This repository is no longer maintained.
This was an experiment that didn't really work out (see context).
All changes have been merged back into the original repositories.
This repository contains mods for Stardew Valley that are maintained by the community.
The following mods are maintained by the community:
mod | original author | maintainers | license |
---|---|---|---|
All Crops All Seasons (Nexus) | cantorsdust | none | GPL |
All Professions (Nexus) | cantorsdust | none | GPL |
Instant Grow Trees (Nexus) | cantorsdust | none | GPL |
Recatch Legendary Fish (Nexus) | cantorsdust | none | GPL |
Skull Cave Saver (Nexus) | cantorsdust | none | GPL |
TimeSpeed (Nexus) | cantorsdust (1.0–1.8), alexb5dh (1.9–2.03) |
alexb5dh | GPL |
When a mod is no longer maintained, the author can choose to let the community maintain it. They do this by releasing the source code, choosing an open license, and adding Pathoschild as a co-maintainer on the Nexus page.
The mod code is merged into this GitHub repository and kept up-to-date with the latest SMAPI and Stardew Valley changes. Any developer can submit a pull request to make changes to one of these mods, and these changes are released periodically.
More importantly, modders can volunteer to become maintainers for one or more mods. Maintainers can commit directly to the repository and release new versions on the official Nexus page for the mod.
This is a caretaker thing — it's meant to maintain popular mods while the author is inactive, and let them retake the mod if they come back. The author needs to release their code with an open-source license, which lets others maintain it. If they return later, they can retake control of the Nexus page and release new versions without an open license. Their original source code won't be changed, but they're free to merge the community changes into their own code.
The author will always be credited as the original author, and they're free to choose a license that enforces that (like the MIT license).
To be accepted as a community mod...
- The source code must be available under an open-source license. The MIT license is preferred.
- The mod must be abandoned by the original author.
- The mod must use SMAPI only — no XNB replacement mods (unless it's done through SMAPI).
- Pathoschild must have co-maintainer access to the official Nexus page to set up official updates.
Pull requests are welcome from anyone, but maintainers should already be active in the modding community. If you have a few mods under your belt and hang out in the modding Discord, just ask and you'll probably be given access.
The mod's source code must be available under an open-source license.
All community changes to the repository (such as this readme) are released under
the MIT license, and changes to a mod are released under the license specified by its
LICENSE.txt
file.
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.
To compile a mod and add it to your game's Mods
directory:
- Rebuild the project in 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.
To package a mod for release:
- Delete the mod's directory in
Mods
.
(This ensures the package is clean and has default configuration.) - Recompile the mod per the previous section.
- Create a zip file of the mod's folder in the
Mods
folder. The zip name should include the mod name and version (likeModName-1.0.zip
).