Inside a Mod
Episode 2: The Mods Folder
A Stardew mod is not magic. It is a folder with a name tag and a list of changes. Learn its shape now and every episode after this one gets easier to picture.
A Stardew mod is not magic. It is a folder with a name tag and a list of changes. Learn its shape now and every episode after this one gets easier to picture.
See that every mod is a folder with the same basic parts.
Read a manifest and know what each field is for.
{
"Name": "My First Farm",
"Author": "You",
"Version": "1.0.0",
"UniqueID": "You.MyFirstFarm",
"ContentPackFor": { "UniqueID": "Pathoschild.ContentPatcher" }
}
Understand that content.json is a list of actions.
{
"Format": "2.9.0",
"Changes": [
{
"Action": "Load",
"Target": "Maps/Farm",
"FromFile": "assets/maps/Farm.tmx"
}
]
}
Know where your world files sit inside the mod.
MyFirstFarm/
โโโ manifest.json
โโโ content.json
โโโ assets/
โโโ maps/
โ โโโ Farm.tmx
โโโ images/
โโโ CustomBed.png
Picture the load chain so you can debug it later.
Add a LogName so your mod is easy to find in the console.
{
"Format": "2.9.0",
"LogName": "My First Farm",
"Changes": [ /* ... */ ]
}
Draw your own tiles and buildings
Use Pixel Studio to make the tiles and images you will drop into your mod's assets folder.
Keep the Stardew cheat sheet handy
Every manifest field, the content actions and the console-warning list on one printable page.
Content Patcher applies each change in content.jsonSMAPI scans the Mods folderThe game loads the edited contentSMAPI reads each manifest.jsonContentPackFor hands your folder to Content Patcher