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
}
}