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

Mods

  • ArchaeologyHouseContentManagementHelper (source)
    This mod improves the management of the Library/Museum. Shows number of found books and contributed items. Allows item rearrangement even if nothing to donate. Shows specific information of the selected item. Items can be swapped to make rearrangement less tedious. Adds extended gamepad cursor support. Largely fixes the in-game item-placement bug. Lost Books can be "grabbed & sent" to the library even if the player's inventory has no space. Lost Books can be read without having to go the library.

  • ToolUpgradeDeliveryService (source)
    This mod makes retrieving upgraded farm tools less tedious. With this mod, Clint (the blacksmith) will simply send you a mail with the upgraded tool included as soon as the upgrade is finished. No more visiting the blacksmith simply to get your improved farm tool!

  • FeTK (source)
    This mod is a collection of helper functions and mod services. It simplifies common developer tasks building Stardew-Valley mods and empowers developers to build rich and high-quality mod experiences!

Translating the mods

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)

  Archaeology House Content Management Helper Tool-Upgrade Delivery Service
Chinese
French ❑ untranslated
German
Hungarian ❑ untranslated ❑ untranslated
Italian ❑ untranslated ❑ untranslated
Japanese ❑ untranslated
Korean
Portuguese
Russian ❑ untranslated ❑ untranslated
Spanish
Turkish ❑ untranslated ❑ untranslated

Contributions are welcome! See Modding:Translations on the wiki for help contributing translations. If you don't want to create an account on Github, you can always send them to me via e-mail or nexus mods.

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.