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

Mods

Active mods:

  • Automate (source)
    Place a chest next to a machine (like a furnace or crystalarium), and the machine will automatically pull raw items from the chest and push processed items into it. Connect multiple machines with a chest to create factories.

  • Chests Anywhere (source)
    Access your chests from anywhere and organize them your way. Transfer items without having to run around, from the comfort of your bed to the deepest mine level.

  • Content Patcher (source)
    Load content packs that change the game's images and data without replacing XNB files. Unlike XNB mods, these content packs get automatic update checks and compatibility checks, are easy to install and uninstall, and are less likely to break due to game updates.

  • Crops Anytime Anywhere (source)
    Lets you grow crops in any season and location, including on grass/dirt tiles you normally couldn't till.

  • Data Layers (source)
    Overlays the world with visual data like accessibility, bee/Junimo/scarecrow/sprinkler coverage, etc. It automatically includes data from other mods if applicable.

  • Debug Mode (source)
    Press a button to view debug information and unlock the game's built-in debug commands (including teleportation and time manipulation).

  • Fast Animations (source)
    Speed up many animations in the game (currently eating, drinking, milking, shearing, and breaking geodes). Optionally configure the speed for each animation.

  • Lookup Anything (source)
    See live info about whatever's under your cursor when you press F1. Learn a villager's favorite gifts, when a crop will be ready to harvest, how long a fence will last, why your farm animals are unhappy, and more.

  • Noclip Mode (source)
    Toggle noclip mode at the press of a button, letting you walk through anything (even map boundaries).

  • Skip Intro (source)
    Skip straight to the title screen or load screen (configurable) when you start the game. It also skips the screen transitions, so starting the game is much faster.

  • Small Beach Farm (source)
    Replaces the riverlands farm with a fertile pocket beach, suitable for slower or challenge runs.

  • Tractor Mod (source)
    Lets you buy a tractor to more efficiently till/fertilize/seed/water/harvest crops, clear rocks, etc.

Inactive mods:

  • No Debug Mode
    (deleted) Disables SMAPI's F2 debug mode, which can cause unintended effects like skipping an entire season or teleporting into walls. No longer needed after SMAPI 1.0.

  • The Long Night (source)
    Disables collapsing. You just stay awake forever and the night never ends (until you go to bed). Broke permanently in Stardew Valley 1.3.20.

  • Rotate Toolbar (source)
    Rotate the top inventory row for the toolbar by pressing Tab (configurable). Added to the game in Stardew Valley 1.4.0.

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)

  Chests Anywhere Data Layers Debug Mode Lookup Anything Noclip Mode Tractor Mod
Chinese ↻ partial ↻ partial
French ↻ partial ↻ partial
German ↻ partial ↻ partial
Hungarian ↻ partial
Italian ↻ partial ↻ partial ↻ partial
Japanese ↻ partial ↻ partial ↻ partial
Korean ↻ partial ↻ partial ↻ partial
Portuguese ↻ partial ↻ partial ↻ partial
Russian ↻ partial
Spanish ↻ partial ↻ partial
Turkish ↻ partial

Contributions are welcome! See Modding:Translations on the wiki for help contributing translations.

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.

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 bin/Release/<mod name>-<version>.zip file from the project folder.

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Mods for Stardew Valley using SMAPI.

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