Modding:Migrate to Stardew Valley 1.7: Difference between revisions
imported>Spacechase0 →Token expressions: note on where they can be used, specifically |
imported>Spacechase0 m →Token expressions: fix list formatting |
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====Token expressions==== | ====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: | 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: | ||
<ul> | |||
<li>Game state queries</li> | <li>Game state queries</li> | ||
<li>Trigger actions</li> | <li>Trigger actions</li> | ||
Revision as of 19:36, 5 November 2025
This page is for mod authors. Players: see the mod compatibility list instead.
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

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:
-
- Update for Stardew Valley 1.6.16 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 1.6.16 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
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...
- The key is the unqualified item ID.
- The value is a model with the fields listed below.
| 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:
| field | effect |
|---|---|
| CustomFields | (Optional) The custom fields for this entry. |
Data/Events/*
See event changes below.
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...
- The key is the unqualified item ID.
- The value is a model with the fields listed below.
| 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:
| ||||||||
| 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...
- The key is the unqualified item ID.
- The value is a model with the fields listed below.
| 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:
|
| 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:
| ||||||||||||||||
| 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:
| ||||||||||||||||
| 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"
}
]
}
Data/Objects
Added new fields:
| field | effect | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| Buffs | This field already existed, but has a field change:
| ||||||||
| 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:
| ||||||||
| 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. |
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 Player will sync the stock between players, just like a normal shop.
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:
| ||||||||||||||||||
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 ${lad^lass^kiddo}$ }$!"
Context tag changes
Added new context tags:
| context tag | item types | effect |
|---|---|---|
| is_galaxy_weapon | weapons | Marks the tool as a galaxy weapon like the galaxy hammer or galaxy sword. This is set for vanilla scythes through Data/Weapons. This affects logic which checks for galaxy weapons (e.g. galaxy soul enchantments). |
Dialogue changes
- Added a new special token in dialogue strings:
token description |||This is a shortcut for the randomize switch block. Delimits an arbitrary number of dialogue variants from which to choose each day. After randomization, any leading or trailing whitespace is trimmed. This randomization is deterministic per day (e.g. reloading the save won't change which one is shown).
For example, let's say you did this:
"Rainy_Night": " I love rain.$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>RoommatesfunLeave_ <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_4Merged 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_3Merged 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_4Merged 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.
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.
- Forging three galaxy souls into galaxy weapons to transform them into infinity weapons. (The 'Galaxy Soul' enchantment is in data, but the transformation is hardcoded.)
- 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
]
| ||||||||
| IsForge | (Optional) Whether this is a weapon stat enchantment applied through the forge. Default false. | ||||||||
| 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.
| ||||||||
| 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
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 1.6.16 | files in 1.7 |
|---|---|
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.
Precondition slash now required for numeric event IDs
In Stardew Valley 1.6.0–16, 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 1.7+, 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 in 1.6.16 | → | behavior in 1.7 |
|---|---|---|---|
<id>
|
event if numeric, else manual script | → | manual script |
<id>/[preconditions]
|
event | → | event |
New event commands
| command | description | ||||||||
|---|---|---|---|---|---|---|---|---|---|
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!$h"/ ... | ||||||||
conditionSpeak <npc> [<dialogue> [condition]]+
|
Make an NPC say a dialogue based on arbitrary conditions. The first dialogue with a matching dialogue is spoken; if none match, the command is skipped.
Arguments:
For example, here Maru says a different line if the player suggested she tell the truth: conditionSpeak Maru "I accidentally dropped one of the samples... I'm so sorry.$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. |
Improved existing commands
| command | description |
|---|---|
| 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 1.6.16 splitSpeak Sam "You think so?~Yeah... kids should play and have fun while they still have the chance." // in 1.7 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. |
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 1.7. 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 1.7 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 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>.
|
| 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") |
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)
- A few specific event commands:
- action
- goto, specifically for the label(s)
- setSkipActions (token evaluation is delayed 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.
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.
EventValidator changes
The EventValidator class added in 1.6.16 lets you detect issues in event scripts (mainly meant for unit tests).
Stardew Valley 1.7 adds one token recognized by the EventArguments attribute:
token meaning 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. Content manager changes
1.7 adds a SourceCodeContentManager implementation of IContentManager. This is meant for internal unit tests, and isn't relevant for mod authors except as an example.
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
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
WateringCanEnchantmentObsolete. 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
windowRemoved. Replaced by the FurnitureType enum (e.g. Furniture.rugis nowFurnitureType.Rug).placementRestrictions Removed. Replaced by CanPlaceIndoors and CanPlaceOutdoors. 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. 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...
- 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 1.7 (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 - Merged resort dialogue keys.
- Removed event dialogues moved into Strings/Events.
- Fixed invalid dialogue keys.
✘ broken ✓ mostly unaffected Characters/Dialogue/Alex
Characters/Dialogue/Clint- Merged resort dialogue keys.
- Removed event dialogues moved into Strings/Events.
✘ broken ✓ mostly unaffected Characters/Dialogue/Demetrius Removed event dialogues moved into Strings/Events. Characters/Dialogue/Dwarf Fixed invalid dialogue keys. ✘ broken ✓ mostly unaffected Characters/Dialogue/Elliott - Merged resort dialogue keys.
- Removed event dialogues moved into Strings/Events.
- Fixed invalid dialogue key.
✘ broken ✓ mostly unaffected Characters/Dialogue/Emily Removed event dialogues moved into Strings/Events. Characters/Dialogue/Evelyn - Removed event dialogues moved into Strings/Events.
- Fixed invalid dialogue key.
✘ broken ✓ mostly unaffected Characters/Dialogue/Haley - Merged resort dialogue keys.
- Removed event dialogues moved into Strings/Events.
✘ broken ✓ mostly unaffected Characters/Dialogue/Harvey - Removed event dialogues moved into Strings/Events.
- Fixed invalid dialogue key.
✘ broken ✓ mostly unaffected Characters/Dialogue/Jodi Fixed invalid dialogue key. ✘ broken ✓ mostly unaffected Characters/Dialogue/Kent Removed event dialogues moved into Strings/Events. Characters/Dialogue/Leah - Merged resort dialogue keys.
- Removed event dialogues moved into Strings/Events.
✘ broken ✓ mostly unaffected Characters/Dialogue/Lewis - Removed event dialogues moved into Strings/Events.
- Fixed invalid dialogue key.
✘ broken ✓ mostly unaffected Characters/Dialogue/MarriageDialogue
Characters/Dialogue/MarriageDialogue*✘ broken ✓ mostly unaffected Characters/Dialogue/Maru - Merged resort dialogue keys.
- Removed event dialogues moved into Strings/Events.
✘ broken ✓ mostly unaffected Characters/Dialogue/Pam Removed event dialogues moved into Strings/Events. Characters/Dialogue/Penny - Merged resort dialogue keys.
- Removed event dialogues moved into Strings/Events.
✘ broken ✓ mostly unaffected Characters/Dialogue/Pierre
Characters/Dialogue/RobinRemoved event dialogues moved into Strings/Events. Characters/Dialogue/Sam - Merged resort dialogue keys.
- Removed event dialogues moved into Strings/Events.
✘ broken ✓ mostly unaffected Characters/Dialogue/Sebastian - Merged resort dialogue keys.
- Removed event dialogues moved into Strings/Events.
- Fixed invalid dialogue key.
✘ broken ✓ mostly unaffected Characters/Dialogue/Shane Removed event dialogues moved into Strings/Events. 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/CharactersAdded new item spawn field. ✘ broken 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/ExtraDialogues - Moved hardcoded events into Data/Events/*.
- Moved SummitEvent_* translations into Strings/Events (with a new name & format).
✓ mostly unaffected ✓ mostly unaffected Data/FishPondData
Data/FruitTreesAdded new item spawn field. ✘ broken Data/Furniture Overhauled format. ✘ broken ✘ broken
(until Content Patcher adds runtime migrations)Data/GarbageCans
Data/GiantCropsAdded 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 - Added new data field to data model and new item spawn fields.
- Added fish_talk_coral context tag for coral and sea urchin.
✘ broken ✓ mostly unaffected Data/Pets
Data/ShopsAdded new item spawn field. ✘ broken Data/Weapons - Added new item spawn field.
- Added is_galaxy_weapon context tag for galaxy weapons.
✘ broken ✓ mostly unaffected Data/WildTrees Added new item spawn field. ✘ broken Strings/1_6_Strings - Moved hardcoded events into Data/Events/*.
- Moved some translations into Strings/EnchanmentNames, Strings/Events, and Strings/Furniture.
✓ mostly unaffected ✓ mostly unaffected Strings/EnchantmentNames - Added translations moved from Strings/1_6_Strings.
- Renamed two keys (Auto-Hook → <samp.AutoHook, Bug Killer → BugKiller).
✘ broken ✓ mostly unaffected Strings/Events - Added translations for multilingual events.
- Added translations moved from NPC dialogue assets.
✘ broken Strings/Furniture Added translations for catalogue descriptions (moved from Strings/1_6_Strings). ✘ broken Strings/Locations - Moved hardcoded events into Data/Events/*.
- Moved some event translations into Strings/Events.
✓ mostly unaffected ✓ mostly unaffected 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 Moved to Strings/UI, with the key GenericPurchase_Decline.