๐Ÿง‘โ€๐ŸŒพ Stardew World Workshop โ€ข Episode 7 of 12 โ€ข See All Episodes
๐Ÿšช Episode 7 ยท Improver ยท Connections

Open the Door
Episode 7: Warps & Doors

A warp is an invisible doorway. It is what lets the player walk from one map into another. Get them right and movement feels seamless. Get them wrong and you fall through the world.

๐Ÿ‘ถ Ages 10+ โฑ๏ธ ~50 Minutes ๐ŸŒฑ Stardew Valley โœ“ Free workshop
๐Ÿšช What a warp is ๐ŸŽฏ Target point ๐Ÿ” Return warps ๐Ÿ‘ฃ Walk test ๐Ÿ•ณ๏ธ Missing entrances ๐Ÿงช Debug fast
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0 XP
Level 1
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Your Progress 0 / 6 steps
๐Ÿฏ
Ember says: a warp is a promise. You promise the game "walking here sends the player to this exact spot on that map". Keep both halves of the promise and it works every time.
๐Ÿ› ๏ธ
Try it right here: set a doorway warp and test the walk-through. This is the real Stardew Mod Studio, live in this page. Open it full size โ†’
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๐Ÿšช
What Is a Warp?
An invisible doorway between maps
Active
๐ŸŽฏ
Goal for this step

Understand how a warp moves the player to another map and tile.

  • 1A warp is a spot on the map that teleports the player somewhere else when stepped on.
  • 2Every warp entry has five values: the from tile (X and Y), the target map, and the target point (X and Y).
  • 3Doors, cave mouths and the edges of a map all use warps.
  • 4All the warps on a map live in one list called the map's Warp property.
โœ๏ธ
Fill in the Blanks
+15 XP
A warp lists the from tile, the target and the target .
๐Ÿง 
Knowledge Check
+15 XP
What does a warp entry contain?
AA sprite and a sound
BThe from tile, the target map and the target point
CA building and a fence
2
๐ŸŽฏ
Pick the Landing Spot
Where the player appears
Locked
๐ŸŽฏ
Goal for this step

Choose a safe target point on the other map.

  • 1A target point is a tile coordinate on the destination map, like X 12, Y 8.
  • 2Pick a spot that is walkable, or the player lands somewhere they cannot move.
  • 3Leave a one-tile gap from the doorway so the player does not instantly trigger a warp back.
  • 4In Tiled you can read a tile's coordinates from the status bar as you hover.
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Knowledge Check
+15 XP
What makes a good target point?
AA walkable tile set a step away from the doorway
BAny tile at all
CAlways the top-left of the map
3
๐Ÿ–ฑ๏ธ
Add the Warp Entry
Add a doorway to the map's Warp list
Locked
๐ŸŽฏ
Goal for this step

Add a Warp entry that points somewhere.

  • 1Decide which tile is the doorway and which map it leads to.
  • 2Open the map's Warp property and add an entry for it.
  • 3The entry is five values: fromX fromY toArea toX toY.
  • 4When the player steps on the from tile, the game sends them to the target map and point.
A doorway in the map's Warp property
Map property "Warp" (string):
  "8 4 Cabin 2 4"

// Step on this map at tile 8,4
// Arrive on the Cabin map at tile 2,4
// Five values: fromX fromY toArea toX toY
โœ๏ธ
Fill in the Blanks
+15 XP
A doorway is stored in the map property called . Each entry is five values, all stored as .
๐Ÿง 
Knowledge Check
+15 XP
What does a Warp entry contain?
AThe tile's colour
BThe from tile, the target map name and the target X Y coordinates
CThe player's name
4
๐Ÿ”
Add the Way Back
Every warp needs a return
Locked
๐ŸŽฏ
Goal for this step

Add the matching warp so the player is not trapped.

  • 1On the destination map, add a Warp entry near the landing spot.
  • 2Point it back to the first map and a safe tile.
  • 3Now the connection runs both ways. One-way warps strand the player.
  • 4If you know the destination, you know the return: it is just the two maps swapped.
โœ๏ธ
Fill in the Blanks
+15 XP
A one-way warp traps the player. Always add the matching warp .
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Knowledge Check
+15 XP
Why add a return warp?
ASo the player is not stranded on the other map
BBecause warps are counted in pairs by the engine
CTo make the map bigger
5
๐Ÿ‘ฃ
Walk Through It
Test both directions
Locked
๐ŸŽฏ
Goal for this step

Prove the doorway works both ways.

  • 1Save both maps, load your save and walk into the doorway.
  • 2You should appear at the target point on the other map.
  • 3Walk back through the return doorway and confirm you arrive home.
  • 4If you land inside a wall or fall through, the target point is wrong. Fix and reload.
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Knowledge Check
+15 XP
You arrive standing inside a building wall. What is wrong?
AThe map has too many layers
BThe target point is not a walkable tile
CYou need a second tileset
6
๐Ÿ•ณ๏ธ
Fix the Classic Falls
Why players drop through the world
Locked
๐ŸŽฏ
Goal for this step

Learn the two most common warp mistakes.

  • 1Your map does not cover the whole playable area, so the player walks off the edge into empty space.
  • 2The fix: paint solid ground right to the map's border on the Back layer, or add warps at the border to send the player somewhere safe.
  • 3A warp points at a missing map or an out-of-bounds point, so the game cannot place the player.
  • 4The fix: retype the Warp value exactly, check the map name spelling and the X Y numbers.
๐Ÿง 
Knowledge Check
+15 XP
A player keeps falling through the map edge. First fix to try?
AAdd more decorations
BPaint solid ground to the border, or add a border warp to a safe spot
CReinstall Content Patcher
๐ŸŽ‰๐Ÿšช๐Ÿ”โœจ๐ŸŽ‰
You Connected the World!
Two maps now link with matching warps, and you know how to stop the classic falls. Episode 8 goes big: building a brand-new area from a blank map.
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๐Ÿ๏ธ Episode 8: A Brand-New Area โ†’
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๐Ÿงฉ
Linking Two Maps
+20 XP
Drag the steps into order to connect two maps with a working doorway.
Add the Warp property with map and coordinates
Choose a walkable target point on the other map
Add the matching return warp
Place a doorway tile on the Buildings layer
Test both directions in-game