Jump to content

Modding:Migrate to Stardew Valley 1.7: Difference between revisions

From Stardew Valley Wiki
imported>Spacechase0
imported>Margotbean
rm underscores from links
Line 896: Line 896:
| The item for this ingredient. This can be either a qualified item ID, or a context tag.
| The item for this ingredient. This can be either a qualified item ID, or a context tag.


If a context tag is specified, it needs to have a corresponding entry in <samp>[[#Context_tag_changes|Data/ContextTags]]</samp>.
If a context tag is specified, it needs to have a corresponding entry in <samp>[[#Context tag changes|Data/ContextTags]]</samp>.
|-
|-
| <samp>Quantity</samp>
| <samp>Quantity</samp>
Line 909: Line 909:
|-
|-
| <samp>Result</samp>
| <samp>Result</samp>
| The possible results for this recipe. This is a list of [[Modding:Item_queries#Item_spawn_fields|conditional item spawn fields]].
| The possible results for this recipe. This is a list of [[Modding:Item queries#Item spawn fields|conditional item spawn fields]].


If there are multiple resulting possibilities at once, the one chosen for display in menus uses the following precedence:
If there are multiple resulting possibilities at once, the one chosen for display in menus uses the following precedence:

Revision as of 21:50, 23 June 2026

←Index

This page is for mod authors. Players: see the mod compatibility list instead.

⚠ Stardew Valley 1.7 was announced, but has no planned release date.
There's no estimate for when the update will be released, so don't plan mod updates around the 1.7 release. Things will change before it's released!

This page helps mod authors prepare their mods for the upcoming Stardew Valley 1.7, and documents some of the changes and new functionality.

FAQs

SMAPI mod compatibility over time.

What's changing?

Stardew Valley 1.7 makes significant changes to many data assets to enable new game features and mod extensibility. 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 1.7.

For C# mods:
  1. Update for Stardew Valley 1.6.16 if you haven't already.
  2. Rebuild the solution.
  3. Fix any build errors and review any build warnings. You can search this page and previous migration guides for relevant info as needed.
  4. 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.)
  5. Test to make sure the mod works.
  6. Skim through this page, and check any section that might be relevant to the mod.
For Content Patcher packs:
  1. Update for Stardew Valley 1.6.16 if you haven't already.
  2. 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

Data/Boots

This has been overhauled into a data model asset, with translations moved into a new Strings/Boots asset. This also includes new fields like ContextTags and CustomFields which weren't available in the old format.

The data asset now consists of a string → model lookup, where...

field effect
basic info
Name The internal item name (not shown in-game).
DisplayName
Description
A tokenizable string for the item's in-game display name and description.
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.
equipment effects
AddDefense
AddImmunity
(Optional) A bonus applied to the player's defense or immunity stats when the boots are equipped. Default 0.
appearance
Texture The asset name for the texture containing the boots sprite. Defaults to Maps/springobjects if omitted, but should always be specified for custom boots.
SpriteIndex (Optional) The sprite's index within the Texture, where 0 is the top-left sprite. Default 0.
ColorTexture (Optional) The asset name for the texture containing the boots color sprite. Defaults to Characters/Farmer/shoeColors if omitted.
ColorSpriteIndex (Optional) The color sprite's index within the ColorTexture, where 0 is the top-left sprite. Default 0.
advanced
CustomFields (Optional) The custom fields for this entry.

For example, here's how to add new boots in 1.7:

{
    "Format": "2.8.0",
    "Changes": [
        // add data
        {
            "Action": "EditData",
            "Target": "Data/Boots",
            "Entries": {
                "{{ModId}}_FancyBoots": {
                    "Name": "{{ModId}}_FancyBoots",
                    "DisplayName": "{{i18n: fancy-boots.name}}",
                    "Description": "{{i18n: fancy-boots.description}}",
                    "Texture": "Mods/{{ModId}}/Boots",
                    "SpriteIndex": 0,
                    "ColorSpriteIndex": 1
                }
            }
        },

        // add texture
        {
            "Action": "Load",
            "Target": "Mods/{{ModId}}/Boots",
            "FromFile": "assets/boots.png"
        }
    ]
}

Data/Buffs

Added one new field to buff attributes, contained in the Effects field:

field effect
CustomFields (Optional) The custom fields for this entry.

Data/Characters

The following fields have been added:

field effect
FlowerDanceBehavior (Optional) A list of behaviors to consider for use during the Flower Festival. If no matching ones are found, the default behavior for that NPC's gender is used.

Each entry in this list has the following fields:

field effect
Id An ID for this entry within the dance behavior list. This only needs to be unique within the current list.
Condition A game state query which indicates whether this entry is a valid choice. Default true.
Sprite The sprite to use for the dance, as would be passed in to the changeSprite event command. Default null.
FirstDanceFrame The first frame of the relevant spritesheet to use for the dance animation.

The animation frames after this index must still follow the standard structure.

Precedence The order in which this behavior should be checked, where 0 is the default value used by most behaviors.

Data/Furniture

This has been overhauled into a data model asset. The overhaul also adds support for previously-hardcoded features like custom item descriptions (via Description), custom TVs (via the new Television furniture type and TelevisionScreen* fields), and custom fields.

The data asset now consists of a string → model lookup, where...

field effect
basic info
Name The internal item name (not shown in-game).
DisplayName A tokenizable string for the item's in-game display name.
Description (Optional) A tokenizable string for the item's in-game description. Defaults to a generic description based on the other fields like CanPlaceIndoors and CanPlaceOutdoors.
Type (Optional) The furniture type, which affects various furniture functionality and default values (e.g. default bounding box size). Defaults to Other.

See table of valid types.

Price (Optional) The price for this furniture when purchased from a shop. Default 0.
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.
behavior
CanPlaceIndoors
CanPlaceOutdoors
(Optional) Whether the player can place this furniture indoors and/or outdoors. Defaults to generic behavior based on the Type field (e.g. TVs can't be placed outdoors by default).
ExcludeFromRandomSale (Optional) Whether to prevent this furniture from being shown in randomly generated shop stock or furniture catalogues. Default false.
appearance
Texture The asset name for the texture containing the furniture sprite. Defaults to TileSheets/furniture if omitted, but should always be specified for custom furniture.
SpriteIndex (Optional) The sprite's index within the Texture, where 0 is the top-left sprite. Default 0.
Rotations (Optional) The number of rotations possible (1, 2, or 4). Default 1.
SpriteSize (Optional) The sprite's size in the Texture, measured in tiles. Defaults to a generic size depending on the Type field.
BoundingBoxSize (Optional) The collision box size when the furniture is placed in-game, measured in tiles. Defaults to a generic size depending on the Type field.

The bounding box is anchored to the bottom-left corner of the SpriteSize. Width will push the right side of the box to the right, height will push the top of the box upwards.

type-specific options
BedType (Optional) When the Type field is set to Bed, the bed type which affects who can sleep in it. Default Single.

Valid values:

bed type effect
Single A single-sized bed with room for one player or NPC.
Double A double-sized bed with room for two players or NPCs.
Child A single bed for a child NPC.
TelevisionScreenOffset (Optional) When the Type field is set to Television, the X and Y pixel offset relative to the TV's bounding box to apply when drawing the screen image onto the TV. Default none.
TelevisionScreenScale (Optional) When the Type field is set to Television, the zoom multiplier to apply to the screen image so it fits onto the TV's screen.
advanced
CustomFields (Optional) The custom fields for this entry.

Data/Hats

This has been overhauled into a data model asset, with translations moved into a new Strings/Hats asset. This also includes new fields like ContextTags and CustomFields which weren't available in the old format.

The data asset now consists of a string → model lookup, where...

field effect
basic info
Name The internal item name (not shown in-game).
DisplayName
Description
A tokenizable string for the item's in-game display name and description.
HairStyle (Optional) What to do about the player's hair when they wear this hat. Default DrawObscuredHair.

The possible values are:

  • DrawFullHair: the hair is drawn like usual (e.g. for hats that don't hide the hair like Abigail's bow).
  • DrawObscuredHair: the hair is partly obscured under the hat (e.g. for most hats like the cowboy hat).
  • HideHair: the hair is fully hidden (e.g. for hats which fully cover the head like the mummy mask).
SkipHairOffset (Optional) Whether to skip offsetting the hat to sit 'on top' of the player's current hairstyle (e.g. for masks). Default false.
Texture The asset name for the texture containing the hat sprite. Defaults to Characters/Farmer/hats if omitted, but should always be specified for custom hats.
SpriteIndex (Optional) The sprite's index within the Texture, where 0 is the top-left sprite. Default 0.
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.
CustomFields (Optional) The custom fields for this entry.

For example, here's how to add a new hat in 1.7:

{
    "Format": "2.8.0",
    "Changes": [
        // add data
        {
            "Action": "EditData",
            "Target": "Data/Hats",
            "Entries": {
                "{{ModId}}_FancyHat": {
                    "Name": "{{ModId}}_FancyHat",
                    "DisplayName": "{{i18n: fancy-hat.name}}",
                    "Description": "{{i18n: fancy-hat.description}}",
                    "HairStyle": "DrawObscuredHair",
                    "Texture": "Mods/{{ModId}}/Hats",
                    "SpriteIndex": 0
                }
            }
        },

        // add texture
        {
            "Action": "Load",
            "Target": "Mods/{{ModId}}/Hats",
            "FromFile": "assets/hats.png"
        }
    ]
}

Data/Monsters

Monster data has been completely rethought in Stardew Valley 1.7. In particular...

  • For monster data in general:
    • Data/Monsters has been been overhauled into a data model asset, with translations moved into a new Strings/Monsters asset. This includes significant new features which weren't supported with the old format.
    • A new 'monster variant' concept lets multiple specific monsters share common data (e.g. Green Slime and Tiger Slime are variants of the new base Slime monster). This is particularly used for common drops.
    • A new 'monster tag' system lets monster define custom tags like slime_is_prismatic, which can be used to filter monster drops.
  • For monster drops:
    • A rethought monster drop system supports the full range of vanilla features like conditions, item queries, qualified item IDs for non-object drops, and monster-specific concepts like repeating drop chance and mutually-exclusive drops.
    • All drops are now qualified item IDs. The former 'resource IDs' (formatted as negative numbers like -4) are no longer supported; items are converted into their equivalent resource debris automatically where needed.
    • Nearly all monster drops are now defined in Data/Monsters (with just a few hardcoded drops common to all monsters left).

The data asset now consists of a string → model lookup, where...

  • The key is the unique string ID.
  • The value is a model with the fields listed below.
field effect
basic info
DisplayName A tokenizable string for the monster's display name.
IsGlider (Optional) Whether the monster is flying (e.g. so they glide over obstacles). Default false.
IsMineMonster (Optional) Whether this monster spawns in the mines, and should be buffed after the player reaches the bottom. This sometimes applies to monsters that can appear elsewhere too (e.g. wilderness golems on the farm receive mine buffs too). Default false.
ExperiencePoints (Optional) The combat experience points received for defeating the monster. Default 1.
stats
Health (Optional) The initial hit points. Default 20.
Attack (Optional) The attack power (i.e. how much damage its hits inflict on players). Default 5.
Defense (Optional) The defense which reduces damage received by this monster. Default 0.
DodgeChance (Optional) The percentage chance that the monster dodges an attack, as a value between 0 (never) and 1 (always). Default 0.
Speed (Optional) The default movement speed. Default 1.
Jitteriness (Optional) How often the monster will move in random non-player directions to try to get around objects, as a value between 0 (never) and 1 (always). Default 0.1.
DetectionDistance (Optional) The distance at which the monster detects a player and begins moving towards them, or -1 for unlimited. Default 4.
drops
Drops (Optional) The items which can drop when the monster is defeated. Default none.

All matching entries are dropped. If the player has a burglar's ring equipped, each entry will make two attempts to drop (but fields like RepeatingChance and SkipIfDropped are independent between the two attempts).

This consists of a list of models with these fields:

field effect
common fields See item spawn fields for the generic item fields supported for monster drops.

Notes:

  • If a drop has an item query which returns multiple item stacks, one of them will be selected at random.
  • The Condition field can optionally contain the %RANDOM_KEY token, which is set to a unique identifier for this monster during the current tick.
ForTags (Optional) The monster tags for which this drop applies. This can be a context tag-like query string like !variant_frost_bat, !variant_lava_bat (not frost bat or lava bat). Default none, meaning it applies to all monsters with this data.
Chance (Optional) A probability that this item will be found, as a value between 0 (never) and 1 (always). Default 1.
RepeatingChance (Optional) A compounding probability of an extra drop, as a value between 0 (never) and .95 (nearly always). Default 0.

This applies after an item has been dropped based on the other fields. This chance is repeatedly checked to produce an extra drop until it fails. Each repeat drop will ignore the Chance and Condition fields, but reapply all other item spawn fields (e.g. re-selecting RandomItemId if applicable).

RepeatingChanceKey (Optional) When checking the RepeatingChance field, use this to seed a predictable RNG. This can be used to synchronize separate drops. Default none.

This can optionally contain the %RANDOM_KEY token, which is set to a unique identifier for this monster during the current tick.

ExplodeStack (Optional) Whether to split multi-item stacks into single-item stacks. Default false.

For example, let's say a monster would drop a stack of 15 wood. With this option enabled, it would instead drop 15 stacks of one wood each.

SkipIfDropped (Optional) Skip the current entry if one of these drop IDs have already been dropped. Default none.

This is specified as an array. For example:

"SkipIfDropped": [ "ExampleDropId", "AnotherDropId" ]
tags
ContextTags (Optional) The context tags to add for this monster, in addition to those added automatically based on the other fields. Default none.
variants
DefaultVariant (Optional) When the game creates a monster of this type without specifying a variant, use the given variant instead of creating it from only the base data. Default false.
Variants (Optional) The possible variations of this monster. Default none.

Each variant is simply a set of fields which override the base data when set. For example, this creates a variant which only differs from the base monster by name and health points:

"Variants": [
    {
        "DisplayName": "{{i18n: variant-name}}",
        "Health": 50
    }

This consists of a list of models with these fields:

field effect
monster fields All monster fields (except DefaultVariant and Variants) can be set on the variant. All fields are optional, and default to the value set in the monster's base data.
InheritDrops (Optional) Whether to inherit drops defined in the monster's base Drops field. Default true.

Specifically:

  • If true, the variant will combine the base Drops and variant Drops into one list.
  • If false, only drops in the variant Drops field are applied.
advanced
CustomFields (Optional) The custom fields for this entry.

For example, this Content Patcher code adds a new 'Pufferchick' monster which drops pufferfish when defeated. The monster's spritesheet is automatically loaded from Monsters/<ID>.

Note: this only adds the monster data. Currently this does nothing unless you have another mod which spawns instances of the monster in-game.

{
    "Format": "2.8.0",
    "Changes": [
        // add data
        {
            "Action": "EditData",
            "Target": "Data/Monsters",
            "Entries": {
                "{{ModId}}_Pufferchick": {
                    "DisplayName": "{{i18n: pufferchick.name}}",
                    "ExperiencePoints": 3,

                    "Health": 30,
                    "Attack": 2,
                    "Defense": 5,
                    "DodgeChance": 0.3,
                    "Speed": 2,
                    "DetectionDistance": 2,

                    "Drops": [
                        {
                            "Id": "Pufferfish",
                            "ItemId": "(O)128",
                            "Chance": 0.5,
                            "RepeatingChance": 0.1
                        }
                    ]
                }
            }
        },

        // add texture
        {
            "Action": "Load",
            "Target": "Monsters/{{ModId}}_Pufferchick",
            "FromFile": "assets/pufferchick.png"
        }
    ]
}

Schedule data

Schedules have been changed into data models. Previously under Characters/schedules, now under Characters/ScheduleData.

This is a work in progress and very incomplete at the moment:

  • This is currently just a glorified version of the system from before.
  • The key of the dictionary still determines both precedence and conditions. This will change.
  • The commands are currently just strings, just like before. This will change.
  • Instead of the 0 schedule hack, a proper field will be made at the root of the schedule data entry.
field effect
Commands A list of string commands for the schedule, following the normal format but without being `/`-delimited.
CustomFields Custom fields for mods to use.

Data/Objects

Added new fields:

field effect
Buffs This field already existed, but has a field change:
field effect
CustomAttributes This field already existed, but has one new field:
field effect
CustomFields (Optional) The custom fields for this entry.
UseCondition A game state query for determining if the object is usable on right click. If not specified, equivalent to "TRUE".
UseConditionFailedMessage A tokenizable string for what message to show when UseCondition is not met. If an empty string, no message will be shown. If not specified, equivalent to "[LocalizedText Strings/UI:CantUseHere]".
UseActions A list of actions to run upon using the item. These trigger actions will have an input argument called StackSize, which will be the size of the stack obtained if triggered via ConsumeOnObtain, or 1 otherwise. (For more information on trigger action input arguments, see the relevant section on this page.)
ConsumeOnUse true if the item should be consumed on use, false otherwise. Default true.
ObtainActions A list of actions to run upon obtaining the item. These trigger actions will have an input argument called StackSize, which will be the size of the stack obtained. (For more information on trigger action input arguments, see the relevant section on this page.)
ConsumeOnObtain If the item should be automatically used *and* consumed when obtained. Items with this enabled:
  • Will not actually enter the inventory (since they are consumed immediately).
  • Can be collected even with a full inventory (since they are consumed immediately).
  • Will not have their UseCondition checked before their UseActions are run.
  • Will have their ObtainActions (if any) run before their UseActions are run.
ShowNotificationOnObtain true if the item should show a notification in the bottom left corner of the screen upon receiving the item, false otherwise. Default true.
ForgeRandomSlot The slot to randomize the enchantments for if this is used as an ingredient.
ForgeCost If greater than or equal to 0, the cinder shard cost for using this item in the forge.
ForgeCostItem If set, changes the item required for forging from cinder shards to something else.

Data/Weapons

Added new fields:

field effect
DefaultEnchantments Enchantments to apply by default on this weapon. This is a dictionary, with the key being the enchantment ID, and the value being the level of the enchantment.

Enchantments added through this are still subject to normal enchantment restrictions, and therefore must actually be applicable to this weapon.

For an example of this, check out the Holy Blade.

Display shops

In addition to being able to add or change what is sold on Pierre's counter, you can also create your own.

Display shops are similar to normal shops, except they show their stocked items in-world. They have a fixed size which is filled from the item pool until it is full (or there is nothing left to add).

Display shops are stocked at the beginning of the day, and not restocked until the next day. They are stocked per-farmhand so that they can be different for everyone (such as with backpack upgrades), however a LimitedStockMode of Global will sync the stock between players, just like a normal shop.

If LimitedStockMode is Player, then it will be shown before other items, and will not count towards the ItemCountToSell. Once a LimitedStockMode Player item is purchased, it will move to the next not-displayed LimitedStockMode Player that was stocked, and once those are out of stock it will move on to the synced item stocks.

Display shop items are always purchased one at a time - a higher stack size means it can be bought multiple times.

The data asset, located at Data/DisplayShops, consists of a string -> model lookup, where...

  • The key is the ID of the display shop.
  • The value is a model with the fields listed below.
field effect
basic info
OpenCondition (Optional) A Game State Query for determining if the display shop if is open (that is, if the items shown are purchasable or not). If not specified, it will always be open.
ClosedMessage (Optional) A Tokenizable String for what message to show if the shop is closed. Defaults to (after token parsing) "Closed.".
Currency (Optional) The currency to use for the price, with the same options as in Data/Shops. Defaults to 0 (standard gold).
cosmetic
PurchaseSound (Optional) A sound to play upon making a successful purchase. Defaults to "purchaseClick".
ItemWorldOffset (Optional) A Vector2 of how far to move the display item from the tile that has the purchase tile action. For example, Pierre's shop counter has a value of 0 -72 so that the items show on top of the counter. Defaults to 0.
stocked products
ApplyProfitMargins (Optional) Whether or not to apply profit margins by default for items in this shop. Defaults to null.
PriceModifiers (Optional) Price modifiers to apply to items in this shop. Behaves the same way as Data/Shops PriceModifiers.
PriceModifierMode (Optional) Price modifier mod for applying price modifiers to items in this shop. Behaves the same way as Data/Shops PriceModifierMode.
ItemCountToSell (Optional) The amount of items that can be sold each day.
ItemPool (Optional) The items to use when populating the shop. This list is sorted by Precedence before being used, with entries of the same precedence being shuffled together. This list consist of values with these fields:
field effect
common fields See Items for Shops for the item fields supported by display shop items.

Notes:

  • If set to an item query which returns multiple items, all of them will be valid choices for the shop.
  • Unlike other item spawn fields, ObjectDisplayName is supported for any entry (not just Object items).
DisplayOffset (Optional) The amount to offset drawing this item when shown in the display shop. This is useful for non-standard-sized items.
DisplayScale (Optional) How much to scale the item when it is shown. Defaults to 4 (just like most things in the game).
ItemBlurb (Optional) Text to show in a dialogue box before the item prompt appears.
ItemBlurbSpeaker (Optional) The NPC that will "speak" the ItemBlurb, if desired.
Precedence (Optional) The precedence for this item to be checked, with higher being sooner. Defaults to 0.

To make the display shop show in world, you need to use a new tile action: DisplayShop <displayShopId> <itemIndex>, with displayShopId being the ID of the entry in Data/DisplayShops and itemIndex being which index of the stocked items to make available (based on the corresponding ItemCountToSell value).

For example, here's how to add a new entry to Pierre's counter (TODO: change to content patcher format instead of XML):

          <Item>
            <ItemId>(O)0</ItemId>
            <Price>123</Price>
            <AvailableStock>3</AvailableStock>
            <ItemBlurb>wow some weeds. perfect for honey</ItemBlurb>
            <ItemBlurbSpeaker>Penny</ItemBlurbSpeaker>
            <Precedence>-100</Precedence>
          </Item>

Changes for all mod authors

Switch blocks

'Switch blocks' are a new ${…}$ syntax which can be used in nearly all game text (not just dialogue). This extends the former 'gender-switch blocks' added in 1.6.0.

These are applied before most other commands or parsing, so you can safely use them in cases where characters like ^ have a different meaning (e.g. mail text).

The supported switch blocks are:

type syntax description
gender ${male^female}
${male^female^non-binary}
Switch between text for male, female, and non-binary players. The non-binary value is only used if a mod overrides the player's gender, since the in-game UI only allows male or female.

You can also use ¦ instead of ^, in which case any ^ characters are left as-is.

For example:

"Mon": "Hey ${lad^lass^kiddo}$!"
randomize ${variant A ||| …}$ Defines an arbitrary number of variants from which to choose each day. After randomization, any leading or trailing whitespace is trimmed. This randomization is deterministic per day (e.g. reloading the save won't change which one is shown).

For example, let's say you did this:

"Rainy_Night": "I ${love ||| like ||| adore ||| somewhat enjoy ||| enjoy}$ rain.$h"

That would create five variants which each have an equal probability of being selected.

Switch blocks can be arbitrary combined and nested. For example:

"Rainy_Night": "${Hello there ||| Hey ${lad^lass^kiddo}$ }$!"

Context tag changes

Added new context tags:

context tag item types effect
is_galaxy_weapon weapons Marks the tool as a galaxy weapon like the galaxy hammer or galaxy sword. This is set for vanilla scythes through Data/Weapons. This affects logic which checks for galaxy weapons (e.g. galaxy soul enchantments).

Additionally, there is now a data asset for context tags for supporting data (such as for using them in crafting recipes). Located in Data/ContextTags, this is a dictionary assets. The key is the context tag, and the value is a data model with the following fields:

field effect
DisplayName A tokenizable string for the display name of this context tag. Required when using a context tag as a crafting recipe ingredient.
RepresentativeItem The qualified item ID for the item representing this context tag. Required when using a context tag as a crafting recipe ingredient.
CustomFields (Optional) The custom fields for this entry.

Dialogue changes

  • Added a new special token in dialogue strings:
    token description
    ||| This is a shortcut for the randomize switch block.

    Delimits an arbitrary number of dialogue variants from which to choose each day. After randomization, any leading or trailing whitespace is trimmed. This randomization is deterministic per day (e.g. reloading the save won't change which one is shown).

    For example, let's say you did this:

    "Rainy_Night": "
        I love rain.$h|||
        I like rain.$h|||
        I adore rain.$h|||
        I hate rain.$s#$b#Just kidding. I love it!$h|||
        I enjoy rain.$h
    "
    

    That would create five variants of the dialogue which each have an equal probability of being selected.

  • Improved some special tokens:
    token changes
    || Whitespace around the token is now ignored, so you can split text into multiple lines:
    "Wed8": "
        Isn't it expensive, coming to the desert so often like you do?#$e#You must really like to see me, huh? Hmmm... $h||
        *sigh*... I do miss the beautiful flowers of Stardew Valley...$s
    "
    
  • Some dialogues were merged or renamed using the new features. The previous dialogue keys are now ignored by the game.
    asset former key changes
    Characters/Dialogue/<NPC name> Resort_<number>
    Resort_Bar_<number>
    Resort_Chair_<number>
    Resort_Dance_<number>
    Resort_Shore_<number>
    Resort_Towel_<number>
    Resort_Umbrella_<number>
    Resort_Wander_<number>
    Merged into their base key (e.g. Resort_<random> into Resort) using the new ||| random-variant token.
    Characters/Dialogue/MarriageDialogue
    Characters/Dialogue/MarriageDialogue<NPC name>
    Characters/Dialogue/MarriageDialogue<NPC name>Roommates
    funLeave_<NPC name>
    funReturn_<NPC name>
    jobLeave_<NPC name>
    jobReturn_<NPC name>

    patio_<NPC name>
    spouseRoom_<NPC name>

    spring_<NPC name>
    summer_<NPC name>
    fall_<NPC name>
    winter_<NPC name>
    Moved into MarriageDialogue<NPC name> and removed the NPC suffix (like spouseRoom_<NPC name> → spouseRoom).
    Indoor_Day_0
    Indoor_Day_1
    Indoor_Day_2
    Indoor_Day_3
    Indoor_Day_4
    Merged into Indoor_Day.
    Indoor_Night_0
    Indoor_Night_1
    Indoor_Night_2
    Indoor_Night_3
    Indoor_Night_4
    Indoor_Night_<NPC name>
    Merged into Indoor_Night.
    NoBed_0
    NoBed_1
    NoBed_2
    NoBed_3
    Merged into NoBed.
    Outdoor_0
    Outdoor_1
    Outdoor_2
    Outdoor_3
    Outdoor_4
    Outdoor_<NPC name>
    Merged into Outdoor.
    Rainy_Day_0
    Rainy_Day_1
    Rainy_Day_2
    Rainy_Day_3
    Rainy_Day_4
    Merged into Rainy_Day.
    Rainy_Night_0
    Rainy_Night_1
    Rainy_Night_2
    Rainy_Night_3
    Rainy_Night_4
    Rainy_Night_5
    Rainy_Night_<NPC name>
    Merged into Rainy_Night.

Crafting Recipe and Cooking Recipe data

Crafting recipes and cooking recipes are now a data model. The data model for both are identical. Crafting recipes still live in Data/CraftingRecipes, and cooking recipes still live in Data/CookingRecipes.

Both assets are dictionary assets. The key is the recipe ID, the same as in 1.6, and the value is a data model with the following fields:

field effect
DisplayName A tokenizable string for the display name of this recipe.
Description A tokenizable string for the description of this recipe.
Ingredients A list of ingredients for this recipe.
field effect
Id TThe unique string ID for this entry (not the item itself) within the current list.

This is semi-optional — if omitted, it'll be auto-generated from ItemId. However multiple entries with the same ID may cause unintended behavior, so it's often a good idea to set a globally unique ID instead.

ItemId The item for this ingredient. This can be either a qualified item ID, or a context tag.

If a context tag is specified, it needs to have a corresponding entry in Data/ContextTags.

Quantity The amount of this ingredient to require. Default 1.
Condition The game state query for this ingredient. If not specified, defaults to TRUE.
CustomFields (Optional) The custom fields for this entry.
Result The possible results for this recipe. This is a list of conditional item spawn fields.

If there are multiple resulting possibilities at once, the one chosen for display in menus uses the following precedence:

  1. First, it checks the recipe's DisplayItemId.
  2. If there was no DisplayItemId, then it will search all results for the first one that is not conditional (eg. Condition is either null or TRUE).
  3. If no unconditional results were found, then it chooses the first result, regardless of if the condition passes.
DisplayItemId A qualified item ID to override the displayed item in menus.
Unlock The unlock conditions for this recipe.
field effect
Trigger
name effect
DayStart Checks the Condition at the beginning of each day.
Mail Checks the Condition at the beginning of each day, and queues MailLetterName for the mailbox if the condition passed.
LevelUp Appears when reaching a level RequiredSkillLevel in the RequiredSkill skill. Condition is ignored.
Default Added as a default recipe. Condition is ignored.
Condition The game state query for this unlock. If not specified, defaults to TRUE.
RequiredSkill The skill for the required level for this unlock, if Trigger is equal to LevelUp.
RequiredSkillLevel The required level for this unlock, if Trigger is equal to LevelUp.
MailLetterName The name of letter sent for unlock, if Trigger is equal to Mail.
CustomFields (Optional) The custom fields for this entry.
ExcludeFromPerfection Whether or not to exclude this recipe from perfection checks. Default false.
CustomFields (Optional) The custom fields for this entry.

Enchantment data

Enchantments have been partly de-hardcoded into a new Data/Enchantments data asset. Mods can now easily add new enchantments, including enchantments applied through the forge using a prismatic shard or a custom item ID.

However, this logic is still hardcoded:

  • Forging innate enchantments. The innate enchantments are in data, but the logic to choose which to apply is still hardcoded.
  • Forging diamonds into a weapon to fill all its weapon stat slots.
  • Several enchantments' effects when applied (though weapon buff effects are in data).

This consists of a string → model lookup, where...

  • The key is the unique string ID for the enchantment.
  • The value is a model with the fields listed below.
field effect
DisplayName A tokenizable string for the enchantment's display name, shown in tooltips. This can contain {0} for the enchantment level, if applicable.
ForgeWith (Optional) If set, this enchantment is applied to tools by forging an item with this qualified ID into it. Default none, in which case it won't be applicable through the forge.
AppliesTo (Optional) The tools or weapons to which this enchantment can be applied. Defaults to all tools/weapons.

This is specified as an array of context tag queries. The enchantment can be applied if at least one query matches.

"AppliesTo": [
    "melee_weapon, !is_scythe", // any non-scythe melee weapon
    "hoe, upgrade_level_4"      // any hoe upgraded to iridium or higher
]
EnchantmentSlot (Optional) The 'slot' this enchantment goes in. Only one enchantment per slot can normally be applied, except for the "Forge" slot. Default is "Primary".

Valid vanilla types are:

type example
Primary A normal enchantment applied through a prismatic shard.
Forge A weapon stat enchantment applied through the forge.
Transforming An item transformation enchantment applied through the forge with galaxy souls.
Innate1 and Innate2 An innate enchantment applied through the forge using a dragon tooth.
IsSecondary (Optional) Whether this is an innate enchantment applied through the forge using a dragon tooth. Default false.
IsVisible (Optional) Whether the enchantment should be shown in the tool/weapon's tooltip. Default true.
MaximumLevel (Optional) The number of times this enchantment can be applied to the same tool to upgrade the enchantment level (e.g. for weapon stat enchantments). A value of 1 means there's only one enchantment level, so it can't be upgraded by applying the enchantment again. Default 1.
EquipmentEffects (Optional) The buffs applied to the weapon when this enchantment is applied.

This consists of a list of models with the fields below. You can specify any number of entries; the first one which matches the tool will be applied.

field effect
Id A unique string ID for this entry.
MinLevel (Optional) The minimum enchantment level for which these stats apply. Default 0 (i.e. any level).
other fields See the Effects field in Data/Buffs, which is equivalent to this model.
Transformations (Optional) If EnchantmentSlot is "Transforming", this contains all valid transformations for it.

This is a dictionary of qualified item IDs, with the key being the original item, and the value being the transformed item.

Transformations to and from items besides weapons are allowed, with some caveats:

  • If the source item cannot be enchanted, the maximum level for the enchantment must be 1, or it will not work.
  • If the source item and transformed item are different C# types, then all extra item data (such as mod data, enchantments, and tool enchantments) will be lost, since an entirely new item had to be created.
advanced
CustomFields (Optional) The custom fields for this entry.
ClassName (Optional, specialized) The name of the C# class to construct within the StardewValley.Enchantments namespace. The class must be a subclass of StardewValley.Enchantments.Enchantment, and have a constructor with no arguments. For example, given a value of BottomlessEnchantment, the game will create StardewValley.Enchantments.BottomlessEnchantment instances.

This should usually be omitted, in which case the game will create a generic Enchantment instance which uses the data in Data/Enchantments for its ID.

Event changes

Added new event commands:

command description
setDrawDepthModifier <npc> <amountInTiles> Modify the draw depth of <npc> for this event, by <amountInTiles>.
setDrawDepthModifier <npc> reset Reset the draw depth modifier of <npc> for this event.
ForceBreathing <npc> false Prevent <npc> from showing a breathing animation for this event.
ForceBreathing <npc> true [breathPosX] [breathPosY] [breathRectX] [breathRectY] [breathRectWidth] [breathRectHeight] Force <npc> to show a breathing animation for this event. You can optionally override the data used for the breathing rect, with the values following the same behavior as they would if specified in the Data/Characters character data.
ForceBreathing <npc> reset Reset the forced breathing modifier of <npc> for this event.
SaveActorState <stateStoreId> <actor> <state>+ Stores the specified <actor>'s current <state>(s) into the <stateStoreId> actor state store, to be loaded later.

Any actor, both NPC and Farmer, can be specified. If all is specified, them all actors will have their state saved.

Multiple <state> values can be specified, separated by spaces. Valid <state> values include:

state type description
all Saves all vanilla state types for the specified actor.

Modded state types are not included here to make it less likely that modded state types will break existing events. For using modded state types in bulk, see the bottom of this table.

Any state starting with ! This will remove the specified state from the current selection of ones to be saved.

For example, you could specify all !movement !animation to save all state except the movement state and animation state.

position The current position of the actor.
movement The movement state of the actor, including its current speed, advancedMove data, and ignoreCollisions flag.
animation The animation state of the actor, including its facing direction, ignoreMovementAnimation flag, and (for NPCs only) its ForceBreathing values.
drawOffset Values previously specified in drawOffset and setDrawDepthModifier.
name The NPC's current display name.
portrait The NPC's current portrait.
sprite The NPC's current sprite.
shadow The NPC's current hideShadow value.
swimming The NPC's current swimming state.
Any state ending with / Specifying a state ending with / will result in all state types starting with that string to be added.

For example, specifying spacechase0.SpaceCore/ would add all states that were added by SpaceCore (assuming they were properly namespaced).

This also works with "nested namespaces", ex. spacechase0.SpaceCore/MagicalStuff/ would add all "magical stuff" states added by SpaceCore.

LoadActorStateStore <stateStoreId> Loads all actor state stored in the <stateStoreId> actor state store.
ClearSavedActorStateStore <stateStoreId> Clears the <stateStoreId> actor state store.

Fish pond changes

  • Added new fish pond translation keys:
    asset key usage
    Strings/UI PondQuery_<key>_<item ID>
    PondQuery_<key>_<attitude>
    All PondQuery_* translation keys can now be suffixed with either the qualified item ID of the fish, or the fish's general attitude based on their fish_talk_* context tag.

    For example, the 'fish are OK' message for an anchovy pond will be loaded from the first key which exists in this order: PondQuery_StatusOk_(O)129, PondQuery_StatusOk_Rude, or PondQuery_StatusOk.

  • Merged some fish pond translation keys:
    asset former key changes
    Strings/UI PondQuery_Status<status><number (0–6)>
    PondQuery_StatusRequestComplete_<fish disposition><number (0–2)>
    PondQuery_StatusRequestPending_<fish disposition><number (0–2)>
    Removed the number key suffixes using switch blocks (e.g. merged PondQuery_StatusOk<number> into PondQuery_StatusOk).
  • Coral and Sea urchin now have the fish_talk_coral context tag instead of a hardcoded _Coral translation key suffixes.

Item query changes

Added one new item query:

query effect
SEASONAL_RACCOON_SEED Get a seasonal raccoon seed for the current season.

This sets the stack size to the recommended amount based on the player's luck. When used in item spawn fields, you can set MinStack and MaxStack to override the stack size.

Item spawn field changes

  • Added new item spawn fields:
    field effect
    Enchantments (Optional) For tools and weapons, the enchantment IDs to apply (matching their IDs in Data/Enchantments). This field applies the normal enchantment rules. Default none.

    This is specified as an array, and you can repeat secondary enchantments to boost their level. For example, this applies Vampiric and Attack (level 2):

    "Enchantments": [ "Vampiric", "Attack", "Attack" ]
    

Game state query changes

Added game state queries:

query effect
PLAYER_INVENTORY_SIZE <player> <minSize> [maxSize] Whether any one of the specified player(s) inventory has at least <minSize> slots unlocked, and (if specified) less than or equal to [maxSize] slots unlocked.

Trigger action changes

Added new trigger actions:

action effect
AddHealth <amount> Heals the local player by <amount> and plays the appropriate sound effect.
IncreaseBackpackSize <amount> Increase the backpack size of the local player by <amount>.
HoldUpItem <itemId> [message] Start animation to hold up the specified item above the player's head. If [|message] is specified, it will show that message as well.
MultiplayerGlobalMessage <translationKey> [arg1] [arg2] [arg3]... Show a global chat message in multiplayer. The translation key needs to exist in Strings/UI and must be prefixed with Chat_ within that file (meaning you would use "SomeMessage" in MultiplayerGlobalMessage and "Chat_SomeMessage" in Strings/UI). Any additional arguments after the translation key (which are parsed as tokenizable strings) will be used as substitution values using the normal notation. (ex. MultiplayerGlobalMessage "SomeMessage" "meow" "kitty cat" and "Chat_SomeMessage": "{1} goes {0}" would result in the message "kitty cat goes meow")
SetVariable <variableStoreId> <name> <value> Sets the value of the variable <name> in the <variableStoreId> store to <value>, if that variable store is writable. (For more on variables, see the relevant section in tokenizable string changes on this page.)
RemoveVariable <variableStoreId> <name> Removes the variable <name> in the <variableStoreId> store, if that variable store is writable. (For more on variables, see the relevant section in tokenizable string changes on this page.)

Tokenizable string changes

Usable in more places

Tokenizable strings are now usable in more places.

  • Game state queries
  • Trigger actions (for If, token evaluation is delayed until which value to use is checked)
  • Event commands
    • Tokens in quotes (ex. a message "[LocalizedText Strings/Events:MeowKitty]" command) will be evaluated when that command is run
    • Any token not in quotes (ex. how wedding events have [ContextualWeddingCelebrations] to inject dynamically-constructed commands based on the attendees) will be evaluated when that the event is started.
    • setSkipActions delays token evaluation until the actions are actually run, meaning any changes that occur during the event but before the player has actually pressed "skip" will be reflected in the variables used here)

Tokens are evaluated immediately, unless otherwise specified.

New tokens

The following tokens have been added:

token format output
InputArgument <argumentName> Tokenizable strings can now accept input arguments, depending on where they were called. If the input argument <argumentName> does not exist, then token evaluation fails.

Token expressions

Additionally, a new type of tokens now exists (called "expressions"), which are only usable in certain contexts. If one of these tokens is used in a place where it is not allowed, it will fail and say the token was not found. The places where expressions tokens are usable are:

  • Game state queries
  • Trigger actions
  • A few specific event commands:
    • action
    • goto, specifically for the label(s)
    • setSkipActions
token format output
Math Integer <expression>

Math Decimal <expression>

Calculates the given expression as math, using either integers (when Integer is specified) or floating point numbers (when Decimal is specified).
  • For example, [Math Integer 3 / 2] will result in 1, while [Math Decimal 3 / 2] will result in 1.5. This is because with Integer specified, each operation will remove everything after the decimal point before proceeding.
  • Valid operators include, in order of precedence:
    • Parenthesis (meaning "(" and ")") can be used to group parts of the epxression to be processed first, similar to how one would expect in a real math expression.
    • * (multiplication), / (division), and % (modulus)
    • + (addition) and - (subtraction)
Comparison <expression> Evaluates the given expression, resulting in TRUE if the expression is true, and FALSE otherwise.
  • The expression can compare numbers (whether integer or decimal), or strings.
  • Valid operators include, in order of precedence:
    • Parenthesis (meaning "(" and ")") can be used to group parts of the expression to be processed first, similar to how one would expect in a real math expression.
    • ! - negation, meaning [Comparison !TRUE] becomes FALSE, [Comparison !FALSE] becomes TRUE, and something like [Comparison !(3 >= 5)] becomes TRUE
    • < (less than), <= (less than or equal to), ≶ (greater than), >= (greater than or equal to)
    • == (equal to) and != (not equal to)
    • && ("and"), meaning [Comparison 2 > 1 && 3 == 3] becomes FALSE
    • || ("or"), meaning [Comparison 2 > 1 || 3 == 3] becomes TRUE
    • (For those who know what "logical comparison short circuiting" is, please be aware that that is currently not implemented.)
If <condition> <trueValue> [falseValue] If <condition> evalautes to TRUE, then <trueValue> is evaluated and returned. If <condition> evalutes to FALSE, then [falseValue] is evaluated and returned (if it was specified - otherwise, nothing is returned).
GameStateQuery <gsq> Evaluates the given game state query, allowing GSQ usage inside [If].
VariableExists <variableStore> <variableName> Evaluates to TRUE if <variableStore> has a variable named <variableName>, and FALSE otherwise. (For more on variable stores, see later section.)
GetVariable <variableStore> <variableName> Evaluates to the value of <variableName> in the variable store <variableStore>. If the variable does not exist, evaluation of the tokenizable string will fail. (For more on variable stores, see later section.)
GetVariableWithDefault <variableStore> <variableName> <defaultValue> Evaluates to the value of <variableName> in the variable store <variableStore>. If the variable does not exist, <defaultValue> will be returned instead. (For more on variable stores, see later section.)

Variable stores

Variables stores are a set of named variables stored in a particular location. The current available locations used as variable stores are:

variable store ID description
Global A variable store attached to the save itself.
  • Any player can read and write from this.
  • This variable store will be saved into the save file at the end of the day.
Player/<playerSpecifier> A variable store attached to a particular player.
  • <playerSpecifier> uses the same format as game state query target players, except specifiers that work for check multiple players (such as Any or All) may not be used.
  • Any player can read from this, however only the owning player can write to their variable store.
  • If a player is disconnected, their variables are saved, and will be resynced when they reconnect.
  • This variable store will be saved into the save file at the end of the day.
Local A variable store attached to a "calling context". Generally, this means it will always be reset between uses unless specifically kept, such as in the following contexts:
  • Events - A variable set in the Local variable store using the action event command will be usable later during that event.
  • Data/TriggerActions - When a trigger action has multiple actions to run, all actions will be using the same Local variable store, meaning earlier trigger actions can save data for use by later trigger actions in the same sequence.

Debug command changes

This only details some debug command changes - mainly, ones that might be useful for mod authors.

command changes
/tokens A new required parameter has been introduced as the first argument, <type>. If <type> is Text the string will be evaluated using non-expression tokens. If <type> is Expression, expression tokens will be allowed as well.
/runmacro Commented lines are now allowed - if -- is the beginning of a line, it will be ignored.
/debugaction (new) A new command for trying out tokenizable string input arguments, tokenizable string local variables, and trigger actions using them. This command maintains its own set of input arguments and a local variable store, which can be manipulated using the subcommands.
subcommand effect
/debugaction argument <name> <value> Sets the input argument <name> to <value>, which can be later used in /debugaction run and /debugaction evaluate.
/debugaction evaluate <expression> Evaluates <expression> as a tokenizable string, using input arguments and local variables previously set from this command.
/debugaction run <action> Runs <action> as a trigger action, using input arguments and local variables previously set from this command.
/debugaction clear Clears all previously set input arguments and local variables for /debugaction.

Some examples of using this command alongside /runmacro, at least at the time of writing, can be found here: https://gist.github.com/spacechase0/3ca7b2e195619a17ef9039c894cc60e4

/enchant <enchantmentId> [level] (new) Enchant the currently held item with the <enchantmentId> enchantment at level [level] (or 1 if not specified).

Changes for C# mod authors

DialogueKeyValidator

The new DialogueKeyValidator class analyses dialogue entries to detect dialogue keys which don't match one of the predefined patterns.

This is mainly meant to implement unit tests. For example, to validate all dialogue keys in a data asset:

string assetName = "Characters/Dialogues/Abigail";
var dialogues = Game1.content.Load<Dictionary<string, string>>(assetName);

var validator = new DialogueKeyValidator();
foreach ((string key, string dialogue) in dialogues)
{
    if (!validator.IsKnownFormat(assetName, key))
        Assert.Fail($"Validation failed for dialogue '{key}': key doesn't match one of the expected patterns.");
}

You can optionally extend the valid patterns by setting validator fields like MarriageDialogueKeyPatterns.

Monster changes

  • The monster data has been overhauled.
  • The new monster.Tags field contains a set of metadata tags about the monster which can be checked in Data/Monsters. It's safe to add new tags to the list for existing monster types.
  • The former monster.objectsToDrop field (a list of string object IDs) has been replaced by monster.drops (an item inventory).
  • Removed monster.getExtraDropItems(). Drops should be added in Data/Monsters instead.

SpecialItem deprecation

SpecialItem is now deprecated, and is only kept for save compatibility. All existing uses of it have been migrated to use Object instead, with the following new objects being available:

  • (O)BackpackUpgrade1
  • (O)BackpackUpgrade2
  • (O)ClubCard
  • (O)SpecialCharm
  • (O)SkullKey
  • (O)MagnifyingGlass
  • (O)DarkTalisman
  • (O)MagicInk

Tokenizable string changes

Tokenizable string parsing and evaluation has been separated into two separate stages. As a result, several places that use them now cache the parsed version (which is called ParsedStringSegment).

Any custom trigger actions, tokenizable string tokens, or event commands that want to delay tokenizable string evaluation so they can handle it themself (such as for only evaluating portions that should be used based on a condition) can attach the [DelayArgumentTokenEvaluation] attribute to their handler method. This will prevent the arguments from being evaluated before they reach your handler. (However, the handlers themselves currently still use string[] as their arguments, so this could be slightly off depending on how quotes were used.)

TokenParser.ParseText(string text, Random random, TokenParserDelegate customParser, Farmer player) is now deprecated, and TokenParser.EvaluateText(string text, TokenParserContext context) should be used instead.

Netfield changes

The following changes must now all be registered with ProtocolSummary before usage:

  • Additional net fields
  • Additional net types
  • Subclasses of any synced type

If this is not done, an exception will be thrown when adding netfields, or setting values of unknown types.

Instead of manually registering with ProtocolSummary or manually adding net fields using a harmony patch, everything should be registered through a new SMAPI API (coming soon) which will handle these details for you. This will ensure that if mods load in a different order on one player's computer compared to other connected players, it will not break anything.

If a farmhand's ProtocolSummary does not match the host's, they will get a protocol mismatch error upon connecting (rather than "No cabins available", or other obscure and unclear issues).

C# Event changes

C# mods can add new actor state to work with the new SaveActorState/etc. commands (previously documented in event changes above).

On Event there exists a new static function, RegisterActorStateType, which accepts the name of the new actor state type (which you should namespace with your mod ID, ex. spacechase0.SpaceCore/SomeCustomActorState), a delegate for saving the state, and a delegate for loading the state. Each delegate receives the Event instance, the relevant actor (which could be an NPC or a Farmer), and a delegate for performing the save and load to the proper place.

Enchantment changes

Besides the data-driven changes mentioned previously, Enchantments can now theoretically be put on non-Tools more easily. Most of the enchantment code has been moved from Tool to Item, and relevant functions accepting instances of the former now accept the latter. Item itself does not store enchantments though, so a custom type that supports enchantments will need to implement a virtual property so that they are properly stored.

There are also new hooks for enchantments to run: before/after taking damage, entering/leaving a location, and an update each tick.

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 or renamed types

These classes renamed in 1.7:

type migration
BaseEnchantment Renamed to Enchantment.
AxeEnchantment
BaseWeaponEnchantment
FishingRodEnchantment
HoeEnchantment
MilkPailEnchantment
PanEnchantment
PickaxeEnchantment
ShearsEnchantment
WateringCanEnchantment
Obsolete. Enchantments now target tools via data instead.

Other API changes

These class members changed in 1.7:

type member migration
BaseEnchantment
(and its subclasses)
hideEnchantmentName Replaced by EnchantmentManager.HideEnchantmentName.
hideSecondaryEnchantName Replaced by EnchantmentManager.HideSecondaryEnchantName.
GetEnchantmentFromItem(…) Replaced by EnchantmentManager.GetEnchantmentFromItem.
GetAvailableEnchantments() Removed.
  • To check whether any enchantments can be applied to a tool through the forge, use EnchantmentManager.CanForgeEnchant.
  • There's no directly equivalent method in 1.7, but you can mimic the former logic if needed.
    static List<Enchantment> GetAvailableEnchantments()
    {
        var dataAsset = DataLoader.Enchantments(Game1.content);
    
        List<Enchantment> enchantments = [];
        foreach ((string id, EnchantmentData data) in dataAsset)
        {
            if (data.ForgeWith == Object.prismaticShardQID)
                enchantments.Add(EnchantmentManager.CreateEnchantment(dataAsset, id));
        }
    
        return enchantments;
    }
    
GetAvailableEnchantmentsForItem(…) Removed.
  • To check whether any enchantments can be applied to a tool through the forge, use EnchantmentManager.CanForgeEnchant.
  • There's no directly equivalent method in 1.7, but you can mimic the former logic if needed.
    static List<Enchantment> GetAvailableEnchantmentsForItem(Item? tool, Item? item)
    {
        var dataAsset = DataLoader.Enchantments(Game1.content);
        var contextTags = tool?.GetContextTags();
    
        List<Enchantment> enchantments = [];
        foreach ((string id, EnchantmentData data) in dataAsset)
        {
            if (data.ForgeWith == Object.prismaticShardQID && (contextTags is null || EnchantmentManager.MatchesTags(contextTags, data.AppliesTo)))
                enchantments.Add(EnchantmentManager.CreateEnchantment(dataAsset, id));
        }
    
        return enchantments;
    }
    
GetName() Removed. This inconsistently returned an ID, a display name, or "Unknown Enchantment" depending on the enchantment type. Use the new Id property or the pre-existing GetDisplayName() method instead.
GetLevel() Removed. Use Level instead.
GetType() This was sometimes to identify enchantments (like enchantment.GetType() == expectedEnchantment.GetType()). That's no longer reliable, since 1.7 introduces data-based enchantments which may not have their own C# type. You should use the new enchantment.Id property instead.
ResetEnchantments() Removed. This is no longer needed since it no longer has a cached list of enchantment instances.
Furniture armchair
bed
bench
bookcase
chair
couch
decor
dresser
fireplace
lamp
longTable
other
painting
rug
sconce
table
torch
window
Removed. Replaced by the FurnitureType enum (e.g. Furniture.rug is now FurnitureType.Rug).
placementRestrictions Removed. Replaced by CanPlaceIndoors and CanPlaceOutdoors.
GreenSlime prismatic Removed. Replaced by IsPrismatic, which is just a wrapper around the monster tags field.
Monster getExtraDropItems() Removed. Drops should be added to Data/Monsters instead.

Harmony patches which can't be moved into data can target Monster.RollForDrops instead.

objectsToDrop Removed. Replaced by drops; see monster changes and Data/Monsters.
Tool GetEnchantmentLevel<T>()
GetEnchantmentOfType<T>()
hasEnchantmentOfType<T>()
Removed. Replaced by GetEnchantmentLevel(id), GetEnchantment(id), and HasEnchantment(id) respectively. All vanilla enchantments have a constant for the ID like EnchantmentIds.GalaxySoul.
Tool

ClearEnchantments()
GetMaxForges()
CanAddEnchantment(…)
CopyEnchantments(…)
GetTotalForgeLevels(…)
AddEnchantment(…)
RemoveEnchantment(…)
CanForge(…)
HasEnchantment(…)
GetEnchantment(…)
GetEnchantmentLevel(…)
Forge(…)

Removed. Enchantment functions have been moved to Item to make it easier for non-Tools to support enchantments.

NOTE: Tool is still the only type that can actually hold enchantments, since nothing else has the appropriate fields to hold them.

Tool drawTooltip<T>(…)
getExtraSpaceNeededForTooltipSpecialIcons<T>(…)
getDescriptionWidth<T>()
AddEquipmentEffects<T>()
Removed. These were only overrides of Item functions that only handled enchantments, which is now handled in Item itself.
AnimatedSprite Clone No longer virtual. It now uses a similar model that `Item` does, with a virtual `CloneNew` for creating the instance and a virtual `CloneInto` for populating it.
FarmerSprite Clone Now returns a properly cloned FarmerSprite, rather than a semi-broken AnimatedSprite based on itself.
Farmer takeDamage<T>(…) The last argument has been changed from Monster to object, to support the ability to detect damage from non-Monster sources. An example of this is BasicProjectile, which previously passed in null for that parameter.
Ring

onNewLocation(…)
onLeaveLocation(…)

These are now overrides of a function on Item. All equipped items will now have this function called.
Ring

update(…)

This now a function called updateWhenEquipped, and is an override of the same virtual function in Item. All equipped items will have this function called.
GameLocation getFish(…) A new non-optional parameter has been added: out Action onCatch.

Implementations of this method should no longer make changes to the world and instead be purely predictive. Any actual changes (ex. fish ponds changing how many fish it has, ginger island locations marking a golden walnut as collected, ...) should be within onCatch, which will be called when the item is successfully reeled in.

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).

None yet.

XNB impact

Overview

This section provides a summary of the XNB files which changed in Stardew Valley 1.7. This doesn't include new files (since they won't impact existing mods) or text changes in non-English files.

XNB mods are disproportionately affected, since...

  1. they replace the entire file;
  2. they're loaded through the MonoGame content pipeline which is less tolerant of format changes;
  3. 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 1.7 (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 1.7 compatibility for pre-1.7 mods
XNB mods Content Patcher packs
Characters/Dialogue/Abigail ✘ broken ✓ mostly unaffected
Characters/Dialogue/Alex
Characters/Dialogue/Clint
Merged resort dialogue keys. ✘ broken ✓ mostly unaffected
Characters/Dialogue/Dwarf Fixed invalid dialogue keys. ✘ broken ✓ mostly unaffected
Characters/Dialogue/Elliott ✘ broken ✓ mostly unaffected
Characters/Dialogue/Evelyn Fixed invalid dialogue key. ✘ broken ✓ mostly unaffected
Characters/Dialogue/Haley Merged resort dialogue keys. ✘ broken ✓ mostly unaffected
Characters/Dialogue/Harvey Fixed invalid dialogue key. ✘ broken ✓ mostly unaffected
Characters/Dialogue/Jodi Fixed invalid dialogue key. ✘ broken ✓ mostly unaffected
Characters/Dialogue/Leah Merged resort dialogue keys. ✘ broken ✓ mostly unaffected
Characters/Dialogue/Lewis Fixed invalid dialogue key. ✘ broken ✓ mostly unaffected
Characters/Dialogue/MarriageDialogue
Characters/Dialogue/MarriageDialogue*
✘ broken ✓ mostly unaffected
Characters/Dialogue/Maru
Characters/Dialogue/Penny
Characters/Dialogue/Sam
Merged resort dialogue keys. ✘ broken ✓ mostly unaffected
Characters/Dialogue/Sebastian ✘ broken ✓ mostly unaffected
Data/Boots Overhauled format. ✘ broken ✘ broken
(until Content Patcher adds runtime migrations)
Data/Buffs Added new data field to data model. ✘ broken
Data/Buildings
Data/Characters
Added new item spawn field. ✘ broken
Data/FishPondData
Data/FruitTrees
Added new item spawn field. ✘ broken
Data/Furniture Overhauled format. ✘ broken ✘ broken
(until Content Patcher adds runtime migrations)
Data/GarbageCans
Data/GiantCrops
Added new item spawn field. ✘ broken
Data/Hats Overhauled format. ✘ broken ✘ broken
(until Content Patcher adds runtime migrations)
Data/Locations Added new item spawn field. ✘ broken
Data/Machines Added new item spawn field. ✘ broken
Data/Monsters Overhauled format. ✘ broken ✘ broken
(until Content Patcher adds runtime migrations)
Data/Movies Added new item spawn field. ✘ broken
Data/Objects ✘ broken ✓ mostly unaffected
Data/Pets
Data/Shops
Added new item spawn field. ✘ broken
Data/Weapons ✘ broken ✓ mostly unaffected
Data/WildTrees Added new item spawn field. ✘ broken
Strings/1_6_Strings Moved some translations into Strings/EnchanmentNames and Strings/Furniture.
Strings/EnchantmentNames
  • Added translations moved from Strings/1_6_Strings.
  • Renamed two keys (Auto-Hook → <samp.AutoHook, Bug Killer → BugKiller).
✘ broken ✓ mostly unaffected
Strings/Furniture Added translations for catalogue descriptions (moved from Strings/1_6_Strings). ✘ broken
Strings/Objects Moved catalogue descriptions into Strings/Furniture. ✓ mostly unaffected ✓ mostly unaffected
Strings/UI Merged some fish pond translation keys. ✘ broken ✓ mostly unaffected

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
Strings/Locations SeedShop_BuyBackpack_ResponseNo Key renamed to GenericPurchase_Decline.