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Automate/Automate.csproj

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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<Version>2.3.3</Version>
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<Version>2.3.4</Version>
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<RootNamespace>Pathoschild.Stardew.Automate</RootNamespace>
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</PropertyGroup>
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Automate/docs/release-notes.md

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[← back to readme](README.md)
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# Release notes
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## Upcoming release
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## 2.3.4
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Released 26 March 2025 for SMAPI 4.1.10 or later.
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* Tree stumps are no longer automated, since they'll never produce anything.
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* Fixed crash if an automated berry bush is chopped down.
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* Improved translations. Thanks to Naciux1088 (added Polish)!

Automate/manifest.json

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{
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"Name": "Automate",
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"Author": "Pathoschild",
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"Version": "2.3.3",
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"Version": "2.3.4",
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"MinimumApiVersion": "4.1.10",
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"Description": "Lets you automate crafting machines, fruit trees, and more by connecting them to chests.",
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"UniqueID": "Pathoschild.Automate",

CentralStation/CentralStation.csproj

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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<Version>1.2.0</Version>
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<Version>1.2.1</Version>
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<RootNamespace>Pathoschild.Stardew.CentralStation</RootNamespace>
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<IgnoreModFilePaths>assets/.paths.png, assets/.spring_outdoorsTileSheet.png, assets/.spring_outdoorsTileSheet2.png, assets/.spring_Shadows.png</IgnoreModFilePaths>

CentralStation/docs/release-notes.md

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[← back to readme](README.md)
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# Release notes
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## Upcoming release
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## 1.2.1
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Released 26 March 2025 for SMAPI 4.1.10 or later.
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* For players:
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* Improved error message when the content pack isn't installed to be clearer.
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* Fixed edge case where a ticket machine could disappear if a mod reloaded its location's map while you were there.

CentralStation/manifest.json

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{
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"Name": "Central Station",
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"Author": "Pathoschild",
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"Version": "1.2.0",
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"Version": "1.2.1",
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"MinimumApiVersion": "4.1.10",
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"Description": "Lets you travel to other mods' destinations by boat, bus, or train through the Central Station.",
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"UniqueID": "Pathoschild.CentralStation",

ChestsAnywhere/ChestsAnywhere.csproj

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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<Version>1.26.1</Version>
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<Version>1.27.0</Version>
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<RootNamespace>Pathoschild.Stardew.ChestsAnywhere</RootNamespace>
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</PropertyGroup>
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ChestsAnywhere/docs/release-notes.md

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[← back to readme](README.md)
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# Release notes
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## Upcoming release
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* Added support for the upcoming Better Game Menu mod (thanks to KhloeLeclair!).
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## 1.27.0
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Released 26 March 2025 for SMAPI 4.1.10 or later.
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* Added integration with Better Game Menu (thanks to KhloeLeclair!).
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* Improved translations. Thanks to mehmetgorkemarslan (updated Turkish)!
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## 1.26.1

ChestsAnywhere/manifest.json

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{
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"Name": "Chests Anywhere",
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"Author": "Pathoschild",
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"Version": "1.26.1",
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"Version": "1.27.0",
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"MinimumApiVersion": "4.1.10",
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"Description": "Access your chests from anywhere and organize them your way.",
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"UniqueID": "Pathoschild.ChestsAnywhere",

ContentPatcher/ContentPatcher.csproj

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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<Version>2.5.3</Version>
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<Version>2.6.0</Version>
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<RootNamespace>ContentPatcher</RootNamespace>
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</PropertyGroup>
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ContentPatcher/docs/author-guide.md

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```js
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{
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"Format": "2.5.0",
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"Format": "2.6.0",
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"Changes": [
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{
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"Action": "Load",
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5. Create a `content.json` file with this content:
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```js
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{
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"Format": "2.5.0",
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"Format": "2.6.0",
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"Changes": [
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// your changes will go here
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]
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That `Format` field is the version of Content Patcher for which you designed the content pack. This
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is used to keep your content pack compatible with future versions.
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You should always use the latest format version (currently `2.5.0`) to enable the latest features,
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You should always use the latest format version (currently `2.6.0`) to enable the latest features,
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avoid obsolete behavior, and reduce startup time.
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### Changes
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```js
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{
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"Format": "2.5.0",
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"Format": "2.6.0",
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"Changes": [
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{
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"Action": "Load",
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```js
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{
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"Format": "2.5.0",
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"Format": "2.6.0",
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"Changes": [
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{
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"Action": "EditData",
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```js
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{
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"Format": "2.5.0",
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"Format": "2.6.0",
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"Changes": [
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{
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"Action": "EditImage",
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For example, this replaces the town square with a custom version in your content folder:
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```js
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{
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"Format": "2.5.0",
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"Format": "2.6.0",
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"Changes": [
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{
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"Action": "EditMap",
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For example, you can combine this with [tokens and condition](#tokens) to load a dynamic file:
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```js
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{
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"Format": "2.5.0",
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"Format": "2.6.0",
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"Changes": [
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{
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"Action": "Include",
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```js
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{
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"Format": "2.5.0",
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"Format": "2.6.0",
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"Changes": [
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{
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"Action": "Load",
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```js
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{
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"Format": "2.6.0",
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"Changes": [
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"Action": "Load",
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```js
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{
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"Format": "2.6.0",
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"ConfigSchema": {
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"EnableJohn": {
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"AllowValues": "true, false",
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```js
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{
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"Format": "2.5.0",
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"Format": "2.6.0",
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"Changes": [
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{
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"Action": "EditData",

ContentPatcher/docs/author-guide/action-editdata.md

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```js
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"Format": "2.6.0",
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"Changes": [
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"Action": "EditData",
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```js
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"Format": "2.6.0",
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recreate it with different conditions:
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```js
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{
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"Format": "2.6.0",
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"Changes": [
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{
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"Action": "EditData",
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To edit that music entry in a content pack, you'd use the ID as the key. For example:
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```js
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{
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"Format": "2.6.0",
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"Changes": [
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{
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"Action": "EditData",
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`MoveEntries` field. For example, this moves the `Abigail` entry using each possible operation:
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```js
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"Format": "2.6.0",
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"Action": "EditData",
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Then we can add, replace, or remove entries within that list as if it was a data asset:
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```js
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"Format": "2.6.0",
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"Action": "EditData",
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```json
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"Format": "2.6.0",
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"Changes": [
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"Action": "EditData",

ContentPatcher/docs/author-guide/action-editimage.md

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This changes the in-game sprite for one item:
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```js
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"Format": "2.6.0",
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"Changes": [
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ContentPatcher/docs/author-guide/action-editmap.md

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For example, this replaces the town square with the one in another map:
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```js
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"Format": "2.6.0",
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{
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"Action": "EditMap",
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[map documentation](https://stardewvalleywiki.com/Modding:Maps) for the warp syntax):
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"Format": "2.6.0",
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For example, this extends the farm path one extra tile to the shipping bin:
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```js
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"Format": "2.6.0",
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"Changes": [
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{
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that leads to a different location each day:
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```js
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"Format": "2.6.0",
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{
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ContentPatcher/docs/author-guide/action-include.md

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```js
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"Format": "2.6.0",
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```js
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ContentPatcher/docs/author-guide/action-load.md

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This replaces Abigail's portraits with your own image (see [NPC modding](https://stardewvalleywiki.com/Modding:NPC_data)):
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```js
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"Format": "2.6.0",
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"Action": "Load",
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```js
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"Action": "Load",
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```js
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"Changes": [
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"Action": "Load",
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You can use `Priority` to have an optional load (e.g. if it'll still work when another mod loads it first):
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```js
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"Action": "Load",

ContentPatcher/docs/author-guide/config.md

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"ConfigSchema": {
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"Material": {
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"AllowValues": "Wood, Metal",
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```js
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"ConfigSchema": {
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// appearance section
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"Material": {

ContentPatcher/docs/author-guide/custom-locations.md

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```js
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"CustomLocations": [
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```js
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"CustomLocations": [
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{
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"Name": "{{ModId}}_AbigailCloset",

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