Modding:Trinkets: Difference between revisions
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Latest revision as of 19:54, 13 January 2026
← Items
This page explains how the game stores and parses trinket-type item data. For items in general, see Modding:Items.
Overview
Trinkets are items that can be equipped in the player's trinket slot to enable special effects.
They have item type (TR) (or ItemRegistry.type_trinket in C# code), their data in Data/Trinkets, their vanilla icon sprites in TileSheets\Objects_2, and their code in StardewValley.Objects.Trinkets.Trinket.
Data format
The trinket data in Data/Trinkets consists of a string → model lookup, where...
- The key is the unqualified item ID and internal name.
- The value is a model with the fields listed below.
| field | purpose |
|---|---|
| DisplayName Description |
A tokenizable string for the item's in-game display name and description. |
| Texture | The asset name for the texture containing the item's sprite. |
| SheetIndex | The sprite's index within the Texture, where 0 is the top-left sprite. |
| TrinketEffectClass | The C# TrinketEffect subclass which implements the trinket behavior. This can safely be a mod class, since it's not written to the save file.
This should be the full assembly-qualified name in the form |
| DropsNaturally | (Optional) Whether this trinket can be spawned randomly (e.g. in mine treasure chests). Default true. |
| CanBeReforged | (Optional) Whether players can re-roll this trinket's stats using an anvil. This assumes that the TrinketEffectClass implements the GenerateRandomStats method. Default true. |
| CustomFields | (Optional) The custom fields for this entry. |
| ModData | (Optional) The mod data fields to add to created trinket instances. Default none.
For example: "ModData": {
"Example.ModId_FieldName": "some custom data"
}
|
See also
- Modding:Items for item data in general