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A Stardew Valley mod to add new gift preferences that have been implied through in-game content such as dialogue or secret notes. I made it because some NPC gift tastes didn't make sense when I first played the game! Github Copilot was used to autocomplete repetitive blocks of code.
❗️NOTE: If you don't have Stardew Valley, I have a demo video in my repository :)
Mateo Desuasido
Check their projects out: Control My Aircon, Practice, Countdown to School
Once you ship this you can't edit the description of the project, but you'll be able to add more devlogs and re-ship it as you add new features!
Final touches before updating the mod on Nexus Mods! Three new preferences were added in total, two of them with custom dialogue. It was fun experimenting with custom portraits and multi-page dialogue.
Here's a picture of Willy liking crabs now.
Forgot to add this on to the last updates:
- Shane now hates beer after his 6-heart event, and has custom dialogue that addresses the player directly by name for that extra disappointment!
- Willy likes crabs because he loves books about crabbing and calls himself a crab enthusiast
Anyways, here' a photo of one of the bugs. I messed up a special code that indicates the dialogue should be split up into two boxes, and got a coin symbol instead??
Final touches! Added a README, got rid of dummy code, updated preferences, uploaded to Nexus Mods, and so on.
Big progress:
- Got rid of the config menu because settings wasn't changing anything, but then figured things out and brought back the config menu :)
- Shane likes Joja Cola after 6-heart event
- Individual preferences can be toggled
- Mod can be turned on/off without installing/uninstalling
Tried to figure out how to make dynamic season-dependent changes. Settled with hard-coding in gift preferences for Lewis (for now).
I spent a lot of time trying to fix project logging...
Earlier, I decided to make a github repository of the parent folder for my project (so that I can add other mods in the same repo later on). BAD idea. Even though I was working on the same project, hackatime started registering all activity as from <> and I couldn't post a devlog because the coding time wasn't registering with this project. Found a fix? workaround? by connecting both hackatime projects to this project.
Making a Content Patcher Mod is harder than I thought 😭 Trying to untangle the gift preferences priority logic and using it to override certain preferences took another 30mins (not logged because it was all google :( )
Added new preferences and debugged a lot! I figured out how to use the debugging functions in Content Patcher. Here's a picture of one of the bugs.
Installed base mods (it was my first time) and added test items to universal preferences. More time was spent looking up how to run mods than actually coding :(