ConcernedApe posted on
July 9th, 2026 in
Uncategorized
Hi everyone,
I’m happy to announce that The Official Stardew Valley Crochet Book is coming next January from Random House Worlds!
You can now bring Stardew Valley to life with 25 crochet patterns that can be used to make over 45 unique amigurumi projects. From the simple satisfaction of crocheting Slimes and Eggs to a collection of Junimos and the more challenging proposal-worthy Mermaid Pendant, there are projects for every experience level.
Packed with original illustrations as well as tips and headnotes from all your favorite characters, The Official Stardew Valley Crochet Book helps you master a relaxing new hobby while crafting friendship-boosting gifts.
This book is from the same publisher that brought you the Stardew Valley Cookbook, so you can expect the same level of care and quality.
ConcernedApe posted on
February 26th, 2026 in
Uncategorized
Hello everyone,
Today is the 10-year Anniversary of Stardew Valley’s launch.
While the game has been publicly available for 10 years, I’ve been working on it for almost 15 years.
That’s a long time. Though, it’s also felt like the blink of an eye.
Stardew has grown a lot over the last 15 years.
To highlight some of that growth, I put together a little video that shows off some very early versions of the game, with my commentary. You can watch that below. It will be available on Feb 26th, 2026 at 11am PST.
Of course, there is a lot more that I could show off beyond this footage. But I didn’t want to take up too much of everyone’s time.
I have a lot of old Stardew Valley files on my computer. And somewhere, I have an external hard drive with back ups of the game that I took periodically during the entire course of development.
(To the programmers out there, no I didn’t use any version control software during development. I just backed up the entire project every now and then.)
Maybe I will show off more things, someday, if there’s interest.
But to be honest, I prefer focusing on the now and future of Stardew Valley, than thinking about the past too much.
Right now, the game is a very feature-rich and content-full experience, with many new and returning players every single day. It’s sold 50 million copies with no sign of slowing down.
And there’s a new update in the works which I think will make the game even better, and give everyone who hasn’t played in a while a reason to come back again.
I’m very happy with the success of Stardew Valley. It’s given my life a lot of meaning and purpose, beyond anything I would’ve ever thought possible as a starry-eyed teenager.
It seems that Stardew Valley has been a positive force for a lot of people. Not just as a fun game, but as an experience that brought them comfort, hope, joy, and even taught valuable life lessons. And with multiplayer, an experience that brought them closer to friends and family, or even to their future spouses.
It’s special to me, that there are people who will play Stardew Valley during their formative years, and remember that experience fondly for the rest of their lives.
To them, my funny ideas like “green rain”, “Krobus”, “trash bear”, “Mr. Qi”, “junimos” or the “raccoon family that lives in a stump” may become cherished memories.
The games that I played as a kid inspired me with feelings of boundless creativity and possibility. To be able to pass that special type of feeling on to others, is to me a noble pursuit. So I’m really grateful that I’ve been given the opportunity to do something like that. And I hope to continue it with Haunted Chocolatier and beyond.
The community surrounding Stardew Valley has grown so large, and with so many people producing fan art, memes, videos, mods, theories, guides, and more… that it’s sometimes hard to remember that this all started in my own head. As an idea, a vision. A vision that I grinded away at to materialize into the physical world. And now it’s expanded into this massive thing that is largely external to me. I sincerely hope that Stardew Valley, and all my future work, will be a force of good in the world.
We’re all on a journey to become the best versions of ourselves. I know I haven’t even come close. Maybe it’s an impossible goal. But yet, I hope that my work, and even my own life, will inspire people to try their best. Whether we succeed or fail, it’s noble to try one’s best.
I’m thankful for everyone who has played Stardew Valley. I’m thankful to everyone who has helped me over the years, too. At the end of the day, it’s not so much about me, anyway. I will be gone some day, but this world I’ve dreamed up may live on forever. That idea is humbling and gives me a solemn sense of purpose.
But hey, at the end of the day, games are supposed to be FUN. That will always by the priority in my work. And not everything has to be heavy. Life is both heavy and light-hearted, but my games are mostly light-hearted.
So, sorry to get emo on you guys. It’s just, that when I’m thinking… 1 0 y e a r s… it makes me consider the big picture.
well, back to the old grind… my joy.
Thanks for 10 great years of Stardew Valley, everyone.
And here’s to a bright future in the valley, and beyond!
ConcernedApe posted on
February 12th, 2025 in
Uncategorized
Hello,
This patch addresses several issues on console versions of the game, and syncs up the content with the latest on PC.
An equivalent patch for the Nintendo Switch will follow as soon as possible. (Edit: 2/26/25) This patch is now available on the Switch as well.
Thank you for playing Stardew Valley
-Ape
Stardew Valley 1.6.15.1 Changelog (Consoles):
-(Switch) Fixed bug where every gift was considered a “loved” gift
– Performance optimizations.
– Added the Junimo bundle button to fridge and mini-fridge UIs.
– Fixed debris able to spread under giant crops.
– Legendary fish ponds now produce roe much more often and have a higher average daily value.
– Fixed Krobus’ shop not accessible on Fridays for Japanese players.
– Fixed some things being less random than intended.
– Fixed some older items in the lost & found not correctly retrieveable.
– Fixed crash when collecting empty crab pots.
– Fixed crash when farm animals somehow end up in multiple locations.
– Fixed crash when failing to play/resume/pause/stop sound effects.
– Fixed crash in raccoon menu if you have a base flavored item in your inventory.
– Fixed crash if a shop somehow has a null item from a player to sell.
– Fixed rare crash in Calico Jack minigame.
– Fixed error loading pre-1.6 saves with case-sensitive stat key conflicts; conflicting stats are now merged.
– Fixed selected tool lost in some cases when obtaining a stardrop.
– Fixed some mail getting re-sent to farmhands every day.
– Fixed crash when a farmhand passes out while warping between locations.
– Fixed co-op menu scroll not reset when switching tab.
– Improved Hungarian and Japanese translations.
– Fixed a missing period in the shears description.
– Fixed some item tooltips on the collection tab in some languages showing a raw {1} token.
– Fixed gray box behind Russian railroad sign.
– Fixed Robin’s start-construction message showing the general building name inconsistently.
– Fixed a few translated dialogues with broken dialogue commands.
– Fixed Alex’s hand in one of his portraits.
– Fixed butterflies spawned by statue of blessings glitching out in summer.
– Added a few extra spouse reactions when interacting with them without dialogue.
– You no longer lose a fish if you pass out while holding it, or pass out while fishing into a fish pond.
– Fixed animal products always harvesting with base quality.
– Fixed chimney duplication when creating a new save.
– Fixed players inside farm buildings mis-positioned on the world map.
– Fixed spouses sometimes facing the wrong direction after an interaction.
– Fixed rare crash when obtaining stardrops with stowed tools.
– Fixed rare crash when updating Robin’s construction animation.
– Fixed roommates requiring two house upgrades instead of one (like marriage candidates).
– Fixed spouses being warped to 0,0 for farmhands.
– Fixed crash when homeless farmhands remain after deleting cabins.
– Fixed legendary fish in fish ponds being more profitable than intended.
– Signs placed on legendary fish ponds no longer show a “1” under the fish.
– Fixed NPCs not being able to walk over the beach bridge.
– Fixed controller rumble being disabled.
– Fixed secret gift recipient hint no longer showing up on the skills tab.
– Fixed rare crash when making a call using the telephone.
– Fixed some minor visual issues with Cyrillic characters.
– Fixed NPCs not responding the first time you talk to them.
– Fixed being unable to grab furniture from walls.
– Improved some French and Russian translations.
– Fixed crash when the lost items shop sells Penny’s 14-heart event items.
– Fixed chickens disappearing on newly created Meadowlands farms.
– Fixed rare crash when transitioning between mine locations in multiplayer.
– Fixed bug where you could harvest unusual quantities of items from crab pots.
– If you lost an item that can’t be found again, a new friend appears in the secret woods who can get it back (for a price).
– Added new Easter eggs.
Blue grass no longer grows slower than normal grass.
Fruit tree growth is no longer blocked by grass and seed spots.
Pine trees now drop one extra wood when chopped down.
The initiation quest now counts wild slimes killed on the farm.
Thorns ring damage now stacks if you equip two of them, and monsters killed by a thorns ring now drop loot like regular kills.
With the Gatherer skill, the chance to double harvested forage now applies when using an iridium scythe too.
Son of Crimsonfish can now be caught during the night market.
Robin no longer constructs buildings during green rain in year 1.
Placing a bomb and then switching to a weapon no longer applies its enchantments to the bomb damage.
Added some items to shops:
Adventurer’s Guild: Rusty Sword, Femur, Elf Blade, Steel Smallsword, Crystal Dagger, Obsidian Edge, and Work Boots. These unlock after you reach a certain mine level, regardless of whether you found them in a mine chest.
Marnie’s shop: Cow Decal.
Hat mouse: Sports Cap.
Willy’s shop: Advanced Iridium Rod.
Passing trains are now more likely to happen multiple times in the same session, but can no longer appear on consecutive days.
Willy’s shop now opens on spring 2 in the first year even if you didn’t read his letter.
Fixed Queen of Sauce reruns being affected by the recipes needed by unclaimed farmhands in empty cabins.
Fixed being able to receive monster damage while jumping down a mine shaft before the screen fades to black.
Fixed spa not fully recovering energy when a max-energy buff is active.
Fixed sleeping late while exhausted not reducing stamina as intended.
Fixed the catalogue and Furniture Catalogue selling items from themed catalogues like Retro Catalogue.
Fixed exploit where a fish pond with a golden cracker could produce unlimited output. Fish pond output bonuses are now applied once when the output is created.
Fixed exploit where you could cancel cow milking and still get the friendship boost.
Fixed unintended extra chance of spontaneous green rain trees when loading a save in fall.
Fixed skill buffs affecting shop item requirements in 1.6.
Fixed sturdy ring no longer halving debuff times in 1.6.
Fixed lower chance of catching lava eels in caldera after 1.6.
Fixed forage crops harvested from garden pots always being low-quality and providing no XP.
Fixed iridium scythe with forage crops not giving XP or applying the forage level quality boost.
Fixed some weapons never dropping from crates when legacy randomization is enabled.
Quality of life changes
The game now recovers most saves automatically if they’re broken, corrupted, or missing the SaveGameInfo file.
Fish ponds now show the number of roe or other output items to collect.
The wedding event now replays if you exit & reload the day.
The tailoring UI is now a bit more intuitive: slots that can’t accept the held item are now disabled, and you can no longer pick up some items that can’t be tailored.
Colored items like flowers now also sort by color. That avoids items being reordered randomly each time you sort your inventory.
You can now only sell books to the bookseller via the book purchase menu, not the trade-in menu. This reduces the chance of accidentally selling a book when trying to trade it in.
The collections tab now shows artifacts, gems, and minerals once they’re donated to the museum (not as soon as you find it).
Clint now refills your watering can when upgrading it.
Tweaked save process to reduce the chance of corruption.
Anvils no longer accept parrot eggs if you can’t re-roll their level yet.
Improved chatbox commands:
Chat commands are now case-insensitive.
Changed /help format to make room for more commands.
Added /help descriptions for /emote, /mapScreenshot, and /unbanAll.
Added consistent messages when you can’t use a multiplayer-only or host-only command.
Performance optimizations.
Technical changes
Migrated from FAudio to OpenAL, which should improve performance when playing audio.
Updated SDL from 2.0.x to 2.30.4 (used for input and windowing).
Fixed compatibility with newer Windows systems when using some older GPUs.
Gameplay fixes
You can no longer swap a chest’s type if the new type is too small to store its current items.
Fixed NPC issues:
NPCs no longer avoid passable terrain features like flooring and grass when pathfinding.
Fixed kicking Krobus out of the house triggering divorce dialogues.
Fixed Leo following his island schedule after moving to the mainland.
Fixed a Lewis schedule where he would overlap Marnie.
Fixed a Penny resort dialogue when married that was never shown.
Fixed Pierre sometimes showing a closed-on-Wednesday dialogue after his shop hours are extended.
Fixed mom or dad sending duplicate mail if you change gender later.
Fixed some dialogue based on location + heart level only being shown if you have 10 or more hearts with the NPC.
Fixed special NPC gift reaction dialogue sometimes not matching their gift taste (e.g. Willy giving a positive dialogue for triple shot espresso).
Fixed unable to talk to Robin after accepting a house upgrade.
Fixed incorrectly split dialogue in Linus’ first heart event.
Fixed NPCs unable to pathfind through tiles that had a tent at the start of the day.
Fixed NPCs not loading their green rain dialogue if you started the day on the island.
Fixed NPCs saying “…” in 1.6 if they bought an item you sold to a shop but they don’t have a relevant dialogue for it.
Fixed your spouse sometimes saying “…” instead of the intended neutral dialogue.
Fixed your fiancée/spouse reacting to a mermaid’s pendant as if you’re engaged/married to someone else.
Fixed UI issues:
Fixed world map not always showing players at the right spot when they’re inside a constructed building.
Fixed links in credits no longer opening a browser page.
Fixed able to interact with HUD elements like the toolbar when they’re hidden (e.g. when the game is paused).
Fixed issues when resizing the game window:
advanced game options layout being messed up;
collections page losing its selected tab and page;
social page losing its scroll position.
Fixed themed catalogues not having category tabs.
Fixed forge UI destroying any item held by the cursor after unforging.
Fixed museum menu clicks on the OK button sometimes grabbing the artifact behind it instead.
Fixed tailoring menu letting you trash some non-trashable items.
Fixed organize button in inventory UIs letting you put any item in special chests like enrichers.
Fixed issue where phoning Robin to get building prices and then resizing the window would enable the build/demolish/etc options as if you’d visited the shop directly.
Fixed specific items and machines:
Fixed chest color getting reset when you swap chest type.
Fixed crab pots not producing double catches correctly with wild bait.
Fixed crab pots duplicating bait when loaded by a hopper.
Fixed crab pots not applying deluxe bait and wild bait bonuses in some cases.
Fixed fences destroyed on click when surrounded by impassable objects on three sides (above + left + right) instead of four as intended.
Fixed geode crushers incrementing the ‘geodes crushed’ stat when hovering, which allowed unintended RNG manipulation.
Fixed magic quiver trinket sometimes doing nothing if both a valid and invalid target are in range.
Fixed mannequins losing their clothes if they’re moved into storage to make space (e.g. for an event). They now re-equip their previous clothes when they’re put back down.
Fixed tents not blocking item placement.
Fixed watering cans with bottomless enchantment sometimes shown with a half-empty meter. Bottomless watering cans are now always full.
Fixed building upgrades not placing interior items (like the coop incubator) if…
furniture is in the way. The furniture is now moved just like other objects.
an item blocking placement can’t be moved. It’s now moved into the lost & found in that case.
Fixed cases where the Pirate’s Wife quest chain could lock you out:
If you have the quest but lost the required item, you now get a new War Memento overnight.
If the quest was cancelled, you can now talk to Birdie to restart it.
NPCs can no longer mistakenly accept the quest items as gifts or refuse to accept their quest item.
Fixed location/map issues:
Fixed screen viewport at wrong position right after warping on horseback in some cases.
Fixed wilderness farm not pre-building the first cabin in separate-cabins mode.
Fixed grass in Marnie’s cow field never regrowing.
Fixed Willy’s bait barrel missing during night market.
Fixed some missing map tiles which let you walk off-screen.
Fixed able to leave Stardew Valley Fair’s festival area in odd years.
Fixed weed/stone debris spawning on top of placed paths in some cases.
Fixed able to dig up buried treasure from non-diggable tiles in some cases.
Fixed forest fish no longer catchable on the four corners farm.
Fixed bug where using the standard farm’s wallpaper/flooring in farmhouses of another farm type would reset them to that farm’s themed defaults.
Fixed pre-1.6 saves sometimes losing the Dwarvish Translation Guide. The fix is retroactive for affected players.
Fixed pre-1.6 farmhand stats not migrated correctly. The fix is retroactive for affected farmhands.
Fixed pre-1.6 tubs o’ flowers never blooming again if their first day in 1.6 was in fall or winter.
Fixed raccoon bundle accepting anything for preserve items.
Fixed level requirement for farmer titles lowered by one in 1.6.
Fixed fish ponds accepting multiple golden crackers before the first one lands in the water. They now register the first golden cracker immediately (but still delay the visual change until it lands).
Fixed two Desert Festival makeover outfits that applied male shirts to female players.
Fixed strange behavior of shop items with both a stock limit and stack size (e.g. items in several desert festival shops).
Fixed edge cases where viewing a previous year’s secret santa letter in the collections tab would show the current year’s secret santa in the game menu during the Feast of the Winter Star week.
Fixed the throw-item-into-shipping-bin animation drawing the base uncolored sprite for colored items like roe.
Fixed error loading mobile saves on other platforms.
Fixed crash when loading a save file in some rare cases.
Fixed crash when using a tent on Ginger Island during a night event.
Fixed some cat gifts applying fishing bonuses from the main player’s equipped fishing rod.
Fixed movie theater scene failing in some cases when players have previously unequipped trinkets.
Fixed Junimo harvesters losing the item color when dropping a crop on the ground due to their hut being full.
Fixed rare edge case where a Junimo hut output chest has too many item slots.
Multiplayer fixes
Added an /unlinkPlayer [name] chat command, which lets the host player release a farmhand so it can be reclaimed by the next person who connects.
Fixed being able to steal another player’s roommate.
Fixed farmhands able to claim multiple Desert Festival fishing quests per day.
Fixed crash when reconnecting later in the day after leaving a festival.
Fixed host crash if a farmhand disconnects while they’re between locations.
Fixed NPC duplication in multiplayer fish derbies.
Fixed crab pots & farm animals owned by an offline farmhand checking the main player’s professions instead.
Fixed crab pots with no owner checking professions from the main player instead of the player adding bait.
Fixed farmhands sometimes not seing the message when they can’t enter an NPC’s bedroom.
Fixed Marlon’s desert festival quests not displaying the Calico Egg reward to farmhands.
Fixed some multiplayer logic not handling an offline/invalid player correctly.
Fixed some potential ‘null reference exception’ crashes in multiplayer code.
Fixed crab pots with no owner checking the Mariner profession instead of Luremaster for the bait requirement in some cases.
Fixed Willy not sending fishing rod mail to farmhands who join after spring 2.
Fixed ‘waiting for players’ check including disconnecting players.
Fixed trains not playing chugga chugga sounds for farmhands.
Display text and localization fixes
In the credits, replaced the Reddit/Twitter links with a “News & Community” link.
Fixed a huge number of translation issues for non-English players, and added automated tests to keep translations more in sync going forward. For example, this fixes…
dialogue/event changes in 1.6 which weren’t applied in some languages;
missing dialogues and event actions;
missing, outdated, or incorrect translations;
missing event preconditions (e.g. Leah’s 10-heart event could play on a rainy day in some languages);
events playing the wrong music, not being skippable, or placing players or NPCs at the wrong spot;
translations having different dialogue portraits/breaks/etc;
conversation topics not started when something happens;
Renamed “cranberries jelly/juice/wine” to “cranberry jelly/juice/wine”.
Fixed some bad words being produced by the random name generator.
Fixed NPC text signs and some chat/UI messages in multiplayer not always shown in your language.
Fixed flavored items in some chat/UI messages not shown correctly (like “Player put ‘Smoked’ into the potluck soup“).
Fixed various typos in English text.
Fixed special order objectives not re-translated when the language changes. (This fix only applies to new special orders going forward.)
Fixed Robin showing the wrong number of hardwood required for a house upgrade in some languages.
Fixed some languages showing Willy’s back room invite mail as “???” in the collections tab.
Fixed some languages having inconsistent hat hair behavior.
Fixed some languages producing items with a different internal name.
Fixed French players not seeing prismatic effect for Magic Cowboy Hat and Magic Turban.
Fixed French and Japanese showing a ‘needs 5 coal’ message for the dehydrator.
Fixed Russian club coin and slots offset issues.
Fixed Russian Joja movie theater tilesheet not showing up.
Fixed Russian tool tooltips having overlapped names.
Fixed Spanish jukebox showing blank name for ‘Ginger Island’ song.
Fixed buy-ticket messages showing an unformatted price (like 1000g instead of 1,000g).
Cosmetic fixes
Added lights to Marcello’s book stand.
Sam now changes uniform when he enters JojaMart, instead of only when he reaches his work tile.
Fixed many bugs related to light sources (e.g. lights stuck on screen, shown in the wrong location, removed before they should be, etc).
Fixed issues with the golden walnut & Qi gem drop-down display:
Added support for showing both at once (e.g. another player finds a golden walnut while you’re in the Qi gem shop).
Fixed display sometimes stuck on screen permanently.
Fixed display showing the wrong type in some cases.
Fixed display sometimes appearing in multiplayer when the value didn’t change.
Fixed line wrapping for movie concession description tooltips.
Fixed visual glitch during the even-year Spirit’s Eve if you have the Joja movie theater.
Fixed issue with padding on the edge of maximized game windows on Windows.
Fixed a shirt that looked weird.
Fixed tooltip display issues, like an empty space for edible items that don’t recover any stamina/health (like sweet pea and crocus) or an unintended double space in tooltip buff names.
Fixed missing shadows behind some colored items (like wine) in menus.
Fixed texture wrapping issue with Joja door.
Fixed glitched hidden emote animations in NPC profile menu in some cases. NPCs now use always their default sprite in the profile view.
Fixed red slime item sprite drawn one pixel lower than other colors.
Fixed missing pixels in anvil sprite’s outline.
Fixed stray pixel in dried mushroom color mask.
Fixed Krobus showing a gift icon for the void ghost pendant when he can’t accept it.
Fixed the item-received message cutting off part of the item name if it contains a # character (like ‘Tropical Fish #173’).
Fixed the item-received message sometimes showing no count or a wrong count.
Fixed various issues/crashes with gamepad support.
When buying animals or buildings with a gamepad, you can now use the D-pad to move the cursor.
In the community center bundle UI, using gamepad triggers to move to donation slots and back now returns you to the same spot.
Added a small delay before you can cancel a waiting-for-players dialogue using a gamepad, to prevent accidentally closing it immediately after pressing the OK button.
Fixed gamepad issues on the new game screen.
Fixed dresser tabs not selectable with a gamepad.
Changes for modded players
Added a Content/ContentHashes.json file containing the MD5 hash for every vanilla content asset. This can be used by SMAPI and other tools to detect corrupted or modified game files.
When you leave a horse/mount in a temporary location, it now returns home when that location is removed.
Fixed ‘Jewels Of The Sea’ book producing roe for custom fishing catches that normally don’t have roe.
Fixed forage crops outside the farm being removed each week.
Fixed meteorite, strange capsule, and stone owl only appearing in the top-left 64×64 tile area on large custom farm maps.
Fixed pagination in powers tab when mods add more powers.
Fixed edge cases throughout the game code related to items whose stacks can’t be reduced to zero (e.g. tools).
Fixed various errors when custom items have no name.
Fixed error when mods apply audio changes if there’s no audio device available.
Fixed error if there are no movies available due to a mod bug. The game will now log a warning and choose from the full list of movies instead.
Fixed crash if a farm animal is in a broken building or location.
Fixed crash if a smoked fish’s original fish data no longer exists. You now get a delicious smoked Error Item instead.
Fixed crash when custom sounds loaded from a mod’s .ogg files are paused/resumed many times.
Fixed map tilesheet crash in some cases when playing split-screen mode with mods.
Fixed issues when the game’s whichFarm and whichModFarm fields are out of sync.
Fixed ‘light source already exists’ and ‘changing net field parent’ warnings in some cases.
Fixed mod data getting reset on chest type swap.
Fixed berry bushes showing wrong sprite in locations where seeds can be planted in any season.
Fixed stardrop gift reaction dialogue for custom NPCs defaulting to some raw data instead of their loved dialogue.
Fixed able to enter the Adventurer’s Guild back room without meeting the requirement if the door is open after a custom event.
Fixed triggered actions being logged twice.
Changes for mod authors
See the 1.6.9 mod author migration guide for new APIs, dialogue keys, game state queries, debug commands, map properties, C# constants/fields/methods, data fields, and many other technical changes.
With the release of Stardew Valley 1.6 on mobile, there is now a hidden multiplayer feature which you can access. This feature is available on Android and iOS, but not the Apple Arcade version (Also known as Stardew Valley+).
It is hidden for a couple of reasons:
It’s an experimental feature, so it might still have some bugs or issues.
The nature of the mobile platform could make a multiplayer session frustrating, under certain scenarios.
Mobile multiplayer works pretty much the same as on other platforms, except there is no farm “discovery” capability. You can only connect via IP. You can, however, join a PC-hosted farm from a mobile device via IP.
The ideal “mobile multiplayer” scenario would be to connect to a PC-hosted farm from a high-end mobile device on a local network (using wi-fi, unless you have some way to connect your mobile device to ethernet). This would be the best-case scenario.
If you try to connect or host using a cell phone network, you will likely encounter problems.
The worst case scenario would be if someone were to host a game from a low-performance phone, on a cell network (you would probably have to create a mobile wi-fi hotspot for others to connect to locally), and they were on a train or something, going through tunnels. And then the host is also getting calls, causing the app to be interrupted repeatedly. This would result in a potentially frustrating multiplayer experience.
However, if you want to try these things out, there’s nothing stopping you… Just be aware that there are inherent connectivity issues that can arise when attempting to host a multiplayer game from a mobile device.
Here is how to unlock the experimental multiplayer feature on mobile:
On the title screen, you will notice that the “Stardew Valley” logo has four groups of leaves attached to it.
2. Using the guide below, tap the leaves in this order: ↑ ↑ ↓ ↓ ← → ← → … Then press the “?” button in the bottom right corner of the screen. (Up, Up, Down, Down, Left, Right, Left, Right, ? )
3. Exit the “?” menu. You should now have a co-op button on the title screen.
4. In the co-op menu, you will have options to “Host” or “Join”. If you are joining, put in the IP address of the host. If you are hosting, you will have to set up the farm first, and then if there are cabins available, others should be able to connect to you (they will need your IP address). To find your IP address for hosting, do the following:
For iOS: Settings -> Wi-Fi -> Click the (i) next to your Wi-Fi name -> Look for “IP Address”
For Android: Settings -> Network & internet -> Internet -> Click the cog next to your Wi-Fi name -> Look for “IP address”
EXTRA TIPS AND NOTES:
*CAUTION: Don’t use an important save file for this, unless you back it up first! This features is experimental and could have bugs in it which would compromise your save file.
*Make sure you are on the same version of the game as your friends, or you won’t be able to connect. You can check in the “?” menu on the title screen, it will display in the bottom left corner
*You must either be on the same network as other players (i.e. on the same Wi-Fi, same hotspot, etc.), or connecting to a player who is port-forwarding their game. (24642 UDP is the port needed)
*Note to iOS players: The first time you join, you will receive a prompt asking for permission to find and connect to other devices on the network. After you hit “Allow”, it will fail to connect the first time you try. When you try again, it should work.
*Multiplayer is currently not available on the Apple Arcade version of Stardew Valley.
If you’re at this page, you might be interested in trying out the public beta for Stardew Valley 1.6.9 on Steam.
We’re doing a low-key public beta so that we can hopefully find any last bugs that might be in the patch, as well as give modders some lead time to update their mods for 1.6.9 before the update goes totally public.
This isn’t a huge content patch… but there some good bug fixes, quality-of-life changes, technical updates, and under-the-hood stuff that might be of interest to modders.
However, whether you are a modder, speedrunner, or just a humble Stardew Valley enjoyer, your testing and bug reports are very much appreciated.
If you do encounter any bugs, please report them to the official forum.
Thank you for your continued support!
-Ape
To join the beta:
1. Right click Stardew Valley in your library
2. Select Properties
3. Select the “Betas” tab
4. Under “Private Betas”, type stardewvalley169
5. Press the “Check Code” button.
6. Click the dropdown menu next to “Beta Participation”, and select “Beta”.
Stardew Valley should then update to the 1.6.9 beta. Enjoy
Please note, if you save a farm in 1.6.9, you will no longer be able to load it in 1.6.8. Backing up your save files is recommended.
NOTE: The development and release of this patch does not have any effect on the timeline of the console and mobile ports. However, the features of this patch are planned to be available in the console/mobile ports upon initial release. Thank you for your continued patience.
The following patch notes were compiled by Pathoschild (who also did a lot of the work on this update)
New content & features
Sam and Shane now have work portraits while working at JojaMart.
Balance changes
You can no longer take damage while jumping down a mine shaft before the screen fades to black.
You can now buy another advanced iridium rod from Willy’s shop after unlocking it.
Wearing two thorns rings now deals double damage.
Monsters killed by a thorns ring now drop loot like regular kills.
Son of Crimsonfish can now be caught during the night market.
Robin no longer constructs buildings during green rain in year 1.
Placing a bomb and then switching to a weapon no longer applies its enchantments to the bomb damage.
Fixed exploit where a fish pond with a golden cracker could produce unlimited output. Fish pond output bonuses are now applied once when the output is created.
Fixed unintended extra chance of spontaneous green rain trees when loading a save in fall.
Quality of life changes
When a save is broken or corrupted, the game now auto-recovers it from a backup if possible.
Fish ponds now show the number of roe or other output items to collect.
The wedding event now replays if you exit & reload the day.
Colored items like flowers now also sort by color. That avoids items being reordered randomly each time you sort your inventory.
You can now only sell books to the bookseller via the book purchase menu, not the trade-in menu. This reduces the chance of accidentally selling a book when trying to trade it in.
The collections tab now shows artifacts/gems/minerals once they’re donated to the museum, instead of as soon as you find one.
Clint now refills your watering can when upgrading it.
Tweaked save process to reduce the chance of corruption.
Anvils no longer accept parrot eggs if you can’t re-roll their level yet.
When buying animals or buildings with a controller, you can now use the D-pad to move the cursor.
Performance optimizations.
Technical changes
Migrated from FAudio to OpenAL, which should improve performance when playing audio.
Updated FAudio from 21.7.0 to 22.9.1 (used for playing music and sound effects).
Updated SDL from 2.0.x to 2.30.4 (used for input and windowing).
Fixed compatibility with newer Windows systems when using some older GPUs.
Gameplay fixes
You can no longer swap a chest’s type if the new type is too small to store its current items.
NPC fixes:
NPCs no longer avoid passable terrain features like flooring and grass when pathfinding.
Fixed kicking Krobus out of the house triggering divorce dialogues.
Fixed Leo following his island schedule after moving to the mainland.
Fixed a Lewis schedule where he would overlap Marnie.
Fixed Pierre sometimes showing a closed-on-Wednesday dialogue after his shop hours are extended.
Fixed mom or dad sending duplicate mail if you change gender later.
Fixed some dialogue based on location + heart level only being shown if you have 10 or more hearts with the NPC.
Fixed special NPC gift reaction dialogue sometimes not matching their gift taste (e.g. Willy giving a positive dialogue for triple shot espresso). All gift dialogues based on context tags are now restricted to matching gift tastes.
Fixed unable to talk to Robin after accepting a house upgrade.
Fixed incorrectly split dialogue in Linus’ 50-friendship-point event.
Fixed NPCs unable to pathfind through tiles that had a tent at the start of the day.
Fixed NPCs not loading their green rain dialogue if you started the day on the island.
Fixed your fiancée/spouse reacting to a mermaid’s pendant as if you’re engaged/married to someone else.
UI fixes:
Fixed world map not always showing players at the right spot when they’re inside a constructed building.
Fixed pagination in powers tab when mods add more powers.
Fixed issues when resizing the game window:
advanced game options layout being messed up;
collections page losing its selected tab and page;
social page losing its scroll position.
Fixed dresser tabs not being selectable with a controller.
Fixed building upgrades not placing interior items (like the coop incubator) if…
furniture is in the way. The furniture is now moved just like other objects.
an item blocking placement can’t be moved. It’s now moved into the lost & found in that case.
Fixed pre-1.6 saves sometimes losing the Dwarvish Translation Guide.
Fixed pre-1.6 farmhand stats not migrated correctly. The fix is retroactive for affected farmhands.
Fixed pre-1.6 tubs o’ flowers never blooming again if their first day in 1.6 was in fall or winter.
Fixed bug where using the standard farm’s wallpaper/flooring in farmhouses of another farm type would reset them to that farm’s themed defaults.
Fixed raccoon bundle accepting anything for preserve items.
Fixed grass in Marnie’s cow field never regrowing.
Fixed crab pots not producing double catches correctly with wild bait.
Fixed crab pots duplicating bait when loaded by a hopper.
Fixed chest color getting reset when you swap chest type.
Fixed able to dig up buried treasure from non-diggable tiles in some cases.
Fixed deluxe bait and wild bait bonuses not applied to crab pot output in some cases.
Fixed magic quiver trinket sometimes doing nothing if both a valid and invalid target are in range.
Fixed level requirement for farmer titles lowered by one in 1.6.
Fixed able to leave Stardew Valley Fair’s festival area in odd years.
Fixed geode crushers incrementing the ‘geodes crushed’ stat when hovering, which allowed unintended RNG manipulation.
Fixed tents not blocking item placement.
Fixed strange behavior of shop items with both a stock limit and stack size (e.g. items in several desert festival shops).
Fixed edge case where trying to collect output from some machines while your inventory is full would reset some machine state as if you’d collected it.
Fixed edge cases where viewing a previous year’s secret santa letter in the collections tab would show the current year’s secret santa in the game menu during the Feast of the Winter Star week.
Fixed the throw-item-into-shipping-bin animation drawing the base uncolored sprite for colored items like roe.
Fixed issue where fences are destroyed on click when surrounded by impassable objects on three sides (above + left + right) instead of four as intended.
Fixed crash when loading a save file with invalid or missing options.
Fixed some cat gifts applying fishing bonuses from the main player’s equipped fishing rod.
Fixed forest fish no longer catchable on the four corners farm.
Fixed Willy’s bait barrel missing during night market.
Multiplayer fixes
Fixed being able to steal another player’s roommate.
Fixed farmhands able to claim multiple Desert Festival fishing quests per day.
Fixed NPC duplication in multiplayer fish derbies.
Fixed crab pots & farm animals owned by an offline farmhand checking the main player’s professions instead.
Fixed crab pots with no owner checking professions from the main player instead of the player adding bait.
Fixed some multiplayer logic not handling an offline/invalid player correctly.
Fixed some potential ‘null reference exception’ crashes in multiplayer code.
Fixed crab pots with no owner checking the Mariner profession instead of Luremaster for the bait requirement in some cases.
Fixed Willy not sending fishing rod mail to farmhands who join after spring 2.
Display text and localization fixes
Fixed a huge number of translation issues for non-English players, and added automated tests to keep translations more in sync going forward. For example, this fixes…
dialogue/event changes in 1.6 which weren’t applied in some languages;
missing dialogues and event actions;
missing, outdated, or incorrect translations;
missing event preconditions (e.g. Leah’s 10-heart event could play on a rainy day in some languages);
events playing the wrong music, not being skippable, or placing players or NPCs at the wrong spot;
translations having different dialogue portraits/breaks/etc;
conversation topics not started when something happens;
various errors and typos;
and many other issues.
Many improvements and fixes to translations and sprites.
Fixed some bad words being produced by the random name generator.
Fixed Hay pluralized as Haies.
Fixed special order objectives not re-translated when the language changes. (This fix only applies to new special orders going forward.)
Fixed some languages showing Willy’s back room invite mail as “???” in the collections tab.
Fixed some languages having inconsistent hat hide-hair behavior.
Fixed some languages producing items with a different internal name.
Fixed French players not seeing prismatic effect for Magic Cowboy Hat and Magic Turban.
Fixed French and Japanese showing “needs 5 coal” for the dehydrator.
Fixed Russian club coin and slots offset issues.
Fixed Russian Joja movie theater tilesheet not showing up.
Fixed Russian tool tooltips having overlapped names.
Fixed Spanish jukebox showing blank name for ‘Ginger Island’ song.
Fixed capitalization in raccoon stump hint.
Fixed missing space in slay-slime quest text.
Cosmetic fixes
Added lights to Marcello’s book stand.
Sam now changes uniform when he enters JojaMart, instead of only when he reaches his work tile.
Fixed many bugs related to light sources (e.g. lights stuck on screen, shown in the wrong location, removed before they should be, etc).
Fixed issues with the golden walnut & Qi gem drop-down display:
Added support for showing both at once (e.g. another player finds a golden walnut while you’re in the Qi gem shop).
Fixed display sometimes stuck on screen permanently.
Fixed display showing the wrong type in some cases.
Fixed display sometimes appearing in multiplayer when the value didn’t change.
Fixed line wrapping for movie concession description tooltips.
Fixed visual glitch during the even-year Spirit’s Eve if you have the Joja movie theater.
Fixed issue with padding on the edge of maximized game windows on Windows.
Fixed a shirt that looked weird.
Fixed tooltip display issues, like an empty space for edible items that don’t recover any stamina/health (like sweet pea and crocus) or unintended double space in tooltip buff names.
Fixed missing shadows behind some colored items (like wine) in menus.
Fixed texture wrapping issue with Joja door.
Fixed glitched hidden emote animations in NPC profile menu in some cases. NPCs now use always their default sprite in the profile view.
Fixed red slime item sprite drawn one pixel lower than other colors.
Fixed Krobus showing a gift icon for the void ghost pendant when he can’t accept it.
Fixed the item-received message cutting off part of the item name if it contains a # character (like ‘Tropical Fish #173’).
Fixed the item-received message sometimes showing no or wrong count.
Added generic support for receiving recipe items from any source.
Added Game1.locationData, which provides a cached view of Data/Locations.
Error messages related to argument parsing (e.g. in debug commands, dialogue, event commands, map properties, etc) now also show a human-readable argument name. For example, “required index 0 not found” now shows something like “required index 0 (string itemId) not found“.
Any item type can now be shipped, subject to its item.canBeShipped() method.
Trinkets are now more moddable:
Added CustomFields and ModData data fields for mod use. These replace the former TrinketMetadata field.
Added data fields to configure the locations/monsters ignored by magic quivers.
Added error handling for some invalid data.
For C# mods, added a new namespace and code docs, made more code public, renamed fields for clarity, etc.
Fixed Trinket.getOne() not copying trinker fields.
Fixed TrinketEffect.GenerateRandomStats() not updating the description correctly if valled again after its constructor.
In item data:
Merged translations for 1.6 items from Strings/1_6_Strings into Strings/BigCraftables and Strings/Objects.
Fixed ancient dolls not having the doll_item context tag.
In machine data:
Fixed DROP_IN_PRESERVE not working in the PreserveId field.
Fixed CopyColor doing nothing if the input isn’t a ColoredObject; it now defaults to the color from its context tags.
Fixed wild honey producing invalid item names when using tokens like DROP_IN_PRESERVE or %PRESERVED_DISPLAY_NAME.
Fixed quality modifiers ignored for entries with CopyQuality.
In pet data:
The Gifts list now supports item spawn fields (including conditions and item quality/color/name/etc). The previous QualifiedItemID and Stack fields are now deprecated, but content packs which set them should still work.
For game state queries:
Fixed HAS_TARGET_LOCATION always returning true.
Fixed PLAYER_HAS_ITEM counting Qi gems owned by the main player instead of the target player.
For dialogue:
When using the $y dialogue command, you can now escape asterisks (* is still a dialogue break, but ** is now shown as a single literal asterisk).
Fixed $action dialogue command not working after a #$b# break.
Fixed empty dialogue box shown if a command is between #$b# breaks.
For events:
Fixed move command ignoring all remaining NPCs if an optional NPC isn’t found.
Fixed speak command ending the event if an optional NPC isn’t found.
Overhauled tool translations:
Unified their names/descriptions from Strings/StringsFromCSFiles + Strings/1_6_Strings into a new Strings/Tools asset, with readable keys like Axe_Description.
Each tool upgrade now has its own translation (like “Gold Axe”), instead of generic ones like “Gold {0}” which were hard to translate well. This removes the ApplyUpgradeLevelToDisplayName field in Data/Tools.
For C# mods:
Added a new Game1.GetPlayer method, which deprecates the old getFarmer and getFarmerMaybeOffline methods.
In Data/Machines, OutputMethod C# methods now get the player interacting with the machine too (if any). Unfortunately this is a breaking change for C# mods which have custom OutputMethod methods.
Item data is now loaded earlier, so mods can use it when loading other assets (e.g. to check item context tags when generating location fish).
The Object.displayNameFormat field is now synced in multiplayer, to let mods create customized non-temporary items.
The default controller navigation in menus already auto-detected ClickableComponent values in public List<T> and some Dictionary<TKey, TValue> fields. That now works with any subclass of ClickableComponent and any combination of dictionary key/value types too.
You can now warp to a specific mine layout using the new forceLayout argument to Game1.enterMine or MineShaft.GetLevelName.
Fixed desert festival makeover not calling hat/clothing onEquip/onUnEquip methods.
Fixed location.playTerrainSound changing the sound based on the player’s current location instead of the location it’s called for.
Fixed some cases where you could call TriggerActionManager before it was fully initialized.
Fixed Object.OutputAnvil ignoring its probe argument.
Added more code docs.
Made more code public for mods.
Rewrote Game1.specialCurrencyDisplay. It can now handle and display multiple currencies at once, has constants and full code docs, and you no longer need to manually manage persistent display (e.g. while a menu is open).
Clamped the player’s daily luck to prevent a mine crash if it’s set to values far outside the normal range.
In generic item spawn fields, added Color to set the tint color.
Terrain sounds like footsteps now work in locations with the TreatAsOutdoors map property too.
Wild seeds now choose their output when they’re planted, so mods can predict their harvest.
Geode crushers now handle mystery boxes correctly if a mod enables them in geode crushers.
Tweaked powers tab code so mods can get the power ID for a slot.
Fixed cases where item names could be set to null. Trying to do so now defaults the name to Error Item instead.
Fixed StatIncrement fields in machine and farm animal data not using the specified ID.
Fixed spirit & custom torches switching to default torch sprite on purchase or stack split.
Fixed a Data/Pets turtle gift ID to match what it actually gifts (Radish -> SeafoamPudding).
Fixed Data/Characters appearance options not weighted correctly by default.
Fixed some friendship logic still checking for a Data/NPCGiftTastes entry, instead of the CanSocialize field in Data/Characters.
Fixed AllowWakeUpWithoutBed map property not working consistently.
ConcernedApe posted on
May 14th, 2024 in
Uncategorized
The Stardew Valley Cookbook is now available, wherever books are sold!
Featuring over 50 recipes from Stardew Valley, with photos, appearances from Stardew Valley’s characters, and delightful illustrations… this cookbook will make a great addition to your shelf.
Here are a couple of preview recipes, if you’d like try them out before getting the book:
I would like to thank Kari Fry (illustrations), Ryan Novak (writing), Susan Vu (recipes), and everyone at Penguin Random House for helping make this a reality.
I hope you enjoy the book, and I am looking forward to seeing your Stardew Valley cooking creations come to life!
Balance and Gameplay changes:
-Bee houses now work with flowers in garden pots.
-“Minecart depot” alternative layout now only appears in the upper or lava mine areas.
-You can now turn the gold clock on or off
-Added coal -> mahogany seed trade at raccoons
-50% mastery XP now only applies to farming, as originally intended.
Translation changes:
-Reverted Chinese text to 1.6.3
-Reverted Chinese default font to the original
-Added an option to use the smooth font introduced in 1.6.4
-Added a dialogue font size slider for Chinese
-Added complete Russian translated movie & desert festival sprites
-Added option for Russian to use the “old” font
Bug fixes:
-Fixed a case where Mr. raccoon could disappear during the raccoon cutscene in multiplayer
-Fixed being able to trash Pierre’s Missing Stocklist, or give it away at the Feast of the Winter Star.
-Fixed being able to give a wilted bouquet to your spouse.
-Fixed issue causing only 1 omni geode to be produced from the skull cavern chest.
-Fixed crash when a save contains some invalid animal home data.
-Fixed a crash when talking to Penny in French.
-Fixed a malformed Willy farm event in German.
-Fixed an incorrectly blocking map tile in the Forest Farm map.
-Fixed some machines and some desert festival logic not working for Linux/macOS players using the compatibility branch.
-Fixed a case where an area was inaccessible in the volcano dungeon
-Fixed sewer event in German
-Fixed cases where you’d see Mayor Lewis’ giftbox note again when collecting 15 parsnips from a different chest.
-Fixed emily makeover event from being hard to skip
-Fixed Calico Egg Rating prize edge cases for farmhands
-Fixed prismatic hat effects not working in French.
-Fixed being able to “advance” the ready check menu by pressing Y, which lead to many issues.
-Fixed island outfits not being loaded for farmhands
-Minor optimizations.
Fixes for modded players:
-Fixed error showing non-flavored roe items.
-Fixed error if a mod sets an NPC’s ‘friends and family’ data to null.
-Fixed error loading a save containing enchanted weapons whose ID changed or data was removed.
-Fixed soft lock when watching weather TV channel if tomorrow’s weather is custom.
-Fixed temporary maps that aren’t part of a location not using seasonal tilesheets.
-Fixed summit cutscene showing custom fish with wrong sprites.
Changes for mod authors:
-In Data/Objects, added two new fields: CanBeGivenAsGift and CanBeTrashed. Setting CanBeGivenAsGift: false adds the not_giftable context tag automatically.
– Added 20 new ‘alternate’ mine layouts, which can start appearing after reaching the bottom of the mines.
– Added 20 new volcano mines layouts, which can appear after you’ve unlocked the shortcut between the caldera and the volcano entrance.
– Added fish frenzies.
– Added a special cutscene after you’ve helped your new neighbors grow their family to the max.
– Added 4 new fairy styles.
– You can now place 8 additional non-fish items into fish tanks.
– Raccoon shop now includes a trade for mystery boxes and golden mystery boxes.
– Vinegar can now be poured onto trees to stop them from ever growing moss.
– Shaving enchantment now causes tree-specific drops:
– Many edits and improvements to the Chinese version
– Edits to the Russian, Portuguese, Hungarian, Turkish, and Korean translations.
– Changed the Chinese fonts to make them more appealing and readable.
– Changed Hungarian number spacing character from a comma to a period.
– Some improvements to Russian font.
Balance changes
– When you load a save, you’ll now unlock missed Steam achievements if needed (e.g. achievements gained while playing offline).
– Added mini-shipping bin as an expensive Qi gem shop purchase.
– Added more variety, and improvements, to Skull Cave treasure chests.
– Life elixirs now only restore health, and energy tonics now only restore energy.
– Wild seed spots are now rarer, but yield more seeds.
– Doubled the Iridium Golem’s chance to drop iridium.
– The monsters in the volcano entry level are now randomized each day.
– Using a treasure totem indoors no longer works. This prevents them from being wasted.
– Going down a level in the mines now makes you invulnerable for 1 second.
– Increased raccoon mystery box reward from 4 to 5.
– Farming experience now contributes to mastery experience at a 50% rate.
– Ice orb will no longer freeze a spider while it is in the air jumping.
– Removed red snapper from winter fishing quest pool, and sardines from the summer quest pool.
– You will no longer get calico rating points from going down the normal mines.
– Golden mystery boxes now have a small chance to yield an auto petter.
– Slightly reduced chance to find mystery boxes.
– Mine barrels and coal carts will now “refresh” at the start of each year.
– The order of mystery box rewards is now randomized per-player instead of per-save.
Visual improvements
– Qi club coins now show up in the shop menu.
– Various map edits and fixes.
– Removed Maru’s glasses from all beach portraits for consistency.
– Improvements to signage in some non-english languages (i.e. Chinese, French, and Russian)
Quality of life changes
– Added a 1.2-second delay after dropping an item, before it’s picked back up by the same player.
– Napalm rings are now non-destructive on the farm and inside the slime hutch (i.e. the explosion will only damage monsters).
– Added ctrl + right-click as an alternate toolbar drop hotkey.
– Receiving a “special notification” (e.g. first geode message) will no longer cancel out player actions such as eating or warping.
– Flopping fish no longer fall back into fish ponds.
– Crab pots now have a short time period after harvesting from them during which they can’t be removed (750ms).
– The Junimo bundle menu now only highlights items that can actually be placed in the selected bundle.
Other changes
– Minor optimizations.
– Added two inappropriate names to the list to exclude from the name generator.
– You can no longer give gifts to NPC’s during green rain year 1 (prevents incongruous attitudes). This also prevents a portrait issue with Demetrius.
Gameplay fixes
– Fixed disappearing pets bug.
– Fishing splash zones and ore pan points are now removed overnight.
– The prize ticket machine now consumes your ticket when you get the reward, rather than when you first press the button.
– For the purposes of perfection, the level 100 mines stardrop now has a more robust way to check if it’s been acquired.
– Fixed Monster Compendium not actually doubling all loot.
– Fixed geodes no longer dropping on the farm in normal circumstances.
– Fixed rare crash when spawning items overnight.
– Fixed player colliding with stuff during event cutscenes.
– Fixed pre-1.6 forged weapons having reduced stats.
– Fixed not being able to put a torch on the sprinkler you get as a CC reward.
– Fixed various bugs/crashes related to building a cabin.
– Fixed wild seeds in garden pots putting their final crop in the top-left corner of the map instead of the pot.
– Fixed “lost and found” chests (from night market and elsewhere) not working anymore in 1.6.
– Fixed a duplication bug with the “lost and found” chests.
– Fixed slime hutch floors reverting to the default after reloading a game.
– Fixed malformed casino shop red fireworks ID.
– Fixed pet adoption catch-all case only working with the animal catalogue, and only applying in year 2 specifically, rather than for any year 2 or beyond.
– Fixed ‘use legacy randomization’ option applied inconsistently when loading a save, which caused weird issues like broken green rain days.
– Fixed the case where you could permanently miss the ancient seed recipe if you grabbed the ancient seed packet but not the associated recipe, and then closed the museum rewards menu. Missing recipes will also be restored upon loading a file.
– Fixed issue with duplicated animals & building interiors from pre ~1.3 saves.
– Fixed end tables not being rotateable.
– Fixed an issue where empty barns/coops could not be removed by Robin on old saves.
– Fixed slime egg incubators letting you reclaim the egg before it hatches.
– Fixed farmhouse placement bounds to match the object placement restrictions around it.
Multiplayer fixes
– Synced some NPC Gift data in other languages.
– Fixed fireworks (and possibly other sprites) drawing behind stuff in multiplayer.
– Fixed “Build a Silo” quest not being completed for farmhands.
– Fixed Raccoon quest not being removed for all players.
– Fixed double trinket issue when a farmhand disconnects/reconnects.
– Fixed double and/or missing derby participants sprite issue in multiplayer.
Display text and localization fixes
– Many edits and fixes in translation text.
– Fixed a text parsing error for Asian languages which caused them to incorrectly wrap in some cases.
– Fixed spacing issues in Asian languages.
– Fixed several localization issues
– Fixed Russian line break issue.
– Fixed events not consistently handling gender-dependent text.
Cosmetic fixes
– Adjusted the draw order of basic objects so that debris will not be drawn underneath them as often.
– Placeable grass now offsets vertically a little if it would clip through a front-layer tile.
– Fixed seasonal world map not working for non-English players.
– Fixed flying monsters not being draw above things on the farm & volcano.
– Fixed reward icon in completed quest menu being visually offset.
– Fixed george’s TV clipping with farmer during green rain.
– Fixed movies not showing layered sprites (e.g. the eyeball in Mysterium).
– Fixed Qi club coins drawn below the lightmap.
– Fixed Qi coin overlay drawn during minigames.
– Fixed crane game audio not stopping when the game is forcefully closed.
– Fixed some tooltip padding issues.
– Fixed movie theater display issues on the world map.
– Fixed repeated dialogue selection sound if a control was plugged in but you are using a mouse.
– Fixed quest reward icon input offset issue.
– Fixed Joja Warehouse roof drawing above the weather (and possibly other similar cases).
– Fixed various map tile issues.
– Fixed a visual issue with a shadow in the farm house.
– Fixed able to swap two chests of the same type.
– Fixed machines sometimes wobbling when they’re not processing anything.
Changes for modded players
– Improved debug commands:
– Added debug commands to change pet types/breeds, to allow migrating older saves (setPreferredPet and changePet). This replaces the former toggleCatPerson command.
– The filterLoadMenu <search> command now keeps the original save slot numbers.
– Combined removeNpc and killNpc commands. The unified command removes all instances of an NPC, to help fix duplicate NPCs.
Changes for mod authors
– C# mods can now hide specific animals from the animal social menu (e.g. animals owned by NPCs) via the FarmAnimal.hideFromAnimalSocialMenu field.
– In Data/Buildings, you can now add furniture via IndoorItems.
– In Data/FarmAnimals, added fields to set the sleep sprite and whether they eat golden crackers.
– In Data/Locations, added fields to set effect of fish-specific bait and whether fish can be caught using a training rod.
– In Data/Machines, added option to only let the machine complete overnight.
– In Data/Powers, added CustomFields field.
– Added missing Id fields in Data/FarmAnimals and Data/Pets.
– Added a warning when a farm animal’s spritesheet size is invalid, which would previously lead to the animal silently freezing.
– You can now use tokenizable strings in event scripts and dialogue text.
– De-hardcoded forest waterfall fish into Data/Locations.
Fixes for modded players
– Fixed some wallpapers and flooring not appearing in mod item lists.
– Fixed pre-1.6 farm maps having broken warps to the bus stop.
– Fixed errors and crashes due to mods adding items without a name.
– Fixed softlock when a warp leads to an invalid location.
– Fixed crash when playing events that use the replaceWithClones command.
– Fixed crash if an NPC has invalid temporary dialogue.
– Fixed world map showing a glitched texture for custom farm types which don’t override it.
– Fixed another case of NPC duplication involving the movie theater.
– Fixed crash when loading a save if a farm Junimo wasn’t properly removed before saving.
– Fixed crash if the lost & found contains null items.
– Fixed disconnect for Steam players when using mods that send messages before a farmhand has been approved.
– Fixed crash on save if shipping bin has empty slots.
– Fixed riding the bus to the desert instantly warping you back if mods added warps on the desert road.
– Fix multiplayer crash if some players don’t have the same NPC textures.
Fixes for mod authors
– Fixed farmhands’ cellars not applying cellar data from Data/Locations.
– Fixed crash if a farm animal has no entry in Data/FarmAnimals.
– Fixed festivals ignoring year suffixes for <setup>_additionalCharacters and name fields.
– Fixed issues with farm animals which have a custom home building.
– Fixed hardcoded assumptions about farm animal spritesheets which could cause counter-intuitive behavior with custom animals.