User:Pathoschild/Modding wishlist

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Revision as of 05:58, 13 January 2022 by Pathoschild (talk | contribs) (→‎Small changes: + support mod sunset times in island parallax rendering)
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A list of requested changes in the game code to support modders. This list does not include complex refactoring or rewriting, which is unlikely to be accepted.

Wishlist

Bug fixes

All done!

Small changes

  • ☐ Change all remaining internal class and private class to public class to simplify mod access.
  • ☐ Change the logic in IslandLocation.DrawParallaxHorizon to support custom sunset times that aren't on the hour. Specifically:
    // before
    float day_night_transition = Utility.ConvertTimeToMinutes(Game1.timeOfDay + (int)((float)Game1.gameTimeInterval / 7000f * 10f % 10f) - Game1.getStartingToGetDarkTime()) / (float)Utility.ConvertTimeToMinutes(Game1.getTrulyDarkTime() - Game1.getStartingToGetDarkTime());
    
    // after
    float day_night_transition = Utility.CalculateMinutesBetweenTimes(Game1.getStartingToGetDarkTime(), (Game1.timeOfDay + (int)(Game1.gameTimeInterval / 7000f * 10f % 10f))) / (float)Utility.CalculateMinutesBetweenTimes(Game1.getStartingToGetDarkTime(), Game1.getTrulyDarkTime());
    
  • ☐ Make methods virtual:
    class methods
    Background draw, update

Medium changes

  • ☐ Add map property for default warp location (e.g. Utility.getDefaultWarpLocation).
  • ☐ Some XNB files have a separate display name field, but only in non-English. Using display names consistently regardless of language would let mods rename things without breaking keys:
    • Data\Bundles
    • Data\CraftingRecipes
    • Data\CookingRecipes
    • Data\Weapons
  • ☐ Remove hardcoded logic that ignores display names when playing in English (e.g. for NPC gift taste dialogues); can search LocalizedContentManager.LanguageCode.en to find many of them. That causes a bug where renamed NPCs still show their internal name in some places.

Refactoring

  • ☐ Add unique item keys and allow custom spritesheets per item. This would eliminate the current complexities with adding custom items to Stardew Valley, make code much more readable, simplify troubleshooting mod errors, and make it possible to support any item type in cases like sending mail. See the detailed proposal doc.
  • ☐ Change all const fields to static readonly. They're accessed the same way and the performance difference is negligible, but that'll make the decompiled code much easier to understand, and avoid issues where const values get 'baked in' to mod assemblies.
  • ☐ Move shop inventories into a data asset so mods can easily change them (e.g. "<shop id>": "item_id quantity_available [required_mail_flag]/...").

Completed items

See the list of items completed in previous game versions.