diff --git a/docs/release-notes.md b/docs/release-notes.md
index 0a4cd667..2ebf061e 100644
--- a/docs/release-notes.md
+++ b/docs/release-notes.md
@@ -9,7 +9,8 @@
## Upcoming release
* For players:
- * Aggressive memory optimization (added in 3.9.2) is now disabled by default. The option reduces errors for a subset of players who use certain mods, but may cause crashes for farmhands in multiplayer. You can edit `smapi-internal/config.json` to enable it if you experience frequent `OutOfMemoryException` errors.
+ * Added `regenerate_bundles` console command to reset community center bundles if they're corrupted by a bug _(in Console Commands)_.
+ * Disabled aggressive memory optimization (added in 3.9.2) by default. The option reduces errors for a subset of players who use certain mods, but may cause crashes for farmhands in multiplayer. You can edit `smapi-internal/config.json` to enable it if you experience frequent `OutOfMemoryException` errors.
* For mod authors:
* Added asset propagation for interior door sprites.
diff --git a/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/RegenerateBundles.cs b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/RegenerateBundles.cs
new file mode 100644
index 00000000..d28abd13
--- /dev/null
+++ b/src/SMAPI.Mods.ConsoleCommands/Framework/Commands/Other/RegenerateBundles.cs
@@ -0,0 +1,66 @@
+using System;
+using System.Linq;
+using StardewValley;
+
+namespace StardewModdingAPI.Mods.ConsoleCommands.Framework.Commands.Other
+{
+ /// A command which regenerates the game's bundles.
+ internal class RegenerateBundlesCommand : ConsoleCommand
+ {
+ /*********
+ ** Public methods
+ *********/
+ /// Construct an instance.
+ public RegenerateBundlesCommand()
+ : base("regenerate_bundles", $"Regenerate the game's community center bundle data. WARNING: this will reset all bundle progress, and may have unintended effects if you've already completed bundles. DO NOT USE THIS unless you're absolutely sure.\n\nUsage: regenerate_bundles confirm [] [ignore_seed]\nRegenerate all bundles for this save. If the is set to '{string.Join("' or '", Enum.GetNames(typeof(Game1.BundleType)))}', change the bundle type for the save. If an 'ignore_seed' option is included, remixed bundles are re-randomized without using the predetermined save seed.\n\nExample: regenerate_bundles remixed confirm") { }
+
+ /// Handle the command.
+ /// Writes messages to the console and log file.
+ /// The command name.
+ /// The command arguments.
+ public override void Handle(IMonitor monitor, string command, ArgumentParser args)
+ {
+ // get flags
+ var bundleType = Game1.bundleType;
+ bool confirmed = false;
+ bool useSeed = true;
+ foreach (string arg in args)
+ {
+ if (arg.Equals("confirm", StringComparison.OrdinalIgnoreCase))
+ confirmed = true;
+ else if (arg.Equals("ignore_seed", StringComparison.OrdinalIgnoreCase))
+ useSeed = false;
+ else if (Enum.TryParse(arg, ignoreCase: true, out Game1.BundleType type))
+ bundleType = type;
+ else
+ {
+ monitor.Log($"Invalid option '{arg}'. Type 'help {command}' for usage.", LogLevel.Error);
+ return;
+ }
+ }
+
+ // require confirmation
+ if (!confirmed)
+ {
+ monitor.Log($"WARNING: this may have unintended consequences (type 'help {command}' for details). Are you sure?", LogLevel.Warn);
+
+ string[] newArgs = args.Concat(new[] { "confirm" }).ToArray();
+ monitor.Log($"To confirm, enter this command: '{command} {string.Join(" ", newArgs)}'.", LogLevel.Info);
+ return;
+ }
+
+ // need a loaded save
+ if (!Context.IsWorldReady)
+ {
+ monitor.Log("You need to load a save to use this command.", LogLevel.Error);
+ return;
+ }
+
+ // regenerate bundles
+ Game1.bundleType = bundleType;
+ Game1.GenerateBundles(bundleType, use_seed: useSeed);
+ monitor.Log("Regenerated bundles and reset bundle progress.", LogLevel.Info);
+ monitor.Log("This may have unintended effects if you've already completed any bundles. If you're not sure, exit your game without saving to cancel.", LogLevel.Warn);
+ }
+ }
+}