Tool Stardew Valley Modding Reference Datasheet (WIP & Could use some help)

Discussion in 'Mods' started by bloc97, Mar 13, 2016.

  1. bloc97

    bloc97 Void-Bound Voyager

    Since I didn't see anyone make this yet, and at the same time, there is a lack of documentation on the in-game values, thus causing a lack of mods for a such popular game.
    I will try to describe them here for modders/debuggers needing a quick reference. It will take some time, but if I get some help, we can figure everything out eventually...

    I hope this will make modders' lives easier and give them a quick reference sheet.
    I will try my best but since this is very time consuming, I don't know if I can figure out everything in a short period of time, so bear with me. However, any (even a tiny bit of) help is very welcome!

    I'm going to start with the crops, since its one of the main aspects of the game (and one of the less documented).

    • Crops.xnb
    Example XML format:
    [Crop Seed ID]: "[Stage Time] / [Seasons] / [Crop Local ID] / [Item ID] / [Re-harvest Time] / [Scythable?] / [Multiple Drop?] [Possible Drops] [Luck Modifier] / [Solid?] / [Flower?] [RGB Values]" #!String
    -Crop Seed ID : The ID of the crop seed. [Integer number (Refer to ObjectInformation.xnb)]

    -Stage Time: Time (In days) that the crop needs to reach the next stage in its growth. [Integer numbers separated by a space]

    -Seasons: Seasons that the Crop grows. [Lowercase strings separated by a space] (spring, summer, fall, winter?(yet to be confirmed))

    -Crop Local ID : Unique Local ID given to the Crop. [Integer number] (If adding a new crop, be sure it has its unique ID!)
    -Item ID : Item ID that the crops drops. [Integer number (Refer to ObjectInformation.xnb)] (Yes you can make a crop drop iridium ore.)

    -Re-harvest Time: Time (In days) that the crop needs to be re-harvested. [Integer number] (Give a value of -1 if the crop is one-time harvest only.)

    -Scythable?: Do the crop need a Scythe to be harvested? [true/false]

    -Multiple Drop?: Does the crop drop multiple items per harvest? [true/false]
    -Possible Drops: Possible numbers of items dropped per harvest. [Integer numbers separated by a space] (Eg. if a crop can by chance either drop 3, 5 or 8 fruits, write 3 5 8.)
    -Luck Modifier: Chance to get the next drop number. [Decimal Number (0 to 1)] (Eg. a value of 0.1 combined with a possible drop of "1 2 3" means that there is 10% chance that the crop drops 2 items on harvest, and 10% in that 10% (which is 1%) to drop 3 items on harvest.)

    -Solid?: Does the crop prevent the character/animals from passing through? [true/false]

    -Flower?: Is the crop a flower? [true/false] (Optional, if true, enter possible RGB colour values for the flower.)
    -RGB Values: Possible colour values for the flower. [Triple integer numbers separated by a space (0-255)] (Eg. "150 150 150" or "100 150 255 10 14 15 0 0 0")
    -#!String: Don't forget to end the string sequence!


    Seed ID/Local ID/Item ID/Crop Name

    WIP

    299/39/300/Amaranth
    301/38/398/Grape
    302/37/304/Hops
    347/32/417/Sweet Gem Berry
    425/31/595/Fairy Rose
    427/26/591/Tulip
    429/27/597/Blue Jazz
    431/30/421/Sunflower
    453/28/376/Poppy
    455/29/593/Summer Spangle
    472/0 /24 /Parsnip
    473/1 /188/Green Bean
    474/2 /190/Cauliflower
    475/3 /192/Potato
    476/4 /248/Garlic
    477/5 /250/Kale
    478/6 /252/Rhubarb
    479/7 /254/Melon
    480/8 /256/Tomato
    481/9 /258/Blueberry
    482/10/260/Hot Pepper
    483/11/262/Wheat
    484/12/264/Radish
    485/13/266/Red Cabbage
    486/14/268/Starfruit
    487/15/270/Corn
    488/16/272/Eggplant
    489/17/274/Artichoke
    490/18/276/Pumpkin
    491/19/278/Bok Choy
    492/20/280/Yam
    493/21/282/Cranberries
    494/22/284/Beet
    495/23/16 /Wild Horseradish
    496/23/396/Spice Berry
    497/23/404/Common Mushroom
    498/23/412/Winter Root
    499/24/454/Ancient Fruit
    745/36/400/Strawberry





    • ObjectInformation.xnb

    Example XML format:
    -Items-
    [Item ID]: "[Name] / [Price] / [Regen Modifier] / [Main Category] [Sub Category Value] / [Description] / [Misc. Values] / [Misc. Values] / [Misc. Values]" #!String

    -Item ID : Unique Item ID number. [Integer number] (If you are adding a new item, be sure it has its own unique ID!)

    -Name: In-Game Item title name. [String]

    -Price: Price which the Item can be sold at. [Integer number] (Buying an item costs 2x this value.)

    -Regen Modifier:
    Affects Health and Energy Regeneration. [Integer number] (This value is equal to the Health Regen, and multiplied by 2.5, gives you the Energy Regen. If the item is inedible, give it a value of -300.)

    -Main Category:
    Main category the item belongs to. [String] (Mainly affects Item colour, category name, More research needed.)
    -Sub Category Value (Optional): Sub category the item belongs to. [Negative Integer number] (Mainly affects drops, relations with other items, etc. More research needed.)
    Possible Combinations:

    • Basic [Resource] (Weeds, Stone)
      Basic -5 [Animal Produce] (Egg, Large Egg)
      Basic -6 [Drinkable Animal Produce] (Milk, Large Milk)
      Basic -15 [Refined Resource] (Iron Bar, Refined Quartz)
      Basic -16 [Resource] (Wood, Stone, Hardwood, Battery Pack)
      Basic -17 [Misc. Produce] (Truffle, Sweet Gem Berry)
      Basic -18 [Animal Produce] (Wool, Rabbit's Foot)
      Basic -19 [Fertilizer] (Speed-Gro, Basic Fertilizer)
      Basic -20 (Rotten Plant)
      Basic -21 [Bait] (Bait, Wild Bait, Magnet)
      Basic -22 [Tackle] (Spinner, Barbed Hook)
      Basic -23 [Seashells] (Clam, Coral)
      Basic -24 (Tea Set)
      Basic -26 [Artisan Goods] (Beer, Honey, Jelly)
      Basic -27 [Artisan Goods] (Pine Tar, Maple Syrup)
      Basic -28 [Monster Loot] (Bug Meat, Slime)
      Basic -75 [Vegetables] (Eggplant, Radish, Wheat)
      Basic -79 [Fruits] (Cranberry, Grape, Apple)
      Basic -80 [Flowers] (Poppy, Sunflower, Summer Spangle)
      Basic -81 [Forage] (Dandelion, Wild Plum, Common Mushroom, Sap)
      Seeds -74 [Seeds] (Hops Starter, Sunflower Seeds, Mixed Seeds)
      Minerals -2 [Mineral] (Quartz, Diamond, Topaz)
      Arch [Artifacts] (Ancient Doll, Chewing Stick, Rare Disc)
      Fish -4 [Fish] (Oyster, Snail, Salmon)
      Fish -20 [Trash] (Soggy Newspaper, Broken CD, Joja Cola)
      Cooking -7 [Cooking] (Maple Bar, Pizza, Fruit Salad)
      Crafting (Grass Starter, Muscle Remedy)
      Crafting -8 [Crafting] (Sprinkler, Wood Fence, Dwarvish Translation Guide)
      Crafting -24 [Decor] (Gravel Path, Wood Floor)
      Quest [Quest] (Lost Axe, Berry Basket)
      asdf (Lost Book)​

    -Description:
    In-Game Item description. [String]

    -Misc. Values:
    Varies with the item category.

    • [Arch]
      / [Drops] / [Reward]" #!String

      -Drops: Location where drop is possible followed by a luck modifier. [Pair of String+Decimal number (0-1) separated by a space. (Eg. "Town .001" means that the item can be found in town 0.1% of the time using the hoe on ground twigs.)
      -Reward: Reward from the museum when you donate. [String followed by Two integer numbers] (More research needed + Clarification.)
      Eg.
      Dwarf Scroll : /Set Dwarf 96 97 98 99" #!String
      Dinosaur Egg: /Item 1 107" #!String
      Rare Disc: /Decor 1 29" #!String
      Ancient Drum: /Recipe 2 Drum_Block 300" #!String




      [Fish -4]
      / [Time]^[Season]" #!String

      -Time: Time that fish can be found. [Strings separated by a space] (Eg. Day Night)
      -Season: Season that fish can be found. [Strings separated by a space] (Eg. Summer Winter)



      [Cooking -7] or [Basic -6]
      / [Type] / [Effects] / [Duration]" #!String

      -Type: Either Food or Drink. [String] (food/drink)
      -Effects: Effects on user after consumption. [11 Integer numbers separated by a space] (Adds temporary level or max health/energy.)
      [Farming] [Fishing] [Mining] [Unknown] [Luck] [Foraging] [Unknown (Possibly Max Energy)] [Max Energy] [Magnetism] [Speed] [Defense]
      -Duration: Duration of the effects (in seconds). [Integer number]



      [Basic]
      / [Geode Items]" #!String

      -Geode Items:
      ID list of possible items to be found inside the geode. [Integer numbers separated by a space]

    -Equipment-
    [Item ID]: "[Name] / [Description] / [Price] / [Category]" #!String

    -Item ID : Unique Item ID number. [Integer number] (If you are adding a new item, be sure it has its own unique ID!)

    -Name: In-Game Equipment title name. [String]

    -Description: In-Game Item description. [String]

    -Price: Price which the Item can be sold at. [Integer number] (Buying an item costs 2x this value.)

    -Category: Main category the item belongs to. [String]

    Please do correct me if there is any mistake.

    I will maybe do next the shops, quests, events etc.
    Please leave a comment if you have requests, ideas, or anything else you want to say! I am open to criticism.
     
      Last edited: Mar 14, 2016
      Dozy, XaviiKinz, keyten and 1 other person like this.
    • bloc97

      bloc97 Void-Bound Voyager

      Reserved
       
      • bloc97

        bloc97 Void-Bound Voyager

        Reserved
         
        • bloc97

          bloc97 Void-Bound Voyager

          Final Reserve
           
          • owlsomniac

            owlsomniac Scruffy Nerf-Herder

            I found this to be helpful!

            Do you know what item string refers to whether an item is basic, silver, or gold star?

            Thanks for making this! :D
             
            • Caladrea

              Caladrea Space Hobo

              This is an amazing start. I was planning on doing this myself, so this is very helpful.
               
              • charlottenoyen

                charlottenoyen Scruffy Nerf-Herder

                This is great! I'm fiddling with Quests.xnb at the moment, I'll let you know what I can find out.

                The fourth one is Combat. The seventh I'm not sure. The text says Max Energy but it uses the weight icon.
                It's probably also worth mentioning that you can assign negative values to skills to apply a debuff.

                So

                "Fiddlehead Risotto/350/90/Cooking -7/A creamy rice dish served with sauteed fern heads. It's a little bland./food/1 2 -3 4 5 6 7 8 9 10 11/1440" #!String

                looks like this
                [​IMG]


                and (starting with all skills at 10) does this
                [​IMG]
                 

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