Перейти к содержимому
Mineforgian

Starfield Pastoral

This mod brings a near full-scale Stardew-style life sim experience into Minecraft. Find the Wizard’s Tower in the overworld, travel to the Stardew dimension, inherit your grandfather’s farm, and begin a long, relaxing life.

Загрузки
30K
Подписчики
30
Обновлён
13 августа 2026 г.
Лицензия
StardewCraft-Custom-Non-Commercial-Fan-Project-License

Опубликован 26 апреля 2026 г.

A farm, river, and mine under a starry sky

Starfield Pastoral · 星野牧歌

Farm, fish, raise animals, meet the villagers, and explore the mines in Minecraft 1.21.1.
A non-commercial NeoForge fan project based on the farming, town life, and progression of Stardew Valley.

CurseForge downloads Modrinth downloads Build status Minecraft 1.21.1 NeoForge 21.1.217 Alpha status

Download on CurseForge · Download on Modrinth · Join Discord · MCMod.cn (Chinese) · Share feedback · Report a bug

About

Starfield Pastoral is a NeoForge mod for Minecraft 1.21.1. A new game begins in the Overworld. Find the Wizard's Tower, complete the Wizard's request, enter the Stardew Valley dimension, and take over your grandfather's farm.

Current builds include farming, animals, fishing, NPC schedules, dialogue, mail, shops, mines, time progression, and overnight settlement.

[!WARNING] Starfield Pastoral is in alpha. Updates may change systems and world data. Back up your world before installing a new version.

Features

  • 🌱 Farming: Grow seasonal crops, use fertilizer and sprinklers, and process harvests in kegs, preserves jars, and other machines.
  • 🐄 Animals: Build coops and barns, manage hay and feed, care for animals, and collect eggs, milk, wool, and other produce.
  • 🎣 Fishing: Catch fish based on location, season, and weather. Fishing includes a minigame, bait, tackle, and treasure.
  • 🏘️ Villagers: Follow NPC schedules, talk to residents, receive mail, build friendships, visit shops, and trigger events.
  • ⛏️ Exploration: Fight and gather ore in the mines, restore the Community Center, and unlock minecarts, warps, and new areas.
  • 🤝 Multiplayer: Run a farm together in a shared Stardew Valley world.

Getting started

  1. Use the Wizard Tower Compass in the Overworld to find the nearest Wizard's Tower.
  2. Talk to the Wizard and accept his opening quest.
  3. Give the Wizard an Eye of Ender to stabilize the dimensional route.
  4. Enter the Stardew Valley dimension and travel to the farm.

Download and requirements

Requirement Version
Minecraft 1.21.1
Mod loader NeoForge 21.1.217 or a compatible newer build
Java 21
Environment Client and server
Source version 0.5.4fix1
Official downloads CurseForge · Modrinth

JEI is optional and adds information for fishing and other content. Read the release notes before updating an existing world.

Community

Add-ons and development

Data packs and NeoForge add-ons can use the 0.5 API to extend supported farm layouts, buildings, locations, and other content.

Common local validation commands:

./gradlew classes
./gradlew build
Prebuilt world data for development

The Stardew Valley dimension loads prebuilt region data. Development checkouts need the following files:

src/main/resources/data/stardewcraft/structures/stardew_valley/main.schem
src/main/resources/data/stardewcraft/structures/mine/main.schem
src/main/resources/pregen/stardew_valley/region_manifest.txt
src/main/resources/pregen/stardew_valley/region/*.mca

The mod blocks entry to the Stardew Valley dimension when these files are missing or fail validation.

Credits and license

Russian localization includes work by Annelo and contributors to annel0/Starfield-Pastoral. Existing official localization text takes priority.

Starfield Pastoral uses a custom non-commercial fan project license. Original project code and content belong to the project team and contributors. Third-party and game-derived materials remain the property of their respective rightsholders. The project license does not cover those materials.

Starfield Pastoral has no affiliation with ConcernedApe, Mojang, or Microsoft.

简体中文简介

星野牧歌是适用于 Minecraft 1.21.1 的 NeoForge 非商业同人模组。玩家从主世界出发,找到法师塔,完成任务后进入星露谷维度,并在爷爷留下的农场开始生活。

目前可体验种植、养殖、钓鱼、居民互动、矿洞、商店、社区中心和多人联机等内容。项目仍处于 Alpha 开发阶段,更新前请备份存档。

Ченджлог

0.5.6Релиз1.21.1 · 13 августа 2026 г.

Update Log (English)

Caroline, The Sunroom And Tea Bushes

  • Added Caroline's original two-heart Sunroom event and six-heart Seed Shop event, including the green-tea vision sequence, original event timing and choices, localized dialogue for all 12 supported languages, Sunroom music and brook ambience, and the next-day Tea Sapling recipe letter.
  • Added the complete Tea Bush lifecycle: Tea Saplings can be crafted and planted outdoors, in the greenhouse or in Garden Pots; bushes mature over 20 days, produce Tea Leaves during the final week of each season, remain productive through winter when sheltered, and work with automation, Jade and the crop-growth key.
  • Added the original Tea Leaf processing route for the Keg and its artisan ingredient metadata, source-style Tea Sapling ingredients and tags, stage-specific two-block models, collision geometry and axe behavior. The permanent Sunroom bush can be harvested normally and removed for its sapling only after sustained chopping.
  • Rebuilt Caroline's rain, Green Rain, clinic, Night Market, weekday and seasonal schedules from the original data using the supplied Minecraft coordinates and facings, with explicit Sunroom, Seed Shop, town, clinic, museum and beach routing.

Wizard Quest And NPC Reliability

  • Repaired the Wizard Tower introduction so entering the tower or interacting with the Wizard can retry a failed start, commits the first-meeting flag only when the event reaches that command, and adds the new "An Eye Between Worlds" quest asking the player to bring an Eye of Ender.
  • Made Wizard Tower entry recover the Wizard immediately at his active schedule position, and made NPC existence maintenance continue while Stardew time is paused. Ordinary NPCs whose unloaded entities disappeared are now recreated when a player re-enters the Valley.
  • Isolated NPC entity-scan and forced-chunk caches per server level, and clear spawn, movement, dialogue-lock, event and client visibility state when leaving a world or stopping a server. This prevents NPCs from disappearing because another dimension or previous save reused process-local state.
  • Corrected Pam's bus-driver check to use the actual data-defined driver point instead of a stale hard-coded coordinate, so reaching the scheduled bus stop position now enables boarding.

Dialogue, Resources And Runtime Fixes

  • Fixed source-style direct dialogue responses such as the Feast of the Winter Star story: local response text is no longer sent as a server dialogue-node id, avoiding the overlong-payload crash while preserving paragraph breaks and player-name substitutions.
  • Allowed authoritative resource snapshots from a newly joined server to replace same-version data retained from a previous session, preventing false resource-reload rejection when switching worlds or servers.
  • Cleaned cutscene, fade, NPC visibility and cached client state on disconnect, and refreshed the bundled prebuilt Valley regions and manifest for the completed Sunroom content.
  • Updated the public mod version to 0.5.6.
0.5.5fix2Релиз1.21.1 · 8 августа 2026 г.

Update Log (English)

Pierre Event, Schedule And Mail

  • Added Pierre's original six-heart event with the supplied exterior and interior cameras, mapped actor routes, original dialogue pacing, source friendship requirements and the original +70 / -500 choice consequences.
  • Extracted and registered the original ragtime music used by the event instead of substituting another track. Pierre's three-heart Blueberry Tart letter and all new event and schedule text use the original localized source across all 12 supported languages.
  • Rebuilt Pierre's regular, Friday, rain and Green Rain schedules from the original schedule data while preserving the existing Desert Festival route and supplied festival coordinates.

Cutscene And Asset Reliability

  • Cutscene actors using authored navigation now recognize closed wooden doors as valid route cells, open them while approaching and close them after passing. The presentation remains local to the player watching the private cutscene, so multiplayer players do not alter one another's doors.
  • Corrected inclusive block-corner handling for cutscene trigger regions, allowing single-block and narrow doorway triggers to detect the player's actual block-centered position reliably.
  • Renamed the mixed-case textBox.png GUI resource and its reference to a consistently lowercase path, preventing crashes on case-sensitive filesystems.
  • Extended the actor-map generation data for Pierre's event and schedule, and updated the public mod version to 0.5.5fix2.
0.5.5fix1Релиз1.21.1 · 7 августа 2026 г.

Update Log (English)

Stardew Fonts, Menus And HUD

  • Added a source-driven Stardew font system with original glyph atlases, metrics and distinct dialogue, small-text and sprite-text roles. It supports every one of the project's 12 languages and includes an optional smoother Simplified Chinese font mode.
  • Migrated the affected menus, dialogue boxes, letters, shops, quest log, casino games, mastery screen, HUD elements and world indicators to the correct font role and source scale. Text measurement, wrapping, truncation and input-box rendering now use the same active font instead of language-specific width guesses.
  • Rebuilt the player menu's animal page with server-authoritative farm-animal data, original-style animal sprites and per-animal friendship, petting, auto-petting and Animal Cracker status. Multiplayer clients only receive animals they are allowed to manage.
  • Corrected HUD anchoring and layering for the time/money box, quest icon, messages and several scaled screens, and added the missing original interface slices used by the updated layouts.

Tools, Energy And Farming Fixes

  • Made stamina costs atomic and server-authoritative across the hoe, watering can, pickaxe, fishing rod, trees, resource clumps and animal tools. Actions now verify the full cost before changing the world or granting rewards, and insufficient stamina is reported through the Stardew HUD.
  • Fixed fishing casts so rejected, duplicate and festival-controlled casts cannot consume energy incorrectly or start without paying their cost.
  • Garden Pots placed in rain now begin watered, and their fertilizer overlay is rendered from the pot block entity at the raised soil surface so it remains visible and correctly aligned.
  • Removed duplicate payment from coop and barn construction/upgrade application. The manager blocks now apply only a previously validated, already-paid transaction, preventing a second charge or inconsistent construction state.

NPC Events, Schedules And Mail

  • Added Gus's original four-heart event with the supplied Stardrop Saloon camera and actor route, including the correctly substituted player-name prompt and safe cutscene cleanup.
  • Rebuilt Gus's regular schedule and Pam's available regular routes from the supplied world coordinates while retaining their existing Desert Festival behavior. Pam's nine-heart house event remains intentionally deferred until the house-upgrade system is implemented.
  • Restored the original Gus and Pam cooking letters and recipe delivery at their source friendship thresholds. Mail content and player-name substitutions now come from the original localized data instead of rewritten text.
  • Updated the affected event, schedule, dialogue, mail and interface text across German, English, Spanish, French, Hungarian, Italian, Japanese, Korean, Brazilian Portuguese, Russian, Turkish and Simplified Chinese.

Runtime And Presentation Reliability

  • Added a shared temporary-GUI visibility coordinator for cutscenes, fades and animal-management screens, preventing overlapping screens from restoring or hiding the HUD out of order. State is cleaned up on completion, interruption, logout and world changes.
  • Hardened cutscene playback and skipping so command failures abort safely, release fades and GUI ownership, and do not strand players in a hidden-HUD state.
  • Shortened the combat-collapse presentation, moved several system notices from chat/action-bar text into the proper Stardew dialogue or HUD presentation, and prevented internal festival shop identifiers from being exposed to players.
  • Corrected Winter Star availability notices, Secret Santa name replacement, decoration-style payload validation and several font, tooltip and scaled-screen presentation edge cases.
  • Added tracked asset-generation tooling for the Stardew font atlas and pasture-grass model pipeline while keeping local tests, raw source material and Gradle caches outside the release repository.
  • Updated the public mod version to 0.5.5fix1.
0.5.5Релиз1.21.1 · 6 августа 2026 г.

Update Log (English)

Garden Pot And Evelyn

  • Added the Garden Pot as a complete utility facility with its original item, block model, watered appearance, description and crafting unlock. It accepts Stardew and compatible Minecraft crops and allows crops from every season wherever the pot is placed.
  • Rendered potted plants as a single uniformly scaled crop rooted on the pot's soil surface, including two-block-tall crops, while keeping the actual crop blocks available for normal growth and interaction. Fertilizer and watering overlays now align with the pot's raised soil instead of a full block.
  • Preserved mature crops in the world until a player harvests them or connected automation extracts them. Garden Pots no longer replace mature plants with output bubbles, and automation harvests regrowing crops without destroying their next growth cycle.
  • Added direct and piped seed, fertilizer, bone meal, water and harvest support. Each pot exposes a 100 mB water input, accepts bone meal only for compatible non-Stardew crops, supports the F8 day-advance path, and reports the contained crop through Jade.
  • Completed Evelyn's four-heart cookie event and source-aligned daily schedule. Completing the Pantry now unlocks her wake-up visit, which safely grants one Garden Pot and its crafting recipe even when the cutscene is skipped; a full inventory drops the gift at the player's feet instead of losing it.

Farming, Fertilizer And World Assets

  • Rebuilt fertilizer application, persistence and networking around one authoritative service. Stardew farmland and Garden Pots now share the same placement rules, client rendering and Jade information, while chunk-scoped synchronization avoids stale cross-dimension entries and unnecessary full-cache scans.
  • Corrected creative-mode farmland breaking so it no longer drops Yellow Dirt, and excluded Garden Pots from terrain conversion and farmland cleanup paths.
  • Reworked pasture-grass models into four directional visual variants with split texture assets, preserving growth behavior while improving in-world presentation. Added the missing cowboy-hat model and texture set used by existing wearable content.

Animal Buildings And Configuration

  • Moved coop and barn structural requirements into the data-driven building definitions, including scan ranges, enclosure and doorway checks, interior size and tier-specific facility counts. Existing invalid structures can now be revalidated through the building-manager interface.
  • Removed the abandoned construction-delay state: valid purchases and upgrades activate atomically after payment, old constructing records migrate to usable buildings, and animal-shop availability is synchronized against the player's actual building state before purchase checks.
  • Reorganized settings by ownership into client options and per-world server options, with one-time migration from the legacy common config. Added an in-game Starfield Pastoral settings page for visual effects, monster health bars, HUD layout, key bindings, fishing, clock speed, update checks and the community announcement.
  • Fixed the normal stack-size policy at the project's intended 999 and moved internal building-balance values out of the player-facing configuration screen.

Community Center, Festivals And Runtime Fixes

  • Added the original Junimo Star restoration cue, a silent refurbished Community Center interior and explicit cutscene cleanup. Interrupted restoration or goodbye effects now clear on completion, login and server shutdown instead of leaving stale screen fades or process-local state behind.
  • Blocked ordinary fishing while attending an active festival while preserving the Fair fishing game and Festival of Ice contest. Active hooks and server fishing sessions are cleaned up when a festival takes control.
  • Made the Fair slingshot game honor the player's configured movement keys, and moved development-only key handlers behind the non-production runtime check.
  • Restored the original fixed mine-ladder base chance, repaired rejected or cancelled sleep transitions so their fade is released, and synchronized the affected interface, schedule, event and configuration text across all 12 supported languages.
  • Updated the public mod version to 0.5.5.
0.5.4fix3Релиз1.21.1 · 3 августа 2026 г.

Update Log (English)

Bug Fixes

  • Restored StardewCraft's custom coal ore as an independent resource on every actual mining floor, including regular elevator floors and Skull Cavern mining floors. Coal now scales with traversable area, no longer replaces metal-node rolls, and keeps a one-node minimum without imposing a production cap. Mine generation version 23 refreshes affected floors.
  • Restored source-style active dialogue topics after the Community Center boulder is removed, the Joja development form is viewed, new mine regions are reached, and the first-year Green Rain ends. Topic state remains isolated per player in multiplayer.
  • Corrected gift-reaction dialogue priority so exact items, ordered context tags, positive/negative groupings and taste-specific lines resolve before generic reactions, including birthday variants.
  • Restored Linus's winter and Desert Festival schedule dialogue, George's Desert Festival visitor dialogue, and the original legacy event ID for Linus's trash-cleanup special-order cutscene across all supported languages.
0.5.4fix2Релиз1.21.1 · 3 августа 2026 г.

Update Log (English)

Bug Fixes

  • Repaired farm-resource ownership for coops, barns, silos and fish ponds. Team members now manage the farm that contains the building, legacy records are migrated to the correct owner, and relocations cannot cross farm ownership boundaries.
  • Persisted same-day farm activity and included farms visited by teammates in daily settlement, so crops, animals, hay and ponds continue updating when the farm owner is offline.
  • Restored the Community Center exit portal after final refurbishment and repaired missing exits when entering the building or loading an older save inside it.
  • Hardened shared festival confirmation and cutscene recovery. Late joiners no longer expand an active vote, disconnected participants are removed, and timeout or client playback failures no longer leave a festival permanently blocked.
  • Corrected question-dialogue transitions, collective menu pausing and Stardew-style interface sounds, including removal of unintended sound overrides from Mayor Lewis's menus.
  • Allowed birthday gifts to bypass the normal weekly gift limit, matching the original game's special birthday behavior.
  • Restored the original daily-luck formula for Prismatic Slime spawns and corrected its combat profile.
  • Added regression coverage for farm ownership and settlement, fish ponds, Community Center restoration, festivals, dialogue menus, birthday gifts and mine monsters, and updated the public mod version to 0.5.4fix2.
0.5.4fix1Релиз1.21.1 · 2 августа 2026 г.

Update Log (English)

Combat Correctness And Weapon Skills

  • Reworked weapon-hit settlement into explicit preparation, evaluation and application phases. Ordinary attacks, authored skill damage, delayed projectiles and cross-dimension hits now share one authoritative result without duplicated damage, effects or rewards.
  • Moved the remaining built-in weapon skills onto runtime-owned execution state. Multi-stage thrusts, rushes, counters, marks, damage-over-time effects and finishers now commit cooldowns only after a valid start and clean up correctly when interrupted.
  • Added deterministic arbitration for attack recovery, movement, displacement, knockback and per-target hit cooldowns, preventing competing skills or stale trackers from moving players and applying late hits after their context is gone.
  • Corrected source-style weapon speed, critical-hit, knockback, forge and passive-effect boundaries. Equipment protection, negative-status resistance, rings and cross-dimension native attacks now resolve at the intended phase instead of being applied twice.
  • Hardened projectiles, bombs, poison, fire, freeze and long-lived skill effects so ownership, weapon snapshots, target validity and presentation remain consistent across death, logout and dimension changes.
  • Removed superseded tracker implementations after their behavior was migrated, and expanded combat contract coverage around skill lifecycle, exact hit counts, damage assembly, presentation and server authority.

NPC Dialogue, Friendship And Events

  • Rebuilt daily NPC dialogue selection around the original source priority: active event reactions, location-specific lines, rain, green rain, season/date/year, friendship thresholds and weekday dialogue are now evaluated in the same order.
  • Fixed the Sun key collision that treated sunny weather as Sunday and caused villagers such as Haley to repeat the same line every day. Daily alternatives now use deterministic source-style selection and one-time branches remain consumed per player.
  • Added persistent dialogue-event memory and response state, including recent-event reactions, weekly alternatives, question answers, mail flags and world-state branches. Multiplayer players retain independent dialogue history.
  • Restored 216 missing vanilla dialogue entries and synchronized every affected line across all 12 shipped languages, including the shared rainy-dialogue table.
  • Added source-aligned daily friendship processing, gift-mail and recipe-mail rewards, with migration-safe player data and server-authoritative delivery.
  • Completed Linus's 50-point, 4-heart and 8-heart events and George's 6-heart event with the authored cameras, route points, music and English event IDs. Their regular schedules were rebuilt from the supplied world coordinates while retaining existing festival routes.

Story Quests, Museum And World Content

  • Completed the non-marriage story-quest pass through the current task range, including persistent quest objectives, source-style mail and item delivery, and per-player completion checks.
  • Added Robin's Lost Axe and Linus's Blackberry Basket as real quest items with world-ground displays that are hidden from players without the matching quest and can only be collected once per player.
  • Implemented the Museum Lost Books system with a permanent Lost Book item, all 21 library positions, compact hovering indicators, per-player discovery state and deferred item consumption so collection feedback never plays over another GUI.
  • Aligned the archaeology introduction, Secret Note story flags, event-seen aliases and cutscene preconditions so old numeric event IDs migrate to readable English IDs without breaking existing saves.
  • Brought the Statue of Perfection and Statue of Endless Fortune onto the same utility-facility contract as other machines, including output bubbles, automation capabilities, pipe extraction and time-skip behavior.
  • Corrected mine generation balance, monster profiles and naming, artifact and treasure rewards, fish-shop data, recipe unlock migration, animal catch-up processing and several fixed-map interaction edge cases.

Runtime, Multiplayer And Compatibility

  • Tightened shared pause and overnight state synchronization so menu transitions, client acknowledgements and player vital updates do not leave the server clock or another player stuck.
  • Reduced unnecessary persistent-data writes and hot-path work across combat, friendship, animals, mining and player state while preserving the original gameplay results.
  • Expanded source-parity and regression tests for combat, NPC dialogue, schedules, friendship mail, quests, museum books, mining, animals, utilities, networking and time handling.
  • Updated affected assets, sounds, quest/event data, schedules, mail, shops and translations for German, English, Spanish, French, Hungarian, Italian, Japanese, Korean, Brazilian Portuguese, Russian, Turkish and Simplified Chinese.
  • Updated the public mod version to 0.5.4fix1.
0.5.4Релиз1.21.1 · 30 июля 2026 г.

Update Log (English)

Casino And “The Mysterious Qi”

  • Implemented the complete original “The Mysterious Qi” scavenger hunt. Reading the corresponding Secret Note now starts the per-player quest chain through the tunnel safe, railroad box, Mayor Lewis's refrigerator and sand dragon, consuming a Battery Pack, Rainbow Shell, ten Beets and Solar Essence in the original order before delivering the Club Card by mail.
  • Added the Casino as a fully managed location: entry and exit interactions, Club Card checks, per-player bouncer removal and access control, Casino music and time-pause behavior, Qi Coin HUD integration and multiplayer-safe state are all connected to the new public-map layout.
  • Added the bouncer, Mr. Qi and casino prize seller with source-style one-time dialogue and per-player visibility. Hidden NPCs no longer retain collision, push the player or leak through Jade tooltips.
  • Implemented CalicoJack in normal and high-stakes variants and the Slots minigame with source-derived rules, server-authoritative wagers and settlement, original-style sounds, animation timing and responsive interfaces that remain usable across GUI scales.
  • Added the Club Computer/Farmer File statistics display, the Qi Coin exchange machine, the Casino prize shop and their original interaction semantics. Casino actions are rejected outside the Casino and interrupted minigames settle safely instead of refunding losing wagers.
  • Added the Statue of Endless Fortune and Statue of Perfection as functional utility facilities with per-day output behavior, together with the source-style statue seller and casino rewards.
  • Added separate red, purple and green Casino Firework items. They retain their original icons, names, descriptions, Qi Coin prices and stock while launching compatible Minecraft firework behavior.

Combat And Weapon Skills

  • Rebuilt combat around one authoritative damage pipeline with explicit requests, outcomes, adjustments, healing and damage history. Immediate and delayed hits now share the same authorization and settlement rules instead of dispatching duplicate attack events.
  • Migrated all 64 built-in weapon skills to a centralized handler registry and runtime. Per-player ticking, lifecycle cleanup, cooldowns and event routing are now deterministic and avoid the previous long chain of independent hot-path calls.
  • Added immutable weapon-damage snapshots for delayed projectiles, marks, echoes and chained attacks, preventing later equipment changes or cross-dimension transitions from corrupting an already-authorized hit.
  • Consolidated shared sword, club and dagger item behavior while preserving each weapon's Stardew data, skill identity and special presentation. Cross-dimension damage and healing now use consistent one-to-one values.
  • Reworked skill state for thrusts, counters, marks, poison, burning, freezing, execution, resonance, starfall and other multi-stage effects, with stricter target validation and cleanup on death, logout and dimension changes.
  • Added a dedicated weapon-skill presentation layer for first- and third-person animation, trails, particles, sound and synchronized impacts. Crescent Slash and Forest Blessing now use authored visual assets and deterministic network playback.
  • Hardened rings, equipment attributes, fire protection, monster combat profiles, drops and names, and added broad regression coverage for damage, skills, projectiles, effects and lifecycle behavior.

Interaction System And World Content

  • Added a semantic interaction-hint system for grab, gift, talk, look and harvest actions. The server resolves the exact block face or entity under the crosshair, while the client renders a compact time-faded hint only for the current target.
  • Hints now support per-player completion state, completed styling, explicit suppression tags and priority-based addon providers. Portal and story interactions use the same presentation without revealing locked or unfinished content.
  • Added a data-driven map-interaction platform with namespaced definitions, position and area targets, requirements, actions, dialogue, sounds and one-time read state. Definitions reload atomically and remain server-authoritative in multiplayer.
  • Published addon APIs, JSON schemas, examples, validation scripts and an approval-map workflow for interaction hints and map interactions, so new content can be reviewed spatially before being synchronized into the game.
  • Converted authored world interactions for the Qi quest, Casino, Secret Notes and other fixed-map content to the shared interaction infrastructure, reducing duplicated coordinate polling and inconsistent hint behavior.
  • Improved object and NPC dialogue presentation, wrapping and one-time conversation handling. Interaction feedback now uses the intended Stardew-style dialogue or HUD path instead of chat spam.

Overnight, Pass-Out And Recovery

  • Rebuilt the overnight sequence to follow the source order: all pending level-up pages are shown first, followed by the shipping summary when applicable, then the save screen and new-day transition.
  • Reworked the Shipping Menu with source-style category tabs, item rows, money counting, animations, sounds and transitions. The level-up, saving and pass-out screens now share responsive layout rules across GUI scales and languages.
  • Added the source collapse timeline for exhaustion and combat defeat, including drowsy, falling, prone and fade-to-black phases, instead of immediately teleporting the player.
  • Added a persistent per-player recovery ledger for collapse, rescue, outcome and overnight settlement. Interrupted sessions can resume safely after disconnects or server restarts without duplicate fees, lost rewards or a permanently blocked day.
  • Added coordinated hospital, island and mine rescue cutscenes and persistent pass-out mail/outcome data. Item loss, money loss, destination choice and near-bed exemptions are resolved once on the server.
  • Hardened multiplayer overnight acknowledgements, sleep voting, time pausing, save timing and farm catch-up so one player, menu or manager failure cannot silently desynchronize the shared day.

Interfaces, Runtime And Quality

  • Reworked building, fish-pond, silo, shop, confirmation and point-planning screens for reliable scaling, text wrapping and input placement. Long Russian, French and other localized strings no longer require a language-specific layout.
  • Reduced combat and player-data hot-path work by replacing dozens of per-tick tracker calls with one runtime dispatcher, synchronizing only changed vitals during combat and marking persistent data dirty only when state actually changes.
  • Added an asynchronous, cached Modrinth update check to the login notice. Players may permanently dismiss the community announcement, while an important notice still appears when the installed version is outdated.
  • Removed the overpowered automatic Meowmere opening reward while retaining the weapon and its normal progression path.
  • Fixed protected public-area and fish-pond placement handling so denied single- and multi-block placements cancel atomically and retain the original item stack.
  • Fixed JEI collapsing quality-bearing crops and other Stardew items to a single iridium-quality entry; ingredient-list identity now preserves quality and flower colour while recipe lookups remain intentionally quality-agnostic.
  • Removed obsolete gameplay debug commands and expanded automated coverage for Casino, Qi quests, combat, interactions, overnight recovery, UI scaling, networking, items and map resources.

Maps, Assets And Compatibility

  • Advanced the bundled Stardew Valley public-map layout to version 12 and refreshed the managed region manifest. Updated public .mca files are installed through the existing hashed migration path without claiming player farm regions.
  • Added Casino blocks, models, NPC assets, portraits, GUI textures, sounds, Qi Coin presentation, statues, fireworks and quest resources as standalone assets rather than runtime crops from source sheets.
  • Updated every affected name, description, dialogue, hint, shop entry and interface string across all 12 shipped languages: German, English, Spanish, French, Hungarian, Italian, Japanese, Korean, Brazilian Portuguese, Russian, Turkish and Simplified Chinese.
  • Expanded the public interaction and combat architecture documentation, data-pack examples, validation tools and project README, and updated the public mod version to 0.5.4.

Комментарии

Загружаем…