Modding:Migrate to Stardew Valley 1.6.16: Difference between revisions
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imported>Spacechase0 →Game state query changes: Added `IS_GREEN_RAIN_DAY` GSQ change. |
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==Changes for all mod authors== | ==Changes for all mod authors== | ||
===Cache changes=== | ===Cache changes=== | ||
Stardew Valley 1.6.16 adds [[#TickCache|internal caching]] to improve performance. | Stardew Valley 1.6.16 adds [[#TickCache|internal]] [[#DataCache|caching]] to improve performance. Typically the relevant caches will be reset right away. | ||
Some entities have been changed to take advantage of this, which may impact some mods. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! entity type | ! entity type | ||
! | ! field | ||
! effect | |||
! technical notes | |||
|- | |- | ||
| | | Items | ||
| | | Sprite index | ||
| | | If <samp>SpriteIndex</samp> in the data asset is changed, existing items will be updated to match (unless something else has overridden it for that existing item, such as certain big craftables changing appearance based on the season). | ||
| | | Items in existing saves will be updated for this when loaded in 1.6.16, assuming their sprite index matches the data asset value. | ||
The <samp>parentSheetIndex</samp> netfield will have a value of -1 when the data asset value should be used. The <samp>ParentSheetIndex</samp> property will have the "effective" <samp>parentSheetIndex</samp> (meaning that if the netfield has -1, it will return the data asset value). | |||
The value from the data asset can easily retrieved from the <samp>DataParentSheetIndex</samp> propery. | |||
|} | |} | ||
| Line 442: | Line 440: | ||
This warp does not persist across saves, and may disappear at any time based on other game code. | This warp does not persist across saves, and may disappear at any time based on other game code. | ||
|- | |- | ||
| <samp> | | <samp>currency {{t|currencyType}} {{t|amount}}</samp> | ||
| Gives yourself {{t|amount}} of the specified currency type. Valid currency types are: | | Gives yourself {{t|amount}} of the specified currency type. Valid currency types are: | ||
{| class="wikitable" | {| class="wikitable" | ||
| Line 461: | Line 459: | ||
| {{Price|0|Gem}} | | {{Price|0|Gem}} | ||
|} | |} | ||
|- | |||
| <samp>printEvent </samp> | |||
| If there is an event currently running, prints the event ID and current event command. | |||
|}</li> | |}</li> | ||
<li>Improved existing commands: | <li>Improved existing commands: | ||
| Line 1,361: | Line 1,362: | ||
| <samp>PLAYER_STAT {{t|player}} {{t|stat key}} {{o|min value}} {{o|max value}}</samp> | | <samp>PLAYER_STAT {{t|player}} {{t|stat key}} {{o|min value}} {{o|max value}}</samp> | ||
| The {{o|min value}} argument is now optional. | | The {{o|min value}} argument is now optional. | ||
|- | |||
| <samp>IS_GREEN_RAIN_DAY {{o|day}}</samp> | |||
| The {{o|day}} argument has been added. Valid values are <samp>today</samp>, <samp>tomorrow</samp>, and a number of days offset from the current day (ex. <samp>-1</samp> would be yesterday). | |||
If not specified, it will default to <samp>tomorrow</samp>. | |||
|}</li> | |}</li> | ||
</ul> | </ul> | ||
| Line 1,568: | Line 1,574: | ||
| <samp>ShowPrivateChatMessage {{t|message}} {{o|color}}</samp> | | <samp>ShowPrivateChatMessage {{t|message}} {{o|color}}</samp> | ||
| Add a message to the chat box which is only visible to the current player. The {{t|message}} is the [[Modding:Tokenizable strings|tokenizable string]] to show, and {{o|color}} is the text [[Modding:Common data field types#Color|color]]. | | Add a message to the chat box which is only visible to the current player. The {{t|message}} is the [[Modding:Tokenizable strings|tokenizable string]] to show, and {{o|color}} is the text [[Modding:Common data field types#Color|color]]. | ||
|- | |||
| <samp>AddItemFromQuery {{t|query}}</samp> | |||
| Adds a random item from the specified item query. | |||
|} | |} | ||
</ul> | </ul> | ||
Latest revision as of 21:20, 20 September 2026
This page is for mod authors. Players: see the mod compatibility list instead.
This page helps mod authors prepare their mods for the upcoming Stardew Valley 1.6.16, and documents some of the changes and new functionality.
FAQs

What's changing?
Stardew Valley 1.6.16...
- significantly overhauls events, which may break some mods (though most should still work fine);
- and adds many backwards-compatible changes and improvements for mod authors.
See the sections below for more details.
Is this the modapocalypse?
Probably not. SMAPI and Content Patcher will automatically rewrite older mods for many of the changes, so they should still work as-is. Some mods may need an update.
How to update your mod
Here's a suggested 'quick start' guide to update a mod for Stardew Valley 1.6.16.
- For C# mods:
-
- Update for Stardew Valley 1.6.9 if you haven't already.
- Rebuild the solution.
- Fix any build errors and review any build warnings. You can search this page and previous migration guides for relevant info as needed.
- Increment your mod version in manifest.json.
(Some mods may be added to SMAPI's compatibility blacklist due to runtime errors. Incrementing the mod version will fix that if so.) - Test to make sure the mod works.
- Skim through this page, and check any section that might be relevant to the mod.
- For Content Patcher packs:
-
- Update for Stardew Valley 1.6.9 if you haven't already.
- Skim through this page, and check any section that might be relevant to the mod.
- For content packs which use another framework:
- See the documentation for the framework mod. Often you won't need to update the content pack if the framework mod itself was updated.
Data asset changes
New Id fields
Stardew Valley 1.6.16 adds Id fields for all data models which didn't have one, so content packs can easily edit them.
This affects...
| asset | added to fields |
|---|---|
| Data/Buildings | AdditionalPlacementTiles. |
| Data/HomeRenovations | RectGroups; RectGroups → Rects; RenovateActions; Requirements. |
| Data/Machines | AdditionalConsumedItems. |
| Data/MuseumRewards | TargetContextTags. |
| Data/Pets | Behaviors; Behaviors → AnimationEndBehaviorChanges; Behaviors → PlayerNearbyBehaviorChanges; Behaviors → TimeoutBehaviorChanges. |
| Data/Shops | VisualTheme. |
| Data/SpecialOrders | Objectives; RandomizedElements; RandomizedElements → Values; Rewards. |
| Data/Tools | UpgradeFrom. |
| Data/WildTrees | Textures. |
Data/AdditionalWallpaperFlooring
- The Texture asset no longer needs to be exactly 256 pixels wide.
Data/Achievements
This has been overhauled into a data model asset, with...
- support for string achievement IDs;
- translations moved into a new Strings/Achievements asset;
- and new fields like IsSharedAchievement and SendToChat which weren't available in the old format.
The data asset now consists of a string → model lookup, where...
- The key is the unqualified item ID.
- The value is a model with the fields listed below.
| field | effect |
|---|---|
| basic info | |
| DisplayName Description |
A tokenizable string for the achievement's in-game display name and description. |
| IsSharedAchievement | (Optional) Whether the achievement should be unlocked for all players when any player unlocks it. Default false. |
| in-game behavior | |
| UnlockCondition | (Optional) A game state query which indicates when the achievement should be unlocked. If omitted, it must be unlocked manually (e.g. via the addAchievement event command). |
| KnownBeforeUnlockCondition | (Optional) If ShowInCollection is true, a game state query which indicates whether the achievement name and description should be shown on the collection tab before it's been unlocked; if false, it'll be shown as "???" with no description. Defaults to always shown. |
| ShowInCollection | (Optional) Whether the achievement should be listed on the collections tab. Default true. |
| ShowNotification | (Optional) Whether to show a HUD notification when the achievement is unlocked. Default true.
This should usually be true for custom achievements. The field exists to support platform-only achievements in the base game. |
| SendToChat | (Optional) Whether to send a message to multiplayer chat when a player unlocks the achievement. Default false. |
| advanced | |
| PlatformIds | (Optional) The achievement's ID within each platform, if different from the achievement ID. Default none.
This generally isn't applicable for custom achievements. |
| CustomFields | (Optional) The custom fields for this entry. |
Data/BigCraftables
Added one new field:
| field | effect |
|---|---|
| CanFlipSpriteWhenPlaced | (Optional) Whether the object has a 50% chance to horizontally flip its sprite when placed to improve visual diversity. Default false. |
Data/ChairTiles
- Fixed support for tilesheet asset names containing a dot. (For example, a tileseet asset named
ExampleAuthor.ModName_Tilesheetnow correctly uses that as the data key instead ofExampleAuthor.)
Data/Characters
- Added new fields:
field effect FootstepSound (Optional) The sound to play when this NPC walks. This can be an audio cue ID, an empty string (
"") for no sound, or omitted for the default sound. If omitted, the NPC plays the default Cowboy_Footstep sound.ForceOneTileWide (Optional) Whether the character should be one tile wide for the purposes of collisions and positioning, regardless of their sprite size. Default false. KissSpriteIndexWhenFlipped (Optional) The sprite index within the TextureName used when facing the opposite direction from KissSpriteIndex. If omitted or -1, it'll flip the sprite from KissSpriteIndex instead. This is assumed to be facing left, unless KissSpriteFacingRight is false.
SpawnAsEphemeral (Optional) Whether the character is ephemeral when spawned automatically (e.g. via the SpawnIfNeeded field), so they're removed automatically before save and before the day ends. This doesn't affect NPCs which are already spawned, or which are spawned directly in game or mod code. Default false. - The LoveInterest field now affects Flower Dance dance partner selection.
Data/CookingRecipes
These cooking recipe keys were changed to match their object name (like all the other recipes):
| old name | new name |
|---|---|
| Cheese Cauli. | Cheese Cauliflower |
| Cookies | Cookie |
| Cran. Sauce | Cranberry Sauce |
| Dish o' The Sea | Dish O' The Sea |
| Eggplant Parm. | Eggplant Parmesan |
| Vegetable Stew | Vegetable Medley |
This has no effect on the display text, but mods which reference these recipe keys will need to be updated.
Data/Events/*
See event changes below.
Data/FishPondData
- The MaxPopulation field is no longer limited to a maximum of 10.
Data/GiantCrops
In the HarvestItems list, added one new field:
| field | effect |
|---|---|
| ActionsOnDrop | (Optional) The actions to run when the item is dropped. The actions are run once per entry drop. Default none. |
Data/LostItemsShop
Added one new field:
| field | effect |
|---|---|
| RequireCondition | (Optional) The game state queries which must match to add this item. The Target player is the one being checked.
This field should generally only be used with deterministic game state queries. |
If you specify multiple criteria fields, only one is applied in this order: RequireMailReceived, then RequireEventSeen, then RequireCondition.
Data/Objects
Added one new field:
| field | effect |
|---|---|
| CanFlipSpriteWhenPlaced | (Optional) Whether the object has a 50% chance to horizontally flip its sprite when placed to improve visual diversity. Default false. |
Data/PassiveFestivals
Added one new field:
| field | effect |
|---|---|
| InLocations | (Optional) The locations in which the festival happens. This affects various game logic like NPC dialogues, tent placement restrictions, weather, etc. If omitted, defaults to the keys in MapReplacements. |
Data/SpecialOrders
- Added new fields:
field effect CanBeCancelled (Optional) Whether the special order can be cancelled. In multiplayer, any player cancelling the special order will remove it for all players. Default false. ActionsOnReward (Optional) A list of trigger actions to run when the special order is completed. These are run locally for each player. This field accepts special order tokens. For example:
"ActionsOnReward": [ "AddMail Current {{ModId}}_MailId Received", "MarkCookingRecipeKnown Current Hopper" ]
You should usually prefer ActionsOnReward instead of Rewards, except that the Gems (Qi board only), Object (town board only), or Money reward types are drawn in the special order board UI.
And improved one field:
field effect Duration This can now be set to "Indefinite" for a special order with no expiry. It will remain active until it's completed or cancelled. Consider enabling CanBeCancelled if applicable.
Data/Tools
Added one field:
| field | effect |
|---|---|
| ContextTags | (Optional) The custom context tags to add for this item (in addition to the tags added automatically based on the other item data), specified as an array. |
Data/Trinkets
Added one field:
| field | effect |
|---|---|
| ContextTags | (Optional) The custom context tags to add for this item (in addition to the tags added automatically based on the other item data), specified as an array. |
Data/Weapons
Added one field:
| field | effect |
|---|---|
| ContextTags | (Optional) The custom context tags to add for this item (in addition to the tags added automatically based on the other item data), specified as an array. |
Changes for all mod authors
Cache changes
Stardew Valley 1.6.16 adds internal caching to improve performance. Typically the relevant caches will be reset right away.
Some entities have been changed to take advantage of this, which may impact some mods.
| entity type | field | effect | technical notes |
|---|---|---|---|
| Items | Sprite index | If SpriteIndex in the data asset is changed, existing items will be updated to match (unless something else has overridden it for that existing item, such as certain big craftables changing appearance based on the season). | Items in existing saves will be updated for this when loaded in 1.6.16, assuming their sprite index matches the data asset value.
The parentSheetIndex netfield will have a value of -1 when the data asset value should be used. The ParentSheetIndex property will have the "effective" parentSheetIndex (meaning that if the netfield has -1, it will return the data asset value). The value from the data asset can easily retrieved from the DataParentSheetIndex propery. |
Context tag changes
Added new context tags:
| context tag | item types | behavior | effect |
|---|---|---|---|
| axe error_tool fishing_rod generic_tool hoe melee_weapon milk_pail pan pickaxe shears slingshot wand watering_can |
tools and weapons | informational | The C# type which implements the tool or melee weapon.
Note that the vanilla scythes are melee_weapon. See also the is_scythe context tag below. |
| is_edible is_edible_bad is_edible_good |
objects | informational | Indicates the item can be eaten/drunk.
This is set automatically based on the item's edibility value:
|
| fish_skip_minigame | any | functional | If the player catches this item while fishing, it'll be caught directly without the fishing minigame. This matches the behavior when catching junk items like seaweed (which now have the context tag where needed). |
| ignore_gift_limits | any giftable item | functional | Makes this item ignore the gift limits when given as a gift (similar to stardrop tea). Items with this tag don't count towards the daily/weekly limits, and can be given even if those limits have been reached. |
| is_scythe | tools and weapons | functional | Marks the tool as a scythe. This is set for vanilla scythes through Data/Weapons. |
| spawns_butterflies | furniture | functional | Whether butterflies spawn around this furniture, similar to the butterfly hutch. |
| exclude_from_furniture_catalogue | furniture | functional | Prevents the furniture from showing up in the furniture catalogue |
| trash_bear_ignore | any cooking recipe output | functional | When the trash bear requests random items produced by cooking recipes, items with this context tag will be skipped. |
| upgrade_level_* | tools and weapons | informational | The tool upgrade level. These tags are added automatically based on the tool's current level. For example, a copper axe will have both upgrade_level_0 (base axe) and upgrade_level_1 (copper axe). |
Debug command changes
- Added new commands:
command description giantCrop <id>[x][y]Place the specified giant crop ID at the given tile position. The ID is case-insensitive, and will list fuzzy matches if an exact match isn't found. If the position isn't specified, it'll be placed just to the right of the farmer. heldItem Shows info about the currently held item like its name, category, item ID, and context tags. mineAll
volcanoAll
warpAllWarps you through every top-level location (warpAll), mine levels 1–120 and the quarry mine (mineAll), or volcano dungeon level (volcanoAll). After 1.5 seconds in each location, you'll automatically warp to the next. This will continue until you've warped through every available location, at which point you'll warp one last time to your farmhouse/cabin. ⚠️ Side effects:
- warpAll will remove the perfection flag on your save.
- mineAll will affect stats like 'deepest level reached' and achievements like To The Bottom.
testAchievement <achievement ID>Shows diagnostic info about an achievement's unlock conditions and the current player's progress towards them. The <achievement ID>is the achievement's unique key in Data/Achievements..placeTemporaryWarp <targetLocation><targetTileX><targetTileY>[positionOffsetX][positionOffsetY]Places a warp at the player's position (adjusted by the amount of tiles indicated by [positionOffsetX]and[positionOffsetY], if specified) leading to (<targetTileX>,<targetTileY>) in<targetLocation>. If the player is touching the resulting warp (such as if no offset was specified), they are immediately warped.This warp does not persist across saves, and may disappear at any time based on other game code.
currency <currencyType><amount>Gives yourself <amount>of the specified currency type. Valid currency types are:currency ID name 0
0g
1
0
2
0
4
0
printEvent If there is an event currently running, prints the event ID and current event command. - Improved existing commands:
command description achieve
achievementMerged achieve(unlock platform achievement) and<ID>achievement(unlock in-game achievement) into one command that unlocks both automatically based on the achievement data. The achieve command is now just an alias for achievement.<ID>addAllCrafting No longer fails if the player already knows some of the crafting recipes. animalInfo
characterInfo
daysPlayed
gamepadNow shows output in the console instead of showing a HUD notification. cookingRecipe
craftingRecipeNo longer throws an exception if the player already knows the recipe. dye Now accepts any standard color value. experience Fixed validation errors for the 'skill' argument never logged correctly. fuzzyItemNamed Now drops multiple items if the requested count exceeds the item's max stack size. gameQuery Can now be used with queries which check an item; the Input and Target item are now the item selected on the player's toolbar. jump Fixed error if the NPC doesn't exist. perfection Fixed error when run on a save which already has some requirements partly met. setupBigFarm - No longer fails if some of the crops, flooring, fruit trees, or grass can't be placed because the tile is occupied.
- No longer fails if a building on the farm no longer has data.
slimecraft No longer fails if you already have one or both recipes. toggleTimingOverlay Now shows more metrics like FPS and memory usage. - Removed some commands:
command description furniture
hat
pole
shirt
tv
wallpaperReplaced by generic commands like item and fuzzyItemNamed. getIndex
listTags
lookup
qualifiedIdReplaced by heldItem. lantern
refuel
stopRaftingThese were unimplemented or cut content. shiftToolbarLeft
shiftToolbarRightReplaced by in-game hotkeys.
Diagnostic chat commands
- Stardew Valley 1.6.16 enables hidden 'diagnostic commands' in chat, which are enabled for all players but not shown by /help. These allow specific console debug commands to be run even if cheat commands aren't enabled:
command description diagnostic commands daysPlayed,
dpShows the number of in-game days since the game started (starting at 1 on spring 1 in year 1). animalInfo Shows the total number of farm animals in all locations. CharacterInfo Shows the total number of NPCs in the current location. doesItemExist Syntax: doesItemExist<item ID>Shows whether the given qualified or unqualified item ID exists anywhere in the world. This doesn't indicate where the item is located if any were found. See the whereIsItem command for more detailed output.
gameQuery,
gqSyntax: gameQuery<query>Parses a game state query and shows the result.
getStat Syntax: getStat<stat key>Shows the value of a tracked stat.
heldItem Shows info about the currently held item like its name, category, item ID, and context tags. listLights Shows debug info about all currently active light sources. logBandwidth Toggles whether multiplayer network bandwidth info should be written to the SMAPI console or (if /logFile was enabled) the log file. logFile Begins logging information to a file on disk, if supported by the platform. This can be useful for troubleshooting errors. logSounds Toggles whether each sound effect played should be written to the SMAPI console or (if /logFile was enabled) the log file. mineInfo Shows two mine-related stats (lowest level reached and deepest mine level). printPlayerPos,
pppShows the player's current position in both tile and pixel coordinates. sdlVersion,
sdlvShows the current SDL version. (SDL is the low-level input library used by the game.) showExperience Syntax: showExperience<skill ID>Shows the player's total experience points for the given skill. The
<skill ID>is one of 0 (farming), 1 (fishing), 2 (foraging), 3 (mining), or 4 (combat).testAchievement Syntax: testAchievement<achievement ID>Shows diagnostic info about an achievement's unlock conditions and your progress towards them. The
<achievement ID>is the achievement's unique key in Data/Achievements.toggleTimingOverlay,
ttoShows an on-screen overlay with basic info for performance monitoring. tokens Syntax: tokens<expression>Parses a tokenizable string and shows the result.
version Shows the game's assembly version. This usually matches the version shown in-game (e.g. 1.6.15 build 24356 has assembly version 1.6.15.24356).whereIsItem,
whereItemSearches the entire world (including other players' inventories) for items matching the qualified or unqualified item ID, and lists all matches. Unlike the equivalent console command, this doesn't list spawned objects like artifact spots and weeds.
other commands copyOutfit Copies your current outfit (i.e. pants, shirt, etc) into your desktop clipboard in an XML format, and also shows it in the chat box. holdItem Make your player character play the 'hold up item' animation using your currently selected item. sprinkle Show a sparkle animation around your player character (the same animation used when applying fairy dust to a machine). - It also removes these chat commands:
command reason logFile
sdlVersionReplaced by the equivalent debug commands above.
Dialogue changes
- Added Characters/Dialogue/Default asset. Dialogues in this asset apply to every NPC, except where the key is also defined in their own dialogue asset. This replaces some previous translations.
- Added new dialogue keys in Characters/Dialogue/*:
key description passive festival dialogue Identical to location dialogue, but you can use the passive festival ID as the location name. Any passive festival dialogue has priority over location dialogue in the same location. FirstMeeting If set, shown the first time the player ever speaks to that NPC. AskedToDance_Prompt
AskedToDance_Prompt_Spouse
AskedToDance_Ask
AskedToDance_CancelAt the Flower Dance, the prompt which lets the player ask the NPC to dance. If omitted, defaults to the matching key in Characters/Dialogue/Default. TermsOfEndearment_Roommate
TermsOfEndearment_Spouse
TermsOfEndearment_Spouse_Rare
TermsOfEndearment_Spouse_VeryRareThe pet names which the NPC can use when addressing the player. This affects the message shown above their head when the NPC says good night (80% of the time), and the %endearment and %endearmentlower marriage dialogue tokens (not used in any vanilla dialogues). Each translation is a comma-delimited list of possible pet names. Each time it's displayed, one of the values will be selected at random.
The translations are selected in this order:
- TermsOfEndearment_Roommate if the NPC is a roommate.
- TermsOfEndearment_Spouse_VeryRare (8% chance) or TermsOfEndearment_Spouse_Rare if the player has at least 9 hearts with the NPC, and the game requested a 'happy' term. This is only used when the NPC says good night, with a 10% chance.
- TermsOfEndearment_Spouse if the player has at least 9 hearts with the NPC.
- Otherwise the NPC just uses the player's name.
If omitted, defaults to the matching key in Characters/Dialogue/Default.
- Added new conversation topics:
id trigger specialOrderComplete_ <id>Player completes the given special order for the first time. - Fixed
<location>_<x>_<y>and<location>_<dayOfWeek>dialogue keys never used in 1.6.0+ if a player has at least two hearts with the NPC. - Fixed location dialogues not recognizing the spring prefix (they only allowed summer, fall, and winter).
- Fixed $r response IDs not tracked correctly if you reuse an NPC reaction key across multiple $r options.
See also other translation changes.
Ephemeral characters
You can now mark a character or farm animal as ephemeral (via SpawnAsEphemeral in Data/Characters or character.IsEphemeral in C#), which means they'll be removed automatically before saving and before the day ends. This works for any character in the characters or animals location fields.
In particular, this allows adding custom classes to the world since they're guaranteed to be removed before the game saves. Ephemeral characters are still synchronized in multiplayer. If a monster is ephemeral, any monsters it spawns will inherit its ephemerality (e.g. slimes spawned by a big slime).
In the base game, this replaces the previous custom logic which managed...
- farm Junimos;
- community center Junimos;
- Marnie's cows (which are now in the standard gameLocation.animals field);
- Morris and the Old Mariner;
- movie theater patrons;
- monsters on the farm, island farm, secret woods, witch's hut, and witch's swamp;
- and SquidFest + Trout Derby contestants.
Event changes
Multilingual events
All vanilla events are now multilingual, with a single copy of each event script which uses translation keys. Translations from the old per-language event files were moved into a per-language Strings/Events file.
For example:
| files in 1.6.15 | files in 1.6.16 |
|---|---|
Data/Events/Beach Data/Events/Beach.de-DE Data/Events/Beach.es-ES Data/Events/Beach.fr-FR Data/Events/Beach.hu-HU Data/Events/Beach.it-IT Data/Events/Beach.ja-JP Data/Events/Beach.ko-KR Data/Events/Beach.pt-BR Data/Events/Beach.ru-RU Data/Events/Beach.tr-TR Data/Events/Beach.zh-CN |
Data/Events/Beach |
Content Patcher content packs should generally be unaffected, since their edits were applied to the active version of the file automatically (which will just become the base file in all languages).
In rare cases, a mod which directly targets a specific localized asset name like Data/Events/Beach.fr-FR may no longer work or break vanilla events (depending on how it edits them). That should be a very rare case, since the APIs for both Content Patcher and SMAPI were designed to discourage doing that.
Forking deprecated
All vanilla events which used forking now use goto labels instead.
Forking still works like before for backwards compatibility, but mod events should prefer goto labels since...
- they work more consistently and intuitively with other features like skip labels;
- it's the approach that the game will be applying and developing in future versions;
- deprecated commands will be reported as an error if you use the EventValidator;
- and there's no guarantee forking will always work in future versions.
The fork-related event commands are deprecated.
Removed manual event pause management
When a dialogue or menu is shown, or certain animations are playing, the event needs to pause until they finish. How that works changed:
| version | behavior |
|---|---|
| <1.6.16 | The event was paused using a combination of the null command (which pauses the event indefinitely), manually incrementing event.CurrentCommand (sometimes incremented twice to skip the null), and special handling in command logic while a menu was open. This was tricky and led to many edge cases in both the base game and mods (e.g. soft locks if a null command didn't get skipped correctly, other commands getting skipped unintentionally, commands not working correctly if a menu was opened, etc). |
| ≥1.6.16 | This is much simpler in 1.6.16+:
This means that null commands and extra event.CurrentCommand increments are no longer needed in most cases. |
Update note for mod events:
- You no longer need a null command after awardFestivalPrize or itemAboveHead. (For backwards compatibility, the game will ignore a null command immediately after either of those.)
Breaking changes for custom commands added by C# mods:
- The game no longer auto-increments event.CurrentCommand when closing dialogues, certain menus (ItemGrabMenu, ItemListMenu, MenuWithInventory, ReadyCheckDialog, and TutorialMenu), or methods which open them (like Game1.drawDialogue, Game1.drawDialogueNoTyping, Game1.drawObjectDialogue, and Game1.multipleDialogues). Custom commands which open one of those must now increment event.CurrentCommand like any other command.
- When a menu is opened, no further command will run until it's closed. Event updates still happen (e.g. NPCs will continue moves they already started), but command logic which checks if a menu is open will never work.
Precondition slash now required for numeric event IDs
In Stardew Valley 1.6.0–15, the behavior of an event key with no / depended on whether the ID was numeric. A numeric event ID like 10040609 was treated as an event with no precondition, while a string event ID like PlayerKilled was treated as a manual script. In 1.6.16+, the behavior is now consistent: any event ID without a slash (like 10040609) is treated as a manual script, and any with a slash (like 10040609/) is treated as an event.
In other words:
| event key format | behavior |
|---|---|
<id>(string ID) |
manual script (unchanged) |
<id>(numeric ID) |
event (1.6.15) → manual script (1.6.16) |
<id>/[preconditions]
|
event (unchanged) |
New event commands
| command | description | ||||||||
|---|---|---|---|---|---|---|---|---|---|
addAchievement <achievement ID>
|
Unlock an achievement for the current player. The <achievement ID> can be a platform achievement ID (like Achievement_LocalLegend) or internal ID (like 17 for Gourmet Chef).
| ||||||||
addActor <actorName> <x> <y> <direction>
|
Add a character or player to the event. This is mostly equivalent to adding them through the character positions field, but can be done at any point in the script (e.g. for use with goto for event variations). | ||||||||
choose <question> [<answer> <go to label>]+
|
Show a dialogue box to choose from a list of responses, then optionally skip to a label based on the selected answer.
Arguments:
For example, here's a simple choice which doesn't affect anything: choose "Do you like apples?" "I love them." _ "I hate them." _/ Or you can change the course of the event based on the choice: speak Abigail "Do you... like me?$l"/ choose "" "Yes!" happy "No." heartbroken/ label heartbroken/ speak Abigail "Oh. I understand.$s"/ faceDirection Abigail left/ pause 3000/ end/ label happy/ speak Abigail "We should explore the mines together next time!$h"/ ... | ||||||||
completeQuest <id>
|
Mark a quest complete. If the quest has no reward to collect, this also removes it from the in-game journal. | ||||||||
conditionSpeak <npc> [<dialogue> [condition]]+
|
Make an NPC say a dialogue based on arbitrary conditions. The first dialogue with a matching dialogue is spoken; if none match, the command is skipped.
Arguments:
For example, here Maru says a different line if the player suggested she tell the truth: conditionSpeak Maru "I accidentally dropped one of the samples... I'm so sorry.$s" "ANSWERED 38" "@ came in and slammed the door so loud I dropped this sample.$u" | ||||||||
goto [<target> [condition]]+
|
Skip forward or backward to a specific position in the event script. Each <target> can be:
You can list any number of label/condition pairs, and it will go to the first label with a matching condition. If a condition is omitted, it defaults to always true. If none of the conditions match, it continues to the next command normally. For example, this event script uses goto to repeat a question until a specific answer is selected: .../ label question/ choose Abigail "Hey! Did you have your eye on someone?" "Abigail" correct "Penny" wrong "Alex" wrong/ label wrong/ speak Abigail "Oh?$u"/ pause 500/ goto question/ label correct/ speak Abigail \"I thought so!$l\"/ pause 500/ end You can make goto conditional using game state queries. For example, this will go to the divorced label if you divorced Abigail, and continue to the next command if not: goto divorced "PLAYER_NPC_RELATIONSHIP Current Abigail Divorced"/ | ||||||||
label <label>
|
Set a named position in the event script, which you can go to using the goto command.
Note: you can't use end as a label name, since that automatically matches the end event command. | ||||||||
| removeSpriteById | Remove a temporary animated sprite (e.g. added via the temporaryAnimatedSprite command) using its ID. |
Improved existing commands
| command | description | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| gainSkill | Added argument validation. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| move | Fixed event softlock if it only applies to missing optional NPCs. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| removeSprite | Renamed to removeSpriteAt. The old name still works as an alias. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| skippable | Added an optional [skip to label] argument. If set, the event will jump to that label when the player clicks the skip button (see goto for more info). The last skippable command run before the player skips is applied.
This is meant to clean up or grant unlocks before the event ends. For example: skippable beforeEnd/ .../ label beforeEnd/ gainSkill Fishing 1/ addItem (T)TrainingRod/ end Technically you can jump to any point in the event (e.g. to cancel the skip). However, the skip action will still cancel any ongoing event behavior like ongoing player/NPC movements, so you should be careful doing this. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| splitSpeak | You should now specify each dialogue as a separate argument (though the old syntax will still work):
// in 1.6.15 splitSpeak Sam "You think so?~Yeah... kids should play and have fun while they still have the chance." // in 1.6.16 splitSpeak Sam "You think so?" "Yeah... kids should play and have fun while they still have the chance." This also now works with the new choose command too. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| spriteText | The [text] argument can now be a translation key to get the text from.
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| temporaryAnimatedSprite |
| ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| textAboveHead | Can now be applied to players. |
Deprecated commands
These event commands are deprecated. They still work just like before (except the ones at the bottom of the table), but if you use the EventValidator it'll report them as an error.
| event command | migration |
|---|---|
| fork resetVariable switchEvent |
Use the choose or goto commands instead. If you used dialogue containing the %fork token, it should be removed and replaced with equivalent event commands. |
| question forkX | Use the choose command instead, and replace the event fork with a label.
For example, this script: // main event question fork1 "#I believe in you!#Wow, you're really arrogant."/ fork arrogant/ speak Alex "Thanks, @. I'll remember that."/ ... // 'arrogant' event emote Alex 12/ speak Alex "Hmmph... I think someone's a little jealous.$a"/ Becomes this script: choose "" "I believe in you!" believe "Wow, you're really arrogant." arrogant/ label believe/ speak Alex "Thanks, @. I'll remember that."/ ... label arrogant/ emote Alex 12/ speak Alex "Hmmph... I think someone's a little jealous.$a"/ ... Forks often duplicated the end of the script. In that case, you can have both variants just goto the common ending instead. |
| question null | Use choose with _ labels instead. (Setting a label argument to _ means it'll just continue to the next command instead.)
For example, this command: question null "But what am I going to say to Vincent?#It's best to be honest with kids.#You did the right thing. Kids should have hope."/ Would become this command: choose "But what am I going to say to Vincent?" "It's best to be honest with kids." _ "You did the right thing. Kids should have hope." _/ |
| quickQuestion | Use the choose command instead. The <question> and <answerX> have matching choose arguments, while the <answerX script> arguments become labels.
For example, this command: quickQuestion #I'd like to help#Nah, I'll pass...(break)emote Willy 32\speak Willy "Aye... I thought you would.$h#$b#I'll leave this door unlocked for ya... you can come drop off the materials whenever you like."(break)emote Willy 28\speak Willy "Alright, suit yourself...$s#$b#If you have a change of heart, you can always come back and help out. I'll leave this door unlocked, anyhow."/ Becomes this script: choose "" "I'd like to help" accept "Nah, I'll pass..." refuse/ label accept/ emote Willy 32/ speak Willy "Aye... I thought you would.$h#$b#I'll leave this door unlocked for ya... you can come drop off the materials whenever you like."/ goto resume/ label refuse/ emote Willy 28/ speak Willy "Alright, suit yourself...$s#$b#If you have a change of heart, you can always come back and help out. I'll leave this door unlocked, anyhow."/ label resume/ |
| cutscene bandfork elliottBookTalk question haleyDarkRoom question shaneCliffs question shaneLoan |
These commands are deleted and will no longer work. They're unlikely to be used by mod events, but see their relevant events for the new equivalents if needed. |
Changed event keys
Events were generally unified and de-hardcoded in 1.6.16. In particular...
- Several events were previously defined in the game's C# code, where they couldn't be changed by content packs. Most of these were moved into Data/Events/* with translations in Strings/Events:
event new asset name new event ID forest raccoon finished event Data/Events/Forest RaccoonFinish forest trash bear cleanup Data/Events/Forest 777111 island Gourmand crop inspection Data/Events/islandFarmCave GourmandInspection summit perfection cutscene Data/Events/Summit SummitPerfection summit cheat event Data/Events/Summit SummitCheat - Others were moved from non-event data into Data/Events/*:
event old location new asset new event ID Birdie quest intro & completed Strings/Locations:IslandSecret_Event_BirdieIntro
Strings/Locations:IslandSecret_Event_BirdieFinished
Strings/Locations:alreadyGotNutsData/Events/IslandWest -888999 (intro)
-666777 (completed)field office intro & completed Strings/Locations:IslandFieldOffice_Intro_Event
Strings/Locations:FieldOfficeFinaleData/Events/IslandFieldOffice FieldOfficeIntro
FieldOfficeDoneLeo intro Strings/Locations:IslandHut_Event_ParrotBoyIntro Data/Events/IslandHut LeoIntro Meowmere event Strings/1_6_Strings:ForestPylonEvent Data/Events/WizardHouseBasement ForestPylon Mr. Qi Skull Cavern level 100 Data/ExtraDialogue:SkullCavern_100_event
Data/ExtraDialogue:SkullCavern_100_event_honorableData/Events/SkullCave SkullCavern100 Professor Snail exits cave Strings/Locations:IslandNorth_Event_SafariManAppear Data/Events/IslandNorth ProfSnailIntro - Other event keys were changed or merged as part of the other event changes:
asset entry key change in 1.6.16 Data/Events/AbandonedJojaMart missingBundleCompleteEvent key changed to 192393to match the event ID.Data/Events/Farm 992559/t 600 1130/n clothFound/o Emily/w sunny992559/t 600 1130/n clothFound/O Emily/w sunnyMerged into a single 992559/Time 600 1130/LocalMail clothFound/Weather sunnyevent.Data/Events/QiNutRoom 10040609Event key changed to 10040609/per the precondition change.Data/Events/SamHouse 94/e 93/k 95/t 1800 1950/i 136/y 194/e 93/k 95/t 1800 1950/i 136/y 2Merged into a single 95/SawEvent 93/!SawEvent 94/Time 1800 1950/HasItem 136event.Data/Events/Town 611173/Hn pamHouseUpgrade/o PennyMerged into the existing 611173/Hn pamHouseUpgradeevent.
For events that didn't previously have an event ID, their new IDs will be added to the player's seen-events list automatically if needed when the save is loaded.
Other event changes
- Moved all vanilla events' on-skip behavior into their event scripts (except the pet adoption logic).
Fish pond asset
- Fixed the translation key suffix from a custom fish_talk_* context tag being capitalized differently from the vanilla suffixes. (For example, fish_talk_some_example would incorrectly result in a someExample suffix instead of SomeExample.)
Fish tank decorations
Decorations in fish tanks have been de-hardcoded into a new Data/AquariumDecorations asset.
The data asset consists of a string → model lookup, where...
- The key is the qualified item ID of the item which can be added to the fish tank.
- The value is a model with the fields listed below.
| field | effect |
|---|---|
| Texture | The asset name for the texture to draw, or null for the default LooseSprites/AquariumFish asset. (Custom decorations should use a custom texture to avoid conflicts.) |
| SpritePosition | The pixel position(s) in the Texture for the sprite to draw. If you specify multiple positions, one is randomly chosen for each sprite. |
| SpriteCount | (Optional) The number of sprites to add to the fish tank.
For example, seaweed sets this to 4; so adding a seaweed to a fish tank will add four randomized seaweed decoration sprites to the tank. |
If an item has an entry in the asset, players can add one instance of the item to a fish tank to add its decoration.
Fish tanks have a limited number of decoration 'slots' available, consisting of three depth layers for each tile width. For example, a 2-tile-wide fish tank can display 6 decoration sprites at once (3 deep × 2 wide). Each sprite added based on the SpriteCount field fills a slot (e.g. seaweed uses 4 decoration slots). If the player adds more decorations than can be displayed, the fish tank will fill slots in the order they appear in Data/AquariumDecorations.
Game state query changes
- Added new game state queries:
query effect COMPLETED_ALL_MONSTER_SLAYER_GOALS Whether all monster eradication goals have been completed. IS_DEBRIS_WEATHER
IS_GREEN_RAINING
IS_LIGHTNING
IS_RAINING
IS_SNOWINGWhether the weather in the given location sets the related weather field. For example, IS_RAINING is true for the Rain, GreenRain, and Storm weathers. IS_BOOKSELLER_DAY [day offset]Whether the bookseller is visiting today, with an optional [day offset](e.g. 1 for tomorrow).IS_TRAVELING_CART_DAY [day offset]Whether the traveling cart is visiting today, with an optional [day offset](e.g. 1 for tomorrow).LOCATION_MINE_DIFFICULTY <location><min>[max]Whether the given location is in the mines or Skull Cavern, and its difficulty level is between <min>and[max](default unlimited) inclusively. Difficulty 0 is the default difficulty, and modifiers like the Shrine of Challenge or some special orders each increase it by one.LOCATION_MINE_LEVEL <location><min>[max]Whether the given location is in the mines or Skull Cavern, and its floor level is between <min>and[max](default unlimited) inclusively. The Skull Cavern implicitly starts at level 121 (e.g. Skull Cavern level 10 is mine level 130).PLAYER_HAS_ALL_STARDROPS <player>Whether the specified player(s) have found every stardrop. PLAYER_HAS_DEEPEST_MINE_LEVEL <player>[min][max]Whether the specified player(s) have reached a mine level between [min](default 1) and[max](default unlimited) inclusively.PLAYER_HAS_PREVIOUS_CONVERSATION_TOPIC <player><id>+Whether the specified player(s) have previously had any of the specified conversation topics active. This doesn't include current topics (unless they're a repeat of a previous one). PLAYER_QUEST_ACTIVE <player><id>+
PLAYER_QUEST_COMPLETE<player><id>+Whether the specified player(s) have any of the specified quest IDs open (PLAYER_QUEST_ACTIVE) or previously completed (PLAYER_QUEST_COMPLETE). PLAYER_SHIPPED_ALL_BASIC_ITEMS <player>Whether any one of the specified player(s) have shipped at least one of each basic item whose shipment is tracked by the game. PLAYER_SHIPPED_MONOCULTURE <player>[min][max]Whether any one of the specified player(s) have shipped between [min](default 300) and[max](default unlimited) inclusively of any crop for which CountForMonoculture in Data/Crops is true.PLAYER_SHIPPED_POLYCULTURE <player>[min]Whether any one of the specified player(s) have shipped at least [min](default 15) of any crop for which CountForPolyculture in Data/Crops is true. - Improved some queries:
query changes PLAYER_HAS_ALL_ACHIEVEMENTS <player>[achievement ID]+Added optional [achievement ID]field to specify the list of required achievements. If omitted, defaults to all achievements in Data/Achievements (including the platform-only achievements which weren't in the asset before 1.6.16).PLAYER_HAS_CAUGHT_FISH <player>[fish item ID]+Now accepts unqualified item IDs too. PLAYER_STAT <player><stat key>[min value][max value]The [min value]argument is now optional.IS_GREEN_RAIN_DAY [day]The [day]argument has been added. Valid values are today, tomorrow, and a number of days offset from the current day (ex. -1 would be yesterday).If not specified, it will default to tomorrow.
Item spawn field changes
- Added new item spawn fields:
field effect Color (Optional) For item types that support it (e.g. objects and clothes), a tint color to apply to the produced item. Default none. IsSpecial (Optional) Whether to mark the produced item as a special permanent item, which can't be destroyed or dropped. Default false. ObjectIsQuestItem (Optional) Whether to mark the dropped item as a quest item. This enables special rules like not being able to gift the item, and the item getting auto-recovered when it's lost in some cases. Default false. TempData (Optional) Set temporary item info that's not synchronized in multiplayer or written to the save file. This is somewhat specialized, and does nothing if there's no game logic or C# mod logic which reads it. Default none. For example, this adds a custom flag:
"TempData": { "SomeExampleKey": "Example Value" }
A C# code can then check for the field on the dropped items:
if (item.TryGetTempData("SomeExampleKey", out object value)) ...;
- The ObjectColor field is obsolete and replaced by Color. Content packs which set it will still work (since the game will pass the value through to Color automatically).
Map & tile property changes
- Map properties
-
- Added new map properties:
action effect FarmHouseBed <x><y>[item ID]
(valid in farm or farmhouse)Sets the initial bed to place when creating the farmhouse or cabin. The arguments are: <x><y>: the tile position at which to place it.[item ID]: if set, the qualified or unqualified item ID for the bed furniture to place. This must match a furniture item with item type Bed. Defaults to(F)2048(single bed).
If omitted, a single bed is placed at position (9, 8).
@MergeInto <property><ID>[options]Merge a list of space-delimited values into an existing map property (creating it if needed). The parameters in the @MergeInto name are:
<property>: the name of the map property to merge the values into.<ID>: a unique string ID for the merge property. This is used to distinguish between merge properties (since each map property key must be unique), and may be used for error reporting.[position]: where to put the new values if the property already exists (Append or Prepend). The default is Append for most properties, or Prepend for Warp. C# mods can set the default for custom properties via the static GameLocation.MergeIntoPrependByDefaultProperties field.
The property value is a space-delimited list of values to merge into the target property.
For example, these properties:
"Warp": "5 5 Town 10 10 5 6 Town 10 11", "@MergeInto Warp {{ModId}}/BeachWarp Append": "20 5 Sewer 25 25", "@MergeInto Warp {{ModId}}/TownWarp": "15 20 Beach 30 70 16 20 Beach 31 70",
Would be combined into one once the map loads:
"Warp": "15 20 Beach 30 70 16 20 Beach 31 70 5 5 Town 10 10 5 6 Town 10 11 20 5 Sewer 25 25",
@MergeInto properties are applied in the order in which they were added (e.g. based on patch priority order).
- Improved map properties:
action changes FarmHouseFlooring
FarmHouseFurniture
FarmHouseStarterGift
FarmHouseStarterSeedsPosition
FarmHouseWallpaperCan now be set on the farmhouse map to override the farm map's equivalent property. FarmHouseFurniture Fixed property only allowing numeric item IDs. TreatAsOutdoors Fixed footstep sounds not always respecting TreatAsOutdoors for indoor locations.
- Added new map properties:
- Tile properties
-
- Removed Treasure tile property (unused).
Quest changes
- The game now tracks completed quest IDs. You can check them using new game state queries or in C# via
Game1.player.questsCompleted. The list is retroactively populated for pre-existing saves. - Added PLAYER_QUEST_ACTIVE and PLAYER_QUEST_COMPLETE game state queries.
- Added completeQuest event command and CompleteQuest trigger action.
- Added QuestIds constants for C# mods.
- Added item spawn field to produce quest items.
- Fixed intermittent crash when an item delivery quest for a non-Wizard NPC requests a cooking-type item.
Schedule changes
- NPCs are longer affected by warps they touch while following their schedule if those warps aren't the ones they intend to use.
- Added new schedule keys:
syntax summary roommate_ <festival ID>_<festival day>
roommate_<festival ID>
roommate_<season>_<day of month>
roommate_<day of week>
roommateJobEquivalent to the marriage schedules, but only apply if the NPC is a roommate. If a roommate NPC has both roommate* and marriage* schedules, it'll use a roommate* schedule if any of them apply. If none apply, it'll default to marriage* schedules. You can avoid that by setting the fallback roommate schedule key.
marriage
roommateA fallback schedule to use if a more specific schedule doesn't apply. If this is omitted and no other schedule applies, the NPC won't have a schedule that day.
Stat changes
- Added new stats:
stat key tracks Player activity CookingRecipesUsed The number of cooking recipes which the player used at least once. CookingRecipesNotUsed The number of cooking recipes which the player never used. CraftingRecipesUsed The number of crafting recipes which the player used at least once. CraftingRecipesNotUsed The number of crafting recipes which the player never used. FishTypesCaught The unique fish species caught by the player while fishing. FishTypesNotCaught The unique fish species that were never caught by the player while fishing. FriendsWith5Hearts The number of NPCs with which the player has 5+ hearts of friendship. FriendsWith10Hearts The number of NPCs with which the player has 10+ hearts of friendship. World activity ArtifactsDonated The number of artifacts donated to the museum by any player. ArtifactsNotDonated The number of artifacts missing from the museum. - Changed existing stats:
stat key changes AverageBedTime Fixed incorrect time averaging (e.g. the average of 600 + 700 was incorrectly calculated as 650 instead of 630). CaveCarrotsFound Removed. This was never fully implemented. OtherPreciousGemsFound Fixed stat not updated in later versions. WeedsEliminated Fixed stat only incremented when destroying weeds indirectly (e.g. with a bomb), not when cutting them with a tool.
Trigger action changes
- Added new trigger actions:
action effect CompleteQuest <quest ID>Complete all active quests with this ID in the player's journal. ShowPrivateChatMessage <message>[color]Add a message to the chat box which is only visible to the current player. The <message>is the tokenizable string to show, and[color]is the text color.AddItemFromQuery <query>Adds a random item from the specified item query.
Tokenizable string changes
- Improved an existing token:
token format output [SuggestedItem [interval][sync key][options]](For shops only.) - The token is now case-insensitive.
- Added optional arguments, which can be specified in any order:
argument effect @edible <include>Whether food/drink items can be suggested (i.e. objects with an edibility > 0). This can be true (only suggest edible items), false (only suggest non-edible items), or omitted (suggest any). @recipe <include>Whether recipes can be suggested (i.e. shop item entries with IsRecipe: true). This can be true (only suggest recipes), false (only suggest non-recipes), or omitted (suggest any). @ignoreFiltersIfNeeded If set, the @edible and @recipe arguments will be ignored if they'd result in no item being suggested.
Other translation changes
- You can now override the relationship status labels (shown in the social and profile menus) for specific NPCs:
asset original key overridden by Strings/StringsFromCSFiles SocialPage_Relationship_Housemate_Female
SocialPage_Relationship_Housemate_MaleSocialPage_Relationship_Housemate_ <NPC name>SocialPage_Relationship_Husband
SocialPage_Relationship_WifeSocialPage_Relationship_Spouse_ <NPC name>SocialPage_Relationship_Boyfriend
SocialPage_Relationship_GirlfriendSocialPage_Relationship_ <NPC name>SocialPage_Relationship_ExHusband
SocialPage_Relationship_ExWifeSocialPage_Relationship_Ex_ <NPC name>SocialPage_Relationship_Single_Female
SocialPage_Relationship_Single_MaleSocialPage_Relationship_Single_ <NPC name>Strings/UI SocialPage_Relationship_MarriedToOtherPlayer_FemaleNpc
SocialPage_Relationship_MarriedToOtherPlayer_MaleNpcSocialPage_Relationship_MarriedToOtherPlayer_ <NPC name>
Other changes
- Playing an empty audio ID (
nullor"") now does nothing instead of crashing. For required audio cue fields, you can also use the new IDsilentto do nothing. - Custom achievements now benefit from retroactive unlock too if they implement the new UnlockCondition field in Data/Achievements.
- In shop data:
- Shop dialogues with
[SuggestedItem]are now skipped automatically if there's no matching item to suggest. - Fixed ActionsOnPurchase not applied if you were already holding an item.
- Shop dialogues with
- For NPCs:
- Added validation for schedule offset command in end-of-route animations.
- Fixed NPCs treating a non-existent spritesheet asset as successfully loaded, so they would show an error texture. They now log a warning and continue to the next texture.
- Fixed NPC FlowerDanceCanDance field ignored for non-datable NPCs with no dialogue.
- Fixed RejectItem_* dialogue disabling the NPC's normal dialogue after it's shown.
- De-hardcoded the giant Qi fruit mystery box drop and Easter egg into Data/GiantCrops, and replaced the QiChallenge2 special order check with a DROP_QI_BEANS special order rule check.
- The value of a (O)GoldCoin item (e.g. dropped by a pot of gold) is now fully determined by its stack size, which is no longer limited to 999. This lets you give arbitrary gold rewards via item debris.
- The game now accepts a --saves-path some/saves/path/override command line argument, which will change where save files are checked for.
- Fixed crash when loading a save with missing building interiors.
- Fixed farm animals in non-instanced building interiors (like the farmhouse) getting deleted on day start.
- Fixed fruit trees' falling leaves not applying the tree's cosmetic season.
- Fixed issue where a building placed inside a decoratable location would cause the flooring under it to not change when you put down a different flooring.
Changes for C# mod authors
Instance statics no longer affect mod assemblies
In multiplayer, split-screen mode works by swapping the values of static fields for each screen (called instanced statics). In previous versions, Stardew Valley would scan all loaded assemblies for static fields marked with [InstancedStatic] attributes except a few ignored assemblies like MonoGame.
In Stardew Valley 1.6.16, the game now only does this for the main game assembly to improve performance. If a mod was using [InstancedStatic], it should use SMAPI's built-in per-screen data utility instead.
Content manager changes
The base game's 'content manager' API changed in Stardew Valley 1.6.16. This mainly affects LanguageCode, Game1.content, and other content manager fields. This does not affect mods which only use SMAPI's content API.
In particular:
- The game now uses IContentManager instead of LocalizedContentManager in most places. That includes fields like
Game1.content, methods likeGame1.content.CreateTemporary(), etc. The new interface also includes full IntelliSense docs. - Moved the content manager types into a new StardewValley.ContentManagement namespace, and removed type nesting.
- Made all methods non-static.
- Adjusted naming for clarity.
- Removed unused code.
See other breaking API changes for specific changes.
Inventory add-item overhaul
1.6.16 overhauls how items are added to chest & player inventories, which fixes a wide variety of bugs when an item can't be fully collected due to a full or nearly-full inventory. The core change is a set of new methods which allow explicitly handling partial success when adding an item.
For example, the new methods let you avoid duplicate rewards when partly collecting the item stack:
if (Game1.player.TryAddToInventory(this.heldItem).FullyAdded)
{
this.heldItem = null;
Game1.player.gainExperience(Farmer.farmingSkill, 20); // grant XP once when the stack is fully collected
}
Or in cases where a partial item stack can't be left behind (like animal harvesting), you can handle any remainder:
AddToInventoryResult result = Game1.player.TryAddToInventory(producedItem);
if (!result.FullyAdded)
Game1.player.DropItemAtFeet(result.Remainder);
Which you can also simplify using the convenience CollectOr* methods:
Game1.player.CollectOrDrop(producedItem);
This removes the Farmer.addItemToInventoryBool method, but otherwise mods should be unaffected. However, mods should consider using the newer methods to handle partial success where needed.
Current-location tracking more consistent
The game tracks the current location using two properties: Game1.currentLocation and Game1.player.currentLocation. These were often used interchangeably (even in base-game code), but they're not always equivalent.
Stardew Valley 1.6.16 formalizes the distinction and applies it more consistently:
Game1.currentLocationis the location being viewed by the local player (i.e. the "camera location"), which doesn't necessarily contain the player.Game1.player.currentLocationis the location which contains the local player.
For example, let's say the player is at Robin's shop placing a building on the farm; in that case Game1.currentLocation.Name is the location being viewed (i.e. Farm) while Game1.player.currentLocation.Name is the location which contains the player (i.e. ScienceHouse).
This changes the behavior in some cases which affect mods. For example, trigger actions with the LocationChanged trigger now see the new location as expected, and are no longer triggered when the camera shows a different location without moving the player.
New system for spawning synced TAS in a more network-bandwidth-friendly way
Spawning many TemporaryAnimatedSprites at once can strain network connections due to all the fields on a TAS. There is now a new system to allow spawning predefined sets of temporary animated sprites in a much more bandwidth friendly.
In a similar manner to custom tile actions, you can call the static GameLocation.RegisterBulkSpriteType function, with an ID and an Action<GameLocation, SpawnBulkSpritesNetEventArgs>:
| field | use | maximum element count |
|---|---|---|
| Id | The ID of the bulk sprite callback that was invoked. | n/a |
| FloatArgs | (Optional) An array of floats that can be used in the resulting callback. | 31 |
| StringArgs | (Optional) An array of strings that can be used in the resulting callback. | 7 |
To trigger one of these events for everyone, call `.Fire()` on the net event field. Any callbacks will only be triggered if the currently visible location is the one they happen on. Otherwise, they are skipped.
GameLocation.RegisterBulkSpriteType("TellPeopleAnImportantMessage", (location, args) =>
{
if ( args.FloatArgs.Length != 3 || args.StringArgs.Length != 1 )
return;
Vector2 pos = new Vector2( args.FloatArgs[0], args.FloatArsg[1] );
int times = (int) args.FloatArgs[2];
string veryImportantMessage = args.StringArgs[0];
// Typically you would just use `location.playSound` once on the original player's game for this, but for demonstration purposes we are using `location.localSound` instead
location.localSound( "cat", pos );
for ( int i = 0; i < times; ++i )
{
Game1.log.Info( veryImportantMessage );
}
});
GameLocation location = Game1.currentLocation;
location.spawnBulkSprites.Fire(new GameLocation.SpawnBulkSpritesNetEventArgs(
"TellPeopleAnImportantMessage",
floats: new float[] { pos.X, pos.Y, 3 },
strings: new string[] { "cats are amazing" }
));
Data model attributes
Stardew Valley 1.6.16 adds attributes to its content data models which describe what each field contains.
For example:
[DataField(FieldType.AudioCue)]
public string BarkSound;
The available attributes are:
| attribute | usage | ||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[DataField]
|
The attribute applied to most fields, which describes the data type.
Its FieldType property describes the data type, which can be any of...
Its optional PlaceholderValues property indicates special values that are replaced by the game (e.g. MOD_FARM in a world map texture field). | ||||||||||||||||||||||||||
[AssetNameField]
|
An extension of [DataField] applied to asset name fields, which adds two properties:
| ||||||||||||||||||||||||||
[StrictlyOrderedWithoutId]
|
A specialized attribute applied to list fields which contain an ordered list of non-unique models. For example, this is used for pet animation frames. This is very rarely used. |
Item changes
- Added
IItemDataDefinition.GetContextTags(itemData)method, so custom item data definitions can add context tags from their data if applicable. - Fixed
item.CopyFieldsFrom(other)always setting the stack size for the copy to 1. - Fixed
object.IsBreakableStone()returning false for calico egg stones in the skull cavern.
New utility types
AssetNameUtility
The new AssetNameUtility class has methods for working with asset names:
| method | usage |
|---|---|
| Normalize | A low-level method which normalizes path separators in an asset name. For example:
string assetName = AssetNameUtility.Normalize("Characters/\\/Abigail"); // produces "Characters/Abigail"
Consider using SMAPI's PathUtilities.NormalizeAssetName instead, which is more thorough. |
| TryParseTranslationKey | Parses a translation key into its component parts. For example:
if (AssetNameUtility.TryParseTranslationKey("Strings/UI:Confirm", out string assetName, out string fieldKey, out string error))
...; // assetName: Strings/UI, fieldKey: Confirm, error: null
This doesn't check whether the asset or key exists; see Game1.content.IsValidTranslationKey to do that. |
EventValidator
- Overview
- The new EventValidator class analyses event scripts to detect issues like...
- command names which don't match a registered command or alias;
- command arguments which don't match those expected by the command;
- and custom rule violations based on the EventValidator.CommandValidators field (used for commands like goto).
- This is mainly meant to implement unit tests for events. For example, to validate all events in a data asset:
string assetName = "Data/Events/Farm"; var events = Game1.content.Load<Dictionary<string, string>>(assetName); var validator = new EventValidator(); foreach ((string key, string script) in events) { foreach (var issue in validator.Validator(assetName, key, script)) Assert.Fail($"Validation failed for event '{key}' > command '{issue.CommandText}': {issue.SuggestedError}."); }
- Command argument validation
- Argument validation is enabled if the command's handler method has an EventArguments attribute, which defines the argument pattern using a special syntax. Each command can list multiple patterns, and it'll be considered valid if any of them matches. If the pattern is an empty string, the validator will ensure no arguments are provided.
- For example, the default showFrame command is defined like this:
[EventArguments("int", "actor int bool?")] public static void ShowFrame(Event @event, string[] args, EventContext context)
- An argument pattern consists of space-delimited tokens, where each token defines the format for an argument. For example,
actor int bool?has three tokens representing three arguments: an actor name, a positive integer, and an optional boolean.
- These are the tokens recognized by the validator:
token meaning generic argument types bool A boolean value (true or false). float A positive number with optional decimal point (like 5 or 0.5). -float A number with optional decimal point and optional negative sign (like 5, -5, or -0.5). int A positive integer (like 5). -int An integer with optional negative sign (like 5 or -5). string A quoted sequence of arbitrary text like "some words here". If the argument has no quotes, this is equivalent to the word token. word A simple sequence of letters, numbers, periods, and/or underscores (usually an ID or similar value). While the command will accept quotes, they're redundant and will be rejected by the validator. remainder One or more arguments of any type. specific string formats actor An actor name in the event format (like Abigail or Kent?). assetName An asset name like Data/Achievements. direction A direction which can be specified as either a number (like 0) or name (like up). goToLabel An event label (see the goto and label event commands). This is equivalent to word, but is used by EventValidator to validate label references. itemId An item ID which can be qualified or unqualified (like (O)MossySoup or MossySoup). translationKey A translation key like Strings/Locations:SomeKey. custom formats '...' The literal text or regex pattern to match, like 'continue'or'[\w-]+'.
- In addition, you can extend tokens with these indicators:
- Suffix with + for repeating argument of that type. For example, int+ would allow both 5 and 5 6 7.
- Suffix with ? for an optional argument which can be omitted. All tokens after this token must also be optional. (You can have optional repeating arguments like int+?.)
- Infix with | for a parameter which can be one of multiple types. For example int|bool will allow either integer or boolean values.
SourceCodeContentManager
The new SourceCodeContentManager isn't relevant for mod authors except as an example. It implements IContentManager to support reading assets from the original content assets (e.g. in .tide and .xml format) instead of the packed XNB files.
TickCache
The new TickCache class loads a value on-demand and caches it for a given number of game ticks.
It only has two public methods:
| member | usage |
|---|---|
| Value | Get the cached value, reloading it if needed. |
| Clear() | Reset the cache time, so it'll be reloaded next time Value is requested. |
For example, let's say you do this:
private readonly TickCache<int> Cached = new TickCache<int>(GetValue, cacheTicks: 3);
/// <inheritdoc />
public override void Entry(IModHelper helper)
{
helper.Events.GameLoop.UpdateTicked += (sender, e) => _ = this.Cached.Value;
}
private int GetValue()
{
this.Monitor.Log($"Fetching value at game tick {Game1.ticks}.");
return 0;
}
When you run the mod, you would see something like...
Fetching value at game tick 100...
Fetching value at game tick 103...
Fetching value at game tick 106...
The game uses this to cache a few frequently-accessed methods like npc.GetData().
DataCache
The new DataCache<T> class loads a value on-demand and caches it until a counter is incremented.
This is primarily intended for caching values from data assets until that asset is reloaded, and there are static methods on DataCache for doing that with several existing assets.
DataCache<T> instances only have two public methods:
| member | usage |
|---|---|
| Value | Get the cached value, reloading it if needed. |
| Clear() | Reset the cache time, so it'll be reloaded next time Value is requested. |
DataCache has several static helper methods for invalidating based on certain vanilla assets. These take a Func<T>, which will be called to get the appropriate value whenever the cache needs a new value. The current helper methods are:
| member | usage |
|---|---|
| FarmAnimalData | Cache is reset when Data/FarmAnimals is reloaded. |
| CharacterData | Cache is reset when Data/Characters is reloaded. |
| FenceData | Cache is reset when Data/Fences is reloaded. |
| MachineData | Cache is reset when Data/Machines is reloaded. |
| ItemRegistry | Unlike the others, these do not reset when a specific asset is reloaded. Instead, they reset when whenever the ItemRegistry cache is rebuilt (which SMAPI triggers when any item data asset is reloaded). |
For example, let's say you do this:
private readonly DataCache<int> Cached = DataCache.CharacterData(GetValue);
/// <inheritdoc />
public override void Entry(IModHelper helper)
{
helper.Events.Input.TimeChanged += (sender, e) => if (e.NewTime % 100 == 0) helper.GameContent.InvalidateCache("Data/Characters");
helper.Events.GameLoop.UpdateTicked += (sender, e) => _ = this.Cached.Value;
}
private int GetValue()
{
this.Monitor.Log($"Fetching some character data at {Game1.timeOfDay}");
return 0;
}
When you run the mod, you would see something like this (assuming no other mods are invalidating Data/Characters)...
Fetching some character data at 600...
Fetching some character data at 700...
Fetching some character data at 800...
The game uses this to cache a few frequently-accessed methods like npc.GetData().
Utility fields & methods
- 1.6.16 adds some new utility methods and fields. For example:
type member usage Character DropItemAtFeet(…) Place a floating item next to the character (e.g. monster, NPC, player, etc). This includes options to set the direction, max stack size, and whether to play the 'item dropped' sound. For example, this places a pufferfish in front of the player:
Item pufferfish = ItemRegistry.Create("(O)128"); Game1.player.DropItemAtFeet(pufferfish);
This causes 100 pufferfish to 'explode' into individual stacks in random directions around a monster and play the 'item dropped' sound (once):
Item pufferfish = ItemRegistry.Create("(O)128", 100); monster.DropItemAtFeet(pufferfish, stackSize: 1, playSound: true);
speechBubble A unified field which handles showing a speech bubble above the player's head. This can be set via showTextAboveHead(…), clearTextAboveHead(), or the textAboveHead event command. Chest TryAddItem(…) Merge an item stack into the chest if possible, and return a result which describes how much of the item as added. See the equivalent Farmer.TryAddToInventory(…) below for examples.
FarmAnimal CanPlayersInteract() Get whether players can interact with the animal (e.g. pet or milk them). By default, ephemeral animals are non-interactable. Mods can patch this method to change the behavior for specific animals. Farmer TryAddToInventory(…) Merge an item stack into the player's inventory if possible, and return a result which describes how much of the item as added. The result fields are:
field usage TotalAdded The stack count which was added to the inventory. TotalRemaining The stack count which couldn't be added to the inventory. Remainder A stack for the items which couldn't be added to the inventory, or null if it was fully added. This is always a reference to the original input item if there's any remainder.
AnyAdded Whether any items were added to the inventory. FullyAdded Whether the item was fully added to the inventory. This allows handling partial failures in a more intuitive way. For example:
AddToInventoryResult result = Game1.player.TryAddToInventory(this.heldItem); this.heldItem = result.Remainder; if (result.FullyAdded) Game1.player.gainExperience(Farmer.farmingSkill, 20); // grant XP once when the stack is fully collected
CollectOrDrop(…) Merge an item stack into the player's inventory, and drop any remainder that doesn't fit at the player's feet. If the player isn't in a stable location (e.g. they're warping or watching an event), the item will be dropped when they resume control. This replaces the former Utility.CollectOrDrop(…), with added support for use in non-stable locations.
CollectOrLostAndFound(Item item) Merge an item stack into the player's inventory, and add any remainder to the lost & found. FarmHouse GetSpouseRoomRelativeTile(…) Get a tile coordinate relative to the spouse room bounds. For example, the frog terrarium in Sebastian's spouse room is at farmHouse.GetSpouseRoomRelativeTile(1, 6).Forest ShouldTravelingMerchantVisit(…) Get whether the traveling cart should visit on the given date. FruitTree DropAllFruit() Drops all fruit onto the ground (as if the player shook the tree). Object IsDigSpot() Get whether the object is an artifact spot or seed spot which can be dug up with a hoe (or a custom modded item with similar behavior). PassiveFestivalData CoversDate(…) Get whether the festival is active on the given date. GetFestivalLocations() Get the locations in which the passive festival happens (based on the InLocations or MapReplacements fields in Data/PassiveFestivals). TryGetLocationReplacement(…) Get the new location to load instead of a normal one when the passive festival is active. For example, the Night Market replaces Beach with BeachNightMarket. TextBox FilterText A callback raised when the text changes, but before it's saved. It receives the textbox and new text, and returns the filtered text to save. OnTextChanged An event raised when the text in the textbox changes (after FilterText is applied). It receives the textbox, the previous text, and the new text. Town ShouldBooksellerVisit(…) Get whether the bookseller should visit on the given date. TriggerActionManager TryRunActions(…) Run a list of actions with the game's default error logging. Utility TryGetPassiveFestivalDataForDayHere(…) Get the passive festival which occurs on a given date within the given location, if any. This is equivalent to Utility.TryGetPassiveFestivalDataForDay(…), but also checks the given location against the passive festival's InLocation or MapReplacements field. - And improves some existing methods:
type member usage Item getOne(…) - Now copies held and inner items too.
- Added an optional copyStackSize argument (default false).
Nullable reference types
Stardew Valley 1.6.16 adds nullable reference types to many of its generic utilities (like ArgUtility), core systems (like ItemRegistry and GameStateQuery), extensions, and various methods.
For example, if you do this in modern mod code:
ArgUtility.TryGet(args, 0, out string? argValue, out string? error);
if (argValue.Length > 0)
...;
You'll now see a build warning like "CS8602: Dereference of a possibly null reference" because argValue may be null there.
Changing the code to this would fix the warning:
if (ArgUtility.TryGet(args, 0, out string? argValue, out string? error))
{
if (argValue.Length > 0)
...;
}
Other breaking API changes
(This section is meant as a quick reference if you have build errors; there's no need to read through it otherwise.)
Removed types
These types were removed in 1.6.16:
| type | migration |
|---|---|
| Events.DiaryEvent | Removed (unused). |
| Lantern | Removed (broken tool). |
| ObjToStr | Removed (unused in release builds). |
| Raft | Removed (broken tool). |
Readonly structs
These structs became readonly structs in 1.6.16, which makes them much more efficient (e.g. they're no longer defensively copied on every access).
The effect on mods depends on the struct:
- For structs whose fields were already readonly, this has no effect on mod code (besides making it more efficient).
- For structs whose fields became readonly in 1.6.16, mod code which sets fields directly will need to use the constructor instead. These are mentioned in the breaking API changes column below.
| type | breaking API changes |
|---|---|
| AnimationFrame |
|
| BundleIngredientDescription | Some fields (preservesId and completed) changed to readonly. |
| ButtonCollection | none |
| FarmerPair | Fields changed to readonly. |
| Flooring.Neighbor Flooring.NeighborLoc |
none |
| HoeDirt.Neighbor HoeDirt.NeighborLoc |
none |
| InteriorDoorDictionary.DoorCollection | none |
| NetDictionary.KeysCollection NetDictionary.PairsCollection NetDictionary.ValuesCollection |
none |
| OutgoingMessage | Fields changed to readonly. |
| SerializableDictionary.ChangeArgs | none |
| StaticDelegateBuilder.CachedDelegate | none |
| WaterTiles.WaterTileData | Fields changed to readonly. |
Renamed or moved types
These types were renamed or moved in 1.6.16:
| type | migration |
|---|---|
| LocalizedContentManager | Moved from the StardewValley namespace into StardewValley.ContentManagement. See content manager changes.
|
| LocalizedContentManager.LanguageCode LocalizedContentManager.LanguageChangedHandler |
|
Other API changes
These class members changed in 1.6.16:
| type | member | migration |
|---|---|---|
| AnimationFrame | AddFrameAction(…) AddFrameEndAction(…) |
Removed per readonly structs. To add multiple frame actions, pass them into the constructor instead.
For example, if you previously had code like this: var frame = new FarmerSprite.AnimationFrame(…);
frame.AddFrameEndAction(this.PerformAnimationSound);
frame.AddFrameEndAction(this.OnAnimationEnded);
You can pass the combined actions into the constructor instead: var frame = new FarmerSprite.AnimationFrame(…, this.PerformAnimationSound + this.OnAnimationEnded);
|
| ArgUtility | TryGetOptionalRemainder(…) | Removed; use ArgUtility.GetRemainder(…) instead. The methods are equivalent, since TryGetOptionalRemainder was guaranteed to return true. |
| Boots | price | Removed. This was never used, since boots prices are calculated dynamically. |
| Buff | goblinsCurse slimed evilEye tipsy fear frozen warriorEnergy yobaBlessing adrenalineRush avoidMonsters full quenched spawnMonsters nauseous darkness weakness squidInkRavioli |
Replaced by BuffIds constants:
|
| fullnessLength quenchedLength |
Removed. Their lengths are set in Data/Buffs instead. | |
| BuffManager | Apply(…) | Split into Apply(string id) + ApplyLocal(Buff buff), to clarify that applying a custom buff model (instead of a buff ID) won't synchronize if it's not the local player.
|
| Bush | draw(SpriteBatch batch, int yDrawOffset) | Removed. Set the drawOffset field and then call draw(SpriteBatch) instead. |
| yDrawOffset | Replaced by drawOffset, which is now public and a Point. | |
| FarmAnimal | buildingTypeILiveIn | Removed. Use the AnimalData.Value?.House field instead.
|
| Farmer | addItemToInventoryBool(…) | Removed. The method's return value was often misunderstood, which led to common bugs in both vanilla and mod code.
You can convert code directly to the new TryAddToInventory method added in 1.6.16. For example: - if (Game1.player.addItemToInventoryBool(this.heldItem))
+ if (Game1.player.TryAddToInventory(this.heldItem).AnyAdded)
{
this.heldItem = null;
Game1.player.gainExperience(Farmer.farmingSkill, 20);
}
However, note that addItemToInventoryBool returned whether any of the item stack was added to the inventory (even if it wasn't fully added). Consider whether updated code needs to handle partial success. For example: var result = Game1.player.TryAddToInventory(item);
this.heldItem = result.Remainder;
if (result.FullyAdded)
Game1.player.gainExperience(Farmer.farmingSkill, 20); // grant XP once when the stack is fully collected
|
| applyBuff(Buff) | Renamed to applyLocalBuff, to clarify that applying a custom buff model (instead of a buff ID) won't synchronize if it's not the local player. | |
| dropItem(…) | Replaced by DropItemAtFeet(…). | |
| nextEventcommandAfterEmote | Removed; see removed manual event pause management. | |
| Forest | ShouldTravelingMerchantVisitToday() | Replaced by the static ShouldTravelingMerchantVisit method:
bool shouldVisitToday = Forest.ShouldTravelingMerchantVisit(Game1.Date);
|
| FishingRod | lastCatchWasJunk | Renamed to lastCatchSkippedMinigame to more accurately convey what it does. |
| Furniture | rotations | Removed. You can read it from the data instead:
string[] data = furniture.getData();
int rawRotations = ArgUtility.GetInt(data, 4);
|
| Game1 | createMultipleItemDebris | Added an int stackSize = 1 argument, which sets the desired size of each dropped item stack. For example, dropping a stack of 102 with a stack size of 25 will produce 4 debris × 25 and 1 debris × 2.
|
| IKeyboardSubscriber | RecieveCommandInput(char command) RecieveCommandInput(char command) |
Added new parameter (KeyboardModifier modifiers). |
| string ClipboardCopy() string ClipboardCut() void SelectAll() |
Added. | |
| ItemRegistry | Create(…) | Split into two methods: Create (returns an Error Item if the item doesn't exist) and CreateOrNull (returns null if an item doesn't exist).
To migrate existing code:
|
| LocalizedContentManager | CurrentLanguageCode CurrentLanguageLatin CurrentLanguageString CurrentModLanguage GetDefaultLanguageCode() OnLanguageChange SetModLanguage(…) |
These are no longer static, so they need to be called through an instance like Game1.content. For example, change LocalizedContentManager.GetDefaultLanguageCode() in mod code to Game1.content.GetDefaultLanguageCode().
Some of these are also renamed (see the next rows). |
| CurrentCulture | Removed (it was unused). | |
| CurrentLanguageCode | Renamed to LanguageCode. | |
| CurrentLanguageLatin | Renamed to LanguageUsesLatinFont. | |
| CurrentLanguageString | Renamed to LanguageString. | |
| CurrentModLanguage | Renamed to LanguageModData. | |
| GetCurrentLanguage() | Removed. Use the LanguageCode property instead. | |
| OnLanguageChange | Renamed to OnGlobalLanguageChanged. | |
| NPC | birthday_Day birthday_Season manners optimism socialAnxiety |
Removed. See the equivalent properties (e.g. Manners) instead. |
| Birthday_Season |
| |
| Birthday_Day Manners Optimism SocialAnxiety |
Removed setter (now reads the value from the cached NPC data). | |
| isDatable | Replaced by the CanBeRomanced property, which gets the value from the cached NPC data. | |
| loveInterest | Removed. Use the equivalent data field instead:
string? loveInterest = npc.GetData()?.LoveInterest;
| |
| textAboveHead textAboveHeadAlpha textAboveHeadColor textAboveHeadPreTimer textAboveHeadStyle textAboveHeadTimer |
Replaced by npc.speechBubble. To add/remove a speech bubble, see npc.showTextAboveHead(…) and npc.clearTextAboveHead(). | |
| textStyle_None textStyle_Shake |
Replaced by SpeechBubble.textStyle_None and SpeechBubble.textStyle_Shake. | |
| NPCDialogueResponse Response |
id friendshipChange extraArgument hotkey responseText |
Fields changed to get-only properties. |
| responseKey |
| |
| SetHotKey(…) | Removed. Set the hotkey through the constructor instead. | |
| PetData | GetBreedById(…) | Removed. To migrate existing code:
|
| StartupPreferences | levelTenCombat levelTenFishing levelTenForaging levelTenMining |
Removed. These were unused. |
| TrashBear | itemBeingEaten itemWantedIndex |
Replaced by eatingItemId and wantedItemId. Note that these contain qualified item IDs, whereas the old fields had unqualified IDs. |
| Utility | CollectOrDrop(…) | Replaced by Game1.player.CollectOrDrop(…). See also utility fields & methods for improvements to it. |
| getLoveInterest(…) | Removed. Use the equivalent data field instead:
// from an NPC
string loveInterest = npc.GetData()?.LoveInterest;
// or from an NPC name
if (NPC.TryGetData(name, out var data))
{
string loveInterest = data.LoveInterest;
}
| |
| IsLegacyIdAbove(…) IsLegacyIdBetween(…) |
Removed. No longer used by the base game. | |
| Wallpaper | GetSetData() | Removed. The equivalent new code is:
var setData = ItemRegistry.GetData(item.QualifiedItemId)?.RawData as ModWallpaperOrFlooring;
|
Other changes
- Added event.floorSprites field for temporary animated sprites that should be drawn on the ground (e.g. under NPC shadows).
- Added GameStateQuery.TryResolveCommandName method to get the actual query name given a case-insensitive name or alias.
- The game now uses forward slashes in all asset names (like Maps/Town instead of Maps\Town). This shouldn't affect most mods, since SMAPI already converted all asset names to forward slashes.
- Applying or removing buffs on a remote player will now sync the change to that player. This only works for buffs in Data/Buffs; the other method signatures have been renamed to ApplyLocal* for clarity.
- Fixed broken sprite when drawing a flooring/wallpaper item based on its parsedItemData.GetSourceRect().
- Fixed machine auto-load leaving empty slots in chests when taking a secondary ingredient.
- Fixed issue where placing a storage furniture (e.g. a dresser or fish tank) on a table would discard any items inside it.
- Fixed the read-book animation not setting Farmer.canMoveNow() as intended.
- Fixed issues with specific APIs:
type member changes CollisionMask Characters This enum now includes actors in events and festivals. Event TryGetEventCommandHandler(…) Fixed commands not being registered if it's called before any other event method. Inventory OnSlotChanged Fixed event raised before the new value is visible. MarriageDialogueReference GetHashCode() Fixed the same hash sometimes returned for two keys in the same asset. NetList OnElementChanged Fixed event raised before the new value is visible. NetMutex ReleaseLock() When locked multiple times locally (ex. a successfully acquired callback calling another function which also locks the same NetMutex and both call ReleaseLock() in their acquired callback), fixes the lock being fully released upon the first call, rather than after all local locks are undone. MultipleMutexRequest general usage Allows success if a NetMutex is already owned locally, matching the existing NetMutex behavior.
Name translation changes for wiki maintainers
Some in-game item and monster names were retranslated in some languages for clarity or correctness.
This list is mostly provided to help wiki maintainers update pages, so it doesn't include names which only changed capitalization, changed ' (straight apostrophe) to ’ (curly) in French, or aren't visible to vanilla players (like mine rocks).
Objects
- Hungarian
item old name new name Artichoke Dip Articsóka mártás Articsókamártás Blackberry Cobbler Szeder kosár Szedres kosárka Bone Mill Csontőrlő Csontdaráló Chocolate Cake Csokis torta Csokitorta Cranberry Candy Vörös áfonyás cukorka Vörös áfonyás üdítő Geode Crusher Geóda zúzó Geódazúzó Maple Syrup Juharfaszirup Juharszirup Tea Sapling Tea csemete Teacsemete Woodcutter's Weekly Favágok hetilapja Favágók hetilapja
- Russian
item old name new name Aged Roe (flavored) Вяленая икра (Альбакор) Вяленая икра альбакора Вяленая икра (Анчоус) Вяленая икра анчоуса Вяленая икра (Морской черт) Вяленая икра Морского черта Вяленая икра (Рыба-капля) Вяленая икра рыбы-капли Вяленая икра (Голубой дискус) Вяленая икра голубого дискуса Вяленая икра (Лещ) Вяленая икра леща Вяленая икра (Сомик) Вяленая икра сомика Вяленая икра (Карп) Вяленая икра карпа Вяленая икра (Сом) Вяленая икра сома Вяленая икра (Голавль) Вяленая икра голавля Вяленая икра (Гребешок) Вяленая икра гребешка Вяленая икра (Сердцевидка) Вяленая икра сердцевидки Вяленая икра (Краб) Вяленая икра краба Вяленая икра (Рак) Вяленая икра рака Вяленая икра (Багрянник) Вяленая икра Багрянника Вяленая икра (Дорада) Вяленая икра дорады Вяленая икра (Угорь) Вяленая икра угря Вяленая икра (Камбала) Вяленая икра камбалы Вяленая икра (Пятнистый криворот) Вяленая икра пятнистого криворота Вяленая икра (Ледорыб) Вяленая икра Ледорыба Вяленая икра (Ледорыб-младший) Вяленая икра Ледорыба-младшего Вяленая икра (Бычок) Вяленая икра бычка Вяленая икра (Палтус) Вяленая икра палтуса Вяленая икра (Сельдь) Вяленая икра сельди Вяленая икра (Ледопип) Вяленая икра ледопипа Вяленая икра (Большеротый окунь) Вяленая икра большеротого окуня Вяленая икра (Лавовый угорь) Вяленая икра лавового угря Вяленая икра (Легенда) Вяленая икра Легенды Вяленая икра (Легенда II) Вяленая икра Легенды II Вяленая икра (Змеезуб) Вяленая икра змеезуба Вяленая икра (Крылатка) Вяленая икра крылатки Вяленая икра (Омар) Вяленая икра омара Вяленая икра (Полуночный карп) Вяленая икра полуночного карпа Вяленая икра (Ночной кальмар) Вяленая икра ночного кальмара Вяленая икра (Мисс Морской черт) Вяленая икра Мисс Морской черт Вяленая икра (Мидия) Вяленая икра мидий Вяленая икра (Карп-мутант) Вяленая икра Карпа-мутанта Вяленая икра (Осьминог) Вяленая икра осьминога Вяленая икра (Устрица) Вяленая икра устриц Вяленая икра (Окунь) Вяленая икра окуня Вяленая икра (Литорина) Вяленая икра литорин Вяленая икра (Щука) Вяленая икра щуки Вяленая икра (Иглобрюх) Вяленая икра иглобрюха Вяленая икра (Радиоактивный карп) Вяленая икра Радиоактивного карпа Вяленая икра (Радужная форель) Вяленая икра радужной форели Вяленая икра (Барабулька) Вяленая икра барабульки Вяленая икра (Берикс) Вяленая икра берикса Вяленая икра (Лосось) Вяленая икра лосося Вяленая икра (Песковник) Вяленая икра песковника Вяленая икра (Сардина) Вяленая икра сардины Вяленая икра (Скорпионовый карп) Вяленая икра скорпионового карпа Вяленая икра (Морской огурец) Вяленая икра морского огурца Вяленая икра (Морской еж) Вяленая икра морского ежа Вяленая икра (Шэд) Вяленая икра шэда Вяленая икра (Креветка) Вяленая икра креветок Вяленая икра (Слаймджек) Вяленая икра слаймджека Вяленая икра (Малоротый окунь) Вяленая икра малоротого окуня Вяленая икра (Улитка) Вяленая икра улиток Вяленая икра (Малек Багрянника) Вяленая икра Малька Багрянника Вяленая икра (Жуть-рыба) Вяленая икра жуть-рыбы Вяленая икра (Кальмар) Вяленая икра кальмара Вяленая икра (Скат) Вяленая икра ската Вяленая икра (Рыба-камень) Вяленая икра рыбы-камня Вяленая икра (Солнечник) Вяленая икра солнечника Вяленая икра (Чудо-огурец) Вяленая икра чудо-огурца Вяленая икра (Тигровая форель) Вяленая икра тигровой форели Вяленая икра (Тиляпия) Вяленая икра тиляпии Вяленая икра (Тунец) Вяленая икра тунца Вяленая икра (Лосось пустоты) Вяленая икра лосося пустоты Вяленая икра (Желтый судак) Вяленая икра желтого судака Вяленая икра (Лесоплюх) Вяленая икра лесоплюха Artifact Spot Место для артефакта Клетка с артефактом Bait Приманка Наживка Basic Retaining Soil Обычная влагосохраняющая почва Обычный аквагрунт Deluxe Retaining Soil Влагосохраняющая почва Делюкс Аквагрунт Делюкс Dried Fruit (flavored) Сушеная морошка Сушеная малина Goat Milk Бутыль козьего молока Козье молоко Jelly (flavored) Джем из морошки Малиновый джем Juice (flavored) Сок сквоша Кабачковый сок Large Goat Milk Бол. бутыль козьего молока Большое козье молоко Large Milk Бидон молока Большое молоко Magic Bait Волшебная приманка Волшебная наживка Milk Ведерко молока Молоко Quality Fertilizer Высококачественное удобрение Улучшенное удобрение Quality Retaining Soil Высококачественная влагосохраняющая почва Улучшенный аквагрунт Quality Sprinkler Высококачественный спринклер Улучшенный спринклер Roe (flavored) Икра (Альбакор) Икра альбакора Икра (Анчоус) Икра анчоуса Икра (Морской черт) Икра Морского черта Икра (Рыба-капля) Икра рыбы-капли Икра (Голубой дискус) Икра голубого дискуса Икра (Лещ) Икра леща Икра (Сомик) Икра сомика Икра (Карп) Икра карпа Икра (Сом) Икра сома Икра (Голавль) Икра голавля Икра (Гребешок) Икра гребешка Икра (Сердцевидка) Икра сердцевидки Икра (Краб) Икра краба Икра (Рак) Икра рака Икра (Багрянник) Икра Багрянника Икра (Дорада) Икра дорады Икра (Угорь) Икра угря Икра (Камбала) Икра камбалы Икра (Пятнистый криворот) Икра пятнистого криворота Икра (Ледорыб) Икра Ледорыба Икра (Ледорыб-младший) Икра Ледорыба-младшего Икра (Бычок) Икра бычка Икра (Палтус) Икра палтуса Икра (Сельдь) Икра сельди Икра (Ледопип) Икра ледопипа Икра (Большеротый окунь) Икра большеротого окуня Икра (Лавовый угорь) Икра лавового угря Икра (Легенда) Икра Легенды Икра (Легенда II) Икра Легенды II Икра (Змеезуб) Икра змеезуба Икра (Крылатка) Икра крылатки Икра (Омар) Икра омара Икра (Полуночный карп) Икра полуночного карпа Икра (Ночной кальмар) Икра ночного кальмара Икра (Мисс Морской черт) Икра Мисс Морской черт Икра (Мидия) Икра мидий Икра (Карп-мутант) Икра Карпа-мутанта Икра (Осьминог) Икра осьминога Икра (Устрица) Икра устриц Икра (Окунь) Икра окуня Икра (Литорина) Икра литорин Икра (Щука) Икра щуки Икра (Иглобрюх) Икра иглобрюха Икра (Радиоактивный карп) Икра Радиоактивного карпа Икра (Радужная форель) Икра радужной форели Икра (Барабулька) Икра барабульки Икра (Берикс) Икра берикса Икра (Лосось) Икра лосося Икра (Песковник) Икра песковника Икра (Сардина) Икра сардины Икра (Скорпионовый карп) Икра скорпионового карпа Икра (Морской огурец) Икра морского огурца Икра (Морской еж) Икра морского ежа Икра (Шэд) Икра шэда Икра (Креветка) Икра креветок Икра (Слаймджек) Икра слаймджека Икра (Малоротый окунь) Икра малоротого окуня Икра (Улитка) Икра улиток Икра (Малек Багрянника) Икра Малька Багрянника Икра (Жуть-рыба) Икра жуть-рыбы Икра (Кальмар) Икра кальмара Икра (Скат) Икра ската Икра (Рыба-камень) Икра рыбы-камня Икра (Осетр) Икра осетра Икра (Солнечник) Икра солнечника Икра (Чудо-огурец) Икра чудо-огурца Икра (Тигровая форель) Икра тигровой форели Икра (Тиляпия) Икра тиляпии Икра (Тунец) Икра тунца Икра (Лосось пустоты) Икра лосося пустоты Икра (Желтый судак) Икра желтого судака Икра (Лесоплюх) Икра лесоплюха Salmonberry Морошка Малина Smoked Fish (flavored) Копченый {1} Копчен. {1}
(This is the default neutral prefix. All vanilla fish are
overridden to use the previous name.)Summer Squash Seeds Семена сквоша Семена кабачка Summer Squash Сквош Кабачок Targeted Bait Наживка: Альбакор Наживка на альбакора Наживка: Анчоус Наживка на анчоуса Наживка: Морской черт Наживка на Морского черта Наживка: Рыба-капля Наживка на рыбу-каплю Наживка: Голубой дискус Наживка на голубого дискуса Наживка: Лещ Наживка на леща Наживка: Сомик Наживка на сомика Наживка: Карп Наживка на карпа Наживка: Сом Наживка на сома Наживка: Голавль Наживка на голавля Наживка: Гребешок Приманка для гребешков Наживка: Сердцевидка Приманка для сердцевидок Наживка: Краб Приманка для крабов Наживка: Рак Приманка для раков Наживка: Багрянник Наживка на Багрянника Наживка: Дорада Наживка на дораду Наживка: Угорь Наживка на угря Наживка: Камбала Наживка на камбалу Наживка: Пятнистый криворот Наживка на пятнистого криворота Наживка: Ледорыб Наживка на Ледорыба Наживка: Ледорыб-младший Наживка на Ледорыба-младшего Наживка: Бычок Наживка на бычка Наживка: Палтус Наживка на палтуса Наживка: Сельдь Наживка на сельдь Наживка: Ледопип Наживка на ледопипа Наживка: Большеротый окунь Наживка на большеротого окуня Наживка: Лавовый угорь Наживка на лавового угря Наживка: Легенда Наживка на Легенду Наживка: Легенда II Наживка на Легенду II Наживка: Змеезуб Наживка на змеезуба Наживка: Крылатка Наживка на крылатку Наживка: Омар Приманка для омаров Наживка: Полуночный карп Наживка на полуночного карпа Наживка: Ночной кальмар Наживка на ночного кальмара Наживка: Мисс Морской черт Наживка на Мисс Морской черт Наживка: Мидия Приманка для мидий Наживка: Карп-мутант Наживка на Карпа-мутанта Наживка: Осьминог Наживка на осьминога Наживка: Устрица Приманка для устриц Наживка: Окунь Наживка на окуня Наживка: Литорина Приманка для литорин Наживка: Щука Наживка на щуку Наживка: Иглобрюх Наживка на иглобрюха Наживка: Радиоактивный карп Наживка на Радиоактивного карпа Наживка: Радужная форель Наживка на радужную форель Наживка: Барабулька Наживка на барабульку Наживка: Берикс Наживка на берикса Наживка: Лосось Наживка на лосося Наживка: Песковник Наживка на песковника Наживка: Сардина Наживка на сардину Наживка: Скорпионовый карп Наживка на скорпионового карпа Наживка: Морской огурец Наживка на морского огурца Наживка: Шэд Наживка на шэда Наживка: Креветка Приманка для креветок Наживка: Слаймджек Наживка на слаймджека Наживка: Малоротый окунь Наживка на малоротого окуня Наживка: Улитка Приманка для улиток Наживка: Малек Багрянника Наживка на Малька Багрянника Наживка: Жуть-рыба Наживка на жуть-рыбу Наживка: Кальмар Наживка на кальмара Наживка: Скат Наживка на ската Наживка: Рыба-камень Наживка на рыбу-камень Наживка: Осетр Наживка на осетра Наживка: Солнечник Наживка на солнечника Наживка: Чудо-огурец Наживка на чудо-огурца Наживка: Тигровая форель Наживка на тигровую форель Наживка: Тиляпия Наживка на тиляпию Наживка: Тунец Наживка на тунца Наживка: Лосось пустоты Наживка на лосося пустоты Наживка: Желтый судак Наживка на желтого судака Наживка: Лесоплюх Наживка на лесоплюха Tree Fertilizer Древесное удобрение Удобрение для деревьев Wine (flavored) Вино из морошки Малиновое вино
Furniture
- Hungarian
item old name new name Artist Bookcase Művészi könyvespolc Művészi könyvszekrény Birch Double Bed Birs dupla ágy Nyírfa dupla ágy Birch Lamp End Table Nyírfa lámpás éjjeliszekrény Nyírfa éjjeliszekrény lámpával China Cabinet Kínai vitrin Porcelános vitrin Coffee Table Kávésasztal Kávézó asztal Dark Bookcase Sötét könyvespolc Sötét könyvszekrény Gray Joja Bookcase Szürke Joja könyvespolc Szürke Joja könyvszekrény Gray Joja Coffee Table Szürke Joja kávésasztal Szürke Joja kávézó asztal Joja Bookcase Joja könyvespolc Joja könyvszekrény Joja Coffee Table Joja kávésasztal Joja kávézó asztal Junimo Bookcase Junimo könyvespolc Junimo könyvszekrény Large Wizard Bookcase Nagy varázsló könyvespolc Nagy varázsló könyvszekrény Luxury Bookcase Luxus könyvespolc Luxus könyvszekrény Mahogany Lamp End Table Mahagóni lámpás éjjeliszekrény Mahagóni éjjeliszekrény lámpával Modern Bookcase Modern könyvespolc Modern könyvszekrény Oak Lamp End Table Tölgyfa lámpás éjjeliszekrény Tölgyfa éjjeliszekrény lámpával Retro Bookcase Retro könyvespolc Retro könyvszekrény Short Bookcase Kicsi könyvespolc Kicsi könyvszekrény Short Wizard Bookcase Alacsony varázsló könyvespolc Alacsony varázsló könyvszekrény Small Wizard Bookcase Kicsi varázsló könyvespolc Kicsi varázsló könyvszekrény Spirits Table Italosasztal Italos asztal Walnut Lamp End Table Diófa lámpás éjjeliszekrény Diófa éjjeliszekrény lámpával Wizard Bookcase Varázsló könyvespolc Varázsló könyvszekrény
- Russian
item old name new name Corn Plant Кукуруза Драцена Pierre's Sign Знак Пьера Вывеска Пьера
Hats
- French
item old name new name Good Ol' Cap Veille casquette Vieille casquette
- Russian
item old name new name Blobfish Mask Маска рыбы-пузыря Маска рыбы-капли Bluebird Mask Маска сиалии Маска синей птицы Cowgal Hat Шляпа девушки-ковбоя Женская ковбойская шляпа Deluxe Pirate Hat Элитная пиратская шляпа Роскошная пиратская шляпа Dinosaur Hat Шляпа-динозавр Шапка динозавра Official Cap Кепка от униформы Фуражка Panda Hat Шляпка Панды Шапка панды Party Hat Шляпа тусовщика Праздничный колпак Santa Hat Шляпа Санты Шапка Санты Star Helmet Звездный шлем Шапка со звездами Sunglasses Солнечные очки Солнцезащитные очки Tiger Hat Тигриная шляпа Тигриная шапка
Pants
- Russian
item old name new name Dinosaur Pants Динозавровы штаны Динозавровые штаны
Shirts
- Hungarian
item old name new name Goodnight Shirt Jóéjt póló Jó éjt póló
- Russian
item old name new name 80's Shirt (female) Майка их 80-х (Ж) Майка из 80-х (Ж) 80's Shirt (male) Майка их 80-х (М) Майка из 80-х (М)
Tools
- Hungarian
item old name new name Advanced Iridium Rod Fejlett irídium horgászbot Profi irídium horgászbot Milk Pail Tejesvödör Tejes vödör
Weapons
- Hungarian
item old name new name Iridium Needle Irídium tű Irídiumtű Iridium Scythe Irídium kasza Irídiumkasza
- Russian
item old name new name Abby's Planchette Дощечка Эбби Спиритическая планшетка Эбби Dark Sword Темный Меч Темный клинок Dragontooth Club Драконозубья дубинка Дубина из драконьего зуба Dragontooth Cutlass Драконозубья сабля Сабля из драконьего зуба Dragontooth Shiv Драконозубья заточка Заточка из драконьего зуба Dwarf Dagger Кинжал Дварфов Дварфийский кинжал Dwarf Hammer Молот Дварфов Дварфийский молот Dwarf Sword Меч Дварфов Дварфийский меч Insect Head Жучья Голова Жучиная голова Leah's Whittler Точилка Леи Резец Леи Seb's Lost Mace Потерянная палица Себа Потерянная булава Себа Wind Spire Башня Ветров Пика ветров
Monsters
- Hungarian
monster old name new name Truffle Crab Kőrák Szarvasgombarák
XNB impact
Overview
This section provides a summary of the XNB files which changed in Stardew Valley 1.6.16. This doesn't include new files (since they won't impact existing mods), text changes in non-English files, or the switch from \ to / in asset names (since that's backwards compatible).
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 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 1.6.16 (e.g. typo fixes).
- "✓ mostly unaffected": mods will only be affected if they edit specific entries or fields.
- Blank: no expected impact for the vast majority of mods.
| content asset | changes in 1.6.16 | compatibility for pre-1.6.16 mods | |
|---|---|---|---|
| XNB mods | Content Patcher packs | ||
| Characters/Dialogue/Abigail Characters/Dialogue/Alex Characters/Dialogue/Clint samp>Characters/Dialogue/Demetrius Characters/Dialogue/Emily Characters/Dialogue/Elliott Characters/Dialogue/Evelyn Characters/Dialogue/Haley Characters/Dialogue/Harvey Characters/Dialogue/Kent Characters/Dialogue/Leah |
Removed or moved event dialogues. | ||
| Characters/Dialogue/LeoMainland | Added missing AcceptGift_(TR)ParrotEgg dialogue key (copied from Characters/Dialogue/Leo). | ✘ will remove changes | |
| Characters/Dialogue/Lewis |
|
✘ will remove changes | |
| Characters/Dialogue/Marnie | Fixed a capitalization typo. | ✘ will remove changes | |
| Characters/Dialogue/MarriageDialogue | Removed some redundant dialogues. | ✘ will remove changes | |
| Characters/Dialogue/Maru Characters/Dialogue/Pam Characters/Dialogue/Penny Characters/Dialogue/Pierre Characters/Dialogue/Robin |
Removed or moved event dialogues. | ||
| Characters/Dialogue/Sam | Merged, removed, or moved event dialogue keys. | ✘ broken | ✓ mostly unaffected |
| Characters/Dialogue/Sebastian Characters/Dialogue/Shane |
Removed or moved event dialogues. | ||
| Data/Achievements | Overhauled data format. | ✘ broken | ✘ broken |
| Data/Buildings |
|
✘ broken | |
| Data/Characters |
|
✘ broken | |
| Data/CookingRecipes | Changed some recipe keys. | ✘ broken | ✓ mostly unaffected |
| Data/Events/* Data/Events/Festivals/* |
Major changes including multilingual events, event labels, event key changes, replacing dialogue commands with event commands, etc. | ✘ broken | ✓ mostly unaffected |
| Data/Events/AnimalShop Data/Events/ArchaeologyHouse |
Replaced removeQuest commands with completeQuest. | ✘ broken | ✓ mostly unaffected |
| Data/Events/Beach |
|
✘ broken | ✓ mostly unaffected |
| Data/Events/Farm Data/Events/FarmHouse |
Replaced awardFestivalPrize commands with addItem. | ✘ will remove changes | ✓ mostly unaffected |
| Data/Events/Forest |
|
✘ will remove changes | ✓ mostly unaffected |
| Data/Events/HaleyHouse Data/Events/Hospital |
Fixed event commands with invalid arguments. | ✘ will remove changes | ✓ mostly unaffected |
| Data/Events/IslandHut | Quoted "???" names for consistency. | ||
| Data/Events/IslandSouth |
|
✘ broken | ✓ mostly unaffected |
| Data/Events/JoshHouse |
|
✘ broken | ✓ mostly unaffected |
| Data/Events/Mine | Replaced awardFestivalPrize commands with addItem. | ✘ will remove changes | ✓ mostly unaffected |
| Data/Events/Mountain |
|
✘ will remove changes | ✓ mostly unaffected |
| Data/Events/Saloon | Fixed event commands with invalid arguments. | ✘ will remove changes | ✓ mostly unaffected |
| Data/Events/SamHouse |
|
✘ broken | ✓ mostly unaffected |
| Data/Events/Town |
|
✘ broken | ✓ mostly unaffected |
| Data/Events/Woods | Replaced removeQuest commands with completeQuest. | ✘ broken | ✓ mostly unaffected |
| Data/ExtraDialogue |
|
✘ broken | ✓ mostly unaffected |
| Data/FarmAnimals | Removed UseFlippedRightForLeft for dinosaur. | ✘ broken | ✓ mostly unaffected |
| Data/FishPondData | Added new item spawn fields. | ✘ broken | |
| Data/FruitTrees |
|
✘ broken | |
| Data/Furniture |
|
✘ broken | ✓ mostly unaffected |
| Data/GarbageCans Data/GiantCrops |
Added new item spawn fields. | ✘ broken | |
| Data/HomeRenovations | Added new Id fields. | ✘ broken | |
| Data/LocationContexts | Fixed non-deterministic weather conditions. | ✘ will remove fixes | ✓ mostly unaffected |
| Data/Locations |
|
✘ broken | ✓ mostly unaffected |
| Data/LostItemsShop | Added new field. | ✘ broken | |
| Data/Machines | Added new item spawn fields and new Id fields. | ✘ broken | |
| Data/Movies | Added new item spawn fields. | ✘ broken | |
| Data/MuseumRewards | Added new Id fields. | ✘ broken | |
| Data/Objects |
|
✘ broken | ✓ mostly unaffected |
| Data/PassiveFestivals |
|
✘ broken | ✓ mostly unaffected |
| Data/Pets | Added new item spawn fields and new Id fields. | ✘ broken | |
| Data/Quests | Removed unused quests 10 ("Copper Ore") and 131 ("Willy's Challenge"). | ||
| Data/Shops |
|
✘ will remove fixes | ✓ mostly unaffected |
| Data/SpecialOrders | Added new fields and new Id fields. | ✘ broken | |
| Data/Tools |
|
✘ broken | |
| Data/Weapons |
|
✘ broken | ✓ mostly unaffected |
| Data/WildTrees |
|
✘ broken | |
| Data/Weddings |
|
✘ will remove changes | ✓ mostly unaffected |
| Strings/1_6_Strings |
|
✘ will remove changes | ✓ mostly unaffected |
| Strings/Events |
|
✘ broken | |
| Strings/Locations |
|
✘ broken | ✓ mostly unaffected |
| Strings/MovieReactions | Removed unused translations. | ||
| Strings/StringsFromCSFiles | |||
| Strings/Tools | Removed unused translations. | ||
| Strings/UI | Merged male/female variants of translation keys. | ✘ broken | ✓ mostly unaffected |
Removed unused assets
Stardew Valley 1.6.16 deletes assets which weren't used by the game. Mods usually aren't affected by this.
- Maps/Bus(people)
- Maps/busPeople
- Maps/Island_Secret
Removed or moved translation keys
These translation keys were moved or removed in 1.6.16. (For changes to the content, see changed assets above.)
| asset | key | changes |
|---|---|---|
| Characters/Dialogue/Abigail | Event_Tragic_1 Event_Tragic_2 Event_Tragic_3 Event_VideoGame_No Event_VideoGame_Yes |
Removed (unused). |
| Event_Cave_1 Event_Cave_2 Event_Cave2_1 Event_Cave2_2 Event_Cave_3 Event_Grave1 Event_Grave2 Event_Grave3 Event_Grave4 Event_Rain_1 Event_Rain_2 Event_Rain_3 |
Moved into Strings/Events and renamed. | |
| Characters/Dialogue/Alex | Event_beach1 Event_beach2 Event_parents1 Event_parents2 Event_parents3 |
Removed (unused). |
| Event_books1 Event_books2 Event_books3 event_box1 event_box2 event_box3 event_box4 |
Moved into Strings/Events and renamed. | |
| Characters/Dialogue/Clint | event_advice1 event_advice2 |
Moved into Strings/Events and renamed. |
| Characters/Dialogue/Demetrius | Event_Lab_Rat Event_Lab_Silence Event_tomato1 Event_tomato2 |
Moved into Strings/Events and renamed. |
| Characters/Dialogue/Elliott | event_boat1 event_boat2 event_idea1 event_idea2 event_idea3 event_toast1 event_toast2 event_toast3 event_toast4 |
Moved into Strings/Events and renamed. |
| Characters/Dialogue/Emily | event_dance3 | Removed (unused). |
| event_dance1 event_dance2 |
Moved into Strings/Events and renamed. | |
| Characters/Dialogue/Evelyn | Event_cookies1 Event_cookies2 |
Moved into Strings/Events and renamed. |
| Characters/Dialogue/Haley | Event_darkroom4 Event_darkroom5 Event_darkroom6 Event_room1 Event_room2 Event_room3 |
Removed (unused). |
| Event_beach1 Event_beach2 Event_clean1 Event_clean2 Event_clean3 Event_darkroom1 Event_darkroom2 Event_darkroom3 Event_jar1 Event_jar2 |
Moved into Strings/Events and renamed. | |
| Characters/Dialogue/Harvey | event_grave1 event_grave2 |
Removed (unused). |
| event_aerobics1 event_aerobics2 event_george1 event_george2 event_heart1 event_heart2 event_heart3 |
Moved into Strings/Events and renamed. | |
| Characters/Dialogue/Kent | event_popcorn1 event_popcorn2 event_popcorn3 |
Moved into Strings/Events and renamed. |
| Characters/Dialogue/Leah | event_parents1 event_parents2 event_parents3 event_parents4 event_parents5 event_sculpt1 event_sculpt2 event_sculpt3 |
Moved into Strings/Events and renamed. |
| Characters/Dialogue/Lewis | event_secret1 event_secret2 |
Moved into Strings/Events and renamed. |
| Characters/Dialogue/MarriageDialogue | Indoor_Day_Abigail Indoor_Day_Krobus Rainy_Day_Abigail Rainy_Day_Krobus |
Removed (unused duplicates of keys in Characters/Dialogue/MarriageDialogue<npc>).
|
| Characters/Dialogue/Maru | Event_Cut1 Event_Cut2 Event_Hospital_1 Event_Hospital_2 Event_Hospital_3 event_robot1 event_robot2 event_robot3 event_robot4 event_robot_explain1 event_robot_explain2 event_robot_explain3 Event_Space1 Event_Space2 |
Moved into Strings/Events and renamed. |
| Characters/Dialogue/Pam | event_credit1 event_credit2 |
Moved into Strings/Events and renamed. |
| Characters/Dialogue/Penny | event_family1 event_family2 event_family3 |
Removed (unused). |
| event_cook1 event_cook2 event_cook3 event_mail1 event_mail2 event_mail3 event_old1 event_old2 event_old3 event_old4 event_pool1 event_pool2 event_pool3 event_pool4 event_pool5 event_speaker_kids1 event_speaker_kids2 event_speaker_kids3 event_speaker_kids4 event_speaker_kids5 event_speaker_kids6 event_speaker_no event_speaker_yes |
Moved into Strings/Events and renamed. | |
| Characters/Dialogue/Pierre | Event_naga1 Event_naga2 |
Moved into Strings/Events and renamed. |
| Characters/Dialogue/Robin | event_wood1 event_wood2 |
Moved into Strings/Events and renamed. |
| Characters/Dialogue/Sam | event_room1 event_room2 Thu_3 |
Removed (unused). |
| Event_band1 Event_band2 Event_band3 |
Merged into single translation, moved into Strings/Events, and renamed. | |
| event_snack1 event_snack2 event_snack3 |
Moved into Strings/Events and renamed. | |
| Characters/Dialogue/Sebastian | Event_cave1 Event_cave2 Event_cave3 Event_game1 Event_game2 fall_Fri_bad fall_Fri_good |
Removed (unused). |
| event_city1 event_city2 event_city3 event_city4 event_garage1 event_garage2 event_garage3 |
Moved into Strings/Events and renamed. | |
| Characters/Dialogue/Shane | event_noLoan1 event_noLoan2 event_noLoan3 event_room1 event_room2 |
Removed (unused). |
| event_apologize1 event_apologize2 event_apologize3 event_stadium1 event_stadium2 |
Moved into Strings/Events and renamed. | |
| Data/ExtraDialogue | SkullCavern_100_event SkullCavern_100_event_honorable |
Removed; replaced by the de-hardcoded Data/Events/SkullCave:SkullCavern100 event. |
| Spouse_MonstersInHouse | Removed; replaced by Characters/Dialogue/Default:Spouse_MonstersInHouse. | |
| SummitEvent_closingmessage2 SummitEvent_closingmessage3 SummitEvent_closingmessage4 SummitEvent_closingmessage5 SummitEvent_closingmessage SummitEvent_Dialogue1_Lewis SummitEvent_Dialogue1_Morris SummitEvent_Dialogue1_Spouse SummitEvent_Dialogue1B_Spouse SummitEvent_Dialogue2_Lewis SummitEvent_Dialogue2_Morris SummitEvent_Dialogue2_Spouse SummitEvent_Dialogue3_Abigail SummitEvent_Dialogue3_Alex SummitEvent_Dialogue3_Elliott SummitEvent_Dialogue3_Emily SummitEvent_Dialogue3_Haley SummitEvent_Dialogue3_Harvey SummitEvent_Dialogue3_Leah SummitEvent_Dialogue3_Maru SummitEvent_Dialogue3_Penny SummitEvent_Dialogue3_Sam SummitEvent_Dialogue3_Sebastian SummitEvent_Dialogue3_Shane SummitEvent_Intro2_Spouse SummitEvent_Intro2_Spouse_Gruff SummitEvent_Intro_Lewis SummitEvent_Intro_Morris SummitEvent_Intro_Spouse SummitEvent_Outro_Lewis SummitEvent_Outro_Morris |
Moved into Strings/Events and renamed. | |
| Strings/1_6_Strings | ForestPylonEvent | Removed; replaced by the de-hardcoded Data/Events/WizardHouseBasement:ForestPylon event. |
| Strings/Locations | FieldOfficeFinale | Removed; replaced by the de-hardcoded Data/Events/IslandFieldOffice:FieldOfficeDone event. |
| Gourmand_Request_0_Success Gourmand_Request_1_Success Gourmand_Request_2_Success |
Moved into Strings/Events and renamed. | |
| IslandFieldOffice_Intro_Event | Removed; replaced by the de-hardcoded Data/Events/IslandFieldOffice:FieldOfficeIntro event. | |
| IslandHut_Event_ParrotBoyIntro | Removed; replaced by the de-hardcoded Data/Events/IslandHut:LeoIntro event. | |
| IslandNorth_Event_SafariManAppear | Removed; replaced by the de-hardcoded Data/Events/IslandNorth:ProfSnailIntro event. | |
| IslandSecret_Event_BirdieFinished alreadyGotNuts |
Removed; replaced by the de-hardcoded Data/Events/IslandWest:-666777 event. | |
| IslandSecret_Event_BirdieIntro | Removed; replaced by the de-hardcoded Data/Events/IslandWest:-888999 event. | |
| Strings/MovieReactions | Penny_seen_dislike_BeforeMovie Penny_seen_like_BeforeMovie Penny_seen_love_BeforeMovie |
Removed (unused). |
| Strings/StringsFromCSFiles | DiaryEvent.cs.6658 DiaryEvent.cs.6660 DiaryEvent.cs.6664 DiaryEvent.cs.6667 DiaryEvent.cs.6669 DiaryEvent.cs.6670 Event.cs.1257 Event.cs.1258 Event.cs.1259 Event.cs.1260 QuestionEvent.cs.6692 Raft.cs.14204 Raft.cs.14205 |
Removed (unused). |
| Event.cs.1736 Event.cs.1738 |
Removed; replaced by Characters/Dialogue/Default:AskedToDance_*. | |
| NPC.cs.3985 | Removed; moved to Characters/Dialogue/Default:SpouseGiftJealous. | |
| NPC.cs.3990 | Removed; moved to Characters/Dialogue/Krobus:FirstMeeting. | |
| NPC.cs.4001 | Removed; moved to Characters/Dialogue/Default:SpouseStardrop. | |
| NPC.cs.4507 NPC.cs.4508 NPC.cs.4509 NPC.cs.4510 NPC.cs.4511 NPC.cs.4512 NPC.cs.4513 NPC.cs.4514 NPC.cs.4515 NPC.cs.4516 NPC.cs.4517 NPC.cs.4518 NPC.cs.4519 NPC.cs.4522 NPC.cs.4523 |
Removed; replaced by Characters/Dialogue/Default:TermsOfEndearment_*. | |
| Strings/Tools | Lantern_Description Lantern_Name |
Removed (unused). |
| Strings/UI | PondQuery_StatusRequestPending_Rude0_Female PondQuery_StatusRequestPending_Rude0_Male PondQuery_StatusRequestPending_Rude1_Female PondQuery_StatusRequestPending_Rude1_Male PondQuery_StatusRequestPending_Rude2_Female PondQuery_StatusRequestPending_Rude2_Male |
Merged into new keys without gender suffix (e.g. PondQuery_StatusRequestPending_Rude0). |