StardewMods
A repository of cantorsdust's original Stardew Valley Mods. Now additionally maintained by coauthor Pathoschild.
Install / Use
/learn @cantorsdust/StardewModsREADME
This repository contains my mods for Stardew Valley:
And these archived mods which are no longer actively maintained:
- ~~All Crops All Seasons (Nexus)~~ (see alternatives)
- ~~Skull Cave Saver (Nexus)~~ (see alternatives)
Translating the mods
<!-- This section is auto-generated using a script, there's no need to edit it manually. https://github.com/Pathoschild/StardewScripts/tree/main/create-translation-summary -->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)
| All Professions | Instant Grow Trees | Recatch Legendary Fish | TimeSpeed :--------- | :------------------------------- | :--------------------------------- | :------------------------------------- | :-------------------------- Chinese | ❑ | ✓ | ↻ | ↻ French | ❑ | ❑ | ❑ | ✓ German | ❑ | ❑ | ❑ | ↻ Hungarian | ✓ | ❑ | ❑ | ❑ Italian | ❑ | ❑ | ❑ | ↻ Japanese | ✓ | ✓ | ❑ | ↻ Korean | ❑ | ✓ | ↻ | ↻ Portuguese | ✓ | ✓ | ↻ | ↻ Russian | ✓ | ❑ | ❑ | ↻ Spanish | ✓ | ✓ | ↻ | ↻ Turkish | ❑ | ❑ | ❑ | ❑
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:
- Rebuild the project in Visual Studio or MonoDevelop.
<small>This will compile the code and package it into the mod directory.</small> - Launch the project with debugging.
<small>This will start the game through SMAPI and attach the Visual Studio debugger.</small>
Compiling a mod for release
To package a mod for release:
- Switch to
Releasebuild configuration. - Recompile the mod per the previous section.
- Upload the generated
<mod name>-<version>.zipfile from the solution's_releasesfolder.
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