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StardewMods

A repository of cantorsdust's original Stardew Valley Mods. Now additionally maintained by coauthor Pathoschild.

Install / Use

/learn @cantorsdust/StardewMods
About this skill

Quality Score

0/100

Supported Platforms

Universal

README

This repository contains my mods for Stardew Valley:

And these archived mods which are no longer actively maintained:

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:

  1. Rebuild the project in Visual Studio or MonoDevelop.
    <small>This will compile the code and package it into the mod directory.</small>
  2. 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:

  1. Switch to Release build configuration.
  2. Recompile the mod per the previous section.
  3. Upload the generated <mod name>-<version>.zip file from the solution's _releases folder.

Related Skills

View on GitHub
GitHub Stars67
CategoryDevelopment
Updated12d ago
Forks31

Languages

C#

Security Score

95/100

Audited on Mar 15, 2026

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