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This repository contains my SMAPI mods for Stardew Valley. See the individual mods for documentation, licenses, and release notes. May have other related projects that are here for tracking.

Mods

Lets you customize when the cart appears, and how many items it has. Contains an API for other mods to hook into.

This mod adds a moon, which adds events, such as the Blood Moon, to the world. Also includes a solar eclipse!

This adds a stamina system to the game. In hazardous weather, the player will drain stamina per 10 minutes.

Creates a different climate system, with custom weather, including fog and thunder frenzy. NOTE: After 1.4, the stamina parts were folded into Weather Illlnesses (and the moon bits into Lunar Disturbances) Follow the link for more details.

Alerts you of system time after a configurable number of minutes.

Want a dynamic day/night cycle? Look here!

Depricated Mods

  • [Solar Eclipse Event] (source)

_This adds the possibility of a solar eclipse to your game! Configurable chance. Also will spawn monsters if you have a wilderness farm in line with the same percentages as the base game. Now implemented into Lunar Disturbances, and as of SDV 1.3, no longer maintained, and as of SDV 1.4: no longer available.

Source code for Stardew Notification, currently maintained by me. MIT License. Original author is monopandora

Translating My Mods

Here's how to translate one of my mods:

  1. 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
  2. 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}}.

  3. Launch the game to try your translations.
    You can edit translations without restarting the game; just type reload_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. :)

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.

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.

Compiling a mod for testing

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

  1. Rebuild the project in Visual Studio or MonoDevelop.
    This will compile the code and package it into the mod directory.
  2. Launch the 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 mod per the previous section.
  3. Upload the generated bin/Release/<mod name>-<version>.zip file from the project folder.