This repository contains my SMAPI mods for Stardew Valley. See the individual mods for documentation and release notes.
Active mods:
-
Automate (source)
Place a chest next to a machine (like a furnace or crystalarium), and the machine will automatically pull raw items from the chest and push processed items into it. Connect multiple machines with a chest to create factories. -
Chests Anywhere (source)
Access your chests from anywhere and organise them your way. Transfer items without having to run around, from the comfort of your bed to the deepest mine level. -
Content Patcher (source)
Load content packs that change the game's images and data without replacing XNB files. Unlike XNB mods, these content packs get automatic update checks and compatibility checks, are easy to install and uninstall, and are less likely to break due to game updates. -
Data Maps (source)
Overlays the world with data maps to show accessibility, sprinkler coverage, etc. -
Debug Mode (source)
Press a button to view debug information and unlock the game's built-in debug commands (including teleportation and time manipulation). -
Fast Animations (source)
Speed up many animations in the game (currently eating, drinking, milking, shearing, and breaking geodes). Optionally configure the speed for each animation. -
Lookup Anything (source)
See live info about whatever's under your cursor when you press F1. Learn a villager's favourite gifts, when a crop will be ready to harvest, how long a fence will last, why your farm animals are unhappy, and more. -
Rotate Toolbar (source)
Rotate the top inventory row for the toolbar by pressing Tab (configurable). -
Skip Intro (source)
Skip straight to the title screen or load screen (configurable) when you start the game. It also skips the screen transitions, so starting the game is much faster. -
The Long Night (source)
Disables collapsing. You just stay awake forever and the night never ends (until you go to bed). -
Tractor Mod (source)
Lets you buy a tractor to more efficiently till/fertilize/seed/water/harvest crops, clear rocks, etc.
Inactive mods:
No Debug Mode
(deleted) Disables SMAPI's F2 debug mode, which can cause unintended effects like skipping an entire season or teleporting into walls. No longer needed after SMAPI 1.0.
The mods can be translated into any language supported by the game, and SMAPI will automatically use the right translations.
(❑ = untranslated, ↻ = partly translated, ✓ = fully translated)
Chests Anywhere | Data Maps | Debug Mode | Lookup Anything | Tractor Mod | |
---|---|---|---|---|---|
Chinese | ↻ partial | ✓ | ↻ partial | ✓ | ✓ |
German | ✓ | ✓ | ✓ | ✓ | ✓ |
Japanese | ❑ none | ❑ none | ❑ none | ❑ none | ❑ none |
Portuguese | ↻ partial | ❑ none | ↻ partial | ↻ partial | ✓ |
Russian | ✓ | ✓ | ↻ partial | ✓ | ✓ |
Spanish | ✓ | ✓ | ✓ | ✓ | ✓ |
Here's how to translate one of my mods:
-
Copy
default.json
into a new file with the right name:language file name Chinese zh.json
German de.json
Japanese ja.json
Portuguese pt.json
Spanish es.json
-
Translate the second part on each line:
"example-key": "some text here" ^-- translate this
Don't change the quote characters, and don't translate the text inside
{{these brackets}}
. -
Launch the game to try your translations.
You can edit translations without restarting the game; just typereload_i18n
in the SMAPI console to reload the translation files.
Create an issue or pull request here with your translations, or send them to me privately. :)
Installing stable releases from Nexus Mods is recommended for most users. If you really want to compile the mod yourself, read on.
These mods use the crossplatform build config so they can be built on Linux, Mac, and Windows without changes. See the build config documentation for troubleshooting.
To compile a mod and add it to your game's Mods
directory:
- Rebuild the project in Visual Studio or MonoDevelop.
This will compile the code and package it into the mod directory. - Launch the project with debugging.
This will start the game through SMAPI and attach the Visual Studio debugger.
To package a mod for release:
- Switch to
Release
build configuration. - Recompile the mod per the previous section.
- Upload the generated
bin/Release/<mod name>-<version>.zip
file from the project folder.