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This repository contains my SMAPI mods for Stardew Valley. See the individual mods in the subfolders for documentation and release notes.

Quick links

You don't want to want to read this whole readme and look through every folder just to find something, I get it. Especially if you haven't updated your bookmarks from before I reorganized this repository. So here, have some quick links to documentation that I imagine is frequently used (especially by people not looking to make contributions to the mods themselves):

Organization

Mods are grouped into a few broad categories:

  • _archived/ - These mods definitely aren't getting updated (and some of them were never even released). I might revisit concepts from these at some point, but I'll most likely be starting from scratch. These mods are not part of the .sln, so you won't see them in your IDE.
  • _external/ - External dependencies, stored via git submodules. See "Compiling the mods" for reasoning.
  • _external_helpers/ - Helpers to make things in _external/ compile correctly for our use case.
  • ContentEngine/ - SpaceCore content engine stuff. This is being removed soon (if it hasn't been already by the time you read this), as I have a new solution in mind for the use case I created this for.
  • framework/ - Frameworks mods, intended for simplifying development for myself, other C# mod authors, or content pack authors.
  • cosmetic/ - Mods which have no impact on gameplay.
  • gameplay/ - Mods which do have an impact on gameplay, at least a litte. This is broken down into further categories:
    • These categories would be difficult to organize if done by mod size (specifically, measured in a consistent, player-quanitifable way). Therefore, it's organized a little differently.
    • gameplay/ignorable/ - These mods are sort of "opt-in". Even if you have them installed, you won't be impacted besides new keybindings or menu changes, until you use those things. These are also the least likely to have compatibility problems with other mods.
    • gameplay/unavoidable/ - These mods impact the game in a way that is unavoidable if you go to the area they touch. It could be something as small as a few tile changes on a map, or a rare drop from an enemy. It could also be something much larger. These have an average chance of having compatibility problems with other mods.
    • gameplay/overhaul/ - These mods touch large swathes of the game, and definitely have compatibility problems with many other mods. These are likely not compatible with most mods even in this repository, even ones in cosmetic/ or gameplay/ignorable/ (depending on the combination).
  • joke/ - Joke mods. Enough said.
  • joke/totally-serious/ - Mods that people think are joke mods, but are 100% serious and are each a must-have for every playthrough.
  • shared/ - Various common code used between multiple projects.

There is an additional folder in your IDE, _root/, which contains various files that are actually in the root of this repository. This contains the README.md (this file!), the LICENSE, as well as various utility helper files.

Translating the mods

(TODO: This section hasn't been updated in ages. Need to automate it somehow.)

The mods can be translated into any language supported by the game, and SMAPI will automatically use the right translations.

Contributions are welcome! See Modding:Translations on the wiki for help contributing translations.

(❑ = untranslated, ↻ = partly translated, ✓ = fully translated)

  Chinese French German Hungarian Italian Japanese Korean Polish Portuguese Russian Spanish Thai Turkish Ukrainian
Animal Social Menu
Another Hunger Mod
Better Shop Menu
Bug Net
Capstone Professions
Combat Level Damage Scaler
Cooking Skill
Custom_Crops
Displays
Dynamic Game Assets













Experience Bars
Extended Reach
Flower Rain
Generic Mod Config Menu
Hybrid Crop Engine













Jump Over
Junimos Accept Cash
Luck Skill
Magic
Misapplied Physicalities













Moon Misadventures













More Buildings
More Rings
New Game Plus
Object Time Left
Picture Portraits













Preexisting Relationship
Realtime Minimap
Rush Orders
Sleepy Eye
SpaceCore
Statue of Generosity
Surfing Festival













Theft of the Winter Star
Three-Heart Dance Partner

Compiling the mods

Installing stable releases from Nexus Mods is recommended for most users. If you really want to compile the mod yourself, read on.

Make sure to initialize submodules when after cloning the repository. A couple mods use submodules for dependencies that don't have nuget packages.

These mods use the crossplatform build config so they can be built on Linux, macOS, and Windows without changes. See the build config documentation for troubleshooting.

Compiling a mod for testing

To compile a mod and add it to your game's Mods directory:

  1. Rebuild the solution in Visual Studio or MonoDevelop.
    This will compile the code and package it into the Mods directory.
  2. Launch any project with debugging.
    This will start the game through SMAPI and attach the Visual Studio debugger.

Compiling a mod for release

To package a mod for release:

  1. Switch to Release build configuration.
  2. Recompile the mods per the previous section.
  3. Upload the generated bin/Release/<mod name>-<version>.zip file from the project folder.

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