Adds several new "Bag" items that can hold other items inside of them, while still only taking up a single inventory slot. Unlike chests, the bags will hold items while they are in your inventory, effectively increasing inventory size and organization.
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File credits
Pathoschild for creating SMAPI, and all the nameless heroes who edit the Stardew Valley wiki pages with modding help
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Add new setting for modded bags, "ItemCategories", to create modded bags that store any items of particular categories
Add compatibility with Better Game Menu mod
Add new gamepad settings for cycling to previous/next bag when a bag is already opened
Improve menus to display correct amount of columns in the bottom half when a bag is opened from within a chest that has 70 slots
Version 3.0.10
Improve bundle bag's compatibility with modded items and modded community center bundles
Improve compatibility with Walk of Life mod. Fix OmniBag icon when Walk Of Life is installed.
Version 3.0.9
Add compatibility with latest game version 1.6.10
Version 3.0.7
Fix OmniBag description text on tooltips
Improve compatibility with 'Better Crafting' mod to allow crafting using items inside of bags while that mod is installed
Version 3.0.6
Bugfix items sometimes not being consumed when crafting with items inside of bags
Allow opening bags from the shipping bin interface (via right-click)
Bugfix rendering of certain items in rucksacks (roe, colored flowers, and other objects with color overlays on their sprites)
Bugfix torches so that they can now be placed inside rucksacks and mining bags
Update pt.json localizations
Disallow chests from being autofilled into bags if the chest has other mod data attached to it (this is mainly to improve compatibility with BetterChests mod. Previously, contents of carried chests would be lost if the chest was autofilled into a bag)
Version 3.0.5
Add several 1.6 items to bags
Add GenericModConfigMenu menus for editing config settings while in-game
Bugfix CapacityModifier config setting
Disallow bags from being lost on death
Moved bagconfig.json file to mod's install folder (same folder as the config.json)
Update german localizations
Version 3.0.4
Fixed an issue that would cause bag data to be lost when the game attempts to replace the bag with a copy of it.
Version 3.0.3
Fix minor issues parsing certain bundle data.
Fix CanReceiveBagsAsDrops config setting.
Improved error-handling for invalid modded bags (bags which the corresponding .json file has been deleted)
Fix display names of bundle bags after they've been purchased from the travelling merchant.
Reworked the generate_modded_bag and generate_category_modded_bag commands to support CP items.
Version 3.0.2
Fix loading of modded bags and modded items.
Fix loading config.json files that have been modified from default values.
Fix bundle images shown in the bundle bag for modded bundles.
Fix incompatibilities with modded bundles, such as Challenging Community Center Bundles mod.
Fix ability to craft with items inside of bags in your inventory.
Fix message spam when items are autofilled into your bags.
Version 3.0.0
Add 1.6 compatibility
Version 2.0.3
Fix minor issue where Bundle Bag icon and description weren't appearing correctly when loading a save
Fix issue where you were unable to remove non-distinct items from the bundle bag by clicking them (items with non-distinct Ids, such as 'Cranberry Wine' and 'Starfruit Wine' which are both just 'Wine' despite having different price/names)
Version 2.0.2
Update for Stardew Valley 1.5.5 64-bit game version compatibility.
Added logic that will attempt to migrate old bag data (from ItemBags 1.X.X, saved by PyTK) to new format that is compatible with ItemBags 2.X.X (saved by SpaceCore)
Version 2.0.0-beta4
Compatibility improvement with Entoarox Framework
Version 1.5.2
Added support for numerous new Stardew Valley 1.5 items, such as new fishes, ores, crops, artifacts, seeds etc. For example, the "Fish Bag" can now store stingrays, blue discus, lionfish, and the new legendary fish.
Improved logic for parsing Community Center data. This may also fix bugs related to the Bundle Bag which some users were having when playing the game in non-english languages.
Improved compatibility with the "Cooking Skill" mod - you can now use items inside of bags while cooking with that mod installed. (Works with Cooking Skill mod version 1.1.5 or later)
This mod will no longer load if SpaceCore 1.5.0 or later is installed due to a major incompatibility between the latest SpaceCore, and PyTK which this mod utilizes.
Version 1.5.0
Added gamepad support to most of the menus
Items added to a chest can now be autofilled into bags inside of the chest
Minor bugfix with the "generate_modded_bag" console command
Minor bugfix for the way HUDMessages of autofilled items are grouped together
Minor bugfix with menu handling for Alex's ice cream shop
Version 1.4.7
Added the ability to toggle autofill on specific items. (There is now a small autofill toggle in the topleft of each item slot, visible only when you're hovering over the slot)
You can no longer put Secret Notes inside of rucksacks (since there are several notes that are different items but have the same Id, so their data wasn't being fully maintained)
Improved compatibility with Lookup Anything mod. Lookup Anythings item scanning for 'number owned' and gift taste fields now accounts for items inside of bags, and you can now press F1 while hovering an item in a bag menu to see Lookup Anything's info about that item. Note that these features require Lookup Anything v1.27.0-alpha.20200428.2050 or later, which has not been publicly released yet but should be available soon.
Minor bugfix for how the bundle bag detects partially completed bundles.
Added stamina/health recovery and buff information to item tooltips.
Reduced HUDMessage spam when bags are autofilled. (HUDMessages for items being autofilled into a bag are now grouped together by which bag they were autofilled to)
Version 1.4.6
Fixed a minor issue with certain artisan goods not being removeable from bundle bags when left-clicking them.
Improved autofill logic to allow autofilling while certain menus are open, such as while viewing your inventory, opening geodes, eating food, or collecting items from a fishing treasure chest.
Minor rebalancing to bag prices and monster drop rates. Also improved the bag spawning logic to spawn bigger sizes if the config.json "ForceNewBagTypeChance" roll was successful and all other bags of the currently-chosen size are obsolete.
Improved autofill logic to ignore hay while inside of a Coop / Barn house since I assume the player just removed it from the hay hopper and wants to place it on the feeder.
Version 1.4.5
Fixed an issue where bags would open on all player's screens if the bag was opened via selecting it on the toolbar and then left-clicking.
Added a new option to the config.json file: AllowDowngradeItemQuality (default=true). If true, then you will be able to place items inside of Bundle Bags even if no incomplete bundles require that exact item's quality. The item's quality will be automatically downgraded to match the highest quality still needed by an incomplete bundle. For example, if you placed a Silver-quality Parsnip in the Bundle Bag, it would be converted into a Regular-quality Parsnip to satisfy the Spring Crops bundle.
You can now receive bags as rare monster loot. The bags that can be dropped and their chances are configurable in the mod's config.json file. If you don't want to receive bags as rare drops, then set CanReceiveBagsAsDrops=false in the config.json. By default, there is approximately a 1/300-1/100 chance of getting a bag as a drop (depending on how strong the monster was, and where you killed the monster). If you do get a bag, it will usually be a standard bag (62% chance). 26% chance of bundle bag, 10% chance of rucksack, 4% chance of omnibag. Smaller sizes of bags are significantly more likely to be chosen than larger sizes. If anyone cares enough, I can explain what each config setting does.
Added a new SMAPI console command: "itembags_reload_config". This just forces the data in the config.json file to be refreshed in case you modify the file during a game session.
Version 1.4.4
Fixed bug where colored flowers could not be removed from bags except when using the 'Withdraw All' button.
Major bugfixes for how items inside of modded bags are saved. Modded items added to the game through Json Assets do not have stable item Ids across game sessions. If you installed/uninstalled mods, then the modded item Ids could change. ItemBags now detects and accounts for these changes in Ids across game sessions so that your modded items inside of bags will no longer be mysteriously transformed into different items.
Also fixed a similar bug to the one above: The same modded item isn't necessarily guaranteed to have the same Id across different save files during the same game session. ItemBags will now account for this possibility, and update the Ids anytime a different save file is loaded.
You can no longer 'trash' Omni Bags that have non-empty bags nested inside of them.
Minor improvements to the generate_modded_bag command. This command will now try to guess if the modded items can have multiple quality values, based on the category that the item belongs to.
Version 1.4.0
ItemBags will now dynamically load all json files in "<ItemBagsInstallFolder>\assets\Modded Bags" and create a bag from each file. Several sample files are located in assets\Modded Bags\Samples. To use these samples, just copy the files up one folder level so that they get loaded, then re-launch the game. Obviously you must have the corresponding other mods installed to use the modded bag. To create your own modded bags, I'd recommended using the new "generate_modded_bag" console command to have a file with default settings get auto-generated. Then open the exported file in any text editor and fine-tune the settings to your liking.
Added a new SMAPI console command, "generate_modded_bag". Type "help generate_modded_bag" into the SMAPI console for additional details.
The shop sellers for rucksacks, bundle bags, and omni bags is now configurable in the config.json file. (By default, the travelling merchant sells bundle bags, and pierre sells omnibags and rucksacks
Fixed an issue where item prices may not have been loaded correctly for some modded BigCraftable items.
Version 1.3.3
Added 'Crop Bag', which stores farmable fruits/vegetables/flowers (does not store foreageable ones, or fruits from fruit trees). Sold by Sandy (Small/Medium versions also available from Pierre)
The crafting menu will no longer attempt to use items inside of the Bundle Bag as materials for crafting (since I assume you'd rather keep those items)
Fixed bug where the Large Bundle Bag could be autofilled with items it's not supposed to be capable of storing.
Updated es Spanish localizations - thanks Reinzeto! Added ja Japanese localizations - thanks tikamin557!
Version 1.3.2
Added full multiplayer support - bag data is now synchronized across all clients in multiplayer games. All players MUST have the latest ItemBags installed for this to work.
Fixed bug with bag display names not being properly loaded.
You can now use items inside of bags in your inventory as materials for crafting.
Updated pt translation files - thanks Ertila!
Version 1.3.1
Fixed a bug related to autofilling bags with certain items that had non-unique item Ids.
Added a new standard bag: Farmer's Bag, sold by Marnie. Holds fertilizers, scarecrows, totems, sprinklers, and foods that boost farming.
Added a new standard bag: Food Bag, sold by Gus. Holds cooked dishes, common cooking ingredients (like vinegar, oil, sugar), medicines, crafted edibles, and alcohols (beer, mead, pale ale).
Version 1.3.0
Now requires PyTK mod to handle saving/loading custom modded items.
Improved multiplayer compatibility. It should no longer crash in multiplayer if all players have the latest ItemBags installed. BUT the mod only properly saves the bags for the host player.
Added a "Fish Bag" that can store all fish (including crab pot fish). It's much more expensive than the location-specific fish bags (such as the "River Fish Bag").
Hovering over a rucksack in your inventory or within a chest now displays a scaled-down preview of the rucksack's contents.
Improved compatibility with Mega Storage mod. Right-clicking a bag that is inside of a Mega Storage chest now allows you to open it if you're using at least Mega Storage v1.4.5.
Improved dynamic menu resizing logic.
Item tooltips inside the bag menu now follow the cursor around, instead of being locked to the hovered inventory slot. This more closely resembles the game's vanilla tooltips.
When closing a bag that was opened from inside of an OmniBag, the active menu will now switch back to the OmniBag, rather than the OmniBag's previous menu.
Fixed issue with parsing modded bundle reward data.
Version 1.2.3
Added a new type of bag - The "Omni Bag". These are capable or storing other bags inside of them. Sold by Pierre.
This mod's interfaces will now scale down in size if they don't fit on screen. Especially useful if playing on Android.
If on Android, left-clicking an opened bag can now close it.
Added some new settings to the config.json file in the mod directory. These settings let you hide bags that you no longer want to see in the shop menus. "HideObsoleteBagsFromShops" is on by default, so shops no longer sell bags for which you already own a larger size.
Improved compatibility with SaveAnywhere mod. You'll no longer crash when using SaveAnywhere, but until the creator of SaveAnywhere fixes an issue with their API, you'll still need to exit to title and re-load your game to get your bags back. Do not sell/trash the Rusty Swords - those are your bags encoded as regular items! (So that this mod doesn't have to put custom items into your save file, which could cause save file corruption if you uninstall this mod)
Version 1.2.2
Updated es Spanish localization - thanks Reinzeto!
Changed the Rucksack Sort by Similarity logic.It now sorts and groups by Category name, then it groups by Item Id, then it sorts by Quality. This means that items of the same category will all appear next to each other, and within that category group, items with the same Id will appear next to each other.
Added some visual feedback to the bigger sizes of rucksacks when moving an item into it. (The transferred item will temporarily have a green background so you can see what slot of the bag's contents was modified)
Performance improvement when using the Withdraw/Deposit All buttons.
Fixed issue with certain artisan goods prices in rucksacks.
Version 1.2.1
Updated zh Chinese translations. Thanks chiwei for providing this file! Added Portuguese translations - Thanks Ertila!
Improved mouse input handling on Android. The mod will now account for the Game's zoom level and the toolbar scrolled position on Android. Thanks ZaneYork for the help!
Version 1.2.0
Added a new, completely different kind of bag - Rucksacks! These can store almost any stackable item, rather than being restricted to a predefined list of items like the other bags. Sold by Pierre.
Refactored the config files. Prices and Capacities, along with some new settings, are now stored in a config.json file located in the Mod's install directory. If you were using customized Prices and/or Capacities, you'll need to change the values in config.json to what you were using.
Added es Spanish and de German translations - thanks Reinzeto and zirolive69 for providing these files!
Added a player_addbundlebag and a player_addrucksack SMAPI console command
Fixed issue where quantities of BigCraftable objects were not maintained.
Improved error-handling in case something goes wrong when saving/loading the custom bag items. If you ever come across a mysterious Rusty Sword that you don't recall owning, it was probably an ItemBag that the mod wasn't able to find or modify during a game load. So if that happens, try putting the Rusty Sword in your inventory, then save your game and the data may be able to be recovered.
Version 1.1.3
Added preliminary support for localization (There's now an i18n folder with placeholder json files for translations. Nothing is actually translated yet - that's where I need the community's help!)
Fixed bug that caused bag autofilling to not work
Fixed bug with the player_additembag SMAPI console command
Version 1.1.1
You can now customize the icon on your bags. (There is a new button, 'Customize Bag Icon', near the bottom-right of the bag contents menu). This is especially useful if you are using multiple copies of the same type of bag.
Added a "player_additembag" SMAPI console command. Type "help player_additembag" into the SMAPI console for usage example/instructions.
Added more error-handling to the logic that handles the Community Center to hopefully help find/fix the latest bugs some users have been reporting.
Version 1.1.0
Added a completely new type of bag - The "Bundle Bag"! This bag will let you store items required by incomplete Community Center Bundles. It's sold by the Travelling Merchant in the forest. Unlike other bags, this one only comes in 2 sizes - Large and Massive. Massive can store all community center bundle items. Large can store everything EXCEPT Bulletin Board bundles and Abandoned Joja Mart bundles.
When you close a bag while a chest is open, the contents of the chest are now properly re-arranged. Previously there could be empty spaces in between chest items if you moved chest items into a bag. Although this didn't actually cause problems (the game automatically re-arranged the items the next time you added/removed something), it looked strange and didn't match normal behavior of chests.
Fixed issue with bag Autofilling: If you had multiple bags that could store the picked up item, and the bag chosen to autofill was already full of the item, it would cancel the autofill. Now it will instead put the remaining quantity of the picked-up item into the next non-full autofillable bag, until there are no more bags to fill or until the picked-up quantity reaches zero, whichever happens first.
Mouse Middle-clicking will now open bags inside chests (Right-clicking still also opens it). This is just an extra way to open bags for users who have mods that are handling right-clicks (and thus causing compatibility issues depending on which mod handles the input first)
Changed the sound effect when closing a bag to "bigDeSelect" to match the one used when closing the standard game inventory.
Added a new Help Info button to the bottom-right of the Bag contents menu. Moved the help text to now be a tooltip of this button.
Version 1.0.4
Bags are no longer added to Clint's "Upgrade Tools" shop. They are now only added to Clint's "Shop" shop (choosing "Shop" dialog option when you talk to him).
Fixed rendering issue of BigCraftable objects inside the bag contents interface. (Previously they were horizontally stretched a little too much)
Fixed rendering issue where the bag contents interface wouldn't be tall enough to display all of the sidebar buttons if your maximum inventory size was only 12 slots.
While you have a bag open, you can now right-click the opened bag to close it, or right-click a different bag to immediately swap to that bag's contents. (Rather than needing to close the current bag, then click the other bag)
When you click an item to transfer it into a bag, the mod will now prioritize moving the clicked item rather than the first instance of that item it finds in your inventory.
Donations
No donations accepted
This mod adds 4 different kinds of bags, most of which come in 5 different sizes (Small, Medium, Large, Giant, and Massive). Bigger sizes are capable of storing higher quantities of the same item, and usually are capable of storing a wider array of items than their smaller versions. Each bag has its own fully custom interface, capable of grouping items by their quality, calculating and displaying summed values of similar items, or even holding more than the usual 999 limit of an item in a single slot!
Types of bags:
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The Bundle Bag
Holds items required by incomplete Community Center Bundles
Rucksacks
Holds almost any stackable item you want, like having a nested inventory within your inventory
Only holds standard Objects, things like fish, vegetables, fruits, craftables, resources, seeds, artifacts, gems, foods, animal products etc.
Does NOT hold things like equippables (rings, hats, clothing), weapons, tools
Standard Bags
Each one stores specific items
Comes in several different sub-types
Gem Bag (holds gems, such as ruby, emerald, topaz...)
Smithing Bag (holds coal, ores, bars, geodes)
Mineral Bag (holds minerals that you receive from geodes, like calcite, sandstone, mudstone...)
Mining Bag (holds stone, coal, ores, gems, geodes)
Resource Bag (holds resources like wood, fiber, stone, ores, clay...)
Construction Bag (holds woods, stone, fences, gates, floors, paths)
Tree Bag (holds tree seeds (regular and fruit), tappers, tapper products like pine tar, wood, sap, tree fertilizer, tree fruits)
Animal Product Bag (holds animal products, like eggs, milks, cheese, duck feathers, mayonnaise...)
Recycling Bag (holds trash that you'd find from fishing, like newspaper, driftwood, broken glasses...)
Loot Bag (holds common monster drops, like bug meat, slime, light/dark essence, bat wings...)
Foraging Bag (holds foraged items like horseradish, salmonberry, hazelnut, various mushrooms, beach items like sea urchins and much more...)
Artifact Bag (holds artifacts that you can donate to Gunther)
Seed Bag (holds seeds)
Fishing Bags (holds all kinds of fish, including crab pot fish)
Farmer's Bags (holds farming essentials like fertilizers, scarecrows, and sprinklers)
Food Bags (holds cooked dishes, common cooking ingredients, alcohols, medicines, and crafted edibles)
Crop Bags (holds farmable fruits, vegetables, and flowers)
Omni Bags
Holds other bags inside of it (up to 1 of each other bag)
How to obtain:
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Bags can be purchased from various shops. Some of the larger sizes are only available from 1 specific seller. To collect them all, try visiting: Pierre, Clint, Robin, Willy, Marnie, Krobus, Dwarf, Marlon, Sandy, and the Travelling Merchant.
Bags can also be received as rare drops from killing any monster. (Usually a 1/100-1/300 chance depending on how strong the monster was and where you killed it) The biggest sizes of bags are either extremely rare, or cannot be obtained from monsters at all. (These settings can be changed in the mod's config.json file)
Autofill:
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Autofill is a feature that can be toggled on by clicking the hand icon near the bottom-left corner of a bag's menu. When toggled on, it will make items that you pick up automatically get placed inside of the bag.
In this example, the 3 stone I pick up are automatically transferred to my mining bag. (Stone quantity inside bag goes from 45->48)
Note: You can also toggle autofill on specific items. If autofill is turned on for your bag, then hover over an item slot and click the small hand icon in the top-left corner of the slot to toggle autofill of that specific item. This can be especially useful if you have multiple bags that can store the same item, but you want that item to be autofilled into a particular bag.
Autofill only happens when you pick up items that you don't already have an existing stack of in your inventory. EX: You have 998 wood in your inventory. You pick up 1 wood. It doesn't autofill, stacks with the 998. Then you pick up another wood. Rather than making a new stack with qty=1 in your inventory, that wood can be autofilled into a bag that you're holding. Autofill isn't only for items added to your inventory. It can also happen when you deposit items into a chest, if the chest already is holding a bag that has autofill toggled on.
To open a bag, just right-click it from your toolbar, inventory, or inside of a chest. (Gamepad controls are also supported)
The biggest and most expensive bags are even capable of storing more than 999 of each item.
Want to easily keep track of items you need for Community Center bundles? Then try buying the Bundle Bag from the Travelling Merchant! It will dynamically keep track of how many of each item you still need for incomplete bundles, and has its own custom menu:
Rucksacks can store almost any stackable item, rather than being restricted to a predefined list of items. Sold by Pierre.
Rucksacks can be sorted by Time, Name, Id, Category, Quantity, Single item value, Stack item value, or Item Similarity (Same Id but different Quality and/or Price) by clicking the sort button in the top-right. The autofill feature on Rucksacks is a little bit different. Items will only be autofilled into a Rucksack if there is already an existing stack of that item in the Rucksack. You can set Rucksacks to either low-priority or high-priority autofilling. (Low-priority means the mod will first search for a non-rucksack bag to autofill, and only fill the rucksack as a last resort if nothing else was found.)
FAQs:
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Console commands:
This mod adds several SMAPI console commands that can be used to spawn bags in your inventory if you don't want to buy them or just want to try one out for testing. You can always type "help <commandname>" into the SMAPI console for more details.
"player_addrucksack <size>" - adds a Rucksack to your inventory. Example: "player_addrucksack Giant"
"player_addomnibag <size>" - adds an Omni Bag to your inventory. Example: "player_addomnibag Medium"
"player_addbundlebag <size>" - adds a Bundle Bag to your inventory. Size must either be Large or Massive. Example: "player_addbundlebag Large"
"player_additembag <size> <type>" - adds a standard bag to your inventory. Type is the name of the standard bag sub-type, such as "Gem Bag" or "Foraging Bag". Example: "player_additembag Massive Fish Bag"
Does this work on Android?
It used to. Not sure if it does anymore as I've not been maintaining the Android version in ages.
Does this support Netplay/Multiplayer?
Probably not. Many issues have been reported regarding bag data not remaining properly synced in multiplayer. If using in multiplayer, do so at your own risk and ensure that all players have the latest ItemBags version installed.
Where are this mod's config files?
There are 2 config files:
config.json - located in the mod's install directory. <GameInstallPath>\Mods\ItemBags\config.json
bagconfig.json - prior to v3.0.5, this was located in SMAPI's mod global data folders, typically <AppData>\Roaming\StardewValley\.smapi\mod-data\SlayerDharok.Item_Bags\bagconfig.json. Now it's located in mod's install directory. Editing this file is NOT recommended, only for advanced users
More details about these files can be found in the readme on the "Docs" tab.
The bags are too expensive! Can you lower the price?
You can configure the prices (and several other values) to suit your needs by editing the config.json file in your mod installation directory. Just open this file in any text editor and change the values to your liking. For example, if you wanted Massive Rucksacks to store literally hundreds of items, you could replace this:
You can uninstall just as you would any other mod - just delete the mod folder. BUT first you should load your save, remove all items from your bags, delete/trash your bags, re-save your game, and then delete the mod folder. Otherwise you'll lose any items you had stored in your bags and could also be left with erroneous items in your save file!
Yes, there are 2 ways to use modded items inside of bags:
The first method is to put special .json files that define the modded bag's settings, in this folder: <ItemBags Install Path>\assets\Modded Bags. (Creating Modded Bags) (User-Created Modded Bags)
The second method is to edit the modded_items.json file in the mod's installation directory. This file lets you specify what modded items you want to be able to store inside of pre-existing standard bags.
modded_items.json information:
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[This file supports regular objects added to the game by JsonAssets or ContentPatcher. You can define some basic metadata about the item(s) you want to store in this file.
Here is brief example:
{ "CreatedByVersion": "1.3.4", "Mods": [ { "ModUniqueId": "ppja.artisanvalleyPFM", // The "UniqueID" of the manifest.json that the items belong to "Bags": [ // An array of all bags that will be modified to support modded items for the "ppja.artisanvalleyPFM" mod { "Name": "Farmers Bag", // The name of the bag that you want to be able to store modded items in. Does not include the bag's Size. "Items": [ { "Name": "Drying Rack", // The name of the modded item "IsBigCraftable": true, // true if the modded item is an object that can be placed on a tile (such as a furnace, seed maker, keg etc) "HasQualities": false, // true if the item is available in multiple qualities (Regular/Silver/Gold/Iridium) "RequiredSize": "Large" // the minimum size of the bag that is needed to hold this modded item. Value must either be "Small", "Medium", "Large", "Giant", or "Massive" } ] } ] } ] }
The above sample would do the following: If "ppja.artisanvalleyPFM" mod is installed, then you will be able to store "Drying Rack" items inside of "Farmers Bag" whose size is >= "Large" (Large, Giant, and Massive)
So you are specifying which modded items you want to store and some metadata about them (in this case, "Drying Rack", with IsBigCraftable=true, HasQualities=false). Then you are specifying what sizes of what bags you want to be able to put this item in (in this case, "Farmers Bag" of size>=Large). Then you are also specifying which mod the items belong to (in this case, "ppja.artisanvalleyPFM") so that they will only be imported if the corresponding other mod is installed.