Michał Dolaś

@Shockah

Joined on Nov 6, 2017

  • Combined Energy and Time Completely changes how the energy mechanic works. The goal of the mod is to stop penalizing slow players for taking their time, while also not penalizing min-maxers. Sort of inspired by https://www.nexusmods.com/stardewvalley/mods/6488. Energy Bar (...|...|...|...........)|E The base energy level is now half of the energy bar, and this is where it will be most of the time. (###|###|###|...........)|E
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  • Shockah.CobaltCoreModBuildConfig is a NuGet package, which helps with setting up a project for Cobalt Core mod development. Its main features are: Automatically setting up references to common libraries used by the game and/or the modloader, without any unnecessary files:CobaltCore.dll CobaltCoreModding.Definitions.dll Microsoft.Extensions.Logging.Abstractions MonoGame Harmony Newtonsoft (Json NET)
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  • :::warning <u>Alternative idea:</u> DISCOUNT the first non-zero-cost extra card drawn each turn. ::: image Books-Dizzy -- Aegis Transmuter image Books-Drake -- Stunflare Catalyst
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  • Dynamic Weather is a mod that makes the weather more dynamic -- no longer will each day have a single weather throughout. Each day will now have a specific hourly forecast. Crops Crops will no longer be watered the moment a rainy day starts. Instead, whenever rain starts to fall, crops will slowly get watered one-by-one. If it rains for long enough (for example, at least an hour), all crops will be watered, otherwise some may end up not being watered. Junimo Huts Junimos will still come out on days with some rain, but not while it's currently raining. Fishing You can catch sunny day fish whenever it's currently fully sunny, and rainy fish when it's fully raining or the rain is beginning/ending.
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  • Equipment Forging is a mod that allows the player to forge several parts of their tools and rings separately, granting a wide variety of effects and/or stats. This new system replaces the existing tool upgrade system at Clint's. The mod is meant to make more minerals useful, and not just be museum/sellable bloat. Tool stats The mod adds new tool stats or makes some existing stats visible to the player. Strength Tool strength determines the objects the tool can be used on and how many uses of the tool are required for an object. Object Tool
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  • Alchemy Skill Adds a new SpaceCore skill called Alchemy. The skill revolves around brewing potions and transmuting materials. Brewing To brew a potion, you need to choose a "base" for the brew, and the ingredients that will be used together. Characteristics Each brew base and ingredient has its own (good and/or bad) characteristics. To achieve a desired result, it may be necessary to add additional ingredients, which neutralize a bad effect of another ingredient. Flavor
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  • Providing translations: Content Packs The easiest way to add a custom translation to an arbitrary mod is via Project Fluent content packs. Create the content pack Install SMAPI and Project Fluent. Create an empty folder in your Mods folder. The name does not matter, but a good practice is to include the [Fluent] prefix, a language code prefix, and the translated mod name in the folder name. For example, [Fluent][PL] Automate would be a good name for a Polish translation for the Automate mod. Create a manifest.json file with this content:{ "Name": "Your Mod Name", "Author": "Your Name", "Version": "1.0.0",
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  • Install VoiceAttack. It is a paid app, but the free unlimited trial version allows 1 profile and 20 commands.You would use multiple profiles if you wanted to create content for other games or mod setups. They also "kindly" disabled exporting/importing of profiles in the trial, so you cannot circumvent that without paying. A single command represents a single word or phrase the app recognizes, so you are limited to 20 phrases in the trial -- this is probably more than enough. Edit the built-in profile.<br/> Select all commands (Ctrl lets you select multiple, Ctrl+A selects all of them), and delete them.<br/> Add a new command for each phrase you want to be recognized.<br/> Enter the phrase to recognize.<br/>
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  • Introduces a new talent system to Stardew Valley, replacing the current Skills page and the profession system. All of the talents affect all players in a multiplayer game, to avoid weird min-maxing situations. Talent trees Each vanilla skill has its own talent tree. New talents and full talent trees can be added by other mods via the API. Farming
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  • Engineering Skill Adds a new SpaceCore skill called Engineering. The skill revolves around crafting items, but also tinkering and constructing contraptions -- this includes artisan machines, but also automation tools. Crafting Stats The mod adds 4 stats related to crafting/processing items. Skill Higher values of Skill allow creating items of higher quality. Each advanced recipe (see Workbench) has a specified Difficulty corresponding to a Skill, at which creating the item will make it Iridium quality, 75% of that Skill is required for Gold quality, and 50% for Silver quality.
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  • The Harp of Spacetime ...apparently this is already a thing -- The Harp of Yoba. I honestly didn't know about it until I was like 8 hours into thinking about and documenting this mod idea. That mod seems really annoying to use though, having to swap the current tune all the time, so it may still be worth creating the mod anyway. Or just "Magic Mini-Harp", I guess. Obviously a reference to The Legend of Zelda: Ocarina of Time. Adds a new tool -- The Harp of Spacetime -- a magical musical instrument. Playing specific tunes has specific magical effects. You first have to learn the specific tune before you can use it. Tunes
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  • Legend: 🔧 -- configurable (via config.json or Generic Mod Config Menu) Better Spouse Chores / Hobbies Each spouse has several hobbies, each one having a benefit they can grant to their married player. The player may choose which benefits they would prefer to see. Chores / Hobbies All of those benefits should only trigger if they actually have any effect. For example, unlike vanilla, spouses will not try to water crops watered by sprinklers, or pet animals if all animal buildings have Auto-Petters.
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  • {%hackmd theme-dark %} Quality Crafting A mod adding a quality crafting system, where ingredient quality determines the result quality. UI changes A new switch is added on the crafting screen, allowing switching between the available qualities. By default, crafting will use the highest possible quality ingredients that will make the best possible item, but the switch will allow creating lower quality items if desired. Mining quality The higher the level of the Mining skill, the better quality materials you can obtain. At level 0, materials will be of normal quality (no star). At level 10, all materials will be at least of silver quality.
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  • Providing translations: Content Patcher's EditData :::info All of this information also applies to C#/SMAPI mods, which can use the content API to provide the same information in a similar way. ::: If you are already making a Content Patcher content pack, it may make more sense to utilize Content Patcher's EditData action to add translations, instead of creating a separate Project Fluent content pack. This also has the benefit of being able to use all of the Content Patcher's tokens. To add an asset-provided content pack, modify your existing Content Patcher content.json and include an EditData action, targeting the Shockah.ProjectFluent/ContentPacks asset: {
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  • Content Pack model The content pack model used by both Project Fluent content packs and the editable assets (also used by Content Patcher's EditData action) has these fields: Name Overview ID Used by asset-provided content packs, not Project Fluent content pack mods.This field is only used to allow Content Patcher to identify a specific patch (allowing further mods to modify said patch). AdditionalFluentPaths
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  • Introduction Project Fluent is a localization/translation framework for Stardew Valley / SMAPI. Its main features are: Support for FTL files -- Project Fluent created by Mozilla. Multiple separate FTL files per mod (unlike SMAPI's base i18n implementation). Using Fluent translations in C#/SMAPI mods via the mod API. Using Fluent translations in Content Patcher mods via a {{Fluent}} token. Support for locale variants (differentiating between en-US and en-GB, but also providing a default en variant).
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  • C#/SMAPI API Project Fluent's C#/SMAPI API allows modders to: Use Fluent translations in their code. Register custom Fluent functions that can be used when processing Fluent translations. Access the API You can access the API via SMAPI's ModRegistry: var api = this.Helper.ModRegistry.GetApi<IFluentApi>("Shockah.ProjectFluent");
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  • Project Fluent Introduction Fluent translations C#/SMAPI API Content Patcher {{Fluent}} tokens Providing translations
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  • Fluent translations For the syntax used in FTL files, see Mozilla's Project Fluent page. Built-in functions Project Fluent (the framework/mod, not the standard) provides some built-in functions that can be used by all mods. MOD_NAME This function returns the name of the mod (found in its manifest.json) provided as the argument. Argument
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  • Content Patcher {{Fluent}} tokens Project Fluent can be used in Content Patcher mods via the {{Fluent}} token. Setup To use Fluent translations in Content Patcher mods via the {{Fluent}} token, you have to make some changes to your manifest.json. First, you have to add a dependency for Project Fluent: { // ...
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