Совместная игра – это дополнительный игровой режим, в котором 1-4 игрока могут играть в одном мире через LAN или Интернет. Режим совместной игры доступен для компьютеров и консолей (не работает для мобильных версий и версии PS Vita).
Создание персонажа для совместной игры
Файл сохранения совместной игры находится на устройстве хоста — игрока, создавшего ферму. Хост может в любое время переключаться между многопользовательским и одиночным режимами. Остальные игроки могут подключаться к общей ферме только в случае, когда хост онлайн и открыл игру для многопользовательского режима.
- Для совместной игры с удаленным подключением каждому игроку требуется собственная копия игры. Игроки могут присоединяться к игре независимо от ОС или места покупки игры, однако кроссплатформенная совместная игра (ПК<->Консоль) не предусмотрена.
- Для совместной игры за одним компьютером или консолью в режиме разделенного экрана используется одна копия игры (для игроков, использующих Switch, установлено ограничение в 2 игрока вместо 4). В этом случае совместная игра начинается при нажатии кнопки «Начать локальную совместную игру» в разделе настроек уже запущенной игры. Для совместной игры в режиме разделенного экрана на ПК необходим контроллер. Клавиатура ПК по умолчанию закреплена за хостом (хотя хост тоже может использовать контроллер по желанию).
В одной и той же совместной игре могут участвовать игроки, использующие как разделенный экран (на устройстве хоста), так и удаленное подключение.
Мультиплеер в основном идентичен однопользовательскому режиму. Вот некоторые особенности, характерные только для совместной игры.
Домики и постройки
Совместная игра возможна только при наличии на ферме домиков для каждого приглашенного игрока (хост игры живет в главном доме). Ферма может содержать до 3-х домиков для гостей. Количество и тип расположения (рядом/отдельно) домиков можно выбрать при создании фермы.
Если ферма создана с менее чем 3-мя домиками или начиналась как одиночная игра, Робин может построить новый домик (до 3-х в сумме) за 100 и небольшое количество ресурсов (зависят от вида домика). Домик строится мгновенно, поэтому дополнительные домики можно построить в первый же день.
Хост может снести домик гостя (приглашенный игрок не должен быть в игре в это время). Снос домика удаляет его жильца из игры. Имущество из инвентаря удаленного игрока (кроме инструментов) будет помещено в сундук, появляющийся на месте снесенного домика.
Домик может быть улучшен в Столярной мастерской игроком, который живёт в нём (не хостом или любым другим игроком). Внутренняя планировка домика идентична дому хоста. В отличие от дома хоста, домики гостей могут быть перенесены в другое место.
Постройка зданий на ферме доступна любому игроку, за исключением домиков: новые домики может строить только хост.
Правила переноса строений (включая домики) устанавливает хост игры. Можно выбрать перенос только хостом, только владельцем здания, любым игроком.
Снос построек доступен только хосту игры.
Маржа
При создании новой совместной игры вы можете выбрать прибыльность продажи из 25%, 50%, 75% или оставить по умолчанию «Обычно»(100%). Это помогает перебалансировать многопользовательский режим, уменьшая количество золота, получаемое при продаже большинства предметов (включая культуры, предметы собирательства, минералы и приготовленные продукты). Например, при 25% маржи вы продадите пшеницу за 6 вместо 25.
Соответственно выбранной марже уменьшается цена семян в Магазине Пьера и цены покупки рассады травы, сахара, пшеничной муки и риса в ДжоджаМарте. Цены на остальные предметы, строения, улучшения инструментов и награды за задания не изменяются.
Это делает получение золота в начале игры сложнее; равномерное улучшение всех навыков, изготовление предметов и выполнение просьб с с доски объявлений становятся более важными для экономии золота.
Изменить маржу в уже созданной игре нельзя.
Бюджет
При создании новой игры хост может выбрать совместный или раздельный бюджет для игроков. При выборе общего бюджета все игроки пользуются одним «кошельком» на свое усмотрение. При выборе раздельного бюджета «кошельки» игроков разделяются, продажа и покупка (включая ящик продажи) осуществляется индивидуально. Однако игра продолжает вести учет общего количества золота, заработанного на ферме.
По умолчанию ферма создается с общим бюджетом. Объединить или разделить бюджет в процессе игры возможно при помощи «Учетной книги города Пеликан» в Усадьбе мэра. Операции по управлению бюджетом может проводить только хост игры. Для игроков с раздельным бюджетом здесь же предусмотрена функция «Послать деньги» с возможностью выбора получателя перевода.
Счет золотых грецких орехов у игроков в совместном режиме общий в любом случае.
Цену предметов, помещенных в ящик продажи, определяет профессия игрока, находящегося в игре, которая больше всего увеличивает цену.
Игровой процесс
- Некоторые решения принимаются игроками совместно:
- День заканчивается, только когда все игроки легли в кровати. Если игрок в совместной игре лег в кровать, пока другие игроки активны, его здоровье и энергия будут пополняться, и он может «отменить» сон в любое время;
- Праздники начинаются, только когда все игроки подошли ко входу в локацию;
- Выбор завершить ли сбор узелков или стать членами Джоджа.
- Игра может быть поставлена на паузу с помощью команды /pause, введенной всеми игроками (открытие меню не останавливает игру в совместном режиме).
- Некоторые решения принимаются только хостом игры:
- Выбор питомца и событие с его получением.
- Выбор при обустройстве пещеры.
- Общими в совместной игре считаются:
- Территория фермы.
- Сбор коллекций.
- Прогресс в заполнении Музея и в прохождении шахты (в том числе в открытии уровней лифта) и пещеры Черепа. Каждый игрок должен забирать свои награды самостоятельно.
- Животные на ферме, включая лошадь и кошку/собаку. Каждый игрок может взаимодействовать с ними. Однако призвать с помощью лошадиной дудочки можно только свою лошадь.
- Награды за Особые заказы, задания с доски объявлений и Испытания Мистера Ки получают все игроки, находящиеся в игре в момент получения награды.
- Индивидуальными для каждого игрока считаются:
- Инвентарь и набор инструментов. Предметы из инвентаря игрока, находящегося офлайн, можно взять, воспользовавшись «Городской корзиной для находок» в Усадьбе мэра.
- Очки энергии и здоровья.
- Навыки и профессии.
- Получаемый опыт: опыт получает тот игрок, который собрал предмет/нанес последний удар.
- Рецепты для готовки и изготовления предметов.
- Отношения с жителями. События, связанные с личным прогрессом, индивидуальны для каждого игрока.
- Почтовый ящик и письма в нем.
- Звездные капли.
- Прогресс в выполнении сюжетных заданий.
- Награду за сбор узелка получает только тот игрок, который завершил узелок. Финальная награда за завершение комнаты в Клубе или покупку проекта в ДжоджаМарте открывается для всех игроков.
- Удача может быть разной для каждого игрока, однако для расчета общих событий ее показатель усредняется.
- Каждый житель может заключить брак лишь с одним игроком. Если несколько игроков выбирают одного брачного кандидата, выиграет первый, кто добьётся его/её руки. Событие при достижении 14❤ для каждого жителя может произойти только один раз на сохранении. Если супруги разведутся, и другой игрок вступит в брак с этим же жителем, событие больше не произойдет.
- Взаимодействие между игроками:
- Игроки могут общаться друг с другом при помощи внутриигрового чата.
- Игроки могут вступать в брак друг с другом и иметь детей. Игроки вступают в брак, используя Обручальное кольцо. Рецепт обручального кольца можно купить у Странствующего торговца за 500. В браке между игроками Звёздная капля появляется на следующий день после свадьбы в подарочной коробке у кровати.
- Игроки могут танцевать друг с другом на фестивале Цветочных танцев (никаких предварительных требований).
Changing the Profit Margin settings can add a difficult twist to a Stardew Valley playthrough by affecting the profits of sold items.
The Profit Margin system in Stardew Valley was introduced back during the Version 1.3 update. It’s essentially a difficulty modifier for veteran players looking to add some flare to the normal Stardew Valley experience, but the Profit Margin modifiers affect some areas of the game, while others are left alone.
Stardew Valley has both high replayability value and appeal for keeping a save file going for a long time. This comes from how Stardew Valley has successfully implemented mechanics that change up gameplay from the regular vanilla experience. For example, more recently, the Version 1.5 update added both a Beach Farm layout as well as the Remixed Bundles at the Community Center. The Remixed Bundles add more difficult items that need to be donated, while the Beach Farm is a difficult layout because it doesn’t allow players to put sprinklers in the sand. The Profit Margins are another way Stardew Valley players can make their playthrough more difficult.
Profit Margins can only be changed when the player starts a new save file. In the panel to the left, players can change the Profit Margin from Normal, which would be 100%, to 75%, 50%, or 25%. This affects how much the player can make by selling items. For example, if a player has their Profit Margin set to 50%, a Milk would now be worth 19 gold rather than the 38 gold it’s worth in the vanilla game.
This means a lot more attention paid to budgeting, especially in the first year in Stardew Valley. The first year is, of course, the most difficult because the player starts out with little money, but must purchase seeds to get the farm going. Luckily, the Profit Margin also changes how much seeds and other products are bought for at the same scale. So in the vanilla game, after the second year, a player’s profits will begin to grow exponentially, but adjusting the Profit Margins can flatten that curve to add a challenge.
The 25% level is considered the highest level of difficulty in Stardew Valley, so much so that the community doesn’t recommend players tackle it on their own. With Stardew Valley‘s 1.3 update also came multiplayer, allowing friends to run the same farm together. Even for veteran players, 25% is known to be a nightmare, but might be a good challenge with an experienced group of friends.
Additionally, rewards coming from quests in Stardew Valley are not affected by the Profit Margin adjustment. This gives the player more incentive to complete quests as often as possible while spending time fishing becomes less valuable.
Stardew Valley is available now for Android, iOS, PC, PS4, Switch, and Xbox One.
MORE: Update 1.5 for Stardew Valley on Consoles is Out Now
Changing the Profit Margin settings can add a difficult twist to a Stardew Valley playthrough by affecting the profits of sold items.
The Profit Margin system in Stardew Valley was introduced back during the Version 1.3 update. It’s essentially a difficulty modifier for veteran players looking to add some flare to the normal Stardew Valley experience, but the Profit Margin modifiers affect some areas of the game, while others are left alone.
Stardew Valley has both high replayability value and appeal for keeping a save file going for a long time. This comes from how Stardew Valley has successfully implemented mechanics that change up gameplay from the regular vanilla experience. For example, more recently, the Version 1.5 update added both a Beach Farm layout as well as the Remixed Bundles at the Community Center. The Remixed Bundles add more difficult items that need to be donated, while the Beach Farm is a difficult layout because it doesn’t allow players to put sprinklers in the sand. The Profit Margins are another way Stardew Valley players can make their playthrough more difficult.
Profit Margins can only be changed when the player starts a new save file. In the panel to the left, players can change the Profit Margin from Normal, which would be 100%, to 75%, 50%, or 25%. This affects how much the player can make by selling items. For example, if a player has their Profit Margin set to 50%, a Milk would now be worth 19 gold rather than the 38 gold it’s worth in the vanilla game.
This means a lot more attention paid to budgeting, especially in the first year in Stardew Valley. The first year is, of course, the most difficult because the player starts out with little money, but must purchase seeds to get the farm going. Luckily, the Profit Margin also changes how much seeds and other products are bought for at the same scale. So in the vanilla game, after the second year, a player’s profits will begin to grow exponentially, but adjusting the Profit Margins can flatten that curve to add a challenge.
The 25% level is considered the highest level of difficulty in Stardew Valley, so much so that the community doesn’t recommend players tackle it on their own. With Stardew Valley‘s 1.3 update also came multiplayer, allowing friends to run the same farm together. Even for veteran players, 25% is known to be a nightmare, but might be a good challenge with an experienced group of friends.
Additionally, rewards coming from quests in Stardew Valley are not affected by the Profit Margin adjustment. This gives the player more incentive to complete quests as often as possible while spending time fishing becomes less valuable.
Stardew Valley is available now for Android, iOS, PC, PS4, Switch, and Xbox One.
MORE: Update 1.5 for Stardew Valley on Consoles is Out Now
←Index
SMAPI provides access to hundreds of console commands with a wide variety of effects, ranging from useful tools to cheats to specialized test commands. These are documented on this page.
Format used on this page
To avoid repeating text, this page uses a few conventions to convey common information:
- Required parameters are listed in angle brackets, and optional parameters are listed in square brackets. For example,
speed
<I:value>
[I:duration]
means the command requires an integer value parameter and has an optional integer duration parameter. Details such as default values should be listed in the description. - The command names are case-insensitive, but their parameters might be case-sensitive.
- If a command description says that a parameter uses «fuzzy» match, that means that it can match on a case-insensitive partial name. For example,
abi
would match Abigail if it’s fuzzy.
Console commands
How to enter console commands
You must have the Console Commands mod installed to use the commands listed below. That mod is bundled with SMAPI; if you deleted it, just reinstall SMAPI to get the mod back.
You can enter console commands directly into the SMAPI console window (or into the in-game chat if you have Chat Commands too). You can type help
to get a list of console commands (including commands added by other mods).
Items & money
command | description | |
---|---|---|
list_items |
Syntax: Shows a list of every item in the game (including those added by mods). The optional search text limits results to those which have all of the search words somewhere in their ID + type + name. Example: > list_items iridum object type | name | id ------ | ----------------- | ---- Object | Iridium Bar | 337 Object | Iridium Milk | 803 Object | Iridium Ore | 386 Object | Iridium Sprinkler | 645 |
# |
list_item_types |
Shows a list of item types that can be used with the list_items and player_add commands. Example: > list_item_types type ------------ BigCraftable Boots Clothing Flooring Furniture Hat Object Ring Tool Wallpaper Weapon |
# |
player_add name |
Syntax: Adds an item to your inventory based on its name. Parameters:
Examples:
|
# |
player_add |
Syntax: Adds an item to your inventory based on its type and ID. Parameters:
Examples:
|
# |
player_setmoney |
Syntax: Changes the player’s total money to the given amount of gold. Example: |
# |
Player
command | description | |
---|---|---|
player_changecolor |
Syntax: Sets a color for your character’s sprite. Parameters:
Example: |
# |
player_changestyle |
Syntax: Sets a style for your character’s sprite. Parameters:
Example: |
# |
player_sethealth |
Syntax: Sets the player’s current health. Example: |
# |
player_setimmunity |
Syntax: Sets the player’s total immunity. This is permanent and is affected by immunity buffs. For example, if you set immunity 10 while Genie Shoes (+6 immunity) are equipped, removing the shoes would set your immunity to 4 (10 — 6). You can reset immunity to normal by removing everything that improves immunity, then entering Example: |
# |
player_setmaxhealth |
Syntax: Sets the player’s maximum health. This permanently changes the baseline; for example, if you set your max health to 500 and then drink Iridium Snake Milk, your max health will increase to 525. Example: |
# |
player_setmaxstamina |
Syntax: Sets the player’s maximum stamina. This permanently changes the baseline; for example, if you set your max stamina to 300 and then collect a Stardrop, your max stamina will increase to 334. Example: |
# |
player_setname |
Syntax: Sets the name of the current player or their farm, depending on the Examples:
|
# |
player_setstamina |
Syntax: Sets the player’s current stamina. Example: |
# |
World
command | description | |
---|---|---|
hurry_all |
Immediately warps all NPCs to their scheduled positions. (To hurry a single NPC, use debug hurry npc-name instead.) |
# |
set_farm_type list |
Shows a list of farm types you can use with the set_farm_type command. |
# |
set_farm_type |
Syntax: Sets the player’s current farm type, where Example: |
# |
world_clear |
Syntax: Removes all entities of the given type from a location. Parameters:
Example: |
# |
world_downminelevel |
Goes down one mine level. If you’re not in the mines, warps you to the first mine level. |
# |
world_freezetime |
Syntax: Freezes or resumes the time. The |
# |
world_setday |
Syntax: Sets the day of month. Example: |
# |
world_setminelevel |
Syntax: Warps you to the given mine level. This can be the regular mines (levels 1–120), Skull Cavern (121+), or Quarry Mine (77377). Example: |
# |
world_setseason |
Syntax: Sets the season (one of spring, summer, fall, or winter). Example: |
# |
world_settime |
Syntax: Sets the time of day, using the game’s 26-hour time format (from 0600 for 6am at the start of day, to 2600 for 2am at the end of day). Example: |
# |
world_setyear |
Syntax: Sets the year number. Example: |
# |
Other
command | description | |
---|---|---|
harmony_summary |
Syntax: Lists the Harmony patches added by SMAPI and other mods. If Example: |
# |
help |
Syntax: Provides documentation for console commands. If called without an argument, shows general help text and a list of available commands. If called with a command name, shows the documentation for that command. |
# |
reload_i18n |
Reload translation files for all mods. This is mainly useful when translating mods. (Note that if a mod caches the text, it may show the old version until it updates.) |
# |
show_data_files |
Opens the folder containing the save and log files. |
# |
show_game_files |
Opens the game folder. |
# |
test_input |
Logs the key codes for all button presses to the console for 30 seconds. |
# |
Advanced
⚠️ These may corrupt or make permanent changes to your save. DO NOT USE THESE unless you’re absolutely sure.
command | description | |
---|---|---|
apply_save_fix |
Syntax: Applies one of the game’s save migrations to the currently loaded save. Parameters:
Examples:
|
# |
debug |
Syntax: Executes one of the game’s debug commands. See debug commands below for more info. |
# |
regenerate_bundles |
Syntax: Regenerates your community center bundle data. This will reset all bundle progress, and may have unintended effects if you’ve already completed bundles. Parameters:
Examples:
|
# |
Debug commands
Warning: These commands are intended for testing and troubleshooting rather than general playing. Some have permanent side effects and may cause crashes or other problems.
How to enter debug commands
The game itself has hundreds of hidden debug commands used to test the game. These require the Console Commands mod too, but every command should be prefixed with debug
like this:
debug where Robin > Robin is at Farm, 21,4
The example above returned output, but many commands don’t. If there’s no output, SMAPI will say Sent debug command to the game, but there was no output.
Macros
Instead of entering each command directly into the SMAPI console, you can also use the debug runmacro command to a list of debug commands from a text file. (This doesn’t work with the non-debug commands.) Here’s how to use it:
- Create a text file in your game folder (with a .txt extension).
- Type commands in this file, one command per line. Each command should start with a slash character (/), but should not include
debug
. - To run the macro, type
debug runmacro <filename>
in the SMAPI console, replacing <filename> with the name of your command file without the .txt extension.
For example, let’s say you have a quickstart.txt
file with these commands:
/backpack 12 /Money 10000 /levelup 0 1 /weapon 5
Entering debug runmacro quickstart
in the SMAPI console will execute all the commands, resulting in a backpack upgrade, money set to 10000g, farming skill set to level 1, and a Bone Sword added to the player’s inventory. (Note: Money is capitalized in this example because if it is all lowercase it triggers a special chat response instead of executing the command.)
Items and inventory
General item search and spawning
command | description | |
---|---|---|
bigitem, big, bi, b |
Syntax: Adds the specified craftable to your inventory. See big craftables data for a list of base game IDs. Example: |
# |
createdebris, mainmenu |
Syntax: Spawns the specified object at your position. See object data for a list of base game IDs. The object will initially be laying on the ground and will be picked up if you have room once the game regains focus. Example: |
# |
everythingshop |
Opens a shop menu containing a furniture catalogue, all objects, all craftables, and all weapons. All items are free. |
# |
furniture, ff |
Syntax: Adds the specified piece of furniture to your inventory. See furniture data for a list of base game IDs. If the itemID is not supplied, a random piece of furniture (ID 0 — 1612) will be given. Example: |
# |
fuzzyitemnamed, fin, f |
Syntax: Adds the specified item to your inventory. This is a fuzzy search and the game will look through objects, craftables, furniture, weapons, boots, hats, and clothes to match it. There is no reliable way to use names with spaces or differentiate items with the same name, so not all items can be accessed with this command. The optional parameters are for stack amount (defaults is 1) and quality (default is 0.) Examples:
|
# |
getindex |
Syntax: Outputs the parent sheet index (i.e., ID) of the specified item to the SMAPI console. This is a fuzzy search with similar behavior to the Examples:
|
# |
item, i |
Syntax: Adds the specified object to your inventory. Despite the generic name, this accepts object IDs only. The optional parameters are for stack amount (default is 1) and quality (default is 0.) Example: |
# |
itemnamed, in |
Syntax: Adds the specified object to your inventory. Accepts only object names; this is not a fuzzy match but is case-insensitive. Punctuation should be included, but all spaces should be removed from the name (see examples below). If the requested name is not unique, all matching objects will be added. The optional parameters are for stack amount (default is 1) and quality (default is 0.) Examples:
|
# |
lookup, lu |
Syntax: Outputs the parent sheet index (i.e., ID) of the specified object to the SMAPI console. Accepts only object names; this is not a fuzzy match but is case-insensitive and spaces should still be included (see examples below). If the requested name is not unique, all matching objects will be included in the output. Examples:
|
# |
resource |
Syntax: Marks specified amount of specified resource item as collected. This does not actually add any items but does increment some collection stats and may be useful for completing gathering quests. Valid types are 0 (copper), 2 (iron), 4 (coal), 6 (gold), 8 (coins), 10 (iridium), 12 (wood), and 28 (lantern fuel). Type 8 will increase your money by a random amount (rolls 10-49 and multiplies by the amount specified). The following describes the upcoming Stardew Valley 1.6.0, and may change before release. This command no longer exists. |
# |
tv |
Adds a TV furniture item to your inventory; this will be either a Budget TV or Plasma TV, randomly chosen with equal chances. |
# |
wallpaper, wp |
Syntax: Adds specified wallpaper item to inventory. If no ID is specified, this will randomly pick from any floor (ID 0-39) or wallpaper (ID 0-111). IDs over 111 do give items, but these will be either a combination of two different floor textures or a warped single floor texture. |
# |
Backpack and inventory
command | description | |
---|---|---|
backpack |
Syntax: Increases your inventory space by the specified amount; capped at 36 slots. |
# |
clear, ci |
Removes all items currently in your inventory. |
# |
doesitemexist |
Syntax: Checks all locations and all player inventories to see if the specified item exists anywhere. If the isCraftable argument is present (no matter what it is), the search will look for big craftables with the specified ID; if the isCraftable argument is absent, the search will instead look for Objects with the specified ID. A global message saying Yes or No will be displayed, but there is no indication of where the item is located if it is found. Examples:
|
# |
fillbackpack, fillbp, fill, fbp |
Fills all empty spaces in your inventory with random Objects. Any objects spawned by this command will not be marked as found on the collections tab. |
# |
sl |
Shifts inventory rows down, looping previous bottom row to top; similar to using Control-Tab with default keyboard controls. Will work with larger-than-normal inventories. |
# |
sr |
Shifts inventory rows up, looping previous top row to bottom; similar to using Tab with default keyboard controls. Will work with larger-than-normal inventories. |
# |
Clothing and tailoring
command | description | |
---|---|---|
boots |
Syntax: Adds the specified pair of boots to your inventory. See Data/Boots for a list of base game IDs. Example: |
# |
clothes |
Syntax: Adds the specified clothing item to your inventory. See Data/ClothingInformation for a list of base game IDs. Examples:
|
# |
dye |
Syntax: Dyes the specified (currently equipped) item the specified color. Item type can be shirt or pants and valid colors are black, blue, green, red, white, and yellow. Strength is a float between 0 and 1 inclusive; the higher the number, the more vibrant the color. The dye will mix with the current color so it is sometimes necessary to «reset» the item by dyeing first with white strength 1. Examples:
|
# |
dyeAll |
Seems to be intended to bring up a character customization menu with HSV sliders for both shirt and pants, but it does not function because all entered commands are forced to lower case. The two individual commands dyepants and dyeshirt can be used instead. |
# |
dyemenu |
Brings up the same dyeing menu you get by interacting with the dye pots in Emily’s house. Filling all six pots with appropriate items will bring up a character customization menu with HSV sliders for dyeing both your currently-equipped shirt and pants. |
# |
dyepants |
Brings up a character customization menu with HSV sliders for dyeing your currently-equipped pants. |
# |
dyeshirt |
Brings up a character customization menu with HSV sliders for dyeing your currently-equipped shirt. |
# |
hat |
Syntax: Gives and automatically equips the specified hat to your farmer; any currently equipped hat will be destroyed. See hat data for a list of base game IDs. Example: |
# |
ring |
Syntax: Adds the specified ring to your inventory. See object data for a list of base game IDs. Example: |
# |
tailor |
Brings up the same tailoring menu you get by interacting with the sewing machine in Emily’s house. |
# |
tailorrecipelisttool, trlt |
Brings up a special menu listing most Objects, what color they will dye an item, and what clothing item they can make when used in the sewing machine. The menu can be scrolled with the mouse wheel, hovering the mouse over the object will show the tooltip for the clothing it makes, and clicking on the object will add the clothing it makes to your inventory. |
# |
Tools and weapons
command | description | |
---|---|---|
ax |
Adds a basic Axe to your inventory. |
# |
forge |
Shows the Forge menu. |
# |
hoe |
Adds a basic Hoe to your inventory. |
# |
mp |
Adds a Milk Pail to your inventory. |
# |
pan |
Adds a Copper Pan to your inventory. |
# |
pickaxe, pickax, pick |
Adds a basic Pickaxe to your inventory. |
# |
pole |
Syntax: Adds a Fishing Pole of the specified type to your inventory. Valid types are 0 (Bamboo Pole; the default), 1 (Training Rod), 2 (Fiberglass Rod), or 3 (Iridium Rod). |
# |
shears, scissors |
Adds Shears to your inventory. |
# |
slingshot |
Adds a Slingshot to your inventory. |
# |
tool |
Syntax: Changes the upgrade level of the specified tool to the specified level; the tool must be in your inventory. Tool names are case-sensitive but can match partially; valid names are Ax, Hoe, Pickaxe, and Watering Can. Upgrade levels are 0 (basic), 1 (copper), 2 (steel), 3 (gold), or 4 (iridium). Examples:
|
# |
trashcan |
Syntax: Changes the upgrade level of your inventory Trash Can. Upgrade levels are 0 (basic), 1 (copper), 2 (steel), 3 (gold), or 4 (iridium). The can sprite may not fully update until the inventory is closed and reopened. |
# |
wand |
Adds a Return Scepter to your inventory. |
# |
wateringcan, can |
Adds a basic Watering Can to your inventory. |
# |
weapon |
Syntax: Adds the specified weapon to your inventory. See weapon data for a list of base game IDs. Example: |
# |
Wallet items
command | description | |
---|---|---|
clearspecials |
Removes most special items from your Wallet. The Rusty Key, Skull Key, Special Charm, Dark Talisman, Magic Ink, Club Card, Dwarven Translation Guide, and Magnifying Glass will all be removed, but Bear’s Knowledge and Spring Onion Mastery will remain. |
# |
darktalisman |
Adds the Dark Talisman to (and removes the Magic Ink from) your wallet; also removes the magic artifact blocking access to the Witch’s Swamp. |
# |
skullkey |
Adds the Skull Key to your wallet. |
# |
specialitem |
Syntax: Adds the specified special item to your wallet. Which ID values are useful is currently unknown. |
# |
specials |
Adds all special items to your wallet, including Bear’s Knowledge and Spring Onion Mastery. The associated events for these two are also marked as seen. |
# |
townkey |
Adds the Key To The Town to your wallet. |
# |
Miscellaneous items
command | description | |
---|---|---|
fillbin, fb |
Adds a Parsnip, Fire Quartz, LargeMouth Bass, Wild Horseradish, and Wood to the shipping bin. |
# |
listtags |
Outputs all object context tags associated with the currently-held item to the console. Example: |
# |
makeinedible |
Makes the currently-held item inedible by setting its edibility value to -300; does not affect other instances of the same item. |
# |
skullgear |
Sets your current backpack size to 32 slots, equips a Savage Ring and Iridium Band, equips Space Boots, and clears inventory except for an Iridium Pickaxe, a Galaxy Sword, a stack of 20 Spicy Eels, and a stack of 20 Mega Bombs. Also sets your maximum health to 75 and gives you the Fighter profession. Any previously equipped boots and rings and all previous inventory items are lost. |
# |
Player
Appearance
command | description | |
---|---|---|
customizemenu, customize, cmenu |
Opens the full character customization menu seen at the start of a new game which includes gender options and player/farm names. Changing the player name will cause the save file to change as well. |
# |
haircolor |
Syntax: Sets the player’s hair color to the specified RGB values. Each has a range of 0-255. |
# |
hairstyle |
Syntax: Sets the player’s hair style to the specified ID. Note that these IDs are one less than the values shown in the character customization menu and have a range of 0-55 in the base game. |
# |
pants |
Syntax: Sets the player’s pants color to the specified RGB values. Each has a range of 0-255. This no longer has a noticeable effect since pants are now a clothing item; the dyepants command should be used instead. |
# |
shirtcolor |
Syntax: Sets the player’s shirt choice to the specified ID. This no longer has a noticeable effect since shirts are now a clothing item; the clothes or dyeshirt commands should be used instead. |
# |
skincolor |
Syntax: Sets the player’s skin color to the specified ID. Note that these IDs are one less than the values shown in the character customization menu and have a range of 0-23 in the base game. |
# |
Health, stamina, buffs, and currency
command | description | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
buff |
Syntax: Adds the specified buff to the player. Useful ID values are listed below. Also see the speed command.
|
# | ||||||||||||
clearbuffs |
Removes all active buffs (both positive and negative.) |
# | ||||||||||||
die |
Sets your health to zero, resulting in passing out and awakening in the Clinic. |
# | ||||||||||||
energize |
Syntax: Sets your energy to the specified amount. If no amount is specified, it will be set to maximum. |
# | ||||||||||||
exhaust |
Sets your energy to -15, resulting in passing out and ending the day. |
# | ||||||||||||
gem |
Syntax: Gives you the specified number of Qi Gems. |
# | ||||||||||||
gold |
Gives you one million (1,000,000) gold. |
# | ||||||||||||
heal |
Sets your health to maximum. |
# | ||||||||||||
invincible, inv, gm |
Toggles invincibility. When on, you will not take any damage. |
# | ||||||||||||
money |
Syntax: Sets your money to the specified amount. To use in a macro, make sure one or more of the letters in the command is capitalized. |
# | ||||||||||||
testnut |
Spawns a Golden Walnut at the upper left corner of the current map which will immediately start moving towards a player for collection. |
# | ||||||||||||
walnut |
Syntax: Gives your team the specified number of Golden Walnuts. |
# |
Movement and warping
command | description | |
---|---|---|
canmove, cm, c |
Attempts to force-enable player movement by resetting animations and dismounting the horse. Sometimes useful when the player becomes «stuck.» |
# |
minelevel |
Syntax: Warps you to the specified level of the Mines. Use level 77377 to warp to the Quarry Mine, and to warp to a level in the Skull Cavern, add 120 to your target level. Example: |
# |
printplayerpos, ppp |
Prints the player’s current position in both tile and pixel coordinates to the console. |
# |
speed |
Syntax: Gives the player a speed buff of the specified amount for the specified duration. The duration is interpreted as in-game minutes and defaults to 30; multiplying this value by 0.7 will convert to real-time seconds. This buff has a unique source of «Debug Speed» and will stack with both food and drink speed buffs. Example: |
# |
volcano |
Syntax: Warps you to the specified level of the Volcano Dungeon. |
# |
warp |
Syntax: Warps you to the specified location at the given coordinates. The location name is a fuzzy match, and if the coordinates are not supplied the game has a list of hardcoded defaults it will use for many locations (see Utility.getDefaultWarpLocation() for details.) Examples:
|
# |
warphome, wh |
Warps you directly to your bed in your farmhouse/cabin. |
# |
warpshop, ws |
Syntax: Warps you to the shop run by the specified NPC; if necessary will also warp the NPC to the shop location. NPC names are case-insensitive and can be one of the following: pierre, robin, krobus, sandy, marnie, clint, gus, willy, pam, dwarf, and wizard. The wizard option will also add Magic Ink to your wallet and mark the event where the ink is returned as already seen. Example: |
# |
warptocharacter, wtc |
Syntax: Warps you to the specified character, wherever they are. This is a fuzzy match. |
# |
warptoplayer, wtp |
Syntax: Warps you to the specified player, wherever they are. The match is case-insensitive and any spaces should be removed from the name. |
# |
Skills and XP
command | description | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
experience |
Syntax: Adds the specified amount of experience to the specified skill. Valid skill IDs are 0 (Farming), 1 (Fishing), 2 (Foraging), 3 (Mining), 4 (Combat), and 5 (Luck). |
# | |||||||||||||||||||||||||||||||||||
fishing |
Syntax: Sets your fishing skill to the specified level. This does not unlock crafting recipes or allow profession choice, nor does it change the underlying experience amount. However it does count in terms of unlocking what Willy sells and enabling legendary fish to be hooked. |
# | |||||||||||||||||||||||||||||||||||
levelup |
Syntax: Shows the appropriate levelup window for the specified skill and level. This unlocks any associated crafting recipes and (if applicable) lets you choose a profession, but does not actually change the skill level or underlying experience amount. Valid skill IDs are 0 (Farming), 1 (Fishing), 2 (Foraging), 3 (Mining), 4 (Combat), and 5 (Luck). |
# | |||||||||||||||||||||||||||||||||||
profession |
Syntax: Gives you the specified profession. Valid profesion IDs from the base game are shown below.
|
# | |||||||||||||||||||||||||||||||||||
showexperience |
Syntax: Outputs your total experience amount for the specified skill in the SMAPI console. Valid skill IDs are 0 (Farming), 1 (Fishing), 2 (Foraging), 3 (Mining), 4 (Combat), and 5 (Luck). |
# |
Statistics and achievements
command | description | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
achieve |
Syntax: Awards the specified Steam achievement. Steam achievements which correspond to in-game achievements use the same numeric ID as listed in Achievement data with one exception: the ID for Greenhorn is a0 instead of just 0. Steam-only achievements have a much longer string ID; these are listed below.
Examples:
|
# | ||||||||||
achievement |
Syntax: Awards the specified in-game achievement. See Achievement data for a list of IDs. This will also award the associated Steam achievement if you don’t have it. |
# | ||||||||||
caughtfish, fishcaught |
Syntax: Sets the FishCaught stat to the specified amount. |
# | ||||||||||
changestat |
Syntax: Sets the specified stat to the specified value. These are different than the stats used in getstat/setstat (Technical note: they are entries in StardewValley.Stats.stat_dictionary). Known IDs as of version 1.4.3 are: trashCansChecked. |
# | ||||||||||
daysplayed, dap |
Shows a global message with the current value of the daysPlayed stat. |
# | ||||||||||
dp |
Syntax: Sets the daysPlayed stat to the specified amount. |
# | ||||||||||
getstat |
Syntax: Outputs value of specified stat to the SMAPI console. Some of these values are also accessible in-game by interacting with a machine in the Casino. |
# | ||||||||||
killmonsterstat, kms |
Syntax: Sets the kill stats for the specified monster to the specified value. The monster name should be the same as the keys in Data/Monsters but with spaces replaced with zeros; it is case-sensitive. The command will output a buggy response to the console due to referencing the wrong string key, but the stats are correctly set. Example: |
# | ||||||||||
mineinfo |
Outputs two mine-related stats to the SMAPI Console: MineShaft.lowestLevelReached and player.deepestMineLevel |
# | ||||||||||
perfection |
Makes a variety of changes to qualify for Perfection. These include maxing all friendships, marking all fish as caught, awarding and marking complete all cooking and crafting recipes, marking all items as shipped, setting the flags for all stardrops, setting all skill levels to 10, awarding 500 kills for all monsters, forcibly placing all 4 obelisks and the gold clock in the upper left corner of the farm, and giving 130 walnuts. |
# | ||||||||||
resetachievements |
Resets the Steam achievements. |
# | ||||||||||
setstat |
Syntax: Sets the specified stat to the specified value. Stat IDs are case-sensitive; see getstat more information. Example: |
# |
Collections and quests
Cooking and crafting
command | description | |
---|---|---|
addallcrafting |
Teaches you all crafting recipes. Basically the same as crafting, but this one does not check if you already know the recipe before adding so it may output some error messages to the console about duplicate keys. |
# |
cooking |
Teaches you all cooking recipes. |
# |
cookingrecipe |
Syntax: Teaches you the specified cooking recipe. Names are case-sensitive and may contain spaces. Example: |
# |
crafting |
Teaches you all crafting recipes. |
# |
craftingrecipe |
Syntax: Teaches you the specified crafting recipe. Names are case-sensitive and may contain spaces. Example: |
# |
slimecraft |
Teaches you the crafting recipes for Slime Incubator and Slime Egg-Press. |
# |
Fishing, museum, and secret notes
command | description | |
---|---|---|
clearfishcaught |
Clears all records of which fish you have caught, resetting the collection. To also change the stat which tracks how many total fish have been caught, see caughtfish. |
# |
clearmuseum |
Removes all donated items from the museum, emptying the museum displays and causing all artifacts and minerals to have the Gunther can tell you more about this… description. Does not affect the records of which artifacts and minerals have been found (i.e., the collection pages). |
# |
deletearch |
Clears all records of which artifacts and minerals you have found. |
# |
museumloot |
Adds unfound artifacts and minerals to your inventory until it is full. Items added by this command will now be marked «found» on the collection pages. |
# |
newmuseumloot |
Adds undonated artifacts and minerals to your inventory until it is full. Items added by this command increment the «Total found» count on the collection pages. |
# |
note |
Syntax: Sets the count of Lost Books recovered to 18, even if you previously had found more, and brings up a window with the contents of the specified book. Book IDs above 18 will show the message There’s a book missing here. |
# |
sn |
Syntax: Adds specified secret note to your inventory. If no ID is specified, a random unseen note will be added. See Data/SecretNotes for a list of IDs. |
# |
command | description | |
---|---|---|
allmail |
Queues every letter defined in Data/mail for delivery tomorrow. |
# |
allmailread |
Marks every letter defined in Data/mail as already read. They will all be accessible in the letters tab of the collections menu. |
# |
broadcastmail |
Syntax: Queues specified mail for delivery tomorrow for all players. The ID is case-sensitive; see Data/mail for valid IDs in the base game. |
# |
broadcastmailbox |
Syntax: Immediately adds specified mail to all players’ mailboxes. The ID is case-sensitive; see Data/mail for valid IDs in the base game. |
# |
clearmail |
Clears records of all received mail (including hidden progress flags.) This also clears the letters tab in the collections menu. |
# |
mailfortomorrow, mft |
Syntax: Queues specified mail for delivery tomorrow. The ID is case-sensitive, and any zeros in the given ID will be replaced with underscores. See Data/mail for valid IDs (after replacement) in the base game. Because of the zero replacement, some letters (e.g., quest10) are inaccessible with this command; broadcastmail may be a useful alternative in those cases. If the second parameter is present (with any value), the «noletter» flag is set, which will add the mail to your mail received list without showing a «new mail» indicator. |
# |
seenmail |
Syntax: Marks specified mail as already received. The ID is case-sensitive; see Data/mail for valid IDs in the base game. |
# |
showmail |
Syntax: Brings up the letter-reading window with the specified mail. The ID is case-sensitive; see Data/mail for valid IDs in the base game. If a match cannot be found, a blank window will briefly display and an ArgumentOutOfRange error will be triggered. Does not set the letter as received or cause it to show in the letter tab of the collections menu. Example: |
# |
Quests and Special Orders
command | description | |
---|---|---|
clearquests |
Removes all quests from your journal/quest log. |
# |
collectquest |
Starts a new random resource Gathering quest. If used multiple times on the same game day, the quest will always be the same. |
# |
completespecialorder, cso |
Completes all objectives for all currently active Special Orders and Qi Challenges. |
# |
completequest |
Syntax: Completes specified quest and removes it from your journal. See Data/Quests for a list of IDs. |
# |
deliveryquest |
Starts a new random item Delivery quest. If used multiple times on the same game day, the quest will always be the same. |
# |
getallquests |
Starts every quest from Data/Quests that you don’t already have. |
# |
ordersboard |
Shows the Special Orders quest board. |
# |
qiboard |
Shows the Qi Challenges quest board. |
# |
quest |
Syntax: Starts the specified quest. See Data/Quests for a list of IDs. |
# |
quests |
Starts every quest from Data/Quests that you don’t already have as well as a random item Delivery quest and a random Slay Monster quest. |
# |
removequest |
Syntax: Silently removes specified quest from your journal. See Data/Quests for a list of IDs. |
# |
slayquest |
Starts a new random Slay Monster quest. If used multiple times on the same game day, the quest will always be the same. |
# |
specialorder |
Syntax: Starts the Special Order (either town or Qi Challenge) with the specified ID. See Data/SpecialOrders for a list of IDs. |
# |
NPCs
Children
command | description | |
---|---|---|
child, kid |
If you have children, advances the age of the first child to the next stage. Otherwise, spawns a new child named «Baby» with gender and skin tone randomly chosen; the child will start at stage 3 (crawling) and may initially spawn out of bounds. You do not need to be married or have an upgraded house to use this command. |
# |
child2 |
If you have multiple children, advances the age of the second child to the next stage. Otherwise, spawns a new child named «Baby2» with gender and skin tone randomly chosen; the child will start at stage 3 (crawling) and may initially spawn out of bounds. You do not need to be married or have an upgraded house to use this command. |
# |
clearchildren |
Removes all your children. |
# |
pregnant |
Sets a new baby to be born/adopted the next day. You may need to be already married (and have a house with a nursery) for this to work. |
# |
Spawning and removal
command | description | |
---|---|---|
addkent |
Spawns Kent if after year 1. |
# |
characterinfo |
Displays a global message listing how many NPCs are in the current location. |
# |
clearcharacters |
Removes all NPCs who are in the current location. |
# |
clone |
Syntax: Clones specified NPC and places the copy in the current location. Name is a fuzzy match. |
# |
killall |
Syntax: Removes all NPCs except for the specified character. Name is an exact match, and they are only spared from removal if they are in the current location. |
# |
killnpc |
Syntax: Removes specified NPC from the game, checking all game locations. Name is an exact match. |
# |
removenpc |
Syntax: Removes specified NPC from the game, checking all game locations and buildings. Name is an exact match. Command will output a message to the console stating whether or not the NPC was found and removed. |
# |
Relationships
command | description | |
---|---|---|
dating |
Syntax: Sets your relationship status with specified NPC to Dating; i.e., marks them as having been given a bouquet. Name is an exact match. |
# |
divorce |
Queues your farmer to divorce their spouse overnight. The spouse room may not be fully removed until you have slept and/or returned to title. |
# |
engaged |
Syntax: Increases your friendship with specified NPC by 2500 points (10 hearts) and sets relationship status to Engaged with a wedding for the next day. Name is an exact match. |
# |
friendall |
Syntax: Increases friendship with all socializable NPCs by the specified amount. If no amount is given, the increase will be 2500 points (10 hearts). All normal point caps are in place, so a bachelor you aren’t dating will not increase past 8 hearts. Previously unmet NPCs will also be marked as met and have friendship increased with the following exceptions:
|
# |
friendship, friend |
Syntax: Sets friendship with specified NPC to specified value. This is a fuzzy match, and they will be marked as met if previously unmet. |
# |
invitemovie |
Syntax: Invites specified NPC to see a movie today. This is a fuzzy match and you will still need your own ticket to enter the theatre. |
# |
makeex |
Syntax: Sets your relationship status with specified NPC to Divorced, removing any marriage or bouquet flag and listing them as ex-husband or ex-wife. Name is an exact match. |
# |
marry |
Syntax: Increases your friendship with specified NPC by 2500 points (10 hearts) and sets relationship status to Married with an anniversary of today. Name is a fuzzy match. The spouse room generally appears empty on the first day and you’ll need to sleep for it and your spouse to spawn properly. For non-vanilla marriage candidates:
|
# |
wedding |
Syntax: Sets specified NPC as your spouse and queues a wedding for today. Name is an exact match. If the specified NPC is not normally marriageable, the wedding will still occur but they will be invisible on the wedding day. |
# |
Dialogue
command | description | |
---|---|---|
db |
Syntax: Shows a dialogue box with the current dialogue for the specified NPC. Name is a fuzzy match and will default to Pierre if not supplied. This does count as having spoken to that NPC today, and if they don’t have any more dialogue right now, the message Stack empty will be output to the console. |
# |
dialogue |
Syntax: Sets the dialogue for the specified character to the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as @ for the farmer name and portrait commands; see Dialogue for format specifics. Example: |
# |
loaddialogue |
Syntax: Sets the dialogue for the specified character using the specified asset key. Name is a fuzzy match. Key format appears to be file:key but exact specifics are unknown. Curly braces in the key ({, }) will be converted to angle brackets (<, >). |
# |
phone |
Brings up the Telephone menu. |
# |
question |
Syntax: Marks the specified dialogue question as answered. |
# |
sb |
Syntax: Shows a speech bubble saying «Hello! This is a test» above the specified NPC’s head. Name is a fuzzy match. |
# |
speech |
Syntax: Displays a dialogue box for the specified character saying the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as @ for the farmer name and portrait commands; see Dialogue for format specifics. Useful for testing dialogue changes. Example: |
# |
Movement and warping
command | description | |
---|---|---|
facedirection, face, fd |
Syntax: Sets specified character to face the specified direction. Name is a fuzzy match and also accepts farmer. See Event data for the valid directions. |
# |
faceplayer |
Syntax: Sets specified character to face towards the player. Name is a fuzzy match. |
# |
hurry |
Syntax: Warps specified character to the endpoint of their current schedule entry. Name is a fuzzy match. Example: |
# |
jump |
Syntax: Makes specified character jump with the specified velocity. Name is a fuzzy match and also accepts farmer. Velocity is a float and defaults to 8.0 if not supplied, which results in a jump of about half the height of the player character. |
# |
pathspousetome, pstm |
Causes your spouse (NPC only) to start walking towards you if they are already on the current map or warp directly to you otherwise. |
# |
warpcharacter, wc |
Syntax: Warps specified character to the given coordinates on the current map. Name is a fuzzy match. See Event data for the valid directions; the default is 2. Note: if you do not include enough parameters, an error message will be printed to the console which incorrectly states the default facing direction is 1. |
# |
warpcharacterto, wct |
Syntax: Warps specified character to the given coordinates on the specified map. Character name is a fuzzy match, but location is exact. See Event data for the valid directions; the default is 2. Note: if you do not include enough parameters, an error message will be printed to the console which incorrectly states the default facing direction is 1. Example: |
# |
warpcharactertome, wctm |
Syntax: Warps the specified character directly to you; name is a fuzzy match. |
# |
whereis, where |
Syntax: Outputs the location and coordinates of the specified character to the SMAPI console. Name is a fuzzy match. |
# |
Farm animals
command | description | |
---|---|---|
animal |
Syntax: Adds a new baby animal of the specified type to the Farm. The animal will have a random name and be assigned to the correct type of building (if there is room). Type is a case-sensitive match with spaces allowed. Valid types for the base game are listed below.
|
# |
animalinfo |
Displays a global message with the count of the total number of farm animals. |
# |
befriendanimals |
Syntax: Sets friendship of all animals who live (and are currently present) in the current location to the given amount. Default is 1000 (max). |
# |
fixanimals |
Goes through all Farm buildings and removes entries for animals which no longer live in that building. |
# |
growanimals |
Sets all animals who live in the current building to day 1 of adulthood. Must be done in a building such as a Barn or Coop. May cause each of them to eat hay. |
# |
growanimalsfarm |
Sets all animals who live in the current location to day 1 of adulthood. Must be done on the Farm; this would apply to animals that no longer have homes due to building destruction such as after using removebuildings. |
# |
pauseanimals |
Pauses all farm animals in the current location indefinitely. Exiting and re-entering may cause them to be randomly moved to a new spot, but they will remain paused. |
# |
unpauseanimals |
Unpauses all farm animals in the current location. |
# |
warpanimaltome, watm |
Syntax: Warps the specified farm animal to you; name is a case-insensitive fuzzy search but will only work in a location that allows animals. |
# |
Pets, horses, and monsters
command | description | |
---|---|---|
cat |
Syntax: Spawns a new Cat at the given coordinates of the current location. Breed can be 0, 1, or 2 and determines which texture to use. This is an additional pet and does not replace any current pet(s). |
# |
createdino |
Spawns a Pepper Rex just to the right of your farmer. |
# |
dog |
Syntax: Spawns a new Dog at the given coordinates of the current location. Breed can be 0, 1, or 2 and determines which texture to use. This is an additional pet and does not replace any current pet(s). |
# |
horse |
Syntax: Spawns a new Horse at the given coordinates of the current location. Horse may disappear after dismounting if there is no stable for it. |
# |
killallhorses |
Removes all horses from all locations. |
# |
monster |
Syntax: Spawns a monster of the specified type at the given coordinates of the current location. Only certain monster types seem to work. Known valid types include Bat, DinoMonster, DustSpirit, Fly, Ghost, GreenSlime, Grub, LavaCrab, Mummy, RockCrab, RockGolem, Serpent, ShadowBrute, ShadowShaman, Skeleton, and SquidKid. Duggy may also work depending on the terrain. |
# |
owl |
Spawns an Owl in the current location. |
# |
pettofarm |
If it is not raining, warps your pet to the pet bowl location on the Farm (Tech note: Location is initially set by checking for tile 1938 on Building layer). If it is raining, warps pet to the FarmHouse. Only works for host in multiplayer. |
# |
togglecatperson |
Toggles your farmer’s chosen pet preference between cat and dog. If you already have a pet, the inventory graphic will switch but the pet themselves will not be affected. |
# |
Festivals and events
command | description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
ee |
Ends (and restarts) the current event. |
# | ||||||||
event |
Syntax: Starts the specified event in the specified location. The location name is a fuzzy match, but the second parameter is an index rather than an ID. This is basically a zero-based count of the item definitions in the appropriate data file, and since these definitions can be altered by mods this a difficult command to use. Because of this and the warning below, ebi is often the better choice. |
# | ||||||||
eventbyid, ebi |
Syntax: Starts the specified event. This does take an event ID; events which have prerequisites of other events might not start if those prerequisites have not been seen. Example: |
# | ||||||||
eventover |
Ends (and restarts) the current event. Seems to be essentially equivalent to ee. |
# | ||||||||
eventseen, seenevent |
Syntax: Marks specifid event as seen by your farmer. Useful for enabling access to event-dependent areas or events. |
# | ||||||||
eventtest |
Syntax: Calls Util.EventTest() with the specified arguments. Defaults are «» and 0 respectively. Actual details unknown. |
# | ||||||||
eventtestspecific |
Syntax: Calls Util.EventTest() with the specified arguments. Arguments are interpreted as an array of strings. Actual details unknown. |
# | ||||||||
festival |
Syntax: Starts the specified festival ID. The season, day, and time will be set to match the starting time, and you will be warped to the correct location. Valid IDs are listed below.
|
# | ||||||||
festivalscore |
Syntax: Adds the specified value to the festival score. The festival score has different meanings depending on which festival is active and includes the egg count at the Egg Hunt, number of fish caught at the Ice Festival, and star token count at the fall Fair. |
# | ||||||||
leaveevent, endevent |
Ends (and restarts) the current event. |
# | ||||||||
runtestevent, rte |
Runs an event from the file |
# |
Minigames and cutscenes
command | description | |
---|---|---|
boatjourney |
Plays the extended cutscene of the first boat trip to Ginger Island. The player will be warped to the Island Docks when the cutscene ends. |
# |
crane |
Starts the Crane Game minigame from the Movie Theater populated with prizes based on which movie is (or would be) showing for the current month. |
# |
darts |
Starts the Darts minigame from the Pirate Cove. |
# |
fish |
Syntax: Starts the fishing minigame with the specified fish hooked and a treasure chest available. You must have a fishing line already cast into the water before entering the command in order to actually receive the fish after completing the minigame. Additional «hits» may trigger during the game, and none of the fishing pole animations will play. See object data for a list of valid IDs; non-fish objects can be used and caught. |
# |
oldminegame |
Starts the pre-1.4 version of Junimo Kart. |
# |
minegame |
Syntax: Starts the Junimo Kart minigame. If the second argument is infinite the game will play Endless mode; if it is anything else (or missing), the game will play Progress mode. |
# |
minigame |
Syntax: Starts the specified minigame or cutscene. Valid choices are listed below.
|
# |
test |
Starts the Test minigame. This brings up a window showing a variety of flooring textures; left-click closes the window. |
# |
Locations
Terrain, trees, and crops
command | description | |
---|---|---|
addquartz |
Syntax: Spawns the specified amount of Quartz terrain features on the Farm. The locations are randomly chosen and no checking is done on the underlying tiles, so they may wind up in impassable areas. |
# |
clearfarm |
Removes nearly everything from the Farm map such as grass, trees, debris, paths, and placed objects (including working machines and filled chests.) |
# |
dayupdate |
Syntax: Runs the DayUpdate for the current location the specified number of times. If the number of updates is not specified, it will default to 1. This simulates days passing for some things such as grass and fruit trees growing or fish reproducing in ponds. Other things may not progress the full amount; for example crop growth only advances one day because sprinklers will not be triggered and the growcrops command should be used for that instead. |
# |
fruittrees |
Adds a month of growth to all fruit trees in the current location, causing even newly-planted saplings to instantly mature. |
# |
grass |
Spawns long grass on all available tiles on the farm. |
# |
growcrops |
Syntax: Grows all crops in the current location the specified number of days. |
# |
growgrass |
Syntax: Grows long grass the specified number of times in the current location. This will cause already-placed grass to spread but will not necessarily create grass in clear areas. |
# |
growwildtrees |
Grows all wild trees (such as Oak) in the current location to maturity. |
# |
localinfo |
Outputs counts of grass, trees, other terrain features, objects, and temporary sprites for the current location. May be broken. |
# |
mushroomtrees |
Turns all wild trees in the current location into mushroom trees. |
# |
r |
Resets current location which essentially simulates the player leaving and reentering. Most noticeable effect is the restarting of music tracks. |
# |
removedebris |
Removes all dropped items from the current location. |
# |
removedirt |
Removes (i.e., untills) all tilled dirt in the current location. |
# |
removelargetf |
Removes all large terrain features (such as bushes) from the current location. |
# |
removeterrainfeatures, removetf |
Removes all (small) terrain features such as grass and tilled dirt from the current location. |
# |
spawnweeds |
Syntax: Spawns weeds the specified number of times. This will cause already-placed weeds to spread but will not necessarily create new weeds in clear areas. |
# |
spreaddirt |
Tills all unoccupied diggable tiles on the farm. |
# |
spreadseeds |
Syntax: Plants specified seed in all tilled dirt on the farm. The argument is the object ID for the seed item. Out of season crops can be planted this way but will not survive outside of the greenhouse. Example: |
# |
water |
Waters all tilled soil on the current map. |
# |
watercolor |
Syntax: Tints the water color for the current location. The parameters are red, green, and blue components and the actual RGBA color used will be (R/2, G/2, B/2, 127). This affects fishing ponds as well as lakes, rivers, etc., but the effect is temporary and the color will reset to normal if you leave and re-enter the map. |
# |
whereore |
Outputs (to the SMAPI console) the coordinates of any «shiny spots» suitable for panning on the current map. Will output {X:0 Y:0} if there are no active panning spots. |
# |
Objects and lights
command | description | |
---|---|---|
clearfurniture |
Removes all furniture from the current location. Must be in a farmhouse/cabin. Use removefurniture instead for other locations such as sheds. |
# |
clearlightglows |
Removes all light glows from the current location. |
# |
fencedecay |
Syntax: Ages all fences in the current location the specified amount of days. Example: |
# |
fillwithobject |
Syntax: Places the specified item on all open tiles in the current location. The first argument is the object or big craftable ID. If the second argument is «true«, the ID will be interpreted as a craftable, but if it is anything else (or missing) the ID will be interpreted as an object. Note that many objects spawned this way cannot be easily removed. Example: |
# |
readyforharvest, rfh |
Syntax: Sets the machine at the specified coordinates to finish processing at the next clock update. If used to target a rock in the mine, quarry, etc. the rock’s health will be reduced such that it only needs 1 more hit to break. A mod such as Debug Mode may be useful for getting coordinates. |
# |
removefurniture |
Removes all furniture from the current location. Similar to clearfurniture but will also work in other decoratable locations such as sheds. |
# |
removelights |
Removes all light sources from the current location. This is temporary and they will be restored if the location is reset or re-entered. |
# |
removeobjects |
Removes all placed objects from the current location. This includes things like fences, machines, and chests, but does not include flooring or long grass. |
# |
Farm buildings
command | description | |
---|---|---|
bpm |
Shows the building painting menu for the building immediately North of the player, or for the farmhouse if no such building is found. |
# |
build |
Syntax: Builds the specified building at the given coordinates. Names are exact but spaces should be replaced with «9«. If the coordinates are not specified, it will build just to the right of your farmer. While higher-level farm buildings such as Deluxe Barns can be immediately built this way, the incubator will be missing from Big or Deluxe Coops. Example: |
# |
buildcoop, bc |
Syntax: Builds a new basic Coop at the specified coordinates. |
# |
movebuilding |
Syntax: Moves building from specified source coordinates to specified destination coordinates. The coordinates are the upper-left corner of the building’s footprint. The Lookup Anything mod is one of the easier ways to get the source coordinates of a building; they are listed under tileX and tileY in the debug info (needs ShowDataMiningFields enabled.) |
# |
removebuildings |
Destroys all farm buildings. Animals within any of the buildings will also be removed, but animals which are outside will not be. |
# |
spawncoopsandbarns |
Syntax: Spawns the specified number of buildings. The game will randomly choose either a Deluxe Barn full of cows or a Deluxe Coop full of chickens for each (equal chance). Their locaions are also randomly chosen and the game will try 20 times to find a spot for each before giving up. The coops created by this command will not have incubators. |
# |
Farmhouse
command | description | |
---|---|---|
crib |
Syntax: Sets the current crib style to the specified value. In the base game, valid values are 0 (no crib) or 1 (default crib). Additional styles may be possible through modding as the ID is appended to the map filename. For example, crib style 1 is specified by the file Maps/FarmHouse_Crib_1. |
# |
floor |
Syntax: Sets all floors of your farmhouse to the specified texture. Valid texture numbers are 0 — 55; see Flooring for previews but note that the IDs used by the game are 1 less than the numbers used for the wiki filenames. If no texture is specified, the game will use the next ID after the current floor texture without checking for overflow which can create bugged textures. Example: |
# |
houseupgrade, house, hu |
Syntax: Sets upgrade level of your farmhouse/cabin to the specified value. Valid values are 0 — 3. Furniture and placed items will not be automatically moved and may wind up out of bounds. If done while the player is inside the house, warp points may not immediately update. |
# |
renovate |
Opens the farmhouse renovation menu. |
# |
upgradehouse |
Increases the upgrade level of your farmhouse/cabin to the next level (max 3). Furniture and placed items will not be automatically moved and may wind up out of bounds. If done while the player is inside the house, warp points may not immediately update. |
# |
wall, w |
Syntax: Sets all walls of your farmhouse to the specified texture. Valid texture numbers are 0 — 111; see Wallpaper for previews but note that the IDs used by the game are 1 less than the numbers used for the wiki filenames. If no texture is specified, the game will use the next ID after the current wallpaper texture without checking for overflow which can create bugged textures. Example: |
# |
Special farm setups
command | description | |
---|---|---|
farmmap |
Syntax: Removes the current farm map and farmhouse from the game and creates a new farm of the specified type. The farm will be named after the type (e.g., «Standard Farm»). Valid types are: 0 (Standard), 1 (Riverland), 2 (Forest), 3 (Hilltop), 4 (Wilderness), or 5 (Four Corners). |
# |
setupbigfarm |
Clears the farm and then does the following:
|
# |
setupfarm |
Syntax: Removes all farm buildings and completely clears large areas of the current farm (the presence of a second parameter causes a larger area to be cleared.) After this, the following things are done:
|
# |
setupfishpondfarm |
Syntax: Clears farm and then builds up to 96 fish ponds randomly filled with various types of fish. The population of each of the ponds will be set to the specified value and defaults to 10. The ponds are built in a large 12 x 8 grid but will not be placed in a spot blocked by other buildings, animals, or map features. |
# |
Community center and bundles
command | description | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
addjunimo, aj, j |
Syntax: Adds a junimo at the specified coordinates and assigned to the given Community Center area. Valid areas are 0 (Pantry), 1 (Crafts Room), 2 (Fish Tank), 3 (Boiler Room), 4 (Vault), or 5 (Bulletin Board). |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
allbundles |
Marks all bundles complete. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
bundle |
Syntax: Marks the specified bundle as complete. Valid IDs are listed below.
|
# | |||||||||||||||||||||||||||||||||||||||||||||||||
ccload |
Syntax: Removes the junimo note from and restores the specified area. Valid areas are 0 (Pantry), 1 (Crafts Room), 2 (Fish Tank), 3 (Boiler Room), 4 (Vault), or 5 (Bulletin Board). |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
ccloadcutscene |
Syntax: Plays the full restoration cutscene for the specified area including junimo dance and star retrieval. Valid areas are 0 (Pantry), 1 (Crafts Room), 2 (Fish Tank), 3 (Boiler Room), 4 (Vault), or 5 (Bulletin Board). |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
completecc |
Adds all of the appropriate flags for Community Center completion and restores all areas. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
completejoja |
Adds all of the appropriate flags for Joja membership and Community Development purchases. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
junimogoodbye |
Plays the animation where 6 junimos wave goodbye in front of the hut in the Community Center and then that corner of the Community Center gets restored. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
junimonote, jn |
Syntax: Adds a junimo note (bundle scroll) for the specified area. Valid areas are 0 (Pantry), 1 (Crafts Room), 2 (Fish Tank), 3 (Boiler Room), 4 (Vault), or 5 (Bulletin Board). |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
junimostar |
Causes a junimo to run to the hut and retrieve a star which is then placed on the plaque above the fireplace. Must be done in the Community Center. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
plaque |
Adds a star to the plaque above the Community Center fireplace. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
resetjunimonotes |
Resets all bundles. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
shufflebundles |
Regenerates bundles using remixed bundle logic and without a specific random seed. |
# |
Other location-specific functions
command | description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
beachbridge |
Toggles the state of the beach bridge between fixed and not fixed. |
# | ||||||||
ladder, shaft |
Syntax: Creates a ladder or mineshaft at the specified coordinates. If no coordinates are given, it will spawn 1 tile north of the player. In the regular mines, both versions of the command will create a ladder. In the Skull Caverns, ladder will randomly spawn either a ladder or mineshaft while shaft will always spawn a mineshaft. |
# | ||||||||
minedifficulty, md |
Syntax: Sets the difficulty of the mines to the specified level. In the base game, normal difficulty is 0 and the harder difficulty corresponding to the «Danger in the Deep» quest or Shrine of Challenge activation is 1. Higher numbers can be used. If no difficulty level is specified, command will simply print the current difficulty level to the console. |
# | ||||||||
movie |
Syntax: Starts a movie; this command is a bit complex with its parameter handling so be sure to check the examples. Note that this command can create a group with up to 3 guests instead of just the single guest allowed in normal play. Valid movie IDs are listed after the parameter explanation.
Warning: This command also increases the save’s uniqueID by 1 each time it is used, which will cause the save filename to change and impact some random events. Examples:
|
# | ||||||||
pgb |
Prints the Gem Bird Puzzle solution to the console. |
# | ||||||||
resetmines |
Resets «permanent mine changes» such as coal carts and treasure chests. Does not affect mines level progress or monster eradication goals. |
# | ||||||||
returneddonations |
Opens the «returned donations» menu of the Lost and Found box from the Mayor’s Manor. |
# | ||||||||
skullcavedifficulty, scd |
Syntax: Sets the difficulty of the Skull Cavern to the specified level. In the base game, normal difficulty is 0 and the harder difficulty corresponding to the «Skull Cavern Invasion» quest is 1. Higher numbers can be used. If no difficulty level is specified, command will simply print the current difficulty level to the console. Example: |
# | ||||||||
train |
Causes a train to spawn at the Railroad. |
# |
World
Date and time
command | description | |
---|---|---|
addhour |
Increases time by 1 hour. |
# |
addminute |
Increases time by 10 minutes. |
# |
day |
Syntax: Changes day of the month to the specified value; stays in current season and adjusts daysPlayed statistic appropriately. |
# |
pausetime |
Toggles game pause state. This is different from the normal chat /pause command in that the player still has free movement during the pause. |
# |
season |
Syntax: Sets season to the specified value. The season name is case-insensitive; valid names are spring, summer, fall, and winter. |
# |
sleep, newday, nd |
Forces end of day. |
# |
time |
Syntax: Sets current time to the specified value. This is essentially 24-hour time without a colon, although the stardew clock keeps running until 2600. See examples. Examples:
|
# |
year |
Syntax: Sets the current year to the specified value. |
# |
Weather and world state
command | description | |
---|---|---|
debrisweather |
Toggles «debris» weather (i.e., windy weather with floating leaves) on and off. Does not change the weather icon on the HUD. |
# |
morepollen |
Syntax: Increases the amount of leaves flying around if in debris/windy weather. |
# |
rain |
Toggles rainy weather on and off. Will turn off debris/windy weather. Does not change the weather icon on the HUD. |
# |
resetworldstate |
Clears all world state IDs which track map changes such as whether the beach bridge is fixed, whether Trash Bear has done his thing and various small changes from heart events. |
# |
Game settings and meta info
command | description | |
---|---|---|
conventionmode |
Toggles convention mode on and off. When on, disables the resolution and window mode options as well as both «Exit to Title» and «Exit to Desktop» buttons. |
# |
gamemode |
Syntax: Sets the game mode to the specified value. Details unknown. |
# |
gamepad |
Toggles gamepad control options and displays a global message about whether they are being used or not. |
# |
inputsim, is |
Syntax: Sets input simulator to the specified type. Valid types are spamtool and spamlr. Details unknown. |
# |
language |
Brings up the language selection menu. |
# |
musicvolume, mv, m |
Syntax: Sets music volume to the specified value. This is a double-precision float in the range of 0 — 1. |
# |
nosave, ns |
Toggles end of day saving on or off. Outputs a message to the console with the current saving status. |
# |
runmacro, rm |
Syntax: Runs the specified macro file. The given filename will have .txt appended to it. See Macros for more details. |
# |
save |
Toggles end of day saving on or off. Similar to nosave but does not output a status message. |
# |
showplurals |
Prints (to the console) the plural forms of all items listed in Data/ObjectInformation and Data/BigCraftablesInformation. |
# |
steaminfo, sdkinfo |
Outputs information about whether Steam is running and if a user is logged in. |
# |
version |
Outputs the assembly version number to the console. Note this is different from the more user-friendly version that can be accessed from the credits screen. For example, running this command on Stardew Valley 1.4.3 for Windows will output 1.3.7286.33936 |
# |
Multiplayer
General multiplayer
command | description | |
---|---|---|
addotherfarmer |
Creates an additional new male farmer with randomized name and appearance which spawns 1 tile to the left of your farmer. Unsure of what situation this can be used in. |
# |
nethost |
Starts a new LAN server. Details unknown. |
# |
netjoin |
Details unknown. |
# |
split |
Syntax: Adds another split-screen multiplayer instance for the specified player index or starts split-screen mode otherwise. |
# |
Logging
command | description | |
---|---|---|
logbandwidth |
Toggles bandwidth logging on and off. Can be used on either host or client. |
# |
netclear |
Clears network message log. |
# |
netdump |
Outputs network message log to a file. |
# |
netlog |
Toggles network message logging on and off. |
# |
Player relationships
command | description | |
---|---|---|
dateplayer |
Checks all other farmers and sets the first one found as dating the player. |
# |
engageplayer |
Checks all other farmers and sets the first one found as engaged to the player with a wedding date of the next game day. |
# |
marryplayer |
Checks all online farmers and sets the first one found as married to the player with a wedding date of the current game day. |
# |
Shared/split money
command | description | |
---|---|---|
changewallet |
Sets the game to toggle between shared or split money overnight. Host only. |
# |
mergewallets |
Immediately switches to shared money, merging all player wallets. Host only. |
# |
separatewallets |
Immediately switches to split money, separating all player wallets. Host only. |
# |
Audio and visual effects
Animations
command | description | |
---|---|---|
animationpreviewtool, apt |
Opens a menu allowing you to preview different farmer animations and change some appearance options. Useful for event modding. Warning: previewing the «passOutTired» animation will make your farmer pass out as if it’s 2 am and start a new day. |
# |
busdriveback |
Plays the animation of the bus returning from the desert. Must be done on the Bus Stop map. |
# |
busdriveoff |
Plays the animation of the bus leaving the Bus Stop and driving to the desert. Will warp the player to the desert. Must be done on the Bus Stop map. |
# |
createsplash |
Creates a fish «bubble» spot in front of the player. Seems inconsistent. |
# |
framebyframe, fbf |
Turns on «frame-by-frame» mode which pauses the game and allows you to advance time/animations one frame at a time by hitting the G key. Hit Escape key to exit. |
# |
frameoffset, fo |
Syntax: Sets frame offset for specified frame and specified X & Y values. The X and Y can be prefaced with s to flip the direction. Details unknown; reference FarmerRenderer.featureXOffsetPerFrame() and FarmerRenderer.featureYOffsetPerFrame(). |
# |
setframe, sf |
Syntax: Sets farmer sprite to the given animation frame. Probably best used in conjunction with frame-by-frame mode. |
# |
sprinkle |
Shows an animation of a sprinkle effect around the farmer. Unsure if the animation is used. |
# |
toss |
Shows an animation of a spinning vial/beaker which rises and then falls. Likely used in one of Maru’s heart events. |
# |
Camera, lighting, and effects
command | description | |
---|---|---|
ambientlight, al |
Syntax: Sets the ambient light of the current location to the inverse of the specified RGB values. This is a temporary change and the light will revert if the location is reset or re-entered. Ex. inputting 255 0 0 will set the lighting to aqua blue, 0 255 255, rather than red. |
# |
bloom |
Syntax: Changes the bloom settings to the specified parameters. Most are double-precision floats which are divided by 10. The last parameter will set the brightWhiteOnly flag to true if it is present and false if it is absent. Also sets the bloomDay flag. |
# |
bloomday |
Toggles the bloomDay flag on and off, essentially turning the bloom effects themselves on or off. |
# |
drawbounds |
Toggles the drawbounds flag on and off. Details unknown. |
# |
lsd |
Syntax: Starts a bloom shifting animation with the specified values. All parameters are double-precision floats; the third parameter is divided by 1000 and the fourth through tenth parameters are divided by 100. Details unknown; reference BloomComponent.startShifting(). Use caution when testing this command if you’re photosensitive, as it triggers very intense screen flashes. |
# |
panmode, pm |
Turns on panmode. During panmode the screen can be panned with movement keys or mouse movements and debug panmode or debug exit will turn panmode off. |
# |
tls |
Toggles between scaled and unscaled lighting. |
# |
viewport |
Syntax: Sets the viewport to the given values. Details unknown. |
# |
uiscale, us |
Syntax: Sets the UI Scale level to the specified value. This is an integer interpreted as the scale percent. Can be used to go beyond the normal limits of 75 — 125 percent. Example: |
# |
zoomlevel, zl |
Syntax: Sets the game zoom level to the specified value. This is an integer interpreted as the zoom percent. Can be used to go beyond the normal limits of 75 — 125 percent. Example: |
# |
Audio
command | description | |
---|---|---|
playmusic |
Syntax: Plays the specified music track. May not be able to play tracks which have a space in the cue name. Tracks played this way will be added to the songsHeard list and be available to play on the Jukebox afterwards. See the modder’s resource spreadsheet (Music Bank IDs tab) for a list of valid cue IDs. Example: |
# |
playsound, ps |
Syntax: Playes the specified sound effect. See the modder’s resource spreadsheet (Sound Bank IDs tab) for a list of valid cue IDs. Example: |
# |
Outdated, unimplemented, or unknown
command | description | |
---|---|---|
bluebook |
Adds a «Farmer’s Catalogue» to your inventory which looks like an axe and opens up a partially-implemented menu when used. |
# |
blueprint |
Syntax: Adds the specified blueprint to the «Farmer’s Catalogue» menu. IDs seem to be buildings and animals from Data/Blueprints. |
# |
end |
Attempts to warp the player to town and start the «Stardew Hero Celebration» event but appears to crash due to missing music cues. |
# |
lantern |
Adds a lantern to your inventory which looks like an axe and will softlock the player when trying to use it; canmove can be used to fix the soft lock. |
# |
refuel |
Sets lantern fuel to maximum. As the lantern was not fully implemented, this doesn’t do much. |
# |
stoprafting |
Sets an internal isRafting flag to false. As rafting was not fully implemented, this doesn’t do much. |
# |
upgradebarn, barn |
The following describes the upcoming Stardew Valley 1.6.0, and may change before release. This command no longer exists. Increments an unused barn upgrade level variable (max 3). |
# |
upgradecoop, coop |
The following describes the upcoming Stardew Valley 1.6.0, and may change before release. This command no longer exists. Increments an unused coop upgrade level variable (max 3). |
# |
See also
- Modding:Modder Guide/APIs/Console to add custom commands from a SMAPI mod.
←Index
SMAPI provides access to hundreds of console commands with a wide variety of effects, ranging from useful tools to cheats to specialized test commands. These are documented on this page.
Format used on this page
To avoid repeating text, this page uses a few conventions to convey common information:
- Required parameters are listed in angle brackets, and optional parameters are listed in square brackets. For example,
speed
<I:value>
[I:duration]
means the command requires an integer value parameter and has an optional integer duration parameter. Details such as default values should be listed in the description. - The command names are case-insensitive, but their parameters might be case-sensitive.
- If a command description says that a parameter uses «fuzzy» match, that means that it can match on a case-insensitive partial name. For example,
abi
would match Abigail if it’s fuzzy.
Console commands
How to enter console commands
You must have the Console Commands mod installed to use the commands listed below. That mod is bundled with SMAPI; if you deleted it, just reinstall SMAPI to get the mod back.
You can enter console commands directly into the SMAPI console window (or into the in-game chat if you have Chat Commands too). You can type help
to get a list of console commands (including commands added by other mods).
Items & money
command | description | |
---|---|---|
list_items |
Syntax: Shows a list of every item in the game (including those added by mods). The optional search text limits results to those which have all of the search words somewhere in their ID + type + name. Example: > list_items iridum object type | name | id ------ | ----------------- | ---- Object | Iridium Bar | 337 Object | Iridium Milk | 803 Object | Iridium Ore | 386 Object | Iridium Sprinkler | 645 |
# |
list_item_types |
Shows a list of item types that can be used with the list_items and player_add commands. Example: > list_item_types type ------------ BigCraftable Boots Clothing Flooring Furniture Hat Object Ring Tool Wallpaper Weapon |
# |
player_add name |
Syntax: Adds an item to your inventory based on its name. Parameters:
Examples:
|
# |
player_add |
Syntax: Adds an item to your inventory based on its type and ID. Parameters:
Examples:
|
# |
player_setmoney |
Syntax: Changes the player’s total money to the given amount of gold. Example: |
# |
Player
command | description | |
---|---|---|
player_changecolor |
Syntax: Sets a color for your character’s sprite. Parameters:
Example: |
# |
player_changestyle |
Syntax: Sets a style for your character’s sprite. Parameters:
Example: |
# |
player_sethealth |
Syntax: Sets the player’s current health. Example: |
# |
player_setimmunity |
Syntax: Sets the player’s total immunity. This is permanent and is affected by immunity buffs. For example, if you set immunity 10 while Genie Shoes (+6 immunity) are equipped, removing the shoes would set your immunity to 4 (10 — 6). You can reset immunity to normal by removing everything that improves immunity, then entering Example: |
# |
player_setmaxhealth |
Syntax: Sets the player’s maximum health. This permanently changes the baseline; for example, if you set your max health to 500 and then drink Iridium Snake Milk, your max health will increase to 525. Example: |
# |
player_setmaxstamina |
Syntax: Sets the player’s maximum stamina. This permanently changes the baseline; for example, if you set your max stamina to 300 and then collect a Stardrop, your max stamina will increase to 334. Example: |
# |
player_setname |
Syntax: Sets the name of the current player or their farm, depending on the Examples:
|
# |
player_setstamina |
Syntax: Sets the player’s current stamina. Example: |
# |
World
command | description | |
---|---|---|
hurry_all |
Immediately warps all NPCs to their scheduled positions. (To hurry a single NPC, use debug hurry npc-name instead.) |
# |
set_farm_type list |
Shows a list of farm types you can use with the set_farm_type command. |
# |
set_farm_type |
Syntax: Sets the player’s current farm type, where Example: |
# |
world_clear |
Syntax: Removes all entities of the given type from a location. Parameters:
Example: |
# |
world_downminelevel |
Goes down one mine level. If you’re not in the mines, warps you to the first mine level. |
# |
world_freezetime |
Syntax: Freezes or resumes the time. The |
# |
world_setday |
Syntax: Sets the day of month. Example: |
# |
world_setminelevel |
Syntax: Warps you to the given mine level. This can be the regular mines (levels 1–120), Skull Cavern (121+), or Quarry Mine (77377). Example: |
# |
world_setseason |
Syntax: Sets the season (one of spring, summer, fall, or winter). Example: |
# |
world_settime |
Syntax: Sets the time of day, using the game’s 26-hour time format (from 0600 for 6am at the start of day, to 2600 for 2am at the end of day). Example: |
# |
world_setyear |
Syntax: Sets the year number. Example: |
# |
Other
command | description | |
---|---|---|
harmony_summary |
Syntax: Lists the Harmony patches added by SMAPI and other mods. If Example: |
# |
help |
Syntax: Provides documentation for console commands. If called without an argument, shows general help text and a list of available commands. If called with a command name, shows the documentation for that command. |
# |
reload_i18n |
Reload translation files for all mods. This is mainly useful when translating mods. (Note that if a mod caches the text, it may show the old version until it updates.) |
# |
show_data_files |
Opens the folder containing the save and log files. |
# |
show_game_files |
Opens the game folder. |
# |
test_input |
Logs the key codes for all button presses to the console for 30 seconds. |
# |
Advanced
⚠️ These may corrupt or make permanent changes to your save. DO NOT USE THESE unless you’re absolutely sure.
command | description | |
---|---|---|
apply_save_fix |
Syntax: Applies one of the game’s save migrations to the currently loaded save. Parameters:
Examples:
|
# |
debug |
Syntax: Executes one of the game’s debug commands. See debug commands below for more info. |
# |
regenerate_bundles |
Syntax: Regenerates your community center bundle data. This will reset all bundle progress, and may have unintended effects if you’ve already completed bundles. Parameters:
Examples:
|
# |
Debug commands
Warning: These commands are intended for testing and troubleshooting rather than general playing. Some have permanent side effects and may cause crashes or other problems.
How to enter debug commands
The game itself has hundreds of hidden debug commands used to test the game. These require the Console Commands mod too, but every command should be prefixed with debug
like this:
debug where Robin > Robin is at Farm, 21,4
The example above returned output, but many commands don’t. If there’s no output, SMAPI will say Sent debug command to the game, but there was no output.
Macros
Instead of entering each command directly into the SMAPI console, you can also use the debug runmacro command to a list of debug commands from a text file. (This doesn’t work with the non-debug commands.) Here’s how to use it:
- Create a text file in your game folder (with a .txt extension).
- Type commands in this file, one command per line. Each command should start with a slash character (/), but should not include
debug
. - To run the macro, type
debug runmacro <filename>
in the SMAPI console, replacing <filename> with the name of your command file without the .txt extension.
For example, let’s say you have a quickstart.txt
file with these commands:
/backpack 12 /Money 10000 /levelup 0 1 /weapon 5
Entering debug runmacro quickstart
in the SMAPI console will execute all the commands, resulting in a backpack upgrade, money set to 10000g, farming skill set to level 1, and a Bone Sword added to the player’s inventory. (Note: Money is capitalized in this example because if it is all lowercase it triggers a special chat response instead of executing the command.)
Items and inventory
General item search and spawning
command | description | |
---|---|---|
bigitem, big, bi, b |
Syntax: Adds the specified craftable to your inventory. See big craftables data for a list of base game IDs. Example: |
# |
createdebris, mainmenu |
Syntax: Spawns the specified object at your position. See object data for a list of base game IDs. The object will initially be laying on the ground and will be picked up if you have room once the game regains focus. Example: |
# |
everythingshop |
Opens a shop menu containing a furniture catalogue, all objects, all craftables, and all weapons. All items are free. |
# |
furniture, ff |
Syntax: Adds the specified piece of furniture to your inventory. See furniture data for a list of base game IDs. If the itemID is not supplied, a random piece of furniture (ID 0 — 1612) will be given. Example: |
# |
fuzzyitemnamed, fin, f |
Syntax: Adds the specified item to your inventory. This is a fuzzy search and the game will look through objects, craftables, furniture, weapons, boots, hats, and clothes to match it. There is no reliable way to use names with spaces or differentiate items with the same name, so not all items can be accessed with this command. The optional parameters are for stack amount (defaults is 1) and quality (default is 0.) Examples:
|
# |
getindex |
Syntax: Outputs the parent sheet index (i.e., ID) of the specified item to the SMAPI console. This is a fuzzy search with similar behavior to the Examples:
|
# |
item, i |
Syntax: Adds the specified object to your inventory. Despite the generic name, this accepts object IDs only. The optional parameters are for stack amount (default is 1) and quality (default is 0.) Example: |
# |
itemnamed, in |
Syntax: Adds the specified object to your inventory. Accepts only object names; this is not a fuzzy match but is case-insensitive. Punctuation should be included, but all spaces should be removed from the name (see examples below). If the requested name is not unique, all matching objects will be added. The optional parameters are for stack amount (default is 1) and quality (default is 0.) Examples:
|
# |
lookup, lu |
Syntax: Outputs the parent sheet index (i.e., ID) of the specified object to the SMAPI console. Accepts only object names; this is not a fuzzy match but is case-insensitive and spaces should still be included (see examples below). If the requested name is not unique, all matching objects will be included in the output. Examples:
|
# |
resource |
Syntax: Marks specified amount of specified resource item as collected. This does not actually add any items but does increment some collection stats and may be useful for completing gathering quests. Valid types are 0 (copper), 2 (iron), 4 (coal), 6 (gold), 8 (coins), 10 (iridium), 12 (wood), and 28 (lantern fuel). Type 8 will increase your money by a random amount (rolls 10-49 and multiplies by the amount specified). The following describes the upcoming Stardew Valley 1.6.0, and may change before release. This command no longer exists. |
# |
tv |
Adds a TV furniture item to your inventory; this will be either a Budget TV or Plasma TV, randomly chosen with equal chances. |
# |
wallpaper, wp |
Syntax: Adds specified wallpaper item to inventory. If no ID is specified, this will randomly pick from any floor (ID 0-39) or wallpaper (ID 0-111). IDs over 111 do give items, but these will be either a combination of two different floor textures or a warped single floor texture. |
# |
Backpack and inventory
command | description | |
---|---|---|
backpack |
Syntax: Increases your inventory space by the specified amount; capped at 36 slots. |
# |
clear, ci |
Removes all items currently in your inventory. |
# |
doesitemexist |
Syntax: Checks all locations and all player inventories to see if the specified item exists anywhere. If the isCraftable argument is present (no matter what it is), the search will look for big craftables with the specified ID; if the isCraftable argument is absent, the search will instead look for Objects with the specified ID. A global message saying Yes or No will be displayed, but there is no indication of where the item is located if it is found. Examples:
|
# |
fillbackpack, fillbp, fill, fbp |
Fills all empty spaces in your inventory with random Objects. Any objects spawned by this command will not be marked as found on the collections tab. |
# |
sl |
Shifts inventory rows down, looping previous bottom row to top; similar to using Control-Tab with default keyboard controls. Will work with larger-than-normal inventories. |
# |
sr |
Shifts inventory rows up, looping previous top row to bottom; similar to using Tab with default keyboard controls. Will work with larger-than-normal inventories. |
# |
Clothing and tailoring
command | description | |
---|---|---|
boots |
Syntax: Adds the specified pair of boots to your inventory. See Data/Boots for a list of base game IDs. Example: |
# |
clothes |
Syntax: Adds the specified clothing item to your inventory. See Data/ClothingInformation for a list of base game IDs. Examples:
|
# |
dye |
Syntax: Dyes the specified (currently equipped) item the specified color. Item type can be shirt or pants and valid colors are black, blue, green, red, white, and yellow. Strength is a float between 0 and 1 inclusive; the higher the number, the more vibrant the color. The dye will mix with the current color so it is sometimes necessary to «reset» the item by dyeing first with white strength 1. Examples:
|
# |
dyeAll |
Seems to be intended to bring up a character customization menu with HSV sliders for both shirt and pants, but it does not function because all entered commands are forced to lower case. The two individual commands dyepants and dyeshirt can be used instead. |
# |
dyemenu |
Brings up the same dyeing menu you get by interacting with the dye pots in Emily’s house. Filling all six pots with appropriate items will bring up a character customization menu with HSV sliders for dyeing both your currently-equipped shirt and pants. |
# |
dyepants |
Brings up a character customization menu with HSV sliders for dyeing your currently-equipped pants. |
# |
dyeshirt |
Brings up a character customization menu with HSV sliders for dyeing your currently-equipped shirt. |
# |
hat |
Syntax: Gives and automatically equips the specified hat to your farmer; any currently equipped hat will be destroyed. See hat data for a list of base game IDs. Example: |
# |
ring |
Syntax: Adds the specified ring to your inventory. See object data for a list of base game IDs. Example: |
# |
tailor |
Brings up the same tailoring menu you get by interacting with the sewing machine in Emily’s house. |
# |
tailorrecipelisttool, trlt |
Brings up a special menu listing most Objects, what color they will dye an item, and what clothing item they can make when used in the sewing machine. The menu can be scrolled with the mouse wheel, hovering the mouse over the object will show the tooltip for the clothing it makes, and clicking on the object will add the clothing it makes to your inventory. |
# |
Tools and weapons
command | description | |
---|---|---|
ax |
Adds a basic Axe to your inventory. |
# |
forge |
Shows the Forge menu. |
# |
hoe |
Adds a basic Hoe to your inventory. |
# |
mp |
Adds a Milk Pail to your inventory. |
# |
pan |
Adds a Copper Pan to your inventory. |
# |
pickaxe, pickax, pick |
Adds a basic Pickaxe to your inventory. |
# |
pole |
Syntax: Adds a Fishing Pole of the specified type to your inventory. Valid types are 0 (Bamboo Pole; the default), 1 (Training Rod), 2 (Fiberglass Rod), or 3 (Iridium Rod). |
# |
shears, scissors |
Adds Shears to your inventory. |
# |
slingshot |
Adds a Slingshot to your inventory. |
# |
tool |
Syntax: Changes the upgrade level of the specified tool to the specified level; the tool must be in your inventory. Tool names are case-sensitive but can match partially; valid names are Ax, Hoe, Pickaxe, and Watering Can. Upgrade levels are 0 (basic), 1 (copper), 2 (steel), 3 (gold), or 4 (iridium). Examples:
|
# |
trashcan |
Syntax: Changes the upgrade level of your inventory Trash Can. Upgrade levels are 0 (basic), 1 (copper), 2 (steel), 3 (gold), or 4 (iridium). The can sprite may not fully update until the inventory is closed and reopened. |
# |
wand |
Adds a Return Scepter to your inventory. |
# |
wateringcan, can |
Adds a basic Watering Can to your inventory. |
# |
weapon |
Syntax: Adds the specified weapon to your inventory. See weapon data for a list of base game IDs. Example: |
# |
Wallet items
command | description | |
---|---|---|
clearspecials |
Removes most special items from your Wallet. The Rusty Key, Skull Key, Special Charm, Dark Talisman, Magic Ink, Club Card, Dwarven Translation Guide, and Magnifying Glass will all be removed, but Bear’s Knowledge and Spring Onion Mastery will remain. |
# |
darktalisman |
Adds the Dark Talisman to (and removes the Magic Ink from) your wallet; also removes the magic artifact blocking access to the Witch’s Swamp. |
# |
skullkey |
Adds the Skull Key to your wallet. |
# |
specialitem |
Syntax: Adds the specified special item to your wallet. Which ID values are useful is currently unknown. |
# |
specials |
Adds all special items to your wallet, including Bear’s Knowledge and Spring Onion Mastery. The associated events for these two are also marked as seen. |
# |
townkey |
Adds the Key To The Town to your wallet. |
# |
Miscellaneous items
command | description | |
---|---|---|
fillbin, fb |
Adds a Parsnip, Fire Quartz, LargeMouth Bass, Wild Horseradish, and Wood to the shipping bin. |
# |
listtags |
Outputs all object context tags associated with the currently-held item to the console. Example: |
# |
makeinedible |
Makes the currently-held item inedible by setting its edibility value to -300; does not affect other instances of the same item. |
# |
skullgear |
Sets your current backpack size to 32 slots, equips a Savage Ring and Iridium Band, equips Space Boots, and clears inventory except for an Iridium Pickaxe, a Galaxy Sword, a stack of 20 Spicy Eels, and a stack of 20 Mega Bombs. Also sets your maximum health to 75 and gives you the Fighter profession. Any previously equipped boots and rings and all previous inventory items are lost. |
# |
Player
Appearance
command | description | |
---|---|---|
customizemenu, customize, cmenu |
Opens the full character customization menu seen at the start of a new game which includes gender options and player/farm names. Changing the player name will cause the save file to change as well. |
# |
haircolor |
Syntax: Sets the player’s hair color to the specified RGB values. Each has a range of 0-255. |
# |
hairstyle |
Syntax: Sets the player’s hair style to the specified ID. Note that these IDs are one less than the values shown in the character customization menu and have a range of 0-55 in the base game. |
# |
pants |
Syntax: Sets the player’s pants color to the specified RGB values. Each has a range of 0-255. This no longer has a noticeable effect since pants are now a clothing item; the dyepants command should be used instead. |
# |
shirtcolor |
Syntax: Sets the player’s shirt choice to the specified ID. This no longer has a noticeable effect since shirts are now a clothing item; the clothes or dyeshirt commands should be used instead. |
# |
skincolor |
Syntax: Sets the player’s skin color to the specified ID. Note that these IDs are one less than the values shown in the character customization menu and have a range of 0-23 in the base game. |
# |
Health, stamina, buffs, and currency
command | description | |||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
buff |
Syntax: Adds the specified buff to the player. Useful ID values are listed below. Also see the speed command.
|
# | ||||||||||||
clearbuffs |
Removes all active buffs (both positive and negative.) |
# | ||||||||||||
die |
Sets your health to zero, resulting in passing out and awakening in the Clinic. |
# | ||||||||||||
energize |
Syntax: Sets your energy to the specified amount. If no amount is specified, it will be set to maximum. |
# | ||||||||||||
exhaust |
Sets your energy to -15, resulting in passing out and ending the day. |
# | ||||||||||||
gem |
Syntax: Gives you the specified number of Qi Gems. |
# | ||||||||||||
gold |
Gives you one million (1,000,000) gold. |
# | ||||||||||||
heal |
Sets your health to maximum. |
# | ||||||||||||
invincible, inv, gm |
Toggles invincibility. When on, you will not take any damage. |
# | ||||||||||||
money |
Syntax: Sets your money to the specified amount. To use in a macro, make sure one or more of the letters in the command is capitalized. |
# | ||||||||||||
testnut |
Spawns a Golden Walnut at the upper left corner of the current map which will immediately start moving towards a player for collection. |
# | ||||||||||||
walnut |
Syntax: Gives your team the specified number of Golden Walnuts. |
# |
Movement and warping
command | description | |
---|---|---|
canmove, cm, c |
Attempts to force-enable player movement by resetting animations and dismounting the horse. Sometimes useful when the player becomes «stuck.» |
# |
minelevel |
Syntax: Warps you to the specified level of the Mines. Use level 77377 to warp to the Quarry Mine, and to warp to a level in the Skull Cavern, add 120 to your target level. Example: |
# |
printplayerpos, ppp |
Prints the player’s current position in both tile and pixel coordinates to the console. |
# |
speed |
Syntax: Gives the player a speed buff of the specified amount for the specified duration. The duration is interpreted as in-game minutes and defaults to 30; multiplying this value by 0.7 will convert to real-time seconds. This buff has a unique source of «Debug Speed» and will stack with both food and drink speed buffs. Example: |
# |
volcano |
Syntax: Warps you to the specified level of the Volcano Dungeon. |
# |
warp |
Syntax: Warps you to the specified location at the given coordinates. The location name is a fuzzy match, and if the coordinates are not supplied the game has a list of hardcoded defaults it will use for many locations (see Utility.getDefaultWarpLocation() for details.) Examples:
|
# |
warphome, wh |
Warps you directly to your bed in your farmhouse/cabin. |
# |
warpshop, ws |
Syntax: Warps you to the shop run by the specified NPC; if necessary will also warp the NPC to the shop location. NPC names are case-insensitive and can be one of the following: pierre, robin, krobus, sandy, marnie, clint, gus, willy, pam, dwarf, and wizard. The wizard option will also add Magic Ink to your wallet and mark the event where the ink is returned as already seen. Example: |
# |
warptocharacter, wtc |
Syntax: Warps you to the specified character, wherever they are. This is a fuzzy match. |
# |
warptoplayer, wtp |
Syntax: Warps you to the specified player, wherever they are. The match is case-insensitive and any spaces should be removed from the name. |
# |
Skills and XP
command | description | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
experience |
Syntax: Adds the specified amount of experience to the specified skill. Valid skill IDs are 0 (Farming), 1 (Fishing), 2 (Foraging), 3 (Mining), 4 (Combat), and 5 (Luck). |
# | |||||||||||||||||||||||||||||||||||
fishing |
Syntax: Sets your fishing skill to the specified level. This does not unlock crafting recipes or allow profession choice, nor does it change the underlying experience amount. However it does count in terms of unlocking what Willy sells and enabling legendary fish to be hooked. |
# | |||||||||||||||||||||||||||||||||||
levelup |
Syntax: Shows the appropriate levelup window for the specified skill and level. This unlocks any associated crafting recipes and (if applicable) lets you choose a profession, but does not actually change the skill level or underlying experience amount. Valid skill IDs are 0 (Farming), 1 (Fishing), 2 (Foraging), 3 (Mining), 4 (Combat), and 5 (Luck). |
# | |||||||||||||||||||||||||||||||||||
profession |
Syntax: Gives you the specified profession. Valid profesion IDs from the base game are shown below.
|
# | |||||||||||||||||||||||||||||||||||
showexperience |
Syntax: Outputs your total experience amount for the specified skill in the SMAPI console. Valid skill IDs are 0 (Farming), 1 (Fishing), 2 (Foraging), 3 (Mining), 4 (Combat), and 5 (Luck). |
# |
Statistics and achievements
command | description | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
achieve |
Syntax: Awards the specified Steam achievement. Steam achievements which correspond to in-game achievements use the same numeric ID as listed in Achievement data with one exception: the ID for Greenhorn is a0 instead of just 0. Steam-only achievements have a much longer string ID; these are listed below.
Examples:
|
# | ||||||||||
achievement |
Syntax: Awards the specified in-game achievement. See Achievement data for a list of IDs. This will also award the associated Steam achievement if you don’t have it. |
# | ||||||||||
caughtfish, fishcaught |
Syntax: Sets the FishCaught stat to the specified amount. |
# | ||||||||||
changestat |
Syntax: Sets the specified stat to the specified value. These are different than the stats used in getstat/setstat (Technical note: they are entries in StardewValley.Stats.stat_dictionary). Known IDs as of version 1.4.3 are: trashCansChecked. |
# | ||||||||||
daysplayed, dap |
Shows a global message with the current value of the daysPlayed stat. |
# | ||||||||||
dp |
Syntax: Sets the daysPlayed stat to the specified amount. |
# | ||||||||||
getstat |
Syntax: Outputs value of specified stat to the SMAPI console. Some of these values are also accessible in-game by interacting with a machine in the Casino. |
# | ||||||||||
killmonsterstat, kms |
Syntax: Sets the kill stats for the specified monster to the specified value. The monster name should be the same as the keys in Data/Monsters but with spaces replaced with zeros; it is case-sensitive. The command will output a buggy response to the console due to referencing the wrong string key, but the stats are correctly set. Example: |
# | ||||||||||
mineinfo |
Outputs two mine-related stats to the SMAPI Console: MineShaft.lowestLevelReached and player.deepestMineLevel |
# | ||||||||||
perfection |
Makes a variety of changes to qualify for Perfection. These include maxing all friendships, marking all fish as caught, awarding and marking complete all cooking and crafting recipes, marking all items as shipped, setting the flags for all stardrops, setting all skill levels to 10, awarding 500 kills for all monsters, forcibly placing all 4 obelisks and the gold clock in the upper left corner of the farm, and giving 130 walnuts. |
# | ||||||||||
resetachievements |
Resets the Steam achievements. |
# | ||||||||||
setstat |
Syntax: Sets the specified stat to the specified value. Stat IDs are case-sensitive; see getstat more information. Example: |
# |
Collections and quests
Cooking and crafting
command | description | |
---|---|---|
addallcrafting |
Teaches you all crafting recipes. Basically the same as crafting, but this one does not check if you already know the recipe before adding so it may output some error messages to the console about duplicate keys. |
# |
cooking |
Teaches you all cooking recipes. |
# |
cookingrecipe |
Syntax: Teaches you the specified cooking recipe. Names are case-sensitive and may contain spaces. Example: |
# |
crafting |
Teaches you all crafting recipes. |
# |
craftingrecipe |
Syntax: Teaches you the specified crafting recipe. Names are case-sensitive and may contain spaces. Example: |
# |
slimecraft |
Teaches you the crafting recipes for Slime Incubator and Slime Egg-Press. |
# |
Fishing, museum, and secret notes
command | description | |
---|---|---|
clearfishcaught |
Clears all records of which fish you have caught, resetting the collection. To also change the stat which tracks how many total fish have been caught, see caughtfish. |
# |
clearmuseum |
Removes all donated items from the museum, emptying the museum displays and causing all artifacts and minerals to have the Gunther can tell you more about this… description. Does not affect the records of which artifacts and minerals have been found (i.e., the collection pages). |
# |
deletearch |
Clears all records of which artifacts and minerals you have found. |
# |
museumloot |
Adds unfound artifacts and minerals to your inventory until it is full. Items added by this command will now be marked «found» on the collection pages. |
# |
newmuseumloot |
Adds undonated artifacts and minerals to your inventory until it is full. Items added by this command increment the «Total found» count on the collection pages. |
# |
note |
Syntax: Sets the count of Lost Books recovered to 18, even if you previously had found more, and brings up a window with the contents of the specified book. Book IDs above 18 will show the message There’s a book missing here. |
# |
sn |
Syntax: Adds specified secret note to your inventory. If no ID is specified, a random unseen note will be added. See Data/SecretNotes for a list of IDs. |
# |
command | description | |
---|---|---|
allmail |
Queues every letter defined in Data/mail for delivery tomorrow. |
# |
allmailread |
Marks every letter defined in Data/mail as already read. They will all be accessible in the letters tab of the collections menu. |
# |
broadcastmail |
Syntax: Queues specified mail for delivery tomorrow for all players. The ID is case-sensitive; see Data/mail for valid IDs in the base game. |
# |
broadcastmailbox |
Syntax: Immediately adds specified mail to all players’ mailboxes. The ID is case-sensitive; see Data/mail for valid IDs in the base game. |
# |
clearmail |
Clears records of all received mail (including hidden progress flags.) This also clears the letters tab in the collections menu. |
# |
mailfortomorrow, mft |
Syntax: Queues specified mail for delivery tomorrow. The ID is case-sensitive, and any zeros in the given ID will be replaced with underscores. See Data/mail for valid IDs (after replacement) in the base game. Because of the zero replacement, some letters (e.g., quest10) are inaccessible with this command; broadcastmail may be a useful alternative in those cases. If the second parameter is present (with any value), the «noletter» flag is set, which will add the mail to your mail received list without showing a «new mail» indicator. |
# |
seenmail |
Syntax: Marks specified mail as already received. The ID is case-sensitive; see Data/mail for valid IDs in the base game. |
# |
showmail |
Syntax: Brings up the letter-reading window with the specified mail. The ID is case-sensitive; see Data/mail for valid IDs in the base game. If a match cannot be found, a blank window will briefly display and an ArgumentOutOfRange error will be triggered. Does not set the letter as received or cause it to show in the letter tab of the collections menu. Example: |
# |
Quests and Special Orders
command | description | |
---|---|---|
clearquests |
Removes all quests from your journal/quest log. |
# |
collectquest |
Starts a new random resource Gathering quest. If used multiple times on the same game day, the quest will always be the same. |
# |
completespecialorder, cso |
Completes all objectives for all currently active Special Orders and Qi Challenges. |
# |
completequest |
Syntax: Completes specified quest and removes it from your journal. See Data/Quests for a list of IDs. |
# |
deliveryquest |
Starts a new random item Delivery quest. If used multiple times on the same game day, the quest will always be the same. |
# |
getallquests |
Starts every quest from Data/Quests that you don’t already have. |
# |
ordersboard |
Shows the Special Orders quest board. |
# |
qiboard |
Shows the Qi Challenges quest board. |
# |
quest |
Syntax: Starts the specified quest. See Data/Quests for a list of IDs. |
# |
quests |
Starts every quest from Data/Quests that you don’t already have as well as a random item Delivery quest and a random Slay Monster quest. |
# |
removequest |
Syntax: Silently removes specified quest from your journal. See Data/Quests for a list of IDs. |
# |
slayquest |
Starts a new random Slay Monster quest. If used multiple times on the same game day, the quest will always be the same. |
# |
specialorder |
Syntax: Starts the Special Order (either town or Qi Challenge) with the specified ID. See Data/SpecialOrders for a list of IDs. |
# |
NPCs
Children
command | description | |
---|---|---|
child, kid |
If you have children, advances the age of the first child to the next stage. Otherwise, spawns a new child named «Baby» with gender and skin tone randomly chosen; the child will start at stage 3 (crawling) and may initially spawn out of bounds. You do not need to be married or have an upgraded house to use this command. |
# |
child2 |
If you have multiple children, advances the age of the second child to the next stage. Otherwise, spawns a new child named «Baby2» with gender and skin tone randomly chosen; the child will start at stage 3 (crawling) and may initially spawn out of bounds. You do not need to be married or have an upgraded house to use this command. |
# |
clearchildren |
Removes all your children. |
# |
pregnant |
Sets a new baby to be born/adopted the next day. You may need to be already married (and have a house with a nursery) for this to work. |
# |
Spawning and removal
command | description | |
---|---|---|
addkent |
Spawns Kent if after year 1. |
# |
characterinfo |
Displays a global message listing how many NPCs are in the current location. |
# |
clearcharacters |
Removes all NPCs who are in the current location. |
# |
clone |
Syntax: Clones specified NPC and places the copy in the current location. Name is a fuzzy match. |
# |
killall |
Syntax: Removes all NPCs except for the specified character. Name is an exact match, and they are only spared from removal if they are in the current location. |
# |
killnpc |
Syntax: Removes specified NPC from the game, checking all game locations. Name is an exact match. |
# |
removenpc |
Syntax: Removes specified NPC from the game, checking all game locations and buildings. Name is an exact match. Command will output a message to the console stating whether or not the NPC was found and removed. |
# |
Relationships
command | description | |
---|---|---|
dating |
Syntax: Sets your relationship status with specified NPC to Dating; i.e., marks them as having been given a bouquet. Name is an exact match. |
# |
divorce |
Queues your farmer to divorce their spouse overnight. The spouse room may not be fully removed until you have slept and/or returned to title. |
# |
engaged |
Syntax: Increases your friendship with specified NPC by 2500 points (10 hearts) and sets relationship status to Engaged with a wedding for the next day. Name is an exact match. |
# |
friendall |
Syntax: Increases friendship with all socializable NPCs by the specified amount. If no amount is given, the increase will be 2500 points (10 hearts). All normal point caps are in place, so a bachelor you aren’t dating will not increase past 8 hearts. Previously unmet NPCs will also be marked as met and have friendship increased with the following exceptions:
|
# |
friendship, friend |
Syntax: Sets friendship with specified NPC to specified value. This is a fuzzy match, and they will be marked as met if previously unmet. |
# |
invitemovie |
Syntax: Invites specified NPC to see a movie today. This is a fuzzy match and you will still need your own ticket to enter the theatre. |
# |
makeex |
Syntax: Sets your relationship status with specified NPC to Divorced, removing any marriage or bouquet flag and listing them as ex-husband or ex-wife. Name is an exact match. |
# |
marry |
Syntax: Increases your friendship with specified NPC by 2500 points (10 hearts) and sets relationship status to Married with an anniversary of today. Name is a fuzzy match. The spouse room generally appears empty on the first day and you’ll need to sleep for it and your spouse to spawn properly. For non-vanilla marriage candidates:
|
# |
wedding |
Syntax: Sets specified NPC as your spouse and queues a wedding for today. Name is an exact match. If the specified NPC is not normally marriageable, the wedding will still occur but they will be invisible on the wedding day. |
# |
Dialogue
command | description | |
---|---|---|
db |
Syntax: Shows a dialogue box with the current dialogue for the specified NPC. Name is a fuzzy match and will default to Pierre if not supplied. This does count as having spoken to that NPC today, and if they don’t have any more dialogue right now, the message Stack empty will be output to the console. |
# |
dialogue |
Syntax: Sets the dialogue for the specified character to the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as @ for the farmer name and portrait commands; see Dialogue for format specifics. Example: |
# |
loaddialogue |
Syntax: Sets the dialogue for the specified character using the specified asset key. Name is a fuzzy match. Key format appears to be file:key but exact specifics are unknown. Curly braces in the key ({, }) will be converted to angle brackets (<, >). |
# |
phone |
Brings up the Telephone menu. |
# |
question |
Syntax: Marks the specified dialogue question as answered. |
# |
sb |
Syntax: Shows a speech bubble saying «Hello! This is a test» above the specified NPC’s head. Name is a fuzzy match. |
# |
speech |
Syntax: Displays a dialogue box for the specified character saying the specified string. Name is a fuzzy match. The dialogue string should start with a zero and everything after will be parsed. It can include tokens such as @ for the farmer name and portrait commands; see Dialogue for format specifics. Useful for testing dialogue changes. Example: |
# |
Movement and warping
command | description | |
---|---|---|
facedirection, face, fd |
Syntax: Sets specified character to face the specified direction. Name is a fuzzy match and also accepts farmer. See Event data for the valid directions. |
# |
faceplayer |
Syntax: Sets specified character to face towards the player. Name is a fuzzy match. |
# |
hurry |
Syntax: Warps specified character to the endpoint of their current schedule entry. Name is a fuzzy match. Example: |
# |
jump |
Syntax: Makes specified character jump with the specified velocity. Name is a fuzzy match and also accepts farmer. Velocity is a float and defaults to 8.0 if not supplied, which results in a jump of about half the height of the player character. |
# |
pathspousetome, pstm |
Causes your spouse (NPC only) to start walking towards you if they are already on the current map or warp directly to you otherwise. |
# |
warpcharacter, wc |
Syntax: Warps specified character to the given coordinates on the current map. Name is a fuzzy match. See Event data for the valid directions; the default is 2. Note: if you do not include enough parameters, an error message will be printed to the console which incorrectly states the default facing direction is 1. |
# |
warpcharacterto, wct |
Syntax: Warps specified character to the given coordinates on the specified map. Character name is a fuzzy match, but location is exact. See Event data for the valid directions; the default is 2. Note: if you do not include enough parameters, an error message will be printed to the console which incorrectly states the default facing direction is 1. Example: |
# |
warpcharactertome, wctm |
Syntax: Warps the specified character directly to you; name is a fuzzy match. |
# |
whereis, where |
Syntax: Outputs the location and coordinates of the specified character to the SMAPI console. Name is a fuzzy match. |
# |
Farm animals
command | description | |
---|---|---|
animal |
Syntax: Adds a new baby animal of the specified type to the Farm. The animal will have a random name and be assigned to the correct type of building (if there is room). Type is a case-sensitive match with spaces allowed. Valid types for the base game are listed below.
|
# |
animalinfo |
Displays a global message with the count of the total number of farm animals. |
# |
befriendanimals |
Syntax: Sets friendship of all animals who live (and are currently present) in the current location to the given amount. Default is 1000 (max). |
# |
fixanimals |
Goes through all Farm buildings and removes entries for animals which no longer live in that building. |
# |
growanimals |
Sets all animals who live in the current building to day 1 of adulthood. Must be done in a building such as a Barn or Coop. May cause each of them to eat hay. |
# |
growanimalsfarm |
Sets all animals who live in the current location to day 1 of adulthood. Must be done on the Farm; this would apply to animals that no longer have homes due to building destruction such as after using removebuildings. |
# |
pauseanimals |
Pauses all farm animals in the current location indefinitely. Exiting and re-entering may cause them to be randomly moved to a new spot, but they will remain paused. |
# |
unpauseanimals |
Unpauses all farm animals in the current location. |
# |
warpanimaltome, watm |
Syntax: Warps the specified farm animal to you; name is a case-insensitive fuzzy search but will only work in a location that allows animals. |
# |
Pets, horses, and monsters
command | description | |
---|---|---|
cat |
Syntax: Spawns a new Cat at the given coordinates of the current location. Breed can be 0, 1, or 2 and determines which texture to use. This is an additional pet and does not replace any current pet(s). |
# |
createdino |
Spawns a Pepper Rex just to the right of your farmer. |
# |
dog |
Syntax: Spawns a new Dog at the given coordinates of the current location. Breed can be 0, 1, or 2 and determines which texture to use. This is an additional pet and does not replace any current pet(s). |
# |
horse |
Syntax: Spawns a new Horse at the given coordinates of the current location. Horse may disappear after dismounting if there is no stable for it. |
# |
killallhorses |
Removes all horses from all locations. |
# |
monster |
Syntax: Spawns a monster of the specified type at the given coordinates of the current location. Only certain monster types seem to work. Known valid types include Bat, DinoMonster, DustSpirit, Fly, Ghost, GreenSlime, Grub, LavaCrab, Mummy, RockCrab, RockGolem, Serpent, ShadowBrute, ShadowShaman, Skeleton, and SquidKid. Duggy may also work depending on the terrain. |
# |
owl |
Spawns an Owl in the current location. |
# |
pettofarm |
If it is not raining, warps your pet to the pet bowl location on the Farm (Tech note: Location is initially set by checking for tile 1938 on Building layer). If it is raining, warps pet to the FarmHouse. Only works for host in multiplayer. |
# |
togglecatperson |
Toggles your farmer’s chosen pet preference between cat and dog. If you already have a pet, the inventory graphic will switch but the pet themselves will not be affected. |
# |
Festivals and events
command | description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
ee |
Ends (and restarts) the current event. |
# | ||||||||
event |
Syntax: Starts the specified event in the specified location. The location name is a fuzzy match, but the second parameter is an index rather than an ID. This is basically a zero-based count of the item definitions in the appropriate data file, and since these definitions can be altered by mods this a difficult command to use. Because of this and the warning below, ebi is often the better choice. |
# | ||||||||
eventbyid, ebi |
Syntax: Starts the specified event. This does take an event ID; events which have prerequisites of other events might not start if those prerequisites have not been seen. Example: |
# | ||||||||
eventover |
Ends (and restarts) the current event. Seems to be essentially equivalent to ee. |
# | ||||||||
eventseen, seenevent |
Syntax: Marks specifid event as seen by your farmer. Useful for enabling access to event-dependent areas or events. |
# | ||||||||
eventtest |
Syntax: Calls Util.EventTest() with the specified arguments. Defaults are «» and 0 respectively. Actual details unknown. |
# | ||||||||
eventtestspecific |
Syntax: Calls Util.EventTest() with the specified arguments. Arguments are interpreted as an array of strings. Actual details unknown. |
# | ||||||||
festival |
Syntax: Starts the specified festival ID. The season, day, and time will be set to match the starting time, and you will be warped to the correct location. Valid IDs are listed below.
|
# | ||||||||
festivalscore |
Syntax: Adds the specified value to the festival score. The festival score has different meanings depending on which festival is active and includes the egg count at the Egg Hunt, number of fish caught at the Ice Festival, and star token count at the fall Fair. |
# | ||||||||
leaveevent, endevent |
Ends (and restarts) the current event. |
# | ||||||||
runtestevent, rte |
Runs an event from the file |
# |
Minigames and cutscenes
command | description | |
---|---|---|
boatjourney |
Plays the extended cutscene of the first boat trip to Ginger Island. The player will be warped to the Island Docks when the cutscene ends. |
# |
crane |
Starts the Crane Game minigame from the Movie Theater populated with prizes based on which movie is (or would be) showing for the current month. |
# |
darts |
Starts the Darts minigame from the Pirate Cove. |
# |
fish |
Syntax: Starts the fishing minigame with the specified fish hooked and a treasure chest available. You must have a fishing line already cast into the water before entering the command in order to actually receive the fish after completing the minigame. Additional «hits» may trigger during the game, and none of the fishing pole animations will play. See object data for a list of valid IDs; non-fish objects can be used and caught. |
# |
oldminegame |
Starts the pre-1.4 version of Junimo Kart. |
# |
minegame |
Syntax: Starts the Junimo Kart minigame. If the second argument is infinite the game will play Endless mode; if it is anything else (or missing), the game will play Progress mode. |
# |
minigame |
Syntax: Starts the specified minigame or cutscene. Valid choices are listed below.
|
# |
test |
Starts the Test minigame. This brings up a window showing a variety of flooring textures; left-click closes the window. |
# |
Locations
Terrain, trees, and crops
command | description | |
---|---|---|
addquartz |
Syntax: Spawns the specified amount of Quartz terrain features on the Farm. The locations are randomly chosen and no checking is done on the underlying tiles, so they may wind up in impassable areas. |
# |
clearfarm |
Removes nearly everything from the Farm map such as grass, trees, debris, paths, and placed objects (including working machines and filled chests.) |
# |
dayupdate |
Syntax: Runs the DayUpdate for the current location the specified number of times. If the number of updates is not specified, it will default to 1. This simulates days passing for some things such as grass and fruit trees growing or fish reproducing in ponds. Other things may not progress the full amount; for example crop growth only advances one day because sprinklers will not be triggered and the growcrops command should be used for that instead. |
# |
fruittrees |
Adds a month of growth to all fruit trees in the current location, causing even newly-planted saplings to instantly mature. |
# |
grass |
Spawns long grass on all available tiles on the farm. |
# |
growcrops |
Syntax: Grows all crops in the current location the specified number of days. |
# |
growgrass |
Syntax: Grows long grass the specified number of times in the current location. This will cause already-placed grass to spread but will not necessarily create grass in clear areas. |
# |
growwildtrees |
Grows all wild trees (such as Oak) in the current location to maturity. |
# |
localinfo |
Outputs counts of grass, trees, other terrain features, objects, and temporary sprites for the current location. May be broken. |
# |
mushroomtrees |
Turns all wild trees in the current location into mushroom trees. |
# |
r |
Resets current location which essentially simulates the player leaving and reentering. Most noticeable effect is the restarting of music tracks. |
# |
removedebris |
Removes all dropped items from the current location. |
# |
removedirt |
Removes (i.e., untills) all tilled dirt in the current location. |
# |
removelargetf |
Removes all large terrain features (such as bushes) from the current location. |
# |
removeterrainfeatures, removetf |
Removes all (small) terrain features such as grass and tilled dirt from the current location. |
# |
spawnweeds |
Syntax: Spawns weeds the specified number of times. This will cause already-placed weeds to spread but will not necessarily create new weeds in clear areas. |
# |
spreaddirt |
Tills all unoccupied diggable tiles on the farm. |
# |
spreadseeds |
Syntax: Plants specified seed in all tilled dirt on the farm. The argument is the object ID for the seed item. Out of season crops can be planted this way but will not survive outside of the greenhouse. Example: |
# |
water |
Waters all tilled soil on the current map. |
# |
watercolor |
Syntax: Tints the water color for the current location. The parameters are red, green, and blue components and the actual RGBA color used will be (R/2, G/2, B/2, 127). This affects fishing ponds as well as lakes, rivers, etc., but the effect is temporary and the color will reset to normal if you leave and re-enter the map. |
# |
whereore |
Outputs (to the SMAPI console) the coordinates of any «shiny spots» suitable for panning on the current map. Will output {X:0 Y:0} if there are no active panning spots. |
# |
Objects and lights
command | description | |
---|---|---|
clearfurniture |
Removes all furniture from the current location. Must be in a farmhouse/cabin. Use removefurniture instead for other locations such as sheds. |
# |
clearlightglows |
Removes all light glows from the current location. |
# |
fencedecay |
Syntax: Ages all fences in the current location the specified amount of days. Example: |
# |
fillwithobject |
Syntax: Places the specified item on all open tiles in the current location. The first argument is the object or big craftable ID. If the second argument is «true«, the ID will be interpreted as a craftable, but if it is anything else (or missing) the ID will be interpreted as an object. Note that many objects spawned this way cannot be easily removed. Example: |
# |
readyforharvest, rfh |
Syntax: Sets the machine at the specified coordinates to finish processing at the next clock update. If used to target a rock in the mine, quarry, etc. the rock’s health will be reduced such that it only needs 1 more hit to break. A mod such as Debug Mode may be useful for getting coordinates. |
# |
removefurniture |
Removes all furniture from the current location. Similar to clearfurniture but will also work in other decoratable locations such as sheds. |
# |
removelights |
Removes all light sources from the current location. This is temporary and they will be restored if the location is reset or re-entered. |
# |
removeobjects |
Removes all placed objects from the current location. This includes things like fences, machines, and chests, but does not include flooring or long grass. |
# |
Farm buildings
command | description | |
---|---|---|
bpm |
Shows the building painting menu for the building immediately North of the player, or for the farmhouse if no such building is found. |
# |
build |
Syntax: Builds the specified building at the given coordinates. Names are exact but spaces should be replaced with «9«. If the coordinates are not specified, it will build just to the right of your farmer. While higher-level farm buildings such as Deluxe Barns can be immediately built this way, the incubator will be missing from Big or Deluxe Coops. Example: |
# |
buildcoop, bc |
Syntax: Builds a new basic Coop at the specified coordinates. |
# |
movebuilding |
Syntax: Moves building from specified source coordinates to specified destination coordinates. The coordinates are the upper-left corner of the building’s footprint. The Lookup Anything mod is one of the easier ways to get the source coordinates of a building; they are listed under tileX and tileY in the debug info (needs ShowDataMiningFields enabled.) |
# |
removebuildings |
Destroys all farm buildings. Animals within any of the buildings will also be removed, but animals which are outside will not be. |
# |
spawncoopsandbarns |
Syntax: Spawns the specified number of buildings. The game will randomly choose either a Deluxe Barn full of cows or a Deluxe Coop full of chickens for each (equal chance). Their locaions are also randomly chosen and the game will try 20 times to find a spot for each before giving up. The coops created by this command will not have incubators. |
# |
Farmhouse
command | description | |
---|---|---|
crib |
Syntax: Sets the current crib style to the specified value. In the base game, valid values are 0 (no crib) or 1 (default crib). Additional styles may be possible through modding as the ID is appended to the map filename. For example, crib style 1 is specified by the file Maps/FarmHouse_Crib_1. |
# |
floor |
Syntax: Sets all floors of your farmhouse to the specified texture. Valid texture numbers are 0 — 55; see Flooring for previews but note that the IDs used by the game are 1 less than the numbers used for the wiki filenames. If no texture is specified, the game will use the next ID after the current floor texture without checking for overflow which can create bugged textures. Example: |
# |
houseupgrade, house, hu |
Syntax: Sets upgrade level of your farmhouse/cabin to the specified value. Valid values are 0 — 3. Furniture and placed items will not be automatically moved and may wind up out of bounds. If done while the player is inside the house, warp points may not immediately update. |
# |
renovate |
Opens the farmhouse renovation menu. |
# |
upgradehouse |
Increases the upgrade level of your farmhouse/cabin to the next level (max 3). Furniture and placed items will not be automatically moved and may wind up out of bounds. If done while the player is inside the house, warp points may not immediately update. |
# |
wall, w |
Syntax: Sets all walls of your farmhouse to the specified texture. Valid texture numbers are 0 — 111; see Wallpaper for previews but note that the IDs used by the game are 1 less than the numbers used for the wiki filenames. If no texture is specified, the game will use the next ID after the current wallpaper texture without checking for overflow which can create bugged textures. Example: |
# |
Special farm setups
command | description | |
---|---|---|
farmmap |
Syntax: Removes the current farm map and farmhouse from the game and creates a new farm of the specified type. The farm will be named after the type (e.g., «Standard Farm»). Valid types are: 0 (Standard), 1 (Riverland), 2 (Forest), 3 (Hilltop), 4 (Wilderness), or 5 (Four Corners). |
# |
setupbigfarm |
Clears the farm and then does the following:
|
# |
setupfarm |
Syntax: Removes all farm buildings and completely clears large areas of the current farm (the presence of a second parameter causes a larger area to be cleared.) After this, the following things are done:
|
# |
setupfishpondfarm |
Syntax: Clears farm and then builds up to 96 fish ponds randomly filled with various types of fish. The population of each of the ponds will be set to the specified value and defaults to 10. The ponds are built in a large 12 x 8 grid but will not be placed in a spot blocked by other buildings, animals, or map features. |
# |
Community center and bundles
command | description | ||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
addjunimo, aj, j |
Syntax: Adds a junimo at the specified coordinates and assigned to the given Community Center area. Valid areas are 0 (Pantry), 1 (Crafts Room), 2 (Fish Tank), 3 (Boiler Room), 4 (Vault), or 5 (Bulletin Board). |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
allbundles |
Marks all bundles complete. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
bundle |
Syntax: Marks the specified bundle as complete. Valid IDs are listed below.
|
# | |||||||||||||||||||||||||||||||||||||||||||||||||
ccload |
Syntax: Removes the junimo note from and restores the specified area. Valid areas are 0 (Pantry), 1 (Crafts Room), 2 (Fish Tank), 3 (Boiler Room), 4 (Vault), or 5 (Bulletin Board). |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
ccloadcutscene |
Syntax: Plays the full restoration cutscene for the specified area including junimo dance and star retrieval. Valid areas are 0 (Pantry), 1 (Crafts Room), 2 (Fish Tank), 3 (Boiler Room), 4 (Vault), or 5 (Bulletin Board). |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
completecc |
Adds all of the appropriate flags for Community Center completion and restores all areas. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
completejoja |
Adds all of the appropriate flags for Joja membership and Community Development purchases. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
junimogoodbye |
Plays the animation where 6 junimos wave goodbye in front of the hut in the Community Center and then that corner of the Community Center gets restored. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
junimonote, jn |
Syntax: Adds a junimo note (bundle scroll) for the specified area. Valid areas are 0 (Pantry), 1 (Crafts Room), 2 (Fish Tank), 3 (Boiler Room), 4 (Vault), or 5 (Bulletin Board). |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
junimostar |
Causes a junimo to run to the hut and retrieve a star which is then placed on the plaque above the fireplace. Must be done in the Community Center. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
plaque |
Adds a star to the plaque above the Community Center fireplace. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
resetjunimonotes |
Resets all bundles. |
# | |||||||||||||||||||||||||||||||||||||||||||||||||
shufflebundles |
Regenerates bundles using remixed bundle logic and without a specific random seed. |
# |
Other location-specific functions
command | description | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
beachbridge |
Toggles the state of the beach bridge between fixed and not fixed. |
# | ||||||||
ladder, shaft |
Syntax: Creates a ladder or mineshaft at the specified coordinates. If no coordinates are given, it will spawn 1 tile north of the player. In the regular mines, both versions of the command will create a ladder. In the Skull Caverns, ladder will randomly spawn either a ladder or mineshaft while shaft will always spawn a mineshaft. |
# | ||||||||
minedifficulty, md |
Syntax: Sets the difficulty of the mines to the specified level. In the base game, normal difficulty is 0 and the harder difficulty corresponding to the «Danger in the Deep» quest or Shrine of Challenge activation is 1. Higher numbers can be used. If no difficulty level is specified, command will simply print the current difficulty level to the console. |
# | ||||||||
movie |
Syntax: Starts a movie; this command is a bit complex with its parameter handling so be sure to check the examples. Note that this command can create a group with up to 3 guests instead of just the single guest allowed in normal play. Valid movie IDs are listed after the parameter explanation.
Warning: This command also increases the save’s uniqueID by 1 each time it is used, which will cause the save filename to change and impact some random events. Examples:
|
# | ||||||||
pgb |
Prints the Gem Bird Puzzle solution to the console. |
# | ||||||||
resetmines |
Resets «permanent mine changes» such as coal carts and treasure chests. Does not affect mines level progress or monster eradication goals. |
# | ||||||||
returneddonations |
Opens the «returned donations» menu of the Lost and Found box from the Mayor’s Manor. |
# | ||||||||
skullcavedifficulty, scd |
Syntax: Sets the difficulty of the Skull Cavern to the specified level. In the base game, normal difficulty is 0 and the harder difficulty corresponding to the «Skull Cavern Invasion» quest is 1. Higher numbers can be used. If no difficulty level is specified, command will simply print the current difficulty level to the console. Example: |
# | ||||||||
train |
Causes a train to spawn at the Railroad. |
# |
World
Date and time
command | description | |
---|---|---|
addhour |
Increases time by 1 hour. |
# |
addminute |
Increases time by 10 minutes. |
# |
day |
Syntax: Changes day of the month to the specified value; stays in current season and adjusts daysPlayed statistic appropriately. |
# |
pausetime |
Toggles game pause state. This is different from the normal chat /pause command in that the player still has free movement during the pause. |
# |
season |
Syntax: Sets season to the specified value. The season name is case-insensitive; valid names are spring, summer, fall, and winter. |
# |
sleep, newday, nd |
Forces end of day. |
# |
time |
Syntax: Sets current time to the specified value. This is essentially 24-hour time without a colon, although the stardew clock keeps running until 2600. See examples. Examples:
|
# |
year |
Syntax: Sets the current year to the specified value. |
# |
Weather and world state
command | description | |
---|---|---|
debrisweather |
Toggles «debris» weather (i.e., windy weather with floating leaves) on and off. Does not change the weather icon on the HUD. |
# |
morepollen |
Syntax: Increases the amount of leaves flying around if in debris/windy weather. |
# |
rain |
Toggles rainy weather on and off. Will turn off debris/windy weather. Does not change the weather icon on the HUD. |
# |
resetworldstate |
Clears all world state IDs which track map changes such as whether the beach bridge is fixed, whether Trash Bear has done his thing and various small changes from heart events. |
# |
Game settings and meta info
command | description | |
---|---|---|
conventionmode |
Toggles convention mode on and off. When on, disables the resolution and window mode options as well as both «Exit to Title» and «Exit to Desktop» buttons. |
# |
gamemode |
Syntax: Sets the game mode to the specified value. Details unknown. |
# |
gamepad |
Toggles gamepad control options and displays a global message about whether they are being used or not. |
# |
inputsim, is |
Syntax: Sets input simulator to the specified type. Valid types are spamtool and spamlr. Details unknown. |
# |
language |
Brings up the language selection menu. |
# |
musicvolume, mv, m |
Syntax: Sets music volume to the specified value. This is a double-precision float in the range of 0 — 1. |
# |
nosave, ns |
Toggles end of day saving on or off. Outputs a message to the console with the current saving status. |
# |
runmacro, rm |
Syntax: Runs the specified macro file. The given filename will have .txt appended to it. See Macros for more details. |
# |
save |
Toggles end of day saving on or off. Similar to nosave but does not output a status message. |
# |
showplurals |
Prints (to the console) the plural forms of all items listed in Data/ObjectInformation and Data/BigCraftablesInformation. |
# |
steaminfo, sdkinfo |
Outputs information about whether Steam is running and if a user is logged in. |
# |
version |
Outputs the assembly version number to the console. Note this is different from the more user-friendly version that can be accessed from the credits screen. For example, running this command on Stardew Valley 1.4.3 for Windows will output 1.3.7286.33936 |
# |
Multiplayer
General multiplayer
command | description | |
---|---|---|
addotherfarmer |
Creates an additional new male farmer with randomized name and appearance which spawns 1 tile to the left of your farmer. Unsure of what situation this can be used in. |
# |
nethost |
Starts a new LAN server. Details unknown. |
# |
netjoin |
Details unknown. |
# |
split |
Syntax: Adds another split-screen multiplayer instance for the specified player index or starts split-screen mode otherwise. |
# |
Logging
command | description | |
---|---|---|
logbandwidth |
Toggles bandwidth logging on and off. Can be used on either host or client. |
# |
netclear |
Clears network message log. |
# |
netdump |
Outputs network message log to a file. |
# |
netlog |
Toggles network message logging on and off. |
# |
Player relationships
command | description | |
---|---|---|
dateplayer |
Checks all other farmers and sets the first one found as dating the player. |
# |
engageplayer |
Checks all other farmers and sets the first one found as engaged to the player with a wedding date of the next game day. |
# |
marryplayer |
Checks all online farmers and sets the first one found as married to the player with a wedding date of the current game day. |
# |
Shared/split money
command | description | |
---|---|---|
changewallet |
Sets the game to toggle between shared or split money overnight. Host only. |
# |
mergewallets |
Immediately switches to shared money, merging all player wallets. Host only. |
# |
separatewallets |
Immediately switches to split money, separating all player wallets. Host only. |
# |
Audio and visual effects
Animations
command | description | |
---|---|---|
animationpreviewtool, apt |
Opens a menu allowing you to preview different farmer animations and change some appearance options. Useful for event modding. Warning: previewing the «passOutTired» animation will make your farmer pass out as if it’s 2 am and start a new day. |
# |
busdriveback |
Plays the animation of the bus returning from the desert. Must be done on the Bus Stop map. |
# |
busdriveoff |
Plays the animation of the bus leaving the Bus Stop and driving to the desert. Will warp the player to the desert. Must be done on the Bus Stop map. |
# |
createsplash |
Creates a fish «bubble» spot in front of the player. Seems inconsistent. |
# |
framebyframe, fbf |
Turns on «frame-by-frame» mode which pauses the game and allows you to advance time/animations one frame at a time by hitting the G key. Hit Escape key to exit. |
# |
frameoffset, fo |
Syntax: Sets frame offset for specified frame and specified X & Y values. The X and Y can be prefaced with s to flip the direction. Details unknown; reference FarmerRenderer.featureXOffsetPerFrame() and FarmerRenderer.featureYOffsetPerFrame(). |
# |
setframe, sf |
Syntax: Sets farmer sprite to the given animation frame. Probably best used in conjunction with frame-by-frame mode. |
# |
sprinkle |
Shows an animation of a sprinkle effect around the farmer. Unsure if the animation is used. |
# |
toss |
Shows an animation of a spinning vial/beaker which rises and then falls. Likely used in one of Maru’s heart events. |
# |
Camera, lighting, and effects
command | description | |
---|---|---|
ambientlight, al |
Syntax: Sets the ambient light of the current location to the inverse of the specified RGB values. This is a temporary change and the light will revert if the location is reset or re-entered. Ex. inputting 255 0 0 will set the lighting to aqua blue, 0 255 255, rather than red. |
# |
bloom |
Syntax: Changes the bloom settings to the specified parameters. Most are double-precision floats which are divided by 10. The last parameter will set the brightWhiteOnly flag to true if it is present and false if it is absent. Also sets the bloomDay flag. |
# |
bloomday |
Toggles the bloomDay flag on and off, essentially turning the bloom effects themselves on or off. |
# |
drawbounds |
Toggles the drawbounds flag on and off. Details unknown. |
# |
lsd |
Syntax: Starts a bloom shifting animation with the specified values. All parameters are double-precision floats; the third parameter is divided by 1000 and the fourth through tenth parameters are divided by 100. Details unknown; reference BloomComponent.startShifting(). Use caution when testing this command if you’re photosensitive, as it triggers very intense screen flashes. |
# |
panmode, pm |
Turns on panmode. During panmode the screen can be panned with movement keys or mouse movements and debug panmode or debug exit will turn panmode off. |
# |
tls |
Toggles between scaled and unscaled lighting. |
# |
viewport |
Syntax: Sets the viewport to the given values. Details unknown. |
# |
uiscale, us |
Syntax: Sets the UI Scale level to the specified value. This is an integer interpreted as the scale percent. Can be used to go beyond the normal limits of 75 — 125 percent. Example: |
# |
zoomlevel, zl |
Syntax: Sets the game zoom level to the specified value. This is an integer interpreted as the zoom percent. Can be used to go beyond the normal limits of 75 — 125 percent. Example: |
# |
Audio
command | description | |
---|---|---|
playmusic |
Syntax: Plays the specified music track. May not be able to play tracks which have a space in the cue name. Tracks played this way will be added to the songsHeard list and be available to play on the Jukebox afterwards. See the modder’s resource spreadsheet (Music Bank IDs tab) for a list of valid cue IDs. Example: |
# |
playsound, ps |
Syntax: Playes the specified sound effect. See the modder’s resource spreadsheet (Sound Bank IDs tab) for a list of valid cue IDs. Example: |
# |
Outdated, unimplemented, or unknown
command | description | |
---|---|---|
bluebook |
Adds a «Farmer’s Catalogue» to your inventory which looks like an axe and opens up a partially-implemented menu when used. |
# |
blueprint |
Syntax: Adds the specified blueprint to the «Farmer’s Catalogue» menu. IDs seem to be buildings and animals from Data/Blueprints. |
# |
end |
Attempts to warp the player to town and start the «Stardew Hero Celebration» event but appears to crash due to missing music cues. |
# |
lantern |
Adds a lantern to your inventory which looks like an axe and will softlock the player when trying to use it; canmove can be used to fix the soft lock. |
# |
refuel |
Sets lantern fuel to maximum. As the lantern was not fully implemented, this doesn’t do much. |
# |
stoprafting |
Sets an internal isRafting flag to false. As rafting was not fully implemented, this doesn’t do much. |
# |
upgradebarn, barn |
The following describes the upcoming Stardew Valley 1.6.0, and may change before release. This command no longer exists. Increments an unused barn upgrade level variable (max 3). |
# |
upgradecoop, coop |
The following describes the upcoming Stardew Valley 1.6.0, and may change before release. This command no longer exists. Increments an unused coop upgrade level variable (max 3). |
# |
See also
- Modding:Modder Guide/APIs/Console to add custom commands from a SMAPI mod.
Обновлено: 09.02.2023
В настоящее время мы имеем 1538 статей о РПГ про сельскую жизнь, разработанной ConcernedApe.
Долина Стардью — это открытая РПГ о жизни в деревне! Вы унаследовали участок вашего дедушки в долине Стардью. Вооружившись старыми инструментами и парочкой монет, вы отправитесь туда, чтобы начать новую жизнь. Сможете ли вы научиться сельской жизни и превратить эти заросшие поля в процветающий дом? Да, но это будет нелегко. С тех пор, как корпорация Джоджа пришла в город, местные начали жить по-другому. Клуб, когда-то бывший центром городской активности, пришел в упадок. Но долина полна возможностей. С большой самоотверженностью вы сможете стать тем, кто приведет долину Стардью к величию!
Типы ферм
Каждая часть фермы содержит особенности одной из предыдущих карт:
Жители и дружба
Вручение подарков жителям увеличит их дружбу с вами. Вы можете вручить подарок, выделив его в своем инвентаре или выбрав его, набрав его номер горячей клавиши, а затем щелкнув левой кнопкой мыши на персонажа, которому вы хотите передать этот предмет. По мере зарабатывания очков дружбы жители города будут отправлять вам кулинарные рецепты или предметы по почте, дадут доступ к своим спальням, а их отношение к вам в общении изменится. Также при получении сердечек дружбы могут появляться уникальные сцены и взаимодействия. Персонаж должен заработать высокий уровень дружбы, чтобы встречаться и в конечном счёте вступить в брак.
Host a world
A world can be created specifically for multiplayer, or converted from a single-player world to multiplayer anytime.
Start a new multiplayer world
To start a new world specifically for multiplayer:
- From the title screen, choose Co-Op instead of New.
- Click the Host tab.
- Click Host New Farm.
- Make sure to add one cabin for each player who’ll join. Optionally, a profit margin can be set to decide whether players share a wallet or have their own wallets. Profit margins can’t be changed after farm creation without save editing, but wallet sharing can be changed and cabins can be built or demolished in-game.
Start split-screen mode
- Create or load the save normally.
- Build a cabin for each new player in single-player mode.
- Connect a controller to the computer/console for each extra player. (The keyboard on PC is always reserved for the first player, though the first player can use a controller too.)
- Open the in-game menu and choose the Options tab.
- Scroll down to the Multiplayer section and choose Start Local Co-op.
- Have each extra player press start on the connected controller.
If the host loaded the world via «Co-Op» on the title screen, they can have both remote and split-screen players in the same world (subject to the restrictions).
Invite players to a single-player world
- Build a cabin for each new player in single-player mode.
- Save and exit to the title screen.
- Open the save file via Co-op instead of Load to let other players join.
Что такое маржа в stardew valley
Денис Денисов
некая хардкорность, которая раньше только в мультиплеере была
Виктор Ротов
Денис Денисов ответил Виктору
Features
Multiplayer mode is mostly identical to singleplayer mode, though certain features are specific to multiplayer only.
Four Corners farm map
The Four Corners farm map was designed with multiplayer mode in mind. Each quadrant of the map features a small area for perks from some of the other farm maps to manifest, as well as a tiny pond for players in quadrants besides the quadrant with the large pond to draw water from. However, the Four Corners Map is also available for singleplayer.
Cabins
The farm can contain up to 3 cabins (selectable during farm creation). For each cabin built, one player can join the farm. If the farm starts with fewer than 3 cabins (including if the farm was begun as a singleplayer save file), Robin can build up to 3 cabins total on the farm for 100 з. each. Cabin-building is instantaneous, so extra cabins can be built on the first day of the game.
The host player can also demolish a cabin at any time. Demolishing a cabin removes its occupant from the game, and places their inventory in a chest located where the cabin was.
A cabin can be upgraded at the carpenter’s shop by the farmhand who occupies it, but not by the host or any other player. The interior layout of an upgraded cabin is identical to the interior of an upgraded farmhouse. As with the farmhouse, the physical footprint of the cabin does not change when upgraded.
Маржа
When creating a new multiplayer save, a profit margin of 25%, 50%, 75%, or default (100%) can be chosen. Opting to lower the profit margin helps rebalance the economy in multiplayer mode by reducing the gold obtained when selling most items (including crops, forage, minerals, and cooked foods) to account for the increased productivity from the increased number of active players. For example, at 25% profit margin, Wheat is sold for 6 з. instead of 25 з. .
Purchase prices for seeds at Pierre’s General Store and purchase prices for Grass Starter, Sugar, Wheat Flour, and Rice at JojaMart are scaled with the profit margin set. Prices for other items (including Blacksmith and Fish Shop shop items, buildings, and tool upgrades) and quest gold rewards are not affected.
Lowering the profit margin makes gold much harder to come by in the early game. Progressing in all skills evenly, crafting items, and completing Help Wanted quests become far more important. For example, Willy still sells Crab Pots for 1500 з. despite the reduced income, so mining iron and crafting Crab Pots may be more economical.
Note that there’s no profit margin option when creating a singleplayer save. However, it is possible to have a singleplayer save with a chosen profit margin by creating a multiplayer save and playing solo. Choose «Co-op» at the main menu instead of «New», then «Load» it in singleplayer after the save file is created.
Marriage
Players can marry an NPC, which works the same way as single-player. Each NPC can only be married by one player at a time, and children are added to the married player’s home.
Players can marry another player by giving them a wedding ring. Married players get a Stardrop in a purple giftbox next to their home beds after the wedding (equivalent to the Stardrop received from an NPC spouse). A home is eligible for children if it’s owned by one of the married players, has the kids’ room upgrade, doesn’t already have two children, and both players are sleeping in its bed; the game will randomly let one player propose having children to the other, and if accepted, the child will be added to the home that both players are sleeping in (if eligible), else the other player’s home (if eligible), else the current home.
Gameplay
- Some decisions are made collaboratively by all players by either clicking dialogues or joining areas:
- when to sleep, by entering a bed;
- when to start a festival, by entering the area;
- whether to finish the Community Center or buy a Joja membership.
- Players can marry each other and have children. Players propose to each other using a craftable Wedding Ring. The wedding ring recipe can be obtained at the Traveling Cart for 500 з. , and will then allow the player to craft a wedding ring with 5 Iridium Bars and a Prismatic Shard.
- Players can dance with each other in the Flower Dance Festival (no prior requirements).
- Players can see other players’ scores during certain festivals.
Quests and progress
- Quest progress is largely kept on an individual level, though players can help each other with quests.
- Quests set difficulty based on the highest-level player.
- Mine progress is global, and each player can open chests for themselves (using the elevator to reach required floors also satisfies the mine quests). collection is global, and every player gets their own set of rewards.
- The reward for completing the Bulletin Board bundle is applied to all players, although item rewards are only given to the player turning in the bundle.
- Completing bundle sets or Joja forms unlocks the final reward for every player. However, only the player who completes a bundle can pick up the reward.
- Repairing the bridge at the beach is also global.
- The permission for moving buildings can be changed with a command
Money
- Money can be shared between all players or split individually.
- This can be set when creating a new game, or enabled and disabled using the «Town Ledger» in the Mayor’s Manor.
- If money separation is enabled after the game has started, money will be divided evenly among all players in the game.
- If money is not shared, the «Town Ledger» can also be used to send money between players.
Experience
Each player has their own experience points. Whoever commits the action will be the one to gain the experience.
- Farming
- Whoever harvests a crop gets the experience, regardless of who planted it or any other work done with it.
- Whoever interacts with an animal gets the experience.
- Whoever gets the last swing with the pickaxe gets the experience. It is not shared.
- Whoever set off a bomb gets experience for destroyed rocks.
- If a rock is destroyed by a monster, such as a Dust Sprite, everyone will get experience for it, even if they’re not in the Mines.
- Whoever picks up the forageable gets the experience.
- Whoever gets the last swing with the axe when chopping a tree, stump, or log gets the experience. It is not shared.
- Experience for fish is gained each time a player catches one as expected.
- Whoever empties a crab pot gets the experience, regardless of who set it or baited it.
- Whoever kills the monster gets the experience. It is not shared.
- Players can have different daily luck.
- Luck is averaged out between all players for calculations.
Generally speaking, during a day time only pauses while the players attend a festival or when using /pause .
When hosting a multiplayer game, time will behave as in singleplayer until the first farmhand joins. This means the host can simply keep their inventory or menu open while waiting for another player to join.While in a multiplayer game with 2 or more players time will pause when:
- The day has ended and a player is picking a profession or hasn’t closed the shipping report.
- The players are attending a festival that includes a main event. (Time will skip to the evening once the festival is left.)
- The host has paused the game using /pause . (See below)
- The Time reaches 02:00 am and a player is still inside a cutscene. (They will pass out once the cutscene is over.)
- Split-Screen only: If all players are on a menu or a cutscene, time will pause.
Under no other circumstances will time pause, skip forward or move at a different rate than normal.
In particular time will pass while:
- In any menu, inventory or dialogue.
- A shop’s inventory is open. (Continuing the trade remains possible even when the NPC has walked away or gone to sleep.)
- In a cutscene. (See above. Other players can be seen while invisible to them. Time is not displayed.)
- Playing an Arcade Game.
- Reeling in a fish.
Some actions remain possible while the game is manually paused using /pause :
- Players already in a shop menu can buy and sell items.
- Players in their inventory/menu can browse and move items around.
Chat is a feature that allows communicating between players directly through in-game. There are also several commands that can be run in the chat to change settings, direct message other players, etc.
Commands
Commands can be run in the chat box, using a forward slash ( / ) before the command.
Телевидение
По телевизору можно узнать полезную информацию, включая прогноз погоды, гадания, бесплатные кулинарные рецепты, а также полезные советы.
Начало
- Есть 24 тона кожи и 74 стиля волос.
- Ползунки рядом с цветом глаз, волос и брюк представляют собой оттенок, насыщенность и яркость.
- Домашнее животное, которое вы выберете здесь, определяет, какое домашнее животное будет у вас на вашей ферме.
- Пол, который вы выберете, не влияет на пол жителей, с которыми вы можете вступить в брак, вступить в брак можно с жителем любого пола.
Энергия
Энергия ограничивает вашу производительность. Один из главных способов пополнить энергию — есть еду. Для поедания пищи щелкните правой кнопкой мыши (если пища у вас в руках) или выберите номер ячейки на панели быстрого доступа, содержащей пищу, а затем щелкните правой кнопкой мыши. Большинство видов культур и многие виды продовольственных товаров можно есть, чтобы восстановить энергию.
Сон в конце дня восстановит энергию игрока. Если лечь спать после полуночи (00:00) игрок не восстановит 100% энергии. Если игрок исчерпает все силы или не успеет лечь спать до 2 часов ночи, то утром уровень его энергии восстановится примерно наполовину.
На третий день лета землетрясение разрушит камни, которые блокируют путь к бане (к северу от столярной мастерской). Баня полностью восстанавливает энергию в течение короткого периода времени.
Restrictions
- On console only:
- Remote multiplayer needs a subscription to that console’s online services. (Local split-screen multiplayer is free.)
- It is not possible tot have both split-screen and remote players at the same time.
- On Switch only, split-screen mode is limited to two players. Each player needs a full controller or two Joy Cons.
Совместная игра
Совместная игра is an optional game mode in which 1–4 players can join the same world through split-screen, over LAN, or by IP address. Multiplayer is available on the PC (Linux/Mac/Windows) and console (PS4/Switch/Xbox One) versions, but not on mobile (iOS/Android) or PS Vita.
The player who created the world is the «host», and the other players are «farmhands». The host has the save file on their system, and can play it in both multiplayer and single-player mode. If the host isn’t online or the farm isn’t currently open to other players, then farmhands can’t access the world or their characters in that world. Farm ownership can’t be transferred to farmhands without modding.
Подготовка вашего первого урожая
- Используйте ваш топор, кирку и косу на деревьях, бревнах, камнях, траве и кустарниках на вашей ферме, чтобы очистить 15 клеток.
- Используйте свою мотыгу, чтобы вспахать почву и посадить 15 семян пастернака, предоставленных мэром Льюисом.
- Используйте вашу лейку, чтобы полить семена и почву.
- Продолжайте поливать свои культуры каждый день, пока из них не вырастет урожай. Ваш пастернак вырастет и будет готов к сбору через 4 дня.
Лейка
Культуры необходимо ежедневно поливать, чтобы они росли. Обычная лейка поливает только одну клетку за раз, её можно наполнить из любого водоема на вашей ферме.
Идеально улучшать свою лейку за день до дождливого дня, предварительно полив растения. На следующий день поливкой займётся дождь, а на последующий лейку уже можно будет забрать. Также вы можете улучшить лейку в последние пару дней сезона, когда у вас уже нет посадок и не требуется ничего поливать.
Кузнецу потребуется 2 дня для обновления любых инструментов, включая лейку.
Другим способом полива является использование спринклеров. Они будут автоматически поливать окружающие грядки ежедневно. Есть 3 типа спринклеров, которые могут поливать окружающие клетки, начиная с 4 клеток (по одной рядом со спринклером сверху, справа, снизу и слева), 8 клеток (окружающая площадь 3×3) и 24 клеток (окружающая площадь 5×5).
Навыки
Выполняя определенные действия, игрок повышает уровень навыка, связанного с этим умением. Например, выращивая урожай и занимаясь сельским хозяйством, вы будете повышать навык фермерства. Прокачать навык cобирательства можно, как собирая дикорастущие растения, так и вырубая деревья топором. Навык горного дела улучшается разбиванием камней киркой. Навык Рыбная ловля улучшается, когда ваш персонаж успешно завершает мини-игру во время рыбалки, то есть с каждой пойманной рыбой. Также навык рыбной ловли увеличивается с использованием крабовых ловушек. По мере увеличения уровня навыка игрок будет получать рецепты для изготовления предметов или готовки (каждый уровень, за исключением уровней 5 и 10) или профессии (на уровнях 5 и 10).
Содержание
Join a world
For the main player, see host a world. For other players:
Управление
Вы можете переназначить все горячие клавиши, открыв меню и выбрав вкладку «Параметры».
вниз, D перемещение вправо
Дополнительные настройки
Слева от экрана создания персонажа можно увидеть иконку дополнительных настроек. Здесь доступны следующие функции настройки игры:
- Узелки Клуба
Вы можете выбрать положение «Нормально» для сохранения обычного состава Узелков или «Смешано» для замены случайных стандартных Узелков на новые, либо для изменения состава стандартных Узелков. Здесь же можно установить «галочку» на пункт: «Гарантия завершения первого года», что означает, что у Странствующего торговца в течение первого года как минимум один раз появятся в продаже Семена красной капусты. - Награды шахт
Вы можете выбрать положение «Нормально» для сохранения обычного наполнения сундуков в Шахте или «Смешано» для замены наград на случайные аналогичные предметы. - Спавнить монстров на ферме
Вы можете установить «галочку» на этот пункт, если хотите, чтобы с наступлением темноты монстры появлялись на ферме любого типа, а не только на «Ферме в глуши». - Маржа
Вы можете выбрать значение маржи (прибыльность продажи предметов) из 25%, 50%, 75% или оставить по умолчанию «Обычно»(100%). Этот параметр применим как к Совместной так и к одиночной игре. - Настройки совместной игры
Вы можете выбрать количество домиков для приглашенных персонажей и план их расположения (все «рядом» или «отдельно» в случайном месте на ферме).
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