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:
- Rebuild the project using Visual Studio or MonoDevelop.
This will compile the code and package it into the mod directory. - 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:
- Rebuild the project in Release mode using Visual Studio or MonoDevelop.
- Find the
bin/Release/<mod name> <version>.zip
file in the mod's project folder. - Upload that file.