Difference between revisions of "User:Pathoschild/Modding wishlist"
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☐ Make methods virtual:
Pathoschild (talk | contribs) (→Medium changes: + warp property for default warp location) |
Pathoschild (talk | contribs) (→Refactoring: + un-hardcode shops) |
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* ☐ Add unique item keys and allow custom spritesheets per item. This would eliminate the current complexities with adding custom items to Stardew Valley, make code much more readable, simplify troubleshooting mod errors, and make it possible to support any item type in cases like sending mail. See the [https://gist.github.com/Pathoschild/92d1fcb7c2ffeb7e1461c242cdb025e2 detailed proposal doc]. | * ☐ Add unique item keys and allow custom spritesheets per item. This would eliminate the current complexities with adding custom items to Stardew Valley, make code much more readable, simplify troubleshooting mod errors, and make it possible to support any item type in cases like sending mail. See the [https://gist.github.com/Pathoschild/92d1fcb7c2ffeb7e1461c242cdb025e2 detailed proposal doc]. | ||
* ☐ Change all <code>const</code> fields to <code>static readonly</code>. They're accessed the same way and the performance difference is negligible, but that'll make the decompiled code much easier to understand, and avoid issues where const values get 'baked in' to mod assemblies. | * ☐ Change all <code>const</code> fields to <code>static readonly</code>. They're accessed the same way and the performance difference is negligible, but that'll make the decompiled code much easier to understand, and avoid issues where const values get 'baked in' to mod assemblies. | ||
+ | * ☐ Move shop inventories into a data asset so mods can easily change them (e.g. <code>"<shop id>": "item_id quantity_available [required_mail_flag]/..."</code>). | ||
==Completed items== | ==Completed items== |
Revision as of 02:18, 22 December 2021
A list of requested changes in the game code to support modders. This list does not include complex refactoring or rewriting, which is unlikely to be accepted.
Wishlist
Bug fixes
All done!
Small changes
- ☐ Change all remaining
internal class
andprivate class
topublic class
to simplify mod access.
class | methods |
---|---|
Background | draw, update |
Medium changes
- ☐ Add map property for default warp location (e.g. Utility.getDefaultWarpLocation).
- ☐ Some XNB files have a separate display name field, but only in non-English. Using display names consistently regardless of language would let mods rename things without breaking keys:
- ☐ Data\Bundles
- ☐ Data\CraftingRecipes
- ☐ Data\CookingRecipes
- ☐ Data\Weapons
- ☐ Remove hardcoded logic that ignores display names when playing in English (e.g. for NPC gift taste dialogues); can search
LocalizedContentManager.LanguageCode.en
to find many of them. That causes a bug where renamed NPCs still show their internal name in some places.
Refactoring
- ☐ Add unique item keys and allow custom spritesheets per item. This would eliminate the current complexities with adding custom items to Stardew Valley, make code much more readable, simplify troubleshooting mod errors, and make it possible to support any item type in cases like sending mail. See the detailed proposal doc.
- ☐ Change all
const
fields tostatic readonly
. They're accessed the same way and the performance difference is negligible, but that'll make the decompiled code much easier to understand, and avoid issues where const values get 'baked in' to mod assemblies. - ☐ Move shop inventories into a data asset so mods can easily change them (e.g.
"<shop id>": "item_id quantity_available [required_mail_flag]/..."
).