This is a list of all Stardew Valley mods I made. Issues or ideas can be reported via the GitHub issues page, the Posts/Bugs tabs on the Nexus Mods pages, or via Discord (you can find me on the official Stardew Valley server, in the #making-mods
, #modded-game-support
and #modded-farmers
channels, depending on the topic; my tag is Shockah#1830
).
Note: The below list only includes mods I already made README files for. You can find the rest of the mods on this repository, or via my Nexus Mods profile.
Access the Ginger Island early, depending on your friendship with Willy. Optionally access the Ginger Island west/farm, too. Configure the boat fix materials, ticket price and Golden Walnut requirements.
[source code]
Ever hated having to put a sprinkler in the middle of your crops? Ever wanted to make a layout that isn't 5x5? Now you can!
[source code]
Hats on hats.
[source code]
Show some extra love to date/marry villagers early. Adds craftable Bouquets and Mermaid's Pendants.
[source code]
Place yourself inside a Junimo Chest and warp to another chest.
[source code]
A core mod for Shockah's mods.
[source code]
Machine ready/waiting/busy status at a glance.
[source code]
Fixes a problem with game window maximization on Windows.
[source code]
Tweaks for various things in the mines.
[source code]
Adds some more realism and life to the Gift Delivery Service. An extension to the Mail Services Mod.
[source code]
No more RNG on Retaining Soil. Upgrade your watering can even on sunny days!
[source code]
Adds seasonal "affixes", making every season unique in its own way.
[source code]
Displays the progress to reach the next level of each skill.
[source code]
Most contributions are welcome!
I'm super happy to see people translating my mods! Unfortunately, this does not fit my mentality.
I, as a modder, feel obligated to provide as best of a service as I can when releasing anything to the public, while still keeping it as just a hobby.
I do not want to release anything to the public that is untested by me (and I feel ashamed when I'm forced to do so due to time constraints, especially if it ends up being broken). I also do not like to release unpolished things.
I cannot know whether a potential translation contribution is polished or not, as I probably do not speak the language it translates my mod to, and cannot test whether the translations are correct or feel right in the context they are used in.
While I could just welcome any translations that come my way, it creates another problem - if I am to follow the "do not release unpolished things" mantra, they block any further modifications to the mod. If I want to add a new feature or change an existing feature, and that feature requires translation updates, I can only guarantee the English translation is correct. This means I either have to contact the translation's original author and ask them to update their translations, or find new translators to do that, or release a mod with missing translations (which I'm unwilling to do). While the translator may be active in the community today, it does not mean they will be active whenever I need to update the mod - they may have quit the community already. This is just a hobby after all.
For these reasons, I do not feel like I should accept any translations as part of the base mods.
This mentality led me to add a translation override feature in my Project Fluent mod [source code].
That mod can be used to create a separate mod which YOU can release under your own name and add translations to any other mods. I have also released an example mod, which translates the Automate mod to Polish - see it here.
You can find documentation for Project Fluent here.
Releasing your own translation mod should be pretty straightforward, you get the benefit of earning NexusMods Donation Points, and I get the benefit of being able to sleep at night! :P