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sdv-mods's Introduction

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

Translating the mods

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)

  CJB Cheats Menu CJB Item Spawner CJB Show Item Sell Price
Chinese
French
German
Hungarian
Italian
Japanese
Korean
Polish
Portuguese
Russian
Spanish
Thai
Turkish
Ukrainian

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 using 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. Rebuild the project in Release mode using Visual Studio or MonoDevelop.
  2. Find the bin/Release/<mod name> <version>.zip file in the mod's project folder.
  3. Upload that file.

sdv-mods's People

Contributors

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sdv-mods's Issues

'Grow crops' should apply all crop logic

The 'grow crops' button calls crop.growCompletely() for each crop in range. This doesn't handle crop logic like random output (e.g. winter seeds) and giant crops. Consider using crop.newDay(...) to grow it instead.

Release dlls too?

Could these mods be built and the bin folder be released as the final product in addition to the zipped project? The instructions aren't very clear on how to build these manually. I ended up to set files to copy on build to get descriptions to work properly. Maybe I did something wrong? Thanks. These plugins work fairly well once I got them installed.

Not compatible with Stardew Valley 1.1+

Hi! These mods aren't compatible with the latest version of Stardew Valley, but they're still very popular. If I submit a pull request and attach the compiled versions, any chance you could upload them to the mod pages on Nexus?

Seasonal Immersion flowers not showing up in CJB Item Spawner

People have been reporting to me, as of date June 5th, that the flowers (found here, which can be accessed by spawning them in through CJB item spawner) fail to show up in the CJB Item Spawner. My guess is that they are using version 1.8 rather than version 1.7.2. I had Fan test this out for me and he (while using SMAPI 1.4) basically confirmed that they don't show up in 1.8 but they do in 1.7.2.

Firs image previews the flowers that should show up, using 1.7.2. Second image previews the flowers failing to show up, using 1.8. (Ignore the potted flowers, they come with my furniture mod and have nothing to do with this).

image

image

[CJB Item Spawner] ignore invalid items

The item spawner menu crashes with an error like this if an item is invalid (see sample log):

The CJBItemSpawner.Framework.ItemMenu menu crashed while drawing itself. SMAPI will force it to exit to avoid crashing the game. System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (System.Collections.Generic.TKey key) <0x10e6987b0 + 0x00069> in :0 at StardewValley.Object.getDescription () <0x196bb04a0 + 0x00374> in :0 at CJBItemSpawner.Framework.ItemMenu.draw (Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch) <0x196b9a320 + 0x00671> in :0 at StardewModdingAPI.Framework.SGame.DrawImpl (Microsoft.Xna.Framework.GameTime gameTime) <0x18eae8000 + 0x0ce4e> in :0

Add logic to ignore invalid items.

[CJB Item Spawner] Non-base artisan goods always spawn at regular quality

Spawned wine, pickled items, honey, jelly, and juice that are not the base item are always regular quality, regardless of what quality you choose through the Quality button.

For example, spawning iridium quality Juice works, but not Amaranth Juice or any other type of Juice, and the same occurs for the other artisan goods mentioned.

[CJBCheatsMenu] Recipe Management

Would be it possible to provide UI that allows toggling recipes the player knows?

There is currently a bug in the 1.3 beta where you might be sent the wrong recipe in the mail, the most reported issue is Linus not sending Sashimi correctly

[CJB Cheats Menu] Set default menu.

By default, pressing 'P' will open the "Players & Tools" menu. I'd like it to instead open the "Warp Locations" menu, as I regularly use it often.

[CJB Item Spawner] disable broken items by default

CJB Item Spawner lets players get items that aren't normally available in the game. Usually they work fine, but some items can cause crashes or other issues. Ideally those should be disabled by default.

Problematic items

item ID reason
Incubator big craftable 101 Can't be removed once placed.
Mushroom Box big craftable 128 Can't be removed once placed.
Obelisk big craftable 29 Once placed, it runs a glitched animation when the player is near that eventually starts switching between the Obelisk and a chicken statue sprite. Picking it up after that point can cause an immediate game crash (log) or result in an unremovable inventory item.
Wicked Statue (lit eyes) big craftable 84 Can't be removed once placed.
Jukebox Ring object 528 Crashes when you enter the mines (log).

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