namespace StardewModdingAPI.Enums { /// A low-level stage in the game's loading process. public enum LoadStage { /// A save is not loaded or loading. None = 0, /// The game is creating a new save slot, and has initialized the basic save info. CreatedBasicInfo = 1, /// The game is creating a new save slot, and has added the location instances but hasn't fully initialized them yet. CreatedInitialLocations = 10, /// The game is creating a new save slot, and has initialized the in-game locations. CreatedLocations = 2, /// The game is creating a new save slot, and has created the physical save files. CreatedSaveFile = 3, /// The game is loading a save slot, and has read the raw save data into . Not applicable when connecting to a multiplayer host. This is equivalent to value 20. SaveParsed = 4, /// The game is loading a save slot, and has applied the basic save info (including player data). Not applicable when connecting to a multiplayer host. Note that some basic info (like daily luck) is not initialized at this point. This is equivalent to value 36. SaveLoadedBasicInfo = 5, /// The game is loading a save slot and has added the location instances, but hasn't restored their save data yet. Not applicable when connecting to a multiplayer host. SaveAddedLocations = 11, /// The game is loading a save slot, and has restored the in-game location data. Not applicable when connecting to a multiplayer host. This is equivalent to value 50. SaveLoadedLocations = 6, /// The final metadata has been loaded from the save file. This happens before the game applies problem fixes, checks for achievements, starts music, etc. Not applicable when connecting to a multiplayer host. Preloaded = 7, /// The save is fully loaded, but the world may not be fully initialized yet. Loaded = 8, /// The save is fully loaded, the world has been initialized, and is now true. Ready = 9, /// The game is exiting the loaded save and returning to the title screen. This happens before it returns to title; see after it returns. ReturningToTitle = 12 } }