Difference between revisions of "Modding:Migrate to Stardew Valley 1.3.36"
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__TOC__ | __TOC__ | ||
==SMAPI mods== | ==SMAPI mods== | ||
− | Most SMAPI mods are unaffected. If your mod broke, you probably just need to recompile a new DLL and release it. (Don't forget to update the < | + | Most SMAPI mods are unaffected. If your mod broke, you probably just need to recompile a new DLL and release it. (Don't forget to update the <samp>manifest.json</samp> version!) |
==Content Patcher packs== | ==Content Patcher packs== | ||
===Custom map tilesheets=== | ===Custom map tilesheets=== | ||
− | If you use < | + | If you use <samp>Action: Load</samp> to provide a custom tilesheet for a map, make sure it's in the <samp>Maps</samp> folder. For example: |
<syntaxhighlight lang="javascript"> | <syntaxhighlight lang="javascript"> | ||
// incorrect | // incorrect | ||
Line 23: | Line 23: | ||
<pre>Microsoft.Xna.Framework.Content.ContentLoadException: Error loading "Maps\mine". File contains xTile.Map but trying to load as Microsoft.Xna.Framework.Graphics.Texture2D.</pre> | <pre>Microsoft.Xna.Framework.Content.ContentLoadException: Error loading "Maps\mine". File contains xTile.Map but trying to load as Microsoft.Xna.Framework.Graphics.Texture2D.</pre> | ||
− | That happens because < | + | That happens because <samp>Content/mine.xnb</samp> (a tilesheet) was deleted in Stardew Valley 1.3.36, so the game is trying to load it from <samp>Content/Maps/mine.xnb</samp> (a map) instead. |
− | You need to change the tilesheet reference to fix it. (These instructions assume the map file is unpacked and in an < | + | You need to change the tilesheet reference to fix it. (These instructions assume the map file is unpacked and in an <samp>assets</samp> subfolder inside the content pack.) |
− | # If you already have a < | + | # If you already have a <samp>mine.png</samp> file in your content pack folder, delete it. |
− | # [[Modding:Editing XNB files|Unpack < | + | # [[Modding:Editing XNB files|Unpack <samp>Content/Maps/Mines/mine.xnb</samp>]]. |
− | # Copy < | + | # Copy <samp>mine.png</samp> to <samp>assets/mine.png</samp> '''and''' <samp>assets/Mines/mine.png</samp>. |
− | # Open the < | + | # Open the <samp>.tbin</samp> file in Tiled. |
# In the 'Tilesets' pane, click the mine tilesheet's tab and click the edit icon at the bottom (which looks like a wrench). This should open the tilesheet in a separate tab. | # In the 'Tilesets' pane, click the mine tilesheet's tab and click the edit icon at the bottom (which looks like a wrench). This should open the tilesheet in a separate tab. | ||
# At the top, click ''Tileset > Tileset Properties''. This should open a 'Properties' pane. | # At the top, click ''Tileset > Tileset Properties''. This should open a 'Properties' pane. | ||
# Click the 'image' field, click the 'edit' button that appears, and click 'browse' in the window that opens. | # Click the 'image' field, click the 'edit' button that appears, and click 'browse' in the window that opens. | ||
− | # Select the < | + | # Select the <samp>assets/Mines/mine.png</samp> file. |
# Save your changes to the map. | # Save your changes to the map. | ||
− | # Delete the < | + | # Delete the <samp>assets/mine.png</samp> file, which is no longer needed. |
− | That's it! Don't forget to delete < | + | That's it! Don't forget to delete <samp>assets/mine.png</samp> from the content pack folder before releasing (unless you customised it), so Content Patcher loads the one provided by the game. |
[[Category:Modding]] | [[Category:Modding]] |
Latest revision as of 18:48, 4 November 2021
This page is for mod authors. Players: see Modding:Mod compatibility instead.
This page explains how to update your mods for compatibility with Stardew Valley 1.3.
SMAPI mods
Most SMAPI mods are unaffected. If your mod broke, you probably just need to recompile a new DLL and release it. (Don't forget to update the manifest.json version!)
Content Patcher packs
Custom map tilesheets
If you use Action: Load to provide a custom tilesheet for a map, make sure it's in the Maps folder. For example:
// incorrect
"Target": "Tilesheet"
// correct
"Target": "Maps/Tilesheet"
Mine tilesheets
You might see this error for your content pack:
Microsoft.Xna.Framework.Content.ContentLoadException: Error loading "Maps\mine". File contains xTile.Map but trying to load as Microsoft.Xna.Framework.Graphics.Texture2D.
That happens because Content/mine.xnb (a tilesheet) was deleted in Stardew Valley 1.3.36, so the game is trying to load it from Content/Maps/mine.xnb (a map) instead.
You need to change the tilesheet reference to fix it. (These instructions assume the map file is unpacked and in an assets subfolder inside the content pack.)
- If you already have a mine.png file in your content pack folder, delete it.
- Unpack Content/Maps/Mines/mine.xnb.
- Copy mine.png to assets/mine.png and assets/Mines/mine.png.
- Open the .tbin file in Tiled.
- In the 'Tilesets' pane, click the mine tilesheet's tab and click the edit icon at the bottom (which looks like a wrench). This should open the tilesheet in a separate tab.
- At the top, click Tileset > Tileset Properties. This should open a 'Properties' pane.
- Click the 'image' field, click the 'edit' button that appears, and click 'browse' in the window that opens.
- Select the assets/Mines/mine.png file.
- Save your changes to the map.
- Delete the assets/mine.png file, which is no longer needed.
That's it! Don't forget to delete assets/mine.png from the content pack folder before releasing (unless you customised it), so Content Patcher loads the one provided by the game.