>
 
|-
 
|-
| <samp>mailForTomorrow</samp>
+
| <samp>PathFindController</samp><br /><samp>PathNode</samp><br /><samp>PriorityQueue</samp><br /><samp>SchedulePathDescription</samp>
| Fixed zeros in the mail ID getting replaced with underscores.
+
| <samp>StardewValley</samp>
 +
| <samp>StardewValley.Pathfinding</samp>
 
|-
 
|-
| <samp>monster</samp>
+
| <samp>SpecialOrder</samp>
| Added validation for the monster name.
+
| <samp>StardewValley</samp>
 +
| <samp>StardewValley.SpecialOrders</samp>
 
|-
 
|-
| <samp>moveBuilding</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>
| Now applies to the current location, instead of the farm.
+
| <samp>StardewValley</samp>
 +
| <samp>StardewValley.SpecialOrders.Objectives</samp>
 
|-
 
|-
| <samp>movie</samp>
+
| <samp>FriendshipReward</samp><br /><samp>GemsReward</samp><br /><samp>MailReward</samp><br /><samp>MoneyReward</samp><br /><samp>OrderReward</samp><br /><samp>ResetEventReward</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.
+
| <samp>StardewValley</samp>
 +
| <samp>StardewValley.SpecialOrders.Rewards</samp>
 +
|}
   −
New usage:
+
====Other API changes====
: ''<samp>debug movie {{o|movie ID}} {{o|invite NPC name}}''
+
These class members changed in 1.6:
: ''<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.
+
{| class="wikitable"
 
|-
 
|-
| <samp>panMode</samp>
+
! type
| 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>.
+
! member
 +
! migration
 
|-
 
|-
| <samp>paintBuilding</samp>
+
| <samp>BigSlime</samp>
| &#32;
+
| <samp>heldObject</samp>
* Now applies to the current location, instead of the farm.
+
| Replaced by <samp>heldItem</samp>, which allows non-object items too.
* Added validation for the target building.
   
|-
 
|-
| <samp>playSound</samp>
+
|rowspan="3"| <samp>Bush</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.
+
| <samp>overrideSeason</samp>
 +
| Removed; use <code>bush.Location.GetSeason()</code> instead.
 
|-
 
|-
| <samp>question</samp>
+
| <samp>greenhouseBush</samp>
| 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>.
+
| Removed; use <code>bush.IsSheltered()</code> or <code>bush.currentLocation.IsGreenhouse</code> instead.
 
|-
 
|-
| <samp>seenEvent</samp>
+
| <samp>inBloom</samp>
| You can now forget an event (instead of adding it) by setting the second argument to false, like <samp>seenEvent {{t|id}} false</samp>.
+
| Remove the arguments, like <code>bush.inBloom(Game1.currentSeason, Game1.dayOfMonth)</code> → <code>bush.inBloom()</code>.
 
|-
 
|-
| <samp>seenMail</samp>
+
|rowspan="3"| <samp>Character</samp>
| 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>.
+
| <samp>getStandingX</samp><br /><samp>getStandingY</samp><br /><samp>getStandingXY</samp>
 +
| Removed; use <samp>character.StandingPixel</samp> instead.
 
|-
 
|-
| <samp>skinBuilding</samp>
+
| <samp>getTileLocation</samp><br /><samp>getTileX</samp><br /><samp>getTileY</samp><br />
| &#32;
+
| Removed; use <samp>character.Tile</samp> instead.
* Now applies to the current location, instead of the farm.
  −
* Added validation for the target building.
   
|-
 
|-
| <samp>skullGear</samp>
+
| <samp>getTileLocationPoint</samp>
| &#32;
+
| Removed; use <samp>character.TilePoint</samp> instead.
* Fixed command setting 32 slots instead of 36.
  −
* Fixed command not adding empty inventory slots as expected by some game code.
   
|-
 
|-
| <Samp>setupFishPondFarm</samp>
+
| <samp>Chest</samp>
| Fixed error if the farm already has non-fish-pond buildings constructed.
+
| <samp>MoveToSafePosition</samp>
 +
| Replaced by the simpler <samp>TryMoveToSafePosition</samp>
 
|-
 
|-
| <samp>speech</samp>
+
|rowspan="2"| <samp>Dialogue</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>).
+
| <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>spreadDirt</samp>
+
| <samp>isOnFinalDialogue()</samp>
| Now applies to the current location, instead of the farm.
+
| 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>spreadSeeds</samp>
+
|rowspan="3"| <samp>Farmer</samp>
| Now applies to the current location, instead of the farm.
+
| <samp>changePants(…)</samp>
 +
| Renamed to <samp>changePantsColor(…)</samp> for consistency with <samp>change[Eye&#124;Hair&#124;Shoe]Color</samp>.
 
|-
 
|-
| <samp>thisHouseUpgrade</samp>
+
| <samp>isMarried()</samp>
| Now applies to the current location, instead of the farm.
+
| Renamed to <samp>isMarriedOrRoommates()</samp> for clarity.
 
|-
 
|-
| <samp>warpToPlayer</samp>
+
| <samp>visibleQuestCount</samp>
| Removed custom space handling; quote arguments with spaces instead of removing them (e.g. <code>JohnSmith</code> → <code>"John Smith"</code>).
+
| Replaced by <samp>hasVisibleQuests</samp>.
 
|-
 
|-
| <samp>whereIs</samp>
+
| <samp>Flooring</samp>
| &#32;
+
| <samp>GetFloorPathLookup</samp>
* Now lists all matching NPCs instead of the first one.
+
| Use <samp>Game1.floorPathData</samp> instead.
* Now searches the current event or festival, if any.
  −
|}</li>
  −
 
  −
<li>Removed some debug commands:
  −
{| class="wikitable"
   
|-
 
|-
! command
+
| <samp>Forest</samp>
! notes
+
| <samp>log</samp>
 +
| Moved into <samp>Forest.resourceClumps</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>
+
| <samp>FruitTree</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>GreenHouseTree</samp>
 +
| Replaced by <samp>IgnoresSeasonsHere()</samp>.
 
|-
 
|-
| <samp>addQuartz</samp><br /><samp>blueBook</samp><br /><samp>blueprint</samp><br /><samp>end</samp>
+
|rowspan="3"| <samp>Game1</samp>
| These were part of unused features removed in 1.6.
+
| <samp>bigCraftableInformation</samp>
 +
| Overhauled into [[#Custom big craftables|<samp>Game1.bigCraftableData</samp>]].
 +
|-
 +
| <samp>clothingInformation</samp>
 +
| Overhauled into [[#Custom shirts|<samp>Game1.shirtData</samp>]] and [[#Custom pants|<samp>Game1.pantsData</samp>]].
 
|-
 
|-
| <samp>changeStat</samp>
+
| <samp>objectInformation</samp>
| Removed; use <samp>setStat</samp> instead.
+
| Overhauled into [[#Custom objects|<samp>Game1.objectData</samp>]].
 
|-
 
|-
| <samp>ee</samp><br /><samp>endEvent</samp>/<samp>leaveEvent</samp><br /><samp>eventOver</samp>
+
|rowspan="3"| <samp>GameLocation</samp>
| Replaced by the new <samp>endEvent</samp> command.
+
| <samp>getCharacters</samp>
 +
| Removed; use the <samp>characters</samp> field instead.
 
|-
 
|-
| <samp>oldMineGame</samp>
+
| <samp>GetMapPropertyPosition</samp>
| Removed along with the pre-1.4 [[Junimo Kart]] code.
+
| Replaced by <samp>TryGetMapPropertyAs</samp>, which supports multiple data types (not just <samp>Point</samp>).
 
|-
 
|-
| <samp>pathSpouseToMe</samp>/<samp>pstm</samp>
+
| <samp>isTileOccupied</samp><br /><samp>isTileOccupiedForPlacement</samp><br /><samp>isTileOccupiedIgnoreFloors</samp><br /><samp>isTileLocationOpenIgnoreFrontLayers</samp><br /><samp>isTileLocationTotallyClearAndPlaceable</samp><br /><samp>isTileLocationTotallyClearAndPlaceableIgnoreFloors</samp>
| Removed along with the unimplemented farm activities code.
+
| 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.
|}</li>
     −
<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>
+
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.
<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>
+
{{collapse|expand for non-recommended code|content=<syntaxhighlight lang="c#">
</ul>
+
public static class GameLocationExtensions
 +
{
 +
    public static bool isTileOccupiedForPlacement(this GameLocation location, Vector2 tileLocation, Object toPlace = null)
 +
    {
 +
        return location.CanItemBePlacedHere(tileLocation, toPlace != null && toPlace.isPassable());
 +
    }
   −
====Location logic====
+
    public static bool isTileOccupied(this GameLocation location, Vector2 tileLocation, string characterToIgnore = "", bool ignoreAllCharacters = false)
* The [[desert]] no longer assumes the player arrived by bus unless their previous location was the [[Bus Stop|bus stop]].
+
    {
* 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.
+
        CollisionMask mask = ignoreAllCharacters ? CollisionMask.All & ~CollisionMask.Characters & ~CollisionMask.Farmers : CollisionMask.All;
 +
        return location.IsTileOccupiedBy(tileLocation, mask);
 +
    }
   −
====Menus & UI====
+
    public static bool isTileOccupiedIgnoreFloors(this GameLocation location, Vector2 tileLocation, string characterToIgnore = "")
* 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.
+
    {
* Added <samp>Game1.textShadowDarkerColor</samp> field for the colors previously hardcoded in <samp>Utility.drawTextWithShadow</samp>.
+
        return location.IsTileOccupiedBy(tileLocation, CollisionMask.Buildings | CollisionMask.Furniture | CollisionMask.Objects | CollisionMask.Characters | CollisionMask.TerrainFeatures, ignorePassables: CollisionMask.Flooring);
* Added <samp>MoneyDial.ShouldShakeMainMoneyBox</samp> field to simplify custom dials.
+
    }
* The <samp>SpriteText</samp> methods now accept arbitrary <samp>Color</samp> tints instead of a few predefined color IDs.
  −
* 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.
     −
====[[Modding:Modder Guide/Game Fundamentals#Net fields|Net fields]]====
+
    public static bool isTileLocationOpenIgnoreFrontLayers(this GameLocation location, Location tile)
* 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.
+
        return location.map.RequireLayer("Buildings").Tiles[tile.X, tile.Y] == null && !location.isWaterTile(tile.X, tile.Y);
 +
    }
   −
====Quests====
+
    public static bool isTileLocationTotallyClearAndPlaceable(this GameLocation location, int x, int y)
* Quests now have string IDs, to simplify custom quest frameworks.
+
    {
* Added validation for quest data parsing.
+
        return location.isTileLocationTotallyClearAndPlaceable(new Vector2(x, y));
* 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.
     −
====Dates & seasons====
+
    public static bool isTileLocationTotallyClearAndPlaceableIgnoreFloors(this GameLocation location, Vector2 v)
* 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.
+
        return location.isTileOnMap(v) && !location.isTileOccupiedIgnoreFloors(v) && location.isTilePassable(new Location((int)v.X, (int)v.Y), Game1.viewport) && location.isTilePlaceable(v);
* 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.
     −
====Time====
+
    public static bool isTileLocationTotallyClearAndPlaceable(this GameLocation location, Vector2 v)
* 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.
+
    {
 +
        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;
 +
        }
   −
====Other====
+
        return location.isTileOnMap(v) && !location.isTileOccupied(v) && location.isTilePassable(new Location((int)v.X, (int)v.Y), Game1.viewport) && location.isTilePlaceable(v);
* 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]].
+
</syntaxhighlight>
* 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.
+
| <samp>GiantCrop</samp>
* 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.
+
| <samp>which</samp>
* Added C# code docs in many places.
+
| Replaced by <samp>itemId</samp>.
* 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.)
+
| <samp>Item</samp>
* Added <samp>Game1.versionBuildNumber</samp> with the build number (like <samp>26039</samp>).
+
| <samp>SanitizeContextTag</samp>
* Added field-changed events to <samp>NetPosition</samp>.
+
| Replaced by <samp>ItemContextTagManager.SanitizeContextTag</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.
+
| <samp>LocalizedContentManager</samp>
* 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.
+
| <samp>LanguageCodeString</samp>
* Fixed many cases where the game used <samp>Game1.player</samp> instead of the provided player.
+
| 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#">
 +
// old code
 +
NetFields.AddFields(textureName, spriteWidth, spriteHeight);
   −
==Breaking changes for C# mods==
+
// new code
'''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.'''
+
NetFields
 
+
    .AddField(textureName)
See also [[#Breaking changes for content packs|''Breaking changes for content packs'']], which affect C# mods too.
+
    .AddField(spriteWidth)
 
+
    .AddField(spriteHeight);
===.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>
 
</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.
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
+
|rowspan="7"| <samp>NPC</samp>
! new code
+
| <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>item.ParentSheetIndex == 848</samp>
+
| <samp>homeRegion</samp>
| <samp>item.QualifiedItemId == "(O)848"</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>isBirthday</samp>
 +
| 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>populateRoutesFromLocationToLocationList</samp>
 +
| Replaced by <samp>WarpPathfindingCache.PopulateCache</samp>.
 +
|-
 +
| <samp>Schedule</samp>
 +
| No longer assignable, use one of the <samp>TryLoadSchedule</samp> overloads instead.
 +
|-
 +
|rowspan="3"| <samp>Object</samp>
 +
| <samp>GetContextTagList()</samp>
 +
| Replaced by <samp>GetContextTags()</samp>, which returns a hash set instead of a list.
 +
|-
 +
| <samp>HasBeenPickedUpByPlayer</samp>
 +
| Removed; use <samp>HasBeenInInventory</samp> instead.
 +
|-
 +
| <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>).
 
|-
 
|-
| <samp>IsNormalObjectAtParentSheetIndex(item, 74)</samp>
+
|rowspan="9"| <samp>Utility</samp>
| <samp>item.QualifiedItemId == "(O)74"</samp>
+
| <samp>doesItemWithThisIndexExistAnywhere</samp>
 +
| Replace with <samp>Utility.doesItemExistAnywhere</samp>, which takes a string item ID. For example:
 +
* <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>!item.bigCraftable && item.ParentSheetIndex == 128</samp>
+
| <samp>ForAllLocations</samp><br /><samp>iterateAllCrops</samp><br /><samp>iterateAllItems</samp>
| <samp>item.QualifiedItemId == "(O)128"</samp>
+
| Removed; use the equivalent <samp>Utility.ForEach*</samp> methods instead.
 
|-
 
|-
| <samp>item is Boots && item.ParentSheetIndex == 505</samp>
+
| <samp>GetHorseWarpRestrictionsForFarmer</samp>
| <samp>item.QualifiedItemId == "(B)505"</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>.
|}</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:
 
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
new Object("634", 1);                     // vanilla item
+
// old code
new Object("Example.ModId_Watermelon", 1); // custom item
+
bool inUse = Utility.GetHorseWarpRestrictionsForFarmer(player).Any(p => p == 4);
 +
 
 +
// new code
 +
bool inUse = Utility.GetHorseWarpRestrictionsForFarmer(player).HasFlag(Utility.HorseWarpRestrictions.InUse);
 
</syntaxhighlight>
 
</syntaxhighlight>
   −
You can also use the new <samp>ItemRegistry</samp> API to construct items from their <samp>QualifiedItemId</samp>:
+
Or to check if no restrictions apply:
 
   
<syntaxhighlight lang="c#">
 
<syntaxhighlight lang="c#">
Item item = ItemRegistry.Create("(B)505"); // Rubber Boots
+
bool canSummon = Utility.GetHorseWarpRestrictionsForFarmer(player) == Utility.HorseWarpRestrictions.None;
</syntaxhighlight></li>
+
</syntaxhighlight>
</ul>
     −
===Other ID changes===
+
C# mods can patch <samp>Utility.GetHorseWarpErrorMessage</samp> if they need to add an error message for a custom restriction value.
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>getRandomTownNPC()</samp>
* 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>).
+
| Replaced by either <code>Utility.GetRandomWinterStartParticipant()</code> or <code>Utility.getRandomNpcFromHomeRegion(NPC.region_town)</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>getTodaysBirthdayNPC</samp>
! how to migrate
+
| Remove the arguments, like <code>Utility.getTodaysBirthdayNPC(Game1.currentSeason, Game1.dayOfMonth)</code> → <code>Utility.getTodaysBirthdayNPC()</code>.
 
|-
 
|-
| <samp>appliedBuffs</samp><br /><samp>appliedSpecialBuffs</samp>
+
| <samp>getPooledList</samp><br /><samp>returnPooledList</samp>
| Use <code>Game1.player.hasBuff(id)</code> instead.
+
| 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>attack</samp><br /><samp>immunity</samp>
+
| <samp>numObelisksOnFarm</samp>
| Use <samp>Attack</samp> and <samp>Immunity</samp> instead.
+
| Renamed to <samp>GetObeliskTypesBuilt</samp>, which searches all locations.
 
|-
 
|-
| <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>
+
| <samp>numSilos</samp>
| Use equivalent properties under <samp>Game1.player.buffs</samp> instead (e.g. <samp>Game1.player.buffs.CombatLevel</code>).
+
| Removed.
|-
  −
| <samp>resilience</samp>
  −
| Use <samp>buffs.Defense</samp> instead.
  −
|-
  −
| <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>
  −
| 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>
  −
<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>
  −
<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>
     −
===Collision 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's tile collision logic has been overhauled and merged into a simpler set of methods on <samp>GameLocation</samp> instances:
     −
{| class="wikitable"
+
If you actually need the number of silos, use <samp>location.getNumberBuildingsConstructed("Silo")</samp> (one location) or <samp>Game1.GetNumberBuildingsConstructed("Silo")</samp> (all locations).
 
|-
 
|-
! method
+
| <samp>removeThisCharacterFromAllLocations</samp>
! effect
+
| Removed; use <samp>Game1.removeCharacterFromItsLocation</samp> instead.
 
|-
 
|-
| <samp>CanSpawnCharacterHere</samp>
+
| <samp>ShopMenu</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.
+
| <samp>storeContext</samp>
 +
| Replaced by <samp>ShopId</samp>.
 
|-
 
|-
| <samp>CanItemBePlacedHere</samp>
+
|rowspan="3"| <samp>Stats</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.
+
| <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>isBuildable</samp>
+
| <samp>getStat(…)</samp><br /><samp>incrementStat(…)</samp>
| Get whether buildings can be placed on the given tile.
+
| Replaced by <samp>Get(…)</samp> and <samp>Increment(…)</samp>. See [[#Stat changes for C# mods|stat changes for C# mods]].
 
|-
 
|-
| <samp>IsTilePassable</samp>
+
| <samp>stat_dictionary</samp>
| Get whether the tile can be walked on (ignoring collisions with in-game objects, NPCs, etc).
+
| Renamed to <samp>Values</samp>. See [[#Stat changes for C# mods|stat changes for C# mods]].
 
|-
 
|-
| <samp>IsTileOccupiedBy</samp>
+
| <samp>Woods</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.
+
| <samp>stumps</samp>
|-
+
| Moved into <samp>resourceClumps</samp>.
| <samp>IsTileBlockedBy</samp>
  −
| Equivalent to calling both <samp>IsTilePassable</samp> and <samp>IsTileOccupiedBy</samp>.
  −
|-
  −
| <samp>IsLocationSpecificOccupantOnTile</samp><br /><samp>IsLocationSpecificPlacementRestriction</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]]).
   
|}
 
|}
   −
===Other breaking API changes===
+
===Check for obsolete code===
''(This section is meant as a quick reference if you have build errors; there's no need to read through it otherwise.)''
+
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:
   −
====Removed unused code====
  −
1.6 removes a lot of unused code. That includes these classes:
   
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
! namespace
+
! asset
! class name
+
! old key
 +
! new key
 +
! migration steps
 
|-
 
|-
| <samp>StardewValley</samp>
+
| <samp>Data/ConcessionTastes</samp><br /><samp>Data/MovieReactions</samp><br /><samp>Data/RandomBundles</samp> (area)<br /><samp>Data/RandomBundles</samp> (bundle)
| &#32;
+
| <samp>Name</samp><br /><samp>NPCName</samp><br /><samp>AreaName</samp><br />''none''
* <samp>BuildingUpgrade</samp>
+
|<samp>Id</samp>
* <samp>DisposableList</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>FurniturePlacer</samp>
  −
* <samp>ListPool</samp>
  −
* <samp>OneTimeRandom</samp>
   
|-
 
|-
| <samp>StardewValley.Characters</samp>
+
| <samp>Data/FishPondData</samp><br /><samp>Data/RandomBundles</samp> (bundle set)
| &#32;
+
| <samp>RequiredTags</samp><br />''none''
* <samp>BotchedNetBool</samp>
+
| <samp>Id</samp>
* <samp>BotchedNetField</samp>
+
| Use the new <samp>Id</samp> field to target an entry, and add it when creating a new entry. Required.
* <samp>BotchedNetInt</samp>
  −
* <samp>BotchedNetLong</samp>
   
|-
 
|-
| <samp>StardewValley.Menus</samp>
+
| <samp>Data/TailoringRecipes</samp>
| &#32;
+
| <samp>FirstItemTags</samp> and <samp>SecondItemTags</samp>
* <samp>FarmInfoPage</samp>
+
| <samp>Id</samp>
* <samp>MiniatureTerrainFeature</samp><!-- not a typo, it really was in StardewValley.Menus -->
+
| 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.
|-
  −
| <samp>StardewValley.Monsters</samp>
  −
| &#32;
  −
* <samp>LavaCrab</samp>
  −
|-
  −
| <samp>StardewValley.Objects</samp>
  −
| &#32;
  −
* <samp>ObjectFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
  −
|-
  −
| <samp>StardewValley.TerrainFeatures</samp>
  −
| &#32;
  −
* <samp>Quartz</samp>
  −
|-
  −
| <samp>StardewValley.Tools</samp>
  −
| &#32;
  −
* <samp>Blueprints</samp>
  −
* <samp>ToolFactory</samp> (replaced by [[#Custom items|<samp>ItemRegistry</samp>]])
   
|}
 
|}
   −
And these class members:
+
For example, let's say you have a patch like this using Content Patcher:
{| class="wikitable"
+
{{#tag:syntaxhighlight|<nowiki>
|-
+
{
! type
+
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
! members
+
    "Changes": [
|-
+
        {
| <samp>Axe</samp>
+
            "Action": "EditData",
| &#32;
+
            "Target": "Data/TailorRecipes",
* <samp>StumpStrength</samp>
+
            "Entries": {
|-
+
                "item_cloth|item_pufferchick": {
| <samp>Bush</samp>
+
                    "FirstItemTags": [ "item_cloth" ],
| &#32;
+
                    "SecondItemTags": [ "item_pufferchick" ],
* <samp>alpha</samp>
+
                    "CraftedItemId": "(S)1260"
* <samp>lastPlayerToHit</samp>
+
                }
|-
+
            }
| <samp>Chest</samp>
+
        }
| &#32;
+
    ]
* <samp>chestType</samp>
+
}</nowiki>|lang=javascript}}
* <samp>coins</samp>
+
 
|-
+
When updating to Stardew Valley 1.6, replace the synthetic ID (<samp>item_cloth|item_pufferchick</samp>) with a real one:
| <samp>CosmeticPlant</samp>
+
* To edit an existing entry, unpack the asset and get its new <samp>Id</samp> value.
| &#32;
+
* To add a custom entry, use a [[Modding:Common data field types#Unique string ID|unique string ID]].
* <samp>scale</samp>
+
 
 +
For example:
 +
{{#tag:syntaxhighlight|<nowiki>
 +
{
 +
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
 +
    "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>CraftingRecipe</samp>
+
! old flag
| &#32;
+
! new flag
* <samp>itemType</samp>
   
|-
 
|-
| <samp>Critter</samp>
+
| <samp>Gil_Slime Charmer Ring</samp>
| &#32;
+
| <samp>Gil_Slimes</samp>
* <samp>InitShared()</samp>
   
|-
 
|-
| <samp>Crop</samp>
+
| <samp>Gil_Savage Ring</samp>
| &#32;
+
| <samp>Gil_Shadows</samp>
* <samp>daysOfUnclutteredGrowth</samp>
+
|-
 +
| <samp>Gil_Vampire Ring</samp>
 +
| <samp>Gil_Bats</samp>
 +
|-
 +
| <samp>Gil_Skeleton Mask</samp>
 +
| <samp>Gil_Skeletons</samp>
 
|-
 
|-
| <samp>Dialogue</samp>
+
| <samp>Gil_Insect Head</samp>
| &#32;
+
| <samp>Gil_Insects</samp>
* <samp>dialogueToBeKilled</samp>
   
|-
 
|-
| <samp>Farm</samp>
+
| <samp>Gil_Hard Hat</samp>
| &#32;
+
| <samp>Gil_Duggy</samp>
* <samp>GetSpouseOutdoorAreaSpritesheetIndex()</samp>
   
|-
 
|-
| <samp>FarmAnimal</samp>
+
| <samp>Gil_Burglar's Ring</samp>
| &#32;
+
| <samp>Gil_DustSpirits</samp>
* <samp>homeLocation</samp>
   
|-
 
|-
| <samp>Farmer</samp>
+
| <samp>Gil_Crabshell Ring</samp>
| &#32;
+
| <samp>Gil_Crabs</samp>
* <samp>barnUpgradeLevel</samp> and <samp>BarnUpgradeLevel</samp>
  −
* <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>Game1</samp>
+
| <samp>Gil_Arcane Hat</samp>
| &#32;
+
| <samp>Gil_Mummies</samp>
* <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>GameLocation</samp>
+
| <samp>Gil_Knight's Helmet</samp>
| &#32;
+
| <samp>Gil_Dinos</samp>
* <samp>boardBus(…)</samp>
  −
* <samp>checkForMapChanges()</samp>
  −
* <samp>getWallDecorItem(…)</samp>
  −
* <samp>removeBatch(…)</samp>
  −
* <samp>removeDirt(…)</samp>
  −
* <samp>removeStumpOrBoulder(…)</samp>
  −
* <samp>tryToBuyNewBackpack()</samp>
   
|-
 
|-
| <samp>GiantCrop</samp>
+
| <samp>Gil_Napalm Ring</samp>
| &#32;
+
| <samp>Gil_Serpents</samp>
* <samp>forSale</samp>
   
|-
 
|-
| <samp>IClickableMenu</samp>
+
| <samp>Gil_Telephone</samp>
 +
| <samp>Gil_FlameSpirits</samp>
 +
|}
 +
 
 +
===XNB impact===
 +
====Overview====
 +
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"
 +
|-
 +
!rowspan="2"| content asset
 +
!rowspan="2"| changes in 1.6
 +
!colspan="2"| compatibility for pre-1.6 mods
 +
|-
 +
! XNB mods
 +
! Content Patcher packs
 +
|-
 +
| <samp>Buildings/houses</samp>
 
| &#32;
 
| &#32;
* <samp>currentRegion</samp>
+
* fixed missing pixels
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>MeleeWeapon</samp>
+
| <samp>Characters/Dialogue/Abigail</samp><br /><samp>Characters/Dialogue/Alex</samp>
 
| &#32;
 
| &#32;
* <samp>attackSwordCooldownTime</samp>
+
* added [[#Dialogue changes|flower dance dialogue]]
* <samp>doStabbingSwordFunction(…)</samp>
+
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Monster</samp>
+
| <samp>Characters/Dialogue/Caroline</samp><br /><samp>Characters/Dialogue/Demetrius</samp>
 
| &#32;
 
| &#32;
* <samp>doHorizontalMovement(…)</samp>
+
* fixed typos
* <samp>durationOfRandomMovements</samp>
+
| ✘ will remove changes
* <samp>coinsToDrop</samp>
+
| ✓ mostly unaffected
 
|-
 
|-
| <samp>NPC</samp>
+
| <samp>Characters/Dialogue/Elliott</samp>
 
| &#32;
 
| &#32;
* <samp>idForClones</samp>
+
* added [[#Dialogue changes|flower dance dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Object</samp>
+
| <samp>Characters/Dialogue/Emily</samp>
 
| &#32;
 
| &#32;
* <samp>attachToSprinklerAttachment(…)</samp>
+
* added [[#Dialogue changes|flower dance dialogue]]
* <samp>canBePlacedInWater()</samp>
+
* fixed typos
* <samp>consumeRecipe()</samp>
+
* updated <samp>%revealtaste</samp> format (backwards-compatible)
* <samp>copperBar</samp>
+
| '''✘ broken'''
* <samp>goldBar</samp>
+
| ✓ mostly unaffected
* <samp>iridiumBar</samp>
  −
* <samp>ironBar</samp>
  −
* <samp>isHoeDirt</samp> and <samp>IsHoeDirt</samp>
   
|-
 
|-
| <samp>PathFindController</samp>
+
| <samp>Characters/Dialogue/George</samp>
 
| &#32;
 
| &#32;
* <samp>CheckClearance(…)</samp>
+
* added [[#Dialogue changes|Winter Star gift exchange dialogue]]
* <samp>limit</samp>
+
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>SaveGame</samp>
+
| <samp>Characters/Dialogue/Gus</samp>
 
| &#32;
 
| &#32;
* <samp>cropsOfTheWeek</samp>
+
* fixed typos
* <samp>currentFloor</samp>
+
| ✘ will remove changes
* <samp>currentWallpaper</samp>
+
| ✓ mostly unaffected
* <samp>FarmerFloor</samp>
  −
* <samp>farmerWallpaper</samp>
  −
* <samp>shippingTax</samp>
   
|-
 
|-
| <samp>Spiker</samp>
+
| <samp>Characters/Dialogue/Haley</samp>
 
| &#32;
 
| &#32;
* <samp>GetSpawnPosition</samp>
+
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Stats</samp>
+
| <samp>Characters/Dialogue/Harvey</samp>
 
| &#32;
 
| &#32;
* <samp>barsSmelted</samp> and <samp>BarsSmelted</samp>
+
* added [[#Dialogue changes|flower dance dialogue]]
* <samp>coalFound</samp> and <samp>CoalFound</samp>
+
| '''✘ broken'''
* <samp>coinsFound</samp> and <samp>coinsFound</samp>
+
| ✓ mostly unaffected
* <samp>starLevelCropsShipped</samp> and <samp>starLevelCropsShipped</samp>
   
|-
 
|-
| <samp>Tool</samp>
+
| <samp>Characters/Dialogue/Jas</samp><br /><samp>Characters/Dialogue/Jodi</samp>
 
| &#32;
 
| &#32;
* <samp>batteredSwordSpriteIndex</samp>
+
* fixed typos
* <samp>copperColor</samp>
+
| ✘ will remove changes
* <samp>GetSecondaryEnchantmentCount()</samp>
+
| ✓ mostly unaffected
* <samp>goldColor</samp>
  −
* <samp>iridiumColor</samp>
  −
* <samp>nonUpgradeable</samp>
  −
* <samp>parsnipSpriteIndex</samp>
  −
* <samp>Stackable</samp>
  −
* <samp>startOfNegativeWeaponIndex</samp>
  −
* <samp>steelColor</samp>
   
|-
 
|-
| <samp>Utility</samp>
+
| <samp>Characters/Dialogue/Krobus</samp>
 
| &#32;
 
| &#32;
* <samp>buyFloor()</samp>
+
* added [[#Dialogue changes|roommate stardrop dialogue]]
* <samp>buyWallpaper()</samp>
+
| '''✘ broken'''
* <samp>cropsOfTheWeek()</samp>
+
| ✓ mostly unaffected
* <samp>facePlayerEndBehavior(…)</samp>
  −
* <samp>getRandomSlotCharacter()</samp>
  −
* <samp>plantCrops(…)</samp>
  −
* <samp>showLanternBar()</samp>
  −
|}
  −
 
  −
====Renamed classes====
  −
These classes were renamed in 1.6:
  −
{| class="wikitable"
   
|-
 
|-
! old name
+
| <samp>Characters/Dialogue/Leah</samp>
! new name
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Game1.MusicContext</samp>
+
| <samp>Characters/Dialogue/Lewis</samp>
| <samp>MusicContext</samp> (in <samp>StardewValley.GameData</samp>)
+
| &#32;
 +
* updated <samp>%revealtaste</samp> format (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>LocationContext</samp>
+
| <samp>Characters/Dialogue/Linus</samp>
| <samp>LocationContexts</samp>
+
| &#32;
 +
* added [[#Dialogue changes|dumpster dive dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>SpecialOrder.QuestStatus</samp>
+
| <samp>Characters/Dialogue/Marnie</samp>
| <samp>SpecialOrderStatus</samp> (in <samp>StardewValley.SpecialOrders</samp>)
+
| &#32;
|}
+
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
 
+
| '''✘ broken'''
And these were moved to a different namespace:
+
| ✓ mostly unaffected
{| class="wikitable"
   
|-
 
|-
! type
+
| <samp>Characters/Dialogue/MarriageDialogue</samp><br /><samp>Characters/Dialogue/MarriageDialogueAbigail</samp><br /><samp>Characters/Dialogue/MarriageDialogueElliott</samp>
! old namespace
+
| &#32;
! new namespace
+
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <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>Characters/Dialogue/MarriageDialogueEmily</samp>
| <samp>StardewValley</samp>
+
| &#32;
| <samp>StardewValley.Enchantments</samp>
+
* changed <samp>spring_Maru</samp> key to <samp>spring_Emily</samp>
|-
+
* fixed typos
| <samp>Extensions</samp>
+
| '''✘ broken'''
| <samp>StardewValley</samp>
+
| ✓ mostly unaffected
| <samp>StardewValley.Extensions</samp>
   
|-
 
|-
| <samp>ModDataDictionary</samp><br /><samp>ModHooks</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>
| <samp>StardewValley</samp>
+
| &#32;
| <samp>StardewValley.Mods</samp>
+
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>PathFindController</samp><br /><samp>PathNode</samp><br /><samp>PriorityQueue</samp><br /><samp>SchedulePathDescription</samp>
+
| <samp>Characters/Dialogue/Maru</samp>
| <samp>StardewValley</samp>
+
| &#32;
| <samp>StardewValley.Pathfinding</samp>
+
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>SpecialOrder</samp>
+
| <samp>Characters/Dialogue/Penny</samp>
| <samp>StardewValley</samp>
+
| &#32;
| <samp>StardewValley.SpecialOrders</samp>
+
* added [[#Dialogue changes|flower dance dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <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>Characters/Dialogue/Pierre</samp>
| <samp>StardewValley</samp>
+
| &#32;
| <samp>StardewValley.SpecialOrders.Objectives</samp>
+
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ 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>Characters/Dialogue/Robin</samp>
| <samp>StardewValley</samp>
+
| &#32;
| <samp>StardewValley.SpecialOrders.Rewards</samp>
+
* fixed typos
|}
+
| ✘ will remove changes
 
+
| ✓ mostly unaffected
====Other API changes====
  −
These class members changed in 1.6:
  −
 
  −
{| class="wikitable"
   
|-
 
|-
! type
+
| <samp>Characters/Dialogue/Sam</samp>
! member
+
| &#32;
! migration
+
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>BigSlime</samp>
+
| <samp>Characters/Dialogue/Sandy</samp>
| <samp>heldObject</samp>
+
| &#32;
| Replaced by <samp>heldItem</samp>, which allows non-object items too.
+
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
|rowspan="3"| <samp>Bush</samp>
+
| <samp>Characters/Dialogue/Sebastian</samp>
| <samp>overrideSeason</samp>
+
| &#32;
| Removed; use <code>bush.currentLocation.GetSeason()</code> instead.
+
* added [[#Dialogue changes|flower dance dialogue]]
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>greenhouseBush</samp>
+
| <samp>Characters/Dialogue/Willy</samp>
| Removed; use <code>bush.IsSheltered()</code> or <code>bush.currentLocation.IsGreenhouse</code> instead.
+
| &#32;
 +
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>inBloom</samp>
+
| <samp>Characters/Dialogue/Shane</samp>
| Remove the arguments, like <code>bush.inBloom(Game1.currentSeason, Game1.dayOfMonth)</code> → <code>bush.inBloom()</code>.
+
| &#32;
 +
* added [[#Dialogue changes|flower dance dialogue]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
|rowspan="3"| <samp>Character</samp>
+
| <samp>Characters/Farmer/hats</samp>
| <samp>getStandingX</samp><br /><samp>getStandingY</samp><br /><samp>getStandingXY</samp>
+
| &#32;
| Removed; use <samp>character.StandingPixel</samp> instead.
+
* removed stray pixel on chicken mask
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>getTileLocation</samp><br /><samp>getTileX</samp><br /><samp>getTileY</samp><br />
+
| <samp>Characters/schedules/Elliott</samp>
| Removed; use <samp>character.Tile</samp> instead.
+
| &#32;
 +
* fixed order of <samp>Fri_6</samp> and <samp>Fri</samp> entries
 +
| '''✘ broken'''
 +
|
 
|-
 
|-
| <samp>getTileLocationPoint</samp>
+
| <samp>Characters/schedules/Lewis</samp>
| Removed; use <samp>character.TilePoint</samp> instead.
+
| &#32;
 +
* fixed <samp>winter_Sun</samp> schedule
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Chest</samp>
+
| <samp>Characters/schedules/Maru</samp>
| <samp>MoveToSafePosition</samp>
+
| &#32;
| Replaced by the simpler <samp>TryMoveToSafePosition</samp>
+
* fixed <samp>summer_Mon</samp> and <samp>summer_Sun</samp> schedules
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
|rowspan="2"| <samp>Dialogue</samp>
+
| <samp>Characters/schedules/Penny</samp>
| <samp>dialogues</samp>
+
| &#32;
| 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.
+
* fixed <samp>summer_Sun</samp> schedule
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>isOnFinalDialogue()</samp>
+
| <samp>Characters/Schedules/Shane</samp>
| 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.
+
| &#32;
 +
* fixed dialogue key
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
|rowspan="3"| <samp>Farmer</samp>
+
| <samp>Data/animationDescriptions</samp>
| <samp>changePants(…)</samp>
+
| &#32;
| Renamed to <samp>changePantsColor(…)</samp> for consistency with <samp>change[Eye&#124;Hair&#124;Shoe]Color</samp>.
+
* fixed frame in Lewis' Saloon drinking animation
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>isMarried()</samp>
+
| <samp>Data/AquariumFish</samp>
| Renamed to <samp>isMarriedOrRoommates()</samp> for clarity.
+
| &#32;
 +
* [[#Custom items|changed key type]]
 +
* added hat position for [[Sea Urchin]]
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>visibleQuestCount</samp>
+
| <samp>Data/BigCraftablesInformation</samp>
| Replaced by <samp>hasVisibleQuests</samp>.
+
| &#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>Flooring</samp>
+
| <samp>Data/Blueprints</samp>
| <samp>GetFloorPathLookup</samp>
+
| &#32;
| Use <samp>Game1.floorPathData</samp> instead.
+
* 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>Forest</samp>
+
| <samp>Data/Boots</samp>
| <samp>log</samp>
+
| &#32;
| Moved into <samp>Forest.resourceClumps</samp>.
+
* [[#Custom items|changed key type]]
 +
* added display name
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
 
|-
 
|-
| <samp>FruitTree</samp>
+
| <samp>Data/Bundles</samp>
| <samp>GreenHouseTree</samp>
+
| &#32;
| Replaced by <samp>IgnoresSeasonsHere()</samp>.
+
* 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'''
 
|-
 
|-
|rowspan="3"| <samp>Game1</samp>
+
| <samp>Data/Concessions</samp>
| <samp>bigCraftableInformation</samp>
+
| &#32;
| Overhauled into [[#Custom big craftables|<samp>Game1.bigCraftableData</samp>]].
+
* [[#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>clothingInformation</samp>
+
| <samp>Data/ConcessionTastes</samp>
| Overhauled into [[#Custom shirts|<samp>Game1.shirtData</samp>]] and [[#Custom pants|<samp>Game1.pantsData</samp>]].
+
| &#32;
 +
* added automatic <samp>ID</samp> field
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>objectInformation</samp>
+
| <samp>Data/CookingRecipes</samp>
| Overhauled into [[#Custom objects|<samp>Game1.objectData</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
 
|-
 
|-
|rowspan="2"| <samp>GameLocation</samp>
+
| <samp>Data/CraftingRecipes</samp>
| <samp>getCharacters</samp>
+
| &#32;
| Removed; use the <samp>characters</samp> field instead.
+
* 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>isTileOccupied</samp><br /><samp>isTileOccupiedForPlacement</samp><br /><samp>isTileOccupiedIgnoreFloors</samp><br /><samp>isTileLocationOpenIgnoreFrontLayers</samp><br /><samp>isTileLocationTotallyClearAndPlaceable</samp><br /><samp>isTileLocationTotallyClearAndPlaceableIgnoreFloors</samp>
+
| <samp>Data/Crops</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;
 
+
* [[#Custom crops|completely overhauled]]
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.
+
| '''✘ broken'''
{{collapse|expand for non-recommended code|content=<syntaxhighlight lang="c#">
+
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
public static class GameLocationExtensions
  −
{
  −
    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>Data/Events/AnimalShop</samp>
| <samp>which</samp>
+
| &#32;
| Replaced by <samp>itemId</samp>.
+
* updated command syntax (backwards-compatible)
 +
|
 +
|
 
|-
 
|-
| <samp>Item</samp>
+
| <samp>Data/Events/Farm</samp>
| <samp>SanitizeContextTag</samp>
+
| &#32;
| Replaced by <samp>ItemContextTagManager.SanitizeContextTag</samp>.
+
* 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>LocalizedContentManager</samp>
+
| <samp>Data/Events/FishShop</samp>
| <samp>LanguageCodeString</samp>
+
| &#32;
| Now static.
+
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>LocationContextData</samp>
+
| <samp>Data/Events/Forest</samp>
| <samp>Name</samp>
+
| &#32;
| Removed; use its dictionary key in <samp>Game1.locationContextData</samp> instead.
+
* fixed typos
 +
* updated Jas <samp>faceDirection</samp> command for sewer event
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>NetFields</samp>
+
| <samp>Data/Events/IslandHut</samp>
| <samp>AddFields</samp>
+
| &#32;
| Removed; use <samp>AddField</samp> instead. For example:
+
* updated how Leo's name is translated
<syntaxhighlight lang="c#">
+
| ✘ will remove changes
// old code
+
| ✓ mostly unaffected
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="6"| <samp>NPC</samp>
+
| <samp>Data/Events/IslandNorth</samp>
| <samp>canReceiveThisItemAsGift()</samp>
+
| &#32;
| 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>.
+
* 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>Gender</samp><br /><samp>female</samp><br /><samp>male</samp><br /><samp>undefined</samp>
+
| <samp>Data/Events/IslandSouth</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.
+
| &#32;
 +
* fixed blank music field (backwards-compatible)
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>homeRegion</samp>
+
| <samp>Data/Events/JoshHouse</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>.
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>isBirthday</samp>
+
| <samp>Data/Events/LeahHouse</samp>
| Remove the arguments, like <code>npc.isBirthday(Game1.currentSeason, Game1.dayOfMonth)</code> → <code>npc.isBirthday()</code>.
+
| &#32;
 +
* fixed <samp>move</samp> command format in Leah's 2-heart event
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>populateRoutesFromLocationToLocationList</samp>
+
| <samp>Data/Events/Mountain</samp>
| Replaced by <samp>WarpPathfindingCache.PopulateCache</samp>.
+
| &#32;
 +
* fixed skipped dialogue in Maru's 14-heart event
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Schedule</samp>
+
| <samp>Data/Events/Saloon</samp><br /><samp>Data/Events/ScienceHouse</samp><br /><samp>Data/Events/SebastianRoom</samp>
| No longer assignable, use one of the <samp>TryLoadSchedule</samp> overloads instead.
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
|rowspan="3"| <samp>Object</samp>
+
| <samp>Data/Events/Town</samp>
| <samp>GetContextTagList()</samp>
+
| &#32;
| Replaced by <samp>GetContextTags()</samp>, which returns a hash set instead of a list.
+
* fixed <samp>warp</samp> command format in community center completed event
 +
* fixed typos
 +
| '''✘ broken'''
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>HasBeenPickedUpByPlayer</samp>
+
| <samp>Data/Events/WizardHouse</samp>
| Removed; use <samp>HasBeenInInventory</samp> instead.
+
| &#32;
 +
* fixed typos
 +
| ✘ will remove changes
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>isPotentialBasicShippedCategory</samp>
+
| <samp>Data/ExtraDialogue</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>).
+
| &#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
 
|-
 
|-
|rowspan="9"| <samp>Utility</samp>
+
| <samp>Data/FarmAnimals</samp>
| <samp>doesItemWithThisIndexExistAnywhere</samp>
+
| &#32;
| Replace with <samp>Utility.doesItemExistAnywhere</samp>, which takes a string item ID. For example:
+
* [[#Custom farm animals|completely overhauled]]
* <code>Utility.doesItemWithThisIndexExistAnywhere(128)</code> &rarr; <code>Utility.doesItemExistAnywhere("(O)128")</code>;
+
| '''✘ broken'''
* <code>Utility.doesItemWithThisIndexExistAnywhere(128, true)</code> &rarr; <code>Utility.doesItemExistAnywhere("(BC)128")</code>.
+
| '''✘ broken'''
 
|-
 
|-
| <samp>ForAllLocations</samp><br /><samp>iterateAllCrops</samp><br /><samp>iterateAllItems</samp>
+
| <samp>Data/Festivals/fall16</samp>
| Removed; use the equivalent <samp>Utility.ForEach*</samp> methods instead.
+
| &#32;
|-
+
* updated command syntax (backwards-compatible)
| <samp>GetHorseWarpRestrictionsForFarmer</samp>
+
* fixed typos
| 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>.
+
| ✘ will remove changes
 
+
| ✓ mostly unaffected
For example:
  −
<syntaxhighlight lang="c#">
  −
// old code
  −
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>getRandomTownNPC(…)</samp>
+
| <samp>Data/Festivals/fall27</samp>
| Replaced by either <code>Utility.GetRandomWinterStartParticipant(…)</code> or <code>Utility.getRandomNpcFromHomeRegion(NPC.region_town)</code>.
+
| &#32;
 +
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
 +
| ✓ mostly unaffected
 +
| ✓ mostly unaffected
 
|-
 
|-
| <samp>getTodaysBirthdayNPC</samp>
+
| <samp>Data/Festivals/spring13</samp>
| Remove the arguments, like <code>Utility.getTodaysBirthdayNPC(Game1.currentSeason, Game1.dayOfMonth)</code> <code>Utility.getTodaysBirthdayNPC()</code>.
+
| &#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>getPooledList</samp><br /><samp>returnPooledList</samp>
+
| <samp>Data/Festivals/spring24</samp><br /><samp>Data/Festivals/summer11</samp><br /><samp>Data/Festivals/summer28</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;
 +
* 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>numObelisksOnFarm</samp>
+
| <br /><samp>Data/Festivals/winter8</samp>
| Renamed to <samp>GetObeliskTypesBuilt</samp>, which searches all locations.
+
| &#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>numSilos</samp>
+
| <samp>Data/Festivals/winter25</samp>
| Removed.
+
| &#32;
 
+
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
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.
+
| ✓ mostly unaffected
 
  −
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>
  −
| Removed; use <samp>Game1.removeCharacterFromItsLocation</samp> instead.
  −
|-
  −
| <samp>ShopMenu</samp>
  −
| <samp>storeContext</samp>
  −
| Replaced by <samp>ShopId</samp>.
  −
|-
  −
|rowspan="3"| <samp>Stats</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>getStat(…)</samp><br /><samp>incrementStat(…)</samp>
  −
| Replaced by <samp>Get(…)</samp> and <samp>Increment(…)</samp>. See [[#Stat changes for C# mods|stat changes for C# mods]].
  −
|-
  −
| <samp>stat_dictionary</samp>
  −
| Renamed to <samp>Values</samp>. See [[#Stat changes for C# mods|stat changes for C# mods]].
  −
|-
  −
| <samp>Woods</samp>
  −
| <samp>stumps</samp>
  −
| Moved into <samp>resourceClumps</samp>.
  −
|}
  −
 
  −
===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
  −
! old key
  −
! new key
  −
! migration steps
  −
|-
  −
| <samp>Data/ConcessionTastes</samp><br /><samp>Data/MovieReactions</samp><br /><samp>Data/RandomBundles</samp> (area)<br /><samp>Data/RandomBundles</samp> (bundle)
  −
| <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>Data/FishPondData</samp><br /><samp>Data/RandomBundles</samp> (bundle set)
  −
| <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>Data/TailoringRecipes</samp>
  −
| <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.
  −
|}
  −
 
  −
For example, let's say you have a patch like this using Content Patcher:
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "Changes": [
  −
        {
  −
            "Action": "EditData",
  −
            "Target": "Data/TailorRecipes",
  −
            "Entries": {
  −
                "item_cloth|item_pufferchick": {
  −
                    "FirstItemTags": [ "item_cloth" ],
  −
                    "SecondItemTags": [ "item_pufferchick" ],
  −
                    "CraftedItemId": "(S)1260"
  −
                }
  −
            }
  −
        }
  −
    ]
  −
}</nowiki>|lang=javascript}}
  −
 
  −
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.
  −
* To add a custom entry, use a [[Modding:Common data field types#Unique string ID|unique string ID]].
  −
 
  −
For example:
  −
{{#tag:syntaxhighlight|<nowiki>
  −
{
  −
    "Format": "</nowiki>{{Content Patcher version}}<nowiki>",
  −
    "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===
  −
: ''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
  −
! new flag
  −
|-
  −
| <samp>Gil_Slime Charmer Ring</samp>
  −
| <samp>Gil_Slimes</samp>
  −
|-
  −
| <samp>Gil_Savage Ring</samp>
  −
| <samp>Gil_Shadows</samp>
  −
|-
  −
| <samp>Gil_Vampire Ring</samp>
  −
| <samp>Gil_Bats</samp>
  −
|-
  −
| <samp>Gil_Skeleton Mask</samp>
  −
| <samp>Gil_Skeletons</samp>
  −
|-
  −
| <samp>Gil_Insect Head</samp>
  −
| <samp>Gil_Insects</samp>
  −
|-
  −
| <samp>Gil_Hard Hat</samp>
  −
| <samp>Gil_Duggy</samp>
  −
|-
  −
| <samp>Gil_Burglar's Ring</samp>
  −
| <samp>Gil_DustSpirits</samp>
  −
|-
  −
| <samp>Gil_Crabshell Ring</samp>
  −
| <samp>Gil_Crabs</samp>
  −
|-
  −
| <samp>Gil_Arcane Hat</samp>
  −
| <samp>Gil_Mummies</samp>
  −
|-
  −
| <samp>Gil_Knight's Helmet</samp>
  −
| <samp>Gil_Dinos</samp>
  −
|-
  −
| <samp>Gil_Napalm Ring</samp>
  −
| <samp>Gil_Serpents</samp>
  −
|-
  −
| <samp>Gil_Telephone</samp>
  −
| <samp>Gil_FlameSpirits</samp>
  −
|}
  −
 
  −
===XNB impact===
  −
====Overview====
  −
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"
  −
|-
  −
!rowspan="2"| content asset
  −
!rowspan="2"| changes in 1.6
  −
!colspan="2"| compatibility for pre-1.6 mods
  −
|-
  −
! XNB mods
  −
! Content Patcher packs
  −
|-
  −
| <samp>Buildings/houses</samp>
  −
| &#32;
  −
* fixed missing pixels
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Abigail</samp><br /><samp>Characters/Dialogue/Alex</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|flower dance dialogue]]
  −
* fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Caroline</samp><br /><samp>Characters/Dialogue/Demetrius</samp>
  −
| &#32;
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Elliott</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|flower dance dialogue]]
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Emily</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|flower dance dialogue]]
  −
* fixed typos
  −
* updated <samp>%revealtaste</samp> format (backwards-compatible)
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/George</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|Winter Star gift exchange dialogue]]
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Gus</samp>
  −
| &#32;
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Haley</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|flower dance dialogue]]
  −
* fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Harvey</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|flower dance dialogue]]
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Jas</samp><br /><samp>Characters/Dialogue/Jodi</samp>
  −
| &#32;
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Krobus</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|roommate stardrop dialogue]]
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Leah</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|flower dance dialogue]]
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Lewis</samp>
  −
| &#32;
  −
* updated <samp>%revealtaste</samp> format (backwards-compatible)
  −
|
  −
|
  −
|-
  −
| <samp>Characters/Dialogue/Linus</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|dumpster dive dialogue]]
  −
* fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Marnie</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/MarriageDialogue</samp><br /><samp>Characters/Dialogue/MarriageDialogueAbigail</samp><br /><samp>Characters/Dialogue/MarriageDialogueElliott</samp>
  −
| &#32;
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/MarriageDialogueEmily</samp>
  −
| &#32;
  −
* changed <samp>spring_Maru</samp> key to <samp>spring_Emily</samp>
  −
* fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <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>
  −
| &#32;
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Maru</samp>
  −
| &#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>Characters/Dialogue/Pierre</samp>
  −
| &#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>Characters/Dialogue/Sam</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|flower dance dialogue]]
  −
* fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Sandy</samp>
  −
| &#32;
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Sebastian</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|flower dance dialogue]]
  −
* fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Willy</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|Stardew Valley Fair dialogue]]
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Dialogue/Shane</samp>
  −
| &#32;
  −
* added [[#Dialogue changes|flower dance dialogue]]
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Farmer/hats</samp>
  −
| &#32;
  −
* removed stray pixel on chicken mask
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/schedules/Elliott</samp>
  −
| &#32;
  −
* fixed order of <samp>Fri_6</samp> and <samp>Fri</samp> entries
  −
| '''✘ broken'''
  −
|
  −
|-
  −
| <samp>Characters/schedules/Lewis</samp>
  −
| &#32;
  −
* fixed <samp>winter_Sun</samp> schedule
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/schedules/Maru</samp>
  −
| &#32;
  −
* fixed <samp>summer_Mon</samp> and <samp>summer_Sun</samp> schedules
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/schedules/Penny</samp>
  −
| &#32;
  −
* fixed <samp>summer_Sun</samp> schedule
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Characters/Schedules/Shane</samp>
  −
| &#32;
  −
* fixed dialogue key
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/animationDescriptions</samp>
  −
| &#32;
  −
* fixed frame in Lewis' Saloon drinking animation
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/AquariumFish</samp>
  −
| &#32;
  −
* [[#Custom items|changed key type]]
  −
* added hat position for [[Sea Urchin]]
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/BigCraftablesInformation</samp>
  −
| &#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>Data/Bundles</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>Data/CookingRecipes</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>Data/CraftingRecipes</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>Data/Crops</samp>
  −
| &#32;
  −
* [[#Custom crops|completely overhauled]]
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
  −
|-
  −
| <samp>Data/Events/AnimalShop</samp>
  −
| &#32;
  −
* updated command syntax (backwards-compatible)
  −
|
  −
|
  −
|-
  −
| <samp>Data/Events/Farm</samp>
  −
| &#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>Data/Events/FishShop</samp>
  −
| &#32;
  −
* fixed typos
  −
| ✘ will remove changes
   
| ✓ mostly unaffected
 
| ✓ mostly unaffected
 
|-
 
|-
| <samp>Data/Events/Forest</samp>
+
| <samp>Data/Fish</samp>
 
| &#32;
 
| &#32;
* fixed typos
+
* no longer has per-language versions
* updated Jas <samp>faceDirection</samp> command for sewer event
+
* [[#Custom items|changed key type]]
| ✘ will remove changes
+
* field 13 now refers to whether fish can be tutorial catch
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/IslandHut</samp>
  −
| &#32;
  −
* updated how Leo's name is translated
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/IslandNorth</samp>
  −
| &#32;
  −
* updated quote format
  −
* fixed blank music field (backwards-compatible)
   
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected<br /><small>(✘ likely broken if they edit the <samp>6497421</samp> event)</small>
+
| ✘ likely broken
|-
  −
| <samp>Data/Events/IslandSouth</samp>
  −
| &#32;
  −
* fixed blank music field (backwards-compatible)
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/JoshHouse</samp>
  −
| &#32;
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/LeahHouse</samp>
  −
| &#32;
  −
* fixed <samp>move</samp> command format in Leah's 2-heart event
  −
* fixed typos
  −
| '''✘ broken'''
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/Mountain</samp>
  −
| &#32;
  −
* fixed skipped dialogue in Maru's 14-heart event
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Events/Saloon</samp><br /><samp>Data/Events/ScienceHouse</samp><br /><samp>Data/Events/SebastianRoom</samp>
  −
| &#32;
  −
* fixed typos
  −
| ✘ will remove changes
  −
| ✓ mostly unaffected
   
|-
 
|-
| <samp>Data/Events/Town</samp>
+
| <samp>Data/FishPondData</samp>
 
| &#32;
 
| &#32;
* fixed <samp>warp</samp> command format in community center completed event
+
* added required <samp>Id</samp> & optional <samp>Precedence</samp> fields
* fixed typos
+
* standardized <samp>ID</samp>→<samp>Id</samp> naming
 +
* changed to qualified item IDs
 +
* moved fallback entries to bottom
 
| '''✘ broken'''
 
| '''✘ broken'''
| ✓ mostly unaffected
+
| ✘ likely broken
 
|-
 
|-
| <samp>Data/Events/WizardHouse</samp>
+
| <samp>Data/fruitTrees</samp>
 
| &#32;
 
| &#32;
* fixed typos
+
* [[#Custom fruit trees|completely overhauled]]
| ✘ will remove changes
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/ExtraDialogue</samp>
  −
| &#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>Data/FarmAnimals</samp>
  −
| &#32;
  −
* [[#Custom farm animals|completely overhauled]]
   
| '''✘ broken'''
 
| '''✘ broken'''
 
| '''✘ broken'''
 
| '''✘ broken'''
 
|-
 
|-
| <samp>Data/Festivals/fall16</samp>
+
| <samp>Data/Furniture</samp>
 
| &#32;
 
| &#32;
* updated command syntax (backwards-compatible)
+
* [[#Custom items|changed key type]]
* fixed typos
+
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
| ✘ will remove changes
+
* [[#Custom items|changed key type]]
| ✓ mostly unaffected
+
* can no longer omit empty fields before display name
|-
  −
| <samp>Data/Festivals/fall27</samp>
  −
| &#32;
  −
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
  −
| ✓ mostly unaffected
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Festivals/spring13</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'''
 
| '''✘ broken'''
| ✓ mostly unaffected<br /><small>(✘ broken if they edit <samp>mainEvent</samp> or<br /><samp>afterEggHunt</samp> fields)</small>
+
| ✓ mostly unaffected<br /><small>(covered by runtime migration)</small>
|-
  −
| <samp>Data/Festivals/spring24</samp><br /><samp>Data/Festivals/summer11</samp><br /><samp>Data/Festivals/summer28</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>
  −
|-
  −
| <br /><samp>Data/Festivals/winter8</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>Data/Festivals/winter25</samp>
  −
| &#32;
  −
* removed <samp>shop</samp> field (moved into [[#Custom shops|<samp>Data/Shops</samp>]])
  −
| ✓ mostly unaffected
  −
| ✓ mostly unaffected
  −
|-
  −
| <samp>Data/Fish</samp>
  −
| &#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>Data/FishPondData</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>Data/fruitTrees</samp>
  −
| &#32;
  −
* [[#Custom fruit trees|completely overhauled]]
  −
| '''✘ broken'''
  −
| '''✘ broken'''
  −
|-
  −
| <samp>Data/Furniture</samp>
  −
| &#32;
  −
* [[#Custom items|changed key type]]
  −
* replaced translations with [[Modding:Tokenizable strings|tokenizable strings]]
  −
* [[#Custom items|changed key type]]
  −
* can no longer omit empty fields before display name
  −
| '''✘ broken'''
  −
| '''✘ likely broken'''
   
|-
 
|-
 
| <samp>Data/hats</samp>
 
| <samp>Data/hats</samp>
Line 10,441: Line 10,063:     
==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 content & features
  −
:* Added a world map for [[Ginger Island]], visible when visiting the island.
  −
:* 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.
  −
:* 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.
  −
:* Home renovations now have a purchase price, which is refunded if you undo the renovation. (The game knows whether you bought it though, so refunding a pre-1.6 renovation won't give you free money.)
  −
 
  −
; 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>
  −
:* Rebalanced the [[Random Events#The Crop Fairy|crop fairy]] event: the chance no longer depends on the number of planted crops, it can no longer happen on the last day of the season (to avoid growing crops that might die overnight), and it can no longer choose dead crops to grow.
  −
:* Spreading [[weeds]] can no longer destroy [[Artifact Spot|artifact spots]].
  −
 
  −
; Quality of life changes
  −
:* NPCs now shove chests out of their way instead of destroying them.
  −
:* Redrew the world map to better match the in-game locations and be more detailed.
  −
:* 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.
  −
:* You can now refill slingshot ammo by right-clicking it with the same ammo. Previously that would just swap the item stacks.
  −
:* 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.
  −
:* You can now move full chests by hitting them with an axe, hoe, or pickaxe. The chests will shift one space at a time. (Previously this could only be achieved via collision and if the farmer's hands were empty.)
  −
 
  −
; Other changes
  −
:* Raised multiplayer limit to 8 players (on desktop only).
  −
:* 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.
  −
:* Removed 'lighting quality' option. The game now uses high-quality lighting by default.
  −
 
  −
; 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 opening or 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 issue where clicking an item attached to a letter could exit the letter if your inventory was full.
  −
:* Fixed random seeds on [[Ginger Island]] being based on the valley's season.
  −
:* Fixed items from dialogue being lost if your inventory was full. You'll now see a menu to collect them when the dialogue closes.
  −
:* 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 [[Farm Computer|farm computer]] counting [[Fiber Seeds|fiber crops]] as unwatered.
  −
:* Fixed [[geode]] and [[Lost Books|lost book]] message not shown if your first one is from a fishing chest.
  −
:* Fixed [[Magic Bait|magic bait]] disabling some fish area checks (e.g. so you could catch river fish in the forest pond).
  −
:* Fixed [[Heavy Tapper|heavy tappers]] not tracked correctly. That caused issues like heavy-tapped trees not ignored when creating [[Mushroom Tree|mushroom trees]] in fall.
  −
:* Fixed [[Secret Notes|Secret Note #2]] not revealing [[Kent]]'s gift taste if he hasn't returned yet.
  −
:* Fixed [[Wedding Ring|wedding rings]] being giftable to NPCs.
  −
:* Fixed [[Watering Cans|watering can]]'s water left and capacity resetting on right-click into chest.
  −
:* Fixed [[Wilted Bouquet|wilted bouquet]] not cancelling the wedding if it hasn't happened yet.
  −
:* Fixed exploit where you could keep temporary items like Qi Fruit by selling them to Pierre and buying them back later.
  −
:* Fixed fruit trees being plantable on stone tiles outside the greenhouse.
  −
:* Fixed artifacts found while fishing not counting for the collections tab, and many other cases where item-received logic wasn't always applied.
  −
:* Fixed tilled dirt on the island farm able to decay under seasonal seed crops.
  −
:* Fixed riding an orphaned horse (e.g. spawned using [[Modding:Debug commands|debug commands]]) preventing you from owning or riding other horses.
  −
:* Fixed some mail not sent on the intended day if you don't leave the farmhouse that day.
  −
:* Fixed NPC spouse chores sometimes not applied on the intended day (e.g. saying they filled the pet water bowl but it's not filled).
  −
:* Fixed NPC spouses watering crops that don't need it (e.g. fiber seeds or already watered), and almost never showing the crops-were-already-watered dialogue.
  −
:* Fixed NPCs sometimes not reacting to dumpster diving if the horse is nearby.
  −
:* Fixed Penny losing items when redecorating if they were placed on a [[Stone Slab|stone slab]] (or a custom table without ''Table'' in the name).
  −
 
  −
; Fixes for NPC dialogue
  −
:* Enabled some dialogues that were accidentally never shown. That includes:
  −
:** Emily and Shane's [[Flower Dance]] custom accept-dance dialogues when married to the player.
  −
:** Shane's dialogue when browsing the Saloon vending machine.
  −
:** Lewis congratulating female farmers after their wedding.
  −
:** 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.
  −
:** Two speech bubbles from Marnie and Robin when you enter their shop building.
  −
:** A fortune teller dialogue for your potential spouse.
  −
:* Fixed NPCs not having custom dialogue when accepting a movie invite for non-English players.
  −
:* Fixed Abigail showing both default and custom item delivery dialogue.
  −
:* 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 issue where NPC dialogue could reveal gift tastes for an invalid item.
  −
:* Fixed [[Abigail#Fourteen Hearts|monster grave text]] only shown in English.
  −
:* Fixed wrong message shown when placing indoors-only furniture outside.
  −
 
  −
; Fixes for visual or cosmetic issues
  −
:* The submerged [[fishing]] bobber is now recolored automatically to match the water.
  −
:* The perfection tracker now paginates better to fit the current screen size.
  −
:* Removed phantom action cursor over island farmhouse drawer.
  −
:* Removed phantom action cursor over backwoods gravestone if the current player hasn't seen [[Abigail#Fourteen Hearts|the related event]] yet.
  −
:* 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 perfection tracker not skipping the typing effect when it's paginated.
  −
:* 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 weeds able to grow on top of buildings on spring 1.
  −
:* 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 calendar drawing child NPCs lower than intended.
  −
:* 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 Lewis' saloon drinking animation having an incorrect frame.
  −
:* Fixed bombs being invisible when placed on [[The Summit|the summit]].
  −
:* Fixed bombs able to remove [[Stick Bug|stick bugs]]' stick.
  −
:* Fixed clothing/tools sometimes showing the item-received notification on unequip.
  −
:* Fixed speech bubbles sometimes shown over invisible NPCs.
  −
:* Fixed HUD messages sometimes overlapping.
  −
:* Fixed fonts sometimes having a 'thin' look.
  −
:* Fixed world map tooltip for JojaMart disappearing when the movie theater is built.
  −
:* Fixed world map tooltip for Pierre's shop still showing "closed on Wednesdays" after he extends his business hours.
  −
:* Fixed [[Movie Theater#Crane Game|crane minigame]]'s music sometimes continuing a few seconds after the minigame ends.
  −
:* Fixed 'you received X' message & animation showing wrong item if you switch held item right as it's triggered.
  −
:* Fixed some events fading in after a scene change before they're fully ready, which caused issues like NPCs visibly warping into place or mid-fade flashes.
  −
 
  −
; 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 museum item descriptions not having an intended newline.
  −
:* Fixed Chinese date/time format.
  −
:* 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 French-only display text bugs related to the <samp>^</samp> dialogue token.
  −
:* 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.
  −
 
  −
; Fixes for multiplayer
  −
:* Mitigated potential remote code execution issue.
  −
:* Possibly fixed frequent disconnections for some players.
  −
:* Possibly fixed issue where an old Steam account name could be shown to other players instead of your current display name.
  −
:* Accepting a Qi challenge that increases mine difficulty now only kicks other players out of the affected mine type, not all mines.
  −
:* You now need the same build number (in addition to version) to join multiplayer.
  −
:* Fixed global chat info messages (like "''Abigail caught PlayerName digging through the trash''") sometimes showing text in the sender's language instead of yours.
  −
:* 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 farmhands who disconnected while fishing sometimes stuck frozen on reconnect.
  −
:* Fixed farmhands who disconnected while playing a minigame (like Journey of the Prairie King) still hearing the music on the title screen.
  −
:* Fixed farmhands who disconnected while in the building placement view being invisible on rejoin.
  −
:* Fixed farmhands seeing spouse's outdoor area in the wrong spot on the beach farm.
  −
:* Fixed farmhands experiencing latency able to click a horse, walk to a different location, then get teleported out of bounds.
  −
:* Fixed farmhands able to collect multiple [[Statue Of Perfection|statues of perfection]].
  −
:* Fixed farmhands' local effects sometimes based on host data (e.g. the host's equipped rings).
  −
:* Fixed farmhand crash while fishing in rare cases.
  −
:* Fixed farmhand crash when they warp just as certain things happen (e.g. pet sounds).
  −
:* Fixed crash when displaying a player status list which is missing a connected player.
  −
:* Fixed dialogue being interrupted if another player starts a broadcast event; the event will now start for you when you finish the current dialogue instead.
  −
:* Fixed enemy projectiles targeted at farmhands able to hit the host player in a different location.
  −
:* Fixed monsters not taking damage from some hits if multiple players are attacking them at once.
  −
:* Fixed projectiles causing damage multiple times in multiplayer.
  −
:* Fixed various cases where values weren't correctly synced between players.
  −
:* Fixed watered dirt edges not updated for farmhands when they change overnight.
  −
:* Fixed 'caught snooping' chat message not triggered when Marnie sees the player searching her trash bin.
  −
:* Fixed cleared-landslide mail only sent to the main player.
  −
:* Fixed [[Watering Cans|watering can]]'s water left and capacity not synced in multiplayer.
  −
:* Fixed the local player's step/fishing stats being incremented by other players walking or fishing.
  −
:* Fixed players sometimes seeing slightly different daily quests or [[Random Events#The Crop Fairy|crop fairy event]].
  −
:* Fixed issue where a farmhand donating the 60th museum artifact wouldn't grant the [[Rusty Key|rusty key]].
  −
:* Fixed issue where reading another player's secret notes or journal scraps could lock them out of perfection.
  −
 
  −
; Fixes for gamepads
  −
:* Fixed issue which could make Junimo Kart unplayable with a controller if you had rebound buttons to certain values.
  −
:* Improved controller navigation on the Junimo bundle page and world map.
  −
:* 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 <samp>A</samp> button is pressed to progress text.
  −
 
  −
; Fixes for modded players
  −
:* Festivals now only set sunny weather in their location context. (For example, a custom festival in the desert no longer changes weather in the valley.)
  −
:* 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;
  −
:** the player's NPC spouse no longer exists (e.g. the mod which added it was removed).
  −
:* 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]]).
  −
:* Fixed issue when warping to [[Sandy]] early using mods where she could give daily quests as soon as you met her, but didn't accept items until you fixed the bus.
  −
:* Fixed issue where sleeping in a location where an event starts the next day would skip overnight events and soft-lock the game.
  −
:* Fixed invalid game state when the day of month increases past 28 due to a mod issue. Any day past 28 is now treated as the last day of the season.
  −
 
  −
; Other bug fixes
  −
:* Fixed crash when taking a screenshot on macOS if the <samp>~/.local</samp> folder doesn't exist.
  −
:* Fixed window resize on character creation resetting profit margins & starting cabins, and desyncing the 'skip intro' checkbox.
  −
:* 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 selecting small buildings in the construction menu's farm view. This fixes the gap above the shipping bin where it can't be selected, and fixes small buildings selectable by hovering three tiles above them.
  −
:* Fixed the build number not set on Linux/macOS.
  −
:* Fixed copy & paste for invite codes on some Linux/macOS platforms.
  −
 
  −
; Other changes
  −
:* See [[Modding:Migrate to Stardew Valley 1.6|changes for mod authors]].
  −
</blockquote>
      
==See also==
 
==See also==
5

edits