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Starfield Pastoral

Starfield Pastoral

by Elysium233 • Downloads: 0 • Followers: 0
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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。

All Versions

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Name Game version Platforms Published Downloads Actions
1.20.1
Forge
2d ago 1
1.21.1
Neoforge
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### Update Log (English)

  • 0.6.3fix1 · Stability, Planting and Interaction Fixes**

Use the matching Minecraft 1.20.1 / Forge or Minecraft 1.21.1 / NeoForge package, not both. Back up the entire save before updating. Directly downgrading a 1.21.1 world to 1.20.1 is not supported.

#### Shared Content

  • Fixes world creation stalling at 0% and palette handoff errors between terrain workers. Prevents template roofs from loading neighboring chunks during lighting.
  • Fixes tall-crop planting failures and upper crop blocks overwriting adjacent crops or obstructions. Existing greenhouses relocate only historical lights occupying planting space, preserving crops, soil, containers and player changes.
  • Fixes tea-bush planting dates and harvest records being lost after reload. Supports legacy coordinates and recovers missing registrations from saved growth stages.
  • Fixes Shift-right-click retrieval of placed dishes, drinks and fish while holding an item. Retrieved servings retain quality and other item data; a full inventory drops exactly one serving.
  • Fixes Auto-Grabbers reappearing or duplicating drops when dismantled, and animal UUIDs being rejected by building-management packets. Expands Mini-Fridges to the original 36 slots while preserving existing inventory positions.
  • Fixes Serpents, Bats and Flies immediately canceling accepted knockback with chase acceleration, while retaining each monster's movement and immunity rules.
  • Corrects forage spawning beneath forest canopies, current-day spawning when entering previously unloaded areas, and daily caps. Forage no longer replaces fluids; adds forest Spring Onion clusters and beach tide-pool spawning.
  • Adds a persistent option for the legacy health and energy bars. Corrects HUD digit rendering, layered product-bubble icons, and native animations briefly restarting after render-time corrections.
  • Updates Gunther's native model and idle, blink, walk and attention animations, with improved short-coat and hip connections. Missing NPC cutscene clips retain that character's idle pose and produce a diagnostic warning.
  • Corrects fishing experience, treasure eligibility, tackle wear after an escape, and Efficient-enchantment stamina costs. Also corrects geode statistics, cooking-book recipe scope, quest dialogue/mail updates, and Special Order unlock and kill-count rules.
  • Corrects defeat-related item-loss eligibility: ordinary weapons, slingshots and boots can be lost; farming tools, scythes, rings and explicitly protected weapons remain protected.
  • Adds the mod's sand slabs and stairs with merging, corners, waterlogging and appropriate drops. Farm flooring and paths provide their corresponding temporary movement-speed bonus.
  • Improves Ginger Island prop placement, support faces, variants, collision and removal. Adds surface-water boat anchoring and subtle motion, gem-pedestal item storage, the giant-turtle scene actor, and compatibility for historical prop aliases. **The complete island build and all original island gameplay remain unfinished.**
### Update Log (English)

  • 0.6.3fix1 · Stability, Planting and Interaction Fixes**

Use the matching Minecraft 1.20.1 / Forge or Minecraft 1.21.1 / NeoForge package, not both. Back up the entire save before updating. Directly downgrading a 1.21.1 world to 1.20.1 is not supported.

#### Shared Content

  • Fixes world creation stalling at 0% and palette handoff errors between terrain workers. Prevents template roofs from loading neighboring chunks during lighting.
  • Fixes tall-crop planting failures and upper crop blocks overwriting adjacent crops or obstructions. Existing greenhouses relocate only historical lights occupying planting space, preserving crops, soil, containers and player changes.
  • Fixes tea-bush planting dates and harvest records being lost after reload. Supports legacy coordinates and recovers missing registrations from saved growth stages.
  • Fixes Shift-right-click retrieval of placed dishes, drinks and fish while holding an item. Retrieved servings retain quality and other item data; a full inventory drops exactly one serving.
  • Fixes Auto-Grabbers reappearing or duplicating drops when dismantled, and animal UUIDs being rejected by building-management packets. Expands Mini-Fridges to the original 36 slots while preserving existing inventory positions.
  • Fixes Serpents, Bats and Flies immediately canceling accepted knockback with chase acceleration, while retaining each monster's movement and immunity rules.
  • Corrects forage spawning beneath forest canopies, current-day spawning when entering previously unloaded areas, and daily caps. Forage no longer replaces fluids; adds forest Spring Onion clusters and beach tide-pool spawning.
  • Adds a persistent option for the legacy health and energy bars. Corrects HUD digit rendering, layered product-bubble icons, and native animations briefly restarting after render-time corrections.
  • Updates Gunther's native model and idle, blink, walk and attention animations, with improved short-coat and hip connections. Missing NPC cutscene clips retain that character's idle pose and produce a diagnostic warning.
  • Corrects fishing experience, treasure eligibility, tackle wear after an escape, and Efficient-enchantment stamina costs. Also corrects geode statistics, cooking-book recipe scope, quest dialogue/mail updates, and Special Order unlock and kill-count rules.
  • Corrects defeat-related item-loss eligibility: ordinary weapons, slingshots and boots can be lost; farming tools, scythes, rings and explicitly protected weapons remain protected.
  • Adds the mod's sand slabs and stairs with merging, corners, waterlogging and appropriate drops. Farm flooring and paths provide their corresponding temporary movement-speed bonus.
  • Improves Ginger Island prop placement, support faces, variants, collision and removal. Adds surface-water boat anchoring and subtle motion, gem-pedestal item storage, the giant-turtle scene actor, and compatibility for historical prop aliases. **The complete island build and all original island gameplay remain unfinished.**
### Update Log (English)

  • 0.6.3 · Forge 1.20.1 Support and System Refinements**

  • Back up the entire save before updating.** The bundled public-town map update may overwrite furniture, flooring and other player changes in public areas; a farm-only backup is insufficient. Use the matching Minecraft 1.20.1 / Forge or Minecraft 1.21.1 / NeoForge package, not both. Directly downgrading a 1.21.1 world to 1.20.1 is not supported.

#### Shared Content

  • Corrects daytime, overnight and multi-day machine timing. Day-based recipes finish on the appropriate morning, with migration of saved machine progress, and improves incubation, tapping, shipping restrictions, automation and multi-block state synchronization.
  • Aligns crop extra yields and quality, seasonal Mixed Seeds pools, crows and scarecrows, tool charging and costs, panning rewards and fishing conditions. Adds livestock name validation, home checks and daily mood display, and fixes the new Ostrich Incubator's conflict with the existing coop home rule.
  • Completes the Adventurer's Guild monster board, Gil's reward collection and Marlon's item recovery, and expands data definitions and interfaces for geodes, fishing treasure, Skull Cavern rewards and tool upgrades.
  • Moves animated models to the mod's native loading and playback, without bundling GeckoLib, and improves NPC animation, schedules, navigation and interaction alongside chest, machine and furniture animations.
  • Adds seasonal hotbar, normal Survival inventory and Jade tooltip themes, refreshes the health and energy HUD, and updates related icons, decorative materials and models.
  • Fixes building previews, obstruction feedback, interior-space and greenhouse issues, and updates the public-town map and Guild facilities. Greenhouse templates and existing interiors use the mod's dirt/farmland, preserving crops, player furnishings and farmland moisture.
  • Fixes a concurrent palette-read crash in background lighting during bulk block placement, without changing block states, generation order or lighting rules.
  • Registers 147 Ginger Island block assets and their items, including furniture, scenery, the Heavy Tapper, Ostrich Incubator, volcano floor switches and watering-can lava cooling. Golden Walnut records can be bound to their owning farm. **This does not mean that the complete island build or all original island gameplay is finished.**

#### Forge 1.20.1 Support

  • Ships a separate Forge package with adaptations for item data, networking, events, GUI, rendering and optional integrations, retaining the shared gameplay logic above.
  • Fixes port-specific duplicate item descriptions, missing product-bubble icons and damage numbers, abnormal shadows on multi-block facilities and awnings, and related input, lighting and block-state compatibility issues.
  • Retains two explicit version differences: the Forge package omits the FLOW / BOLT armor trims and templates, and does not port dripstone filling a cauldron with Fish Pond Water.
### Update Log (English)

  • 0.6.3 · Forge 1.20.1 Support and System Refinements**

  • Back up the entire save before updating.** The bundled public-town map update may overwrite furniture, flooring and other player changes in public areas; a farm-only backup is insufficient. Use the matching Minecraft 1.20.1 / Forge or Minecraft 1.21.1 / NeoForge package, not both. Directly downgrading a 1.21.1 world to 1.20.1 is not supported.

#### Shared Content

  • Corrects daytime, overnight and multi-day machine timing. Day-based recipes finish on the appropriate morning, with migration of saved machine progress, and improves incubation, tapping, shipping restrictions, automation and multi-block state synchronization.
  • Aligns crop extra yields and quality, seasonal Mixed Seeds pools, crows and scarecrows, tool charging and costs, panning rewards and fishing conditions. Adds livestock name validation, home checks and daily mood display, and fixes the new Ostrich Incubator's conflict with the existing coop home rule.
  • Completes the Adventurer's Guild monster board, Gil's reward collection and Marlon's item recovery, and expands data definitions and interfaces for geodes, fishing treasure, Skull Cavern rewards and tool upgrades.
  • Moves animated models to the mod's native loading and playback, without bundling GeckoLib, and improves NPC animation, schedules, navigation and interaction alongside chest, machine and furniture animations.
  • Adds seasonal hotbar, normal Survival inventory and Jade tooltip themes, refreshes the health and energy HUD, and updates related icons, decorative materials and models.
  • Fixes building previews, obstruction feedback, interior-space and greenhouse issues, and updates the public-town map and Guild facilities. Greenhouse templates and existing interiors use the mod's dirt/farmland, preserving crops, player furnishings and farmland moisture.
  • Fixes a concurrent palette-read crash in background lighting during bulk block placement, without changing block states, generation order or lighting rules.
  • Registers 147 Ginger Island block assets and their items, including furniture, scenery, the Heavy Tapper, Ostrich Incubator, volcano floor switches and watering-can lava cooling. Golden Walnut records can be bound to their owning farm. **This does not mean that the complete island build or all original island gameplay is finished.**

#### Forge 1.20.1 Support

  • Ships a separate Forge package with adaptations for item data, networking, events, GUI, rendering and optional integrations, retaining the shared gameplay logic above.
  • Fixes port-specific duplicate item descriptions, missing product-bubble icons and damage numbers, abnormal shadows on multi-block facilities and awnings, and related input, lighting and block-state compatibility issues.
  • Retains two explicit version differences: the Forge package omits the FLOW / BOLT armor trims and templates, and does not port dripstone filling a cauldron with Fish Pond Water.
### Update Log (English)

  • 0.6.2 · Farm Overhaul and Immersive Indoor/Outdoor Travel**

  • Rebuilds farm initialization and ecological painting for the Standard, Riverland, Forest, Hill-top, Four Corners, Wilderness, Beach and Meadowlands layouts. Source maps now guide regional ecology rates while Minecraft terrain, buildings and occupied space determine the actual placement.
  • Adds the daily farm ecology pass for trees, saplings, bushes, pasture, weeds, twigs, stones, ore nodes and large obstacles. Roads, floors, buildings and existing player work are protected, and older farms are filled in progressively without resetting their construction.
  • Connects Beach supply crates and the Forest and Wilderness farm services, and ships the farm reports, prefabs and greenhouse blueprints used by the new layouts. Greenhouses repair or migrate according to the existing save state while preserving interior contents.
  • Completes independent seasonal selection for leaves, pasture, bushes and farm surfaces, including the winter evergreen fix and corrections for canopy, snow-layer and terrain lighting.
  • Ships immersive town-door travel. Door pairs prepare only when relevant chunks and players are nearby, while opening, traversal direction, NPC use and client state stay synchronized. Farm, greenhouse, town and other interior transitions keep a safe landing, facing and cooldown, and refuse unsafe destinations.
  • Adds camera, third-person, frustum, occlusion and shader handoff fixes so crossing a doorway stays visually continuous and remains compatible with Sodium and Iris rendering paths.
  • Adds farm, supply-crate, greenhouse and ecology GameTests and runtime checks, and removes the local source-contract test entry points from release verification in favor of behavior and compatibility coverage.
### Update Log (English)

  • 0.6.1fix2 · Farm Systems, Facilities and Compatibility Fixes**

  • Rebuilds farm initialization and daily debris updates around Stardew Valley's rules, covering twigs, weeds, stones, grass, tree seeds, saplings, mature trees and large obstacles. Floors, paths, buildings and other occupied tiles are protected, while the Gold Clock, season, rain and spring additions participate in daily updates.
  • Completes the upgradeable backpack trash can. Basic, Copper, Steel, Gold and Iridium tiers reclaim 0%, 15%, 30%, 45% and 60% of an item's sell value. Upgrades, disposal and refunds are server validated, with trash controls added to the relevant inventory screens.
  • Adds the Mini-Shipping Bin with inventory, menu, animation and ownership support, and corrects the standard Shipping Bin's lid motion, interaction and multiplayer state synchronization.
  • Adds the Deconstructor, Wood Chipper, Mini-Obelisk and Fridge facilities, and updates models, working states, facing and recipe presentation for the Furnace, Preserves Jar, Loom, Oil Maker, Seed Maker, Worm Bins and related machines.
  • Adds hard soil, infertile farmland, farm twigs and seasonal leaves, with revised farmland edges, fertilizer states, connected pine canopies and seasonal terrain and tree assets.
  • Completes in-world collection for Special Order prize tickets, adds the ticket box beside the Special Orders Board, and prevents loss or duplicate claims when the inventory is full. Tickets earned from ordinary quests and Special Orders now both have their intended delivery path.
  • Fixes dedicated-server blueprint preview and move synchronization, pet-bowl duplication after relocation, incorrect material sampling in building templates, and persistent-player validation triggered by Flashback replay viewers.
  • Corrects JEI exclusion areas, container slot hit targets and Shift-click behavior, and improves NPC pathing and landing around doors, furniture, crowds and cross-area routes.
### Update Log (English)

  • 0.6.1fix1 · Stability and Content Fixes**

  • Safely migrates legacy livestock data, including animals, homes, products, incubation progress and hay. Persistent import receipts prevent sold, collected or rehomed records from returning, while animals with missing homes remain recoverable.
  • Fixes NPCs leaving bounded activity areas, retaining obsolete paths after schedule changes, advancing timers while paused, and preferring retired placeholder coordinates over official routes.
  • Corrects fishing special-order collection so only items actually received are counted and trash objectives work with either fishing-minigame setting.
  • Fixes blueprint-preview synchronization for either hand and reconnects. Protected placed food no longer grants items or effects, festival seats work inside event bounds, and first Egg Festival victories are tracked per player.
  • Adds Big Chests, Big Stone Chests and Junimo Chests, with dyeing, sorting, fill-existing-stacks actions, server-side storage validation and compatibility for existing chest data.
  • Adds a reading-text zoom setting and corrects the affected layout, clipping and pointer coordinates across window sizes and GUI scales.
  • Adds seasonal sand and sandy farmland with complete fertilizer states. Sandy farmland keeps its material identity and drops, supports crops, watering and retaining soil, and remains excluded from sprinkler watering.
  • Adds pale cyan clinic plaster, teal timber and a blue glass door, and refreshes the Grandpa's Shrine, wood and stone chests, round table, table lamps, floor lamps and wall lights with revised models, textures, collision, particles and switching behavior.
### Update Log (English)

  • 0.6.1 · The Pet Update**

#### Pets and Daily Care

  • Added five cat breeds, five dog breeds and two turtles, each with its own model, texture and selection icon.
  • Choose and name your first cat or dog during farm setup. Existing farms without an initial choice receive the selection screen after other login setup is complete.
  • Pets roam, rest and sleep on the farm, taking shelter indoors when it rains. Cats, dogs and turtles have distinct actions, including grooming, lying down, panting and retreating into their shells.
  • Build friendship through petting and watering their bowls. Outdoor bowls fill in the rain, and eligible pets can bring gifts when petted.
  • Cats and dogs can wear hats. Added pet voices, action sounds and interaction expressions.
  • Adopt additional pets from Marnie once eligible and with a spare bowl available. Robin offers wood, stone and hay bowl facilities.
  • Manage names, friendship, daily care, bowl assignments and hats through the pet interface. Bowls support relocation and demolition through building management.
  • Butterfly Powder lets you say goodbye after confirmation and returns the pet's hat.
  • Pet records belong to the farm. Adoption payments, daily care and management requests are validated by the server.

#### Farm Caves and Safe Travel

  • Connected the rebuilt cave to gameplay, with mine walls, earthen floors, lanterns and updated positions for the six mushroom boxes and dehydrator.
  • Fixed entering a missing or unsuccessfully built room and falling into the void. Travel now waits for chunks, lighting, exits and a safe landing; a failed attempt leaves the player outside.
  • Cave doors support walking through as well as right-clicking. Visiting another farm enters that farm's cave, and leaving returns to its entrance.
  • Existing farms automatically prepare the new cave and migrate chest inventories, mushroom outputs and player blocks that fit. The original room remains as a backup; insufficient space stops migration instead of clearing belongings.
  • Repairs no longer overwrite the entire room. Ownership transfers preserve the cave, recreated farms cannot import the same old inventory twice, and moving the gifted dehydrator does not grant another one.

#### Addon Support and Existing Worlds

  • Added an experimental pet API and a standalone example for registering species, breeds, models, behaviors, sounds and gifts through the built-in pet flow. Client/server pet definitions are checked at login. Match pet addons to 0.6.1; future binary compatibility is not yet promised.
  • Cave migration does not require a new farm. Entity-based decorations and custom absolute coordinates inside third-party block entities are not covered by generic migration; the original room is retained.
  • This does not complete every difference in cave production timing, fruit selection or ambient effects.
  • The previous GitHub release was 0.5.6. Upgrading from it also includes the broader 0.6.0 changes below. Cave migration tests do not establish compatibility for an entire 0.5.6 world; keep a full world backup before upgrading.
### Update Log (English)

  • 0.6.0 — The Overhaul Update**

This update revisits much of everyday life in Starfield Pastoral: the way villagers move and respond to you, the feel of casting a fishing rod, the buildings you raise on your farm, and the mines beneath the Valley. Alongside new models and animations, we have reworked the systems behind those experiences.

  • Highlights**

  • Reworked villager models, individual walking styles, idle animations and reactions to nearby players.
  • A rebuilt fishing sequence, from preparing a cast to showing your catch, with new equipment visuals and selectable bobber styles.
  • Rebuilt ordinary mine floors, refreshed monsters, and revised exploration and combat rules.
  • New farm-building workflows, reworked animal care and fish ponds, and a large aquarium for displaying your catches.
  • Updated crops, terrain, building materials and furniture, with clearer interactions and more options for data packs and addons.

#### Before Updating

This version is not yet released. **The accompanying map and the upgrade procedure for existing worlds are still being finalized.** Some old building blocks and mine resources have been removed or replaced; the changes also affect building and animal save data. Do not assume that an existing world can be upgraded by simply replacing the JAR. The final release notes will include the supported upgrade procedure.

#### Villagers: Appearance, Movement and Daily Life

  • Reworked models, hairstyles, clothing and textures across the villager roster, keeping each character's silhouette and appearance distinct.
  • Added visible breathing, blinking and smoother transitions between actions. Characters with closed or obscured eyes retain their appropriate appearance; Evelyn, for example, keeps her usual closed eyes.
  • Rebuilt walking animations so weight shifts through the body, with coordinated movement in the torso, shoulders, arms and head. Stride and rhythm vary with the character's age, build and personality, including distinct movement for children and heavier characters.
  • Adapted skirts, robes and long hair to movement. George uses a wheelchair-specific set of animations, with rotating wheels, pushing motions and coordinated body movement when moving and turning.
  • Idle villagers can notice a sustained gaze and glance or turn toward the player. Conversations use these turning animations too, including turning back afterward; a cooldown prevents repeated attention reactions.
  • Reworked schedule execution, indoor/outdoor transitions and pathfinding. Fixed cases where changing the time left villagers following an obsolete destination or standing still, and corrected doorway and landing-height checks that could block transitions.
  • Adjusted ground movement to avoid repeated jumping against block edges. Path searches share a per-tick budget, and failed routes wait before retrying instead of immediately searching again.
  • Added schedule-linked activities with entry, looping and exit animations. Sam has activity definitions for guitar playing, handheld gaming, skateboarding, sweeping, sitting, sleeping and his saloon pool-table stance, including the corresponding props and work outfit. **These activities require mapped destinations and, where applicable, furniture; this is not a complete activity schedule for every villager.**

#### Fishing: From Cast to Catch

  • Rebuilt the transitions between charging, casting, waiting for a bite, hooking, reeling in and presenting a catch. The player's grip and arm movement now work together with the rod and fishing line.
  • Updated the in-world appearance of rods, bobbers, bait, tackle and catches, with three-dimensional models for supported equipment and fish.
  • Added a bobber-style machine. Catching different fish species unlocks more styles, with a random-style option and matching line colors.
  • Corrected fishing cleanup when changing the held item, moving between dimensions or leaving the game, so interrupted attempts do not leave an active session behind.
  • Fixed treasure-chest settlement when the fishing minigame is skipped, preserving an earned treasure opportunity through the catch process.

#### Mines and Monsters

  • Replaced the ordinary mine lobby and floors 1–120 with authored floor structures, including new walls, floors, mine fittings and decorations.
  • Revised stone and ore placement, resource clusters, mining effort and energy rules against Stardew Valley's mechanics, while retaining the mod's established Minecraft pickaxe-tier speed adjustments.
  • Reworked ladder checks, floor refreshes and resource persistence. Returning to a still-active floor preserves its state; rebuilding a floor no longer automatically replenishes previously emptied coal carts or backpacks.
  • Reworked mine reward chests so opening and claiming are tracked separately for each player. One player's opened lid or claimed reward does not consume another player's reward, and reloading does not restore an already claimed reward.
  • Revised barrel and crate drops, tool and weapon hits, and supported area attacks. Breaking the upper half or using an explosion resolves the container once and uses the actual player's reward eligibility.
  • Reworked monster models and animations, with species-specific movement, attacks, flight, transformations and death sequences. Revised kill credit, drops and entity cleanup alongside them.
  • This mine overhaul primarily covers the ordinary mines. Dangerous, infested, prehistoric and quarry-mine variants are not enabled. Slingshots remain unfinished; floors 40 and 70 currently award a Cutlass and a Tempered Broadsword instead.

#### Combat and Equipment

  • Reworked the execution of existing sword, dagger and club attacks and skills, including damage, defense, critical hits, knockback and attack timing.
  • Delayed hits, projectiles and continuing skill effects now retain the weapon state from the moment of activation. Switching weapons after using a skill no longer changes its subsequent damage.
  • Corrected cooldown, interruption and cleanup behavior, including duplicate damage settlement and follow-up effects triggered by invalid hits.
  • Reviewed registered weapon attributes and how professions, forging, rings and trinkets affect combat. These are revisions to the existing equipment and skill systems, not a new set of skills for every weapon.

#### Farm Buildings and Animals

  • Rebuilt purchasing and placement for coops, barns, silos and fish ponds. Supported buildings offer a self-build manager or a prefab blueprint; fish ponds use the prefab route.
  • Prefab placement includes a preview, orientation controls and space checks. Construction and upgrades have their own progress and presentation, including Robin's construction animations.
  • Reworked upgrades, relocation and demolition, with shared records for costs, construction progress, ownership and management permissions.
  • Rebuilt animal purchasing, housing, relocation and daily care, covering growth, feeding, produce, incubation, reproduction and home capacity.
  • Updated building and animal management screens to reflect server-owned records. Revised checks around purchases, housing changes and produce collection to prevent inconsistent results from repeated or simultaneous operations.

#### Fish Ponds and Aquariums

  • Reworked fish-pond breeding, population requests, capacity progression and produce. Fish species and the pond's actual state determine its output and water color.
  • Replaced flat fish silhouettes with three-dimensional fish swimming and jumping in the pond. Visual movement is separate from breeding and reward calculation.
  • Added a large aquarium to Willy's shop. Stock it with fish and decorations, with separate behavior for swimming fish and bottom-dwelling creatures and special display interactions for supported inhabitants.

#### Crops, Terrain and Furniture

  • Reworked the growth stages and mature models of multiple crops, adding fuller stems, leaves, flowers, fruit and trellises that can be viewed from different sides.
  • Updated grass, dark grass and dirt terrain with seasonal appearances, surface variants and material transitions, including support for slabs and stairs.
  • Building grass remains grass when covered, shaded or exposed to fluids, grazing and tree growth. Mining it normally drops its own grass block, preserving the material used in a build.
  • Expanded building and scene assets, including doors, windows, railings, roof materials, paving, road markings, benches and playground furniture, with corresponding placement and collision behavior.
  • Corrected particle textures and material connections on affected blocks and model parts.

#### Interfaces, Interaction and Production

  • Added contextual hints beside the crosshair for talking, gifting, reading, operating objects and harvesting. Supported conversation and reading targets also show when that interaction is already complete.
  • Revised menu scaling, clipping, tooltip placement and pointer-coordinate handling so drawing and interaction use consistent coordinates across window sizes and GUI scales.
  • Expanded data-pack control over machine processing times, passive production cycles, cask aging rates and Heavy Furnace coal consumption. Updated settings apply to subsequent production without restarting a batch already in progress.
  • Fixed an extra-night delay in newly started tapper cycles and corrected cask remaining-time displays to account for the actual aging rate.
  • Updated related JEI recipe displays and item variants, Jade production information, and resource validation. Corrected affected model references and missing resources that generated repeated warnings.

#### For Data-Pack and Addon Authors

  • Extended NPC schedule and activity definitions, furniture support resolution and execution-control hooks for the shared NPC runtime. Existing extension entry points remain available.
  • Extended building-family, residence, animal and facility integration with the new building and animal records, including namespaced content and persistent custom state.
  • Added client HUD and daily-information APIs for luck, tomorrow's weather, birthdays, berry seasons, Traveling Cart and Bookseller visits, and tool-upgrade progress. Addon overlays can follow the mod's HUD position and scale.
  • Added interaction-hint extension points and machine-wide production profiles. See the [production data-pack guide](docs/production-datapacks.md), [NPC runtime guide](docs/npc-runtime-architecture.md), [building and animal integration guide](docs/building-animal-addon-runtime.md), and [HUD API guide](docs/hud-addon-api.md).
  • New interfaces include experimental APIs.** Consult the documentation and maturity inventory when updating an addon; the api.v1 package name does not by itself guarantee a stable contract. Existing custom mine integrations also need review because the old generator and related extension types have been removed or replaced.
### 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.

### 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.
### 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.
### 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.
### 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.
## 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.
### 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.
### 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.
### Update Log (English)

#### Addon And Data-Pack Platform

  • Added a generic, namespaced extension platform for future addons instead of special-casing any existing addon. Stable content IDs, typed references, aliases, deterministic ordering, conflict diagnostics, lifecycle freezing and atomic reload snapshots now form a shared foundation across the major game systems.
  • Added compatibility-managed world, farm, player, NPC, animal, building, machine, location, festival-session and long-term progress state. Unknown platform-owned namespaces survive save/load while their addon is absent, and migration or cleanup remains explicit and previewable.
  • Added public API maturity classification and binary compatibility baselines. New surfaces remain experimental until their documentation, independent consumers, runtime behavior, multiplayer semantics and migration evidence justify promotion.

#### Maps, Content And Production

  • Added extensible locations, regions, map slots, world anchors, farm layouts, portals and building blueprints so new maps can be referenced by NPC schedules, festivals, fishing, forage, quests, music and travel without adding core coordinate branches.
  • Added typed extension paths for crops, trees, managed animals, animal buildings, machines, production plans, fishing, fish ponds, mine monster profiles, combat events and transactional world events.
  • Added synchronized Data Map food effects for arbitrary registered Minecraft or addon foods. Existing food items keep their own consumption behavior while Stardew energy, health, buffs and effects are applied by data.
  • Replaced duplicated per-flavor juice and wine assets with shared tinted drink models while preserving legacy flavored output identities and quality presentation.

#### NPCs, Shops, Festivals And Progress

  • Added namespaced NPC profiles, displays, entity resolution, lifecycle events, schedules, dialogue, gift tastes, friendship rewards, social rules and shop bindings.
  • Added extensible currencies, compound costs, stock policies, products, server-authoritative purchase preparation and idempotent transaction handling.
  • Added festival map overlays, participants, mechanics, activities, rewards, persistent sessions and epoch/revision synchronization, together with extensible progress domains, requirements, rewards and production events.

#### Multiplayer, Client Fallbacks And Diagnostics

  • Added optional and required network-capability negotiation, bounded synchronized content snapshots, stale-revision rejection, disconnect cache cleanup and server-authoritative client views.
  • Missing translations now fall back to readable stable IDs, and missing portraits or display resources no longer hide gameplay entries. A failed client snapshot refresh keeps the previous complete revision.
  • Added extension diagnostics, state inspection and maintenance commands, failure isolation, deterministic random streams, bounded spatial indexes and performance budgets for high-frequency systems.

#### Examples, Compatibility And Verification

  • Expanded the independent Java addon and data-pack examples into vertical samples covering maps, NPCs, shops, festivals, progress, animals, farming, machines, trees, fishing, mining, combat and world events.
  • Added public API compatibility checks, per-type maturity review, atomic reload and legacy-state tests, fixed-commit external addon canaries and a stricter runtime smoke verifier.
  • Verified a real graphical client joining a copied existing world on a dedicated server, forcibly disconnecting, reconnecting, re-negotiating capabilities, reloading player data and completing an orderly five-dimension save.
  • Updated the public mod version to 0.5.3.
### Update Log (English)

#### Dark Talisman And Witch Questline

  • Implemented the Wizard's late-game quest chain from the Dark Talisman opening event through Krobus, the Mutant Bug Lair, the Witch's Swamp, the Henchman, Magic Ink and the final magic-building catalogue unlock.
  • Added the Mutant Bug Lair and Witch's Swamp as dedicated gameplay areas with their own biome treatment, music, fishing pools, portals, access seals and monster rules. Dark Talisman, Henchman and Magic Ink progression is tracked independently for every player in multiplayer.
  • Added the supplied Henchman, magic catalogue and related world assets, source-style quest feedback, per-player one-time rewards and cutscene/camera support for the new events.

#### Wizard Buildings

  • Added the Wizard's source-style magical catalogue for obtaining placeable Junimo Hut, Earth Obelisk, Water Obelisk, Desert Obelisk, Island Obelisk and Gold Clock items. Purchases grant the selected item directly instead of entering Robin's construction-placement workflow.
  • Implemented model-sized placement, rotation, collision and farm ownership checks for the magical buildings. Buildings can be reclaimed with the appropriate tool, drop exactly one item from any occupied cell and now use building-icon hit and destruction particles across their full footprint.
  • Implemented functional obelisk warps and restored the Return Scepter to its original single-purpose farm-return behavior while preserving its animated name, enchantment glint and special tooltip styling.
  • Implemented Junimo Hut crop harvesting with worker spawning, source-style movement and return behavior, held-item animations, sounds, item storage and raisin support. Improved three-dimensional navigation and harvesting arrival handling around the hut and crops.
  • Implemented the Gold Clock's active/inactive states, live hour and minute hands, source-aligned farm protection and a solid full-box collision volume. Corrected model orientation, UV handling, textures and hand pivots.

#### Farm, Fishing And Runtime Parity

  • Reworked daily farm weeds, stones, existing fallen-log spreading, seasonal grass behavior and fence decay toward the original game rules. Active Gold Clocks suppress the relevant debris and decay processes without introducing unsupported debris blocks.
  • Hardened farm lifecycle and offline catch-up with ownership-aware occupancy tracking, targeted temporary chunk leases and deterministic crop, tree and sprinkler plans. Added safe cleanup and instrumentation for expensive farm operations.
  • Reworked fishing location resolution and source data for regular areas, festivals, mine floors, the Mutant Bug Lair and Witch's Swamp. Fixed stacked duplicate pools, first-catch festival locking, mine rare-fish chances, random catch groups, year/luck conditions and several multiplayer session edge cases.
  • Added Data Map compatibility for external Minecraft and third-party foods so configured items retain their original food behavior while applying Stardew energy and health effects inside Stardew dimensions.

#### Administration, Compatibility And Verification

  • Added /stardew perf start|stop|status|reset for opt-in server performance diagnostics and a persistent action for dismissing the login community announcement. Routine development logging now defaults to INFO.
  • Improved synchronized client-content snapshot handling, NPC and cutscene state cleanup, festival/fishing isolation, area protection and several portal, interaction and time-flow edge cases uncovered during the new quest implementation.
  • Completed the new Wizard quest and building text across all 12 shipped languages and expanded regression coverage for cutscenes, quest resources, areas, fishing, farm catch-up, performance tracking, external food compatibility, navigation and Gold Clock time display.
  • Updated the public mod version to 0.5.2.
### Update Log (English)

#### Photography Actor Commands

  • Added a dedicated, temporary actor system for screenshots and video production. Use /stardew actor spawn <npc> (for example, /stardew actor spawn abigail) or /stardew actor list to discover supported character IDs.
  • Added commands to place actors at coordinates, face the camera, rotate them, switch idle/walk animations, select the nearest actor or all actors, and remove or clear actors after filming.
  • Added deterministic point-to-point movement with /stardew actor walk: actors can walk from A to B at a chosen speed, keep their animation and facing synchronized, stop on command, and finish exactly at the requested destination.
  • Photography actors are isolated from real NPCs and do not participate in schedules, dialogue, friendship, shops, saves, collision, or normal AI.

#### Shop Transactions

  • Restored the original purchase flow: bought items attach to the cursor and must be placed into an inventory slot manually instead of being inserted automatically.
  • Added persistent server-side pending-pickup storage so purchased items remain recoverable across menu closure, reconnects, or a temporarily full inventory without duplicating or losing the transaction.
  • Fixed selling so the server validates and removes the exact selected stack and quantity before paying the player. Sell sounds now play only after a confirmed successful sale, and transaction replies are scoped to the correct shop.

#### Menus And JEI

  • Fixed JEI overlapping and squeezing the Skills, Social, Collections, Powers, Options, Exit, and other non-item tabs. These pages now reserve the full screen, while JEI remains available in the Inventory and Crafting tabs.
  • Updated JEI exclusion bounds dynamically when switching tabs and included the Crafting trash can in the protected layout area.

#### Rewards And World Interactions

  • Strengthened the Secret Note 23 reward flow: Bear's Knowledge is now represented by a permanent special item, stays synchronized with the player's reward state, displays its own tooltip and effects, and continues to apply the berry sell-price bonus.
  • Added the Old Master Cannoli interaction: each player can offer a Sweet Gem Berry once to receive the Stardrop reward, with persistent claim tracking, feedback effects, and a portal hint.
  • Added synchronized physical keepsakes and item tooltips for permanent player powers, including automatic backfilling for existing saves.
  • Corrected locked-area rollback at the Secret Woods boundary so players are returned to a safe position without creative or spectator bypasses accidentally weakening the progression gate.

#### Compatibility And Verification

  • Updated the affected item resources and all 12 shipped language files.
  • Added regression coverage for actor spawning and movement, shop escrow and selling, JEI tab bounds, special-item synchronization, Secret Note 23, Old Master Cannoli, and area access rollback.
  • Updated the public mod version to 0.5.1fix4.
### Update Log (English)

#### Animal Purchase And Management Interfaces

  • Rebuilt the animal purchase flow around the original Stardew Valley PurchaseAnimalsMenu: extracted standalone source textures, source-proportioned animal sprites, centered scroll labels, responsive 1.5x presentation, original-style hover information, sounds and transitions now replace the previous development UI.
  • Added a dedicated Stardew-style building list for selecting a coop or barn. Animal naming now uses a compact, readable prompt with random-name support, while purchase submission and failure results remain server-authoritative.
  • Reworked the animal information screen with correctly scaled text, hearts and controls. Moving an animal now opens the same building-list presentation instead of the old world-selection overlay, and all three screens fit consistently across GUI scales.

#### Time, Cutscenes And Daily Settlement

  • Moved StardewCraft to its own persistent shared day-time clock, independent from Overworld sleeping, commands and daylight rules. Fractional time multipliers now accumulate precisely, and old saves migrate from their stored Stardew date and time.
  • Hardened pause rebasing around sleep, festivals and scripted time jumps. Cutscene skipping can close blocking cutscene dialogue correctly, scripted actors retain their animations, and moving NPCs stop, turn toward the player quickly, then open dialogue.
  • Daily settlement now loads only the farm chunks required by crops, trees, sprinklers, animals and buildings, releases only tickets created by StardewCraft, and isolates individual manager failures so one broken subsystem cannot cancel the rest of the new day.
  • Fixed farms failing to grow when their owner passes out away from the farm or when relevant chunks are unloaded. Pass-out results are tied to the correct settlement day, and collapsing near a bed on the player’s own farm no longer applies rescue fees or mail.

#### World Data, Furniture And Interaction Safety

  • Replaced the prebuilt-region installer with a versioned, hashed manifest and staged atomic replacement. Public-map updates verify every bundled region, delete retired managed regions without touching player farm regions, preserve already-modified installed chunks during normal startup, and include a reproducible setup script.
  • Restored dedicated Stardew bed placement and lying behavior while allowing valid wall, bedside-table and chest adjacency. Cushion seating now uses a managed seat entity and matching renderer instead of relying on the previous block-only behavior.
  • Disabled the Wizard Tower exit while a farm is still being generated and ensured the completion warp is not blocked by a stale portal cooldown. Several portal bounds, ladder orientation and public interaction checks were tightened.

#### Festivals, Shops And Recovery

  • Unified Fair Star Tokens and Calico Eggs under the festival currency HUD state, with automatic visibility updates when entering or leaving the relevant festival area. Festival winner text is now synchronized as localized components for multiplayer clients.
  • Added a server-authoritative Lewis lost-and-found inventory. Uncollected Fair grange-display items return on the following day, notify the farm team and can be reclaimed safely through the existing shop interface.
  • Fixed Fair fishing sessions carrying into the minigame, protected festival scenery and non-display tables, improved shop transaction validation and pickup handling, and corrected several menu, quest, notification and festival layout issues.

#### Compatibility And Verification

  • Updated all 12 shipped language files for the new animal, lost-and-found, festival and interaction text, and refreshed the affected extracted GUI and entity assets.
  • Added regression coverage for the independent clock, pause rebasing, pass-out settlement, temporary farm chunk leases, Community Center client state and the hashed prebuilt-region manifest.
  • Updated the public mod version to 0.5.1fix3.
### Update Log (English)

#### HUD, Menus And Time Flow

  • Rebuilt the V-menu Options entry and HUD editor around live in-game renderers. The main money/time box, energy and health bars, item pickup and text notifications, weapon skills and skill experience can now be dragged and scaled with grid snapping, screen-edge anchoring, persistent positions and one global reset action.
  • Repositioned the affected HUD and festival overlays through shared per-element bounds so small windows, high GUI scales and fullscreen layouts keep sensible margins instead of reusing one oversized canvas. Pickup notices and corner text boxes now size themselves from their actual content.
  • Improved the Stardew game menu, inventory and crafting interaction paths, including responsive canvas fitting, safer slot mapping and trash behavior, real crafting previews and corrected big-craftable presentation.
  • Added synchronized Stardew simulation pause state for menu/non-gameplay screens and multiplayer-aware time progression, including the original-style blinking frozen clock without interfering with black screen fades.

#### JEI And Item Information Overhaul

  • Rebuilt JEI integration around the real synchronized data sources for all 13 supported machines, Stardew crafting, cooking, shops, geodes, fish ponds and fishing information. Inputs, fuel, catalysts, trades and outputs are now real JEI slots, including multi-output and dynamic machine behavior.
  • Added source-aligned processing information for kegs, preserves jars, fish smokers, dehydrators, seed makers, crystalariums and the remaining supported machines; fixed missing wine, jelly, preserve, smoked-fish and related R/U navigation.
  • Fishing information is now exactly one page per catchable item. Locations, time windows, seasons and weather are merged into that page, duplicate rules no longer create repeated pages, and the opaque “special conditions apply” placeholder was removed.
  • Quality and flower-colour variants now share the same recipe lookup identity. Normal, silver, gold and iridium stacks open the same R/U results, while source-flavoured products such as jelly and roe still retain their meaningful ingredient identity.
  • Reworked category visuals with existing Stardew GUI assets, centered partial ingredient grids, compact shop portraits and measured text rows; removed the Minecraft crafting-table identity and decorative red selection frames.
  • Expanded server-to-client JEI catalog synchronization and completed the JEI key set across all 12 shipped languages, including special shops, owner-derived shop names, machine labels, conditions and fishing locations.

#### Community Center, Bus And World Parity

  • Community Center restoration no longer drops internal multi-block extension pieces such as Broken Safe Boxes or Broken Boilers. Completed Junimo Notes disappear immediately, and finishing every room now restores the remaining central damage and decoration state.
  • Bus travel now follows Pam’s selected schedule and physical bus-stop position. A Vault completion by any player unlocks the shared bus schedule, while self-driving is only allowed on valid days when Pam’s chosen schedule does not visit the bus stop.
  • Expanded Pam’s bundled schedule data toward the original key and route structure and added an NPC schedule parity audit documenting the remaining project-wide gaps.
  • Rotated generated minecart stations to the intended north-south orientation without overwriting player-edited rail layouts during migration.
  • Migrated the mountain system totem to (52, 88, -128), made it face south, removed both historical duplicate positions and repaired stale tracker entries.
  • Changed the Special Charm reward to the shared object-notification flow instead of presenting it as dialogue spoken by Lewis.

#### Fishing Accuracy

  • Replaced cast-power-based fish quality with the original-style clear-water-distance calculation around the bobber, including diagonal shore checks, open-water depth caps and no deep-water credit while casting from water or boats.
  • Reworked fish size and quality ordering for targeted bait, initial quality thresholds, stacked Quality Bobbers, perfect catches and the Training Rod’s normal-quality restriction.
  • Hardened server-authoritative fishing session and minigame state so water depth, selected catch, completion and quality remain consistent across client/server transitions.

#### Stability, Multiplayer And Interaction Fixes

  • Rebuilt managed-animal runtime indexing and chunk recovery so duplicate, invalid or excess managed entities are sanitized without deleting unrelated entities; improved acquisition, synchronization and load recovery around the same stable managed IDs.
  • Fixed failed placement beside integrated tree roots, branches and similar multi-block decorations so cancellation preserves the player’s item instead of restoring snapshots after the item has already been consumed.
  • Added shared character-name resolution so multiplayer messages prefer the Stardew character name and only fall back to the Minecraft account name for incomplete legacy profiles.
  • Tightened payload validation, farm administration, equipment actions, auction flows, player selection and several debug/runtime command paths against stale or invalid client state.
  • Added a Scarecrow range preview using the same inclusive circular coverage calculation as crow protection, and expanded shared sprinkler/range rendering support.
  • Hardened public-map interaction and farm-area boundaries, including client-visible protection for fixed flower pots and safer handling of decorative/public areas.

#### Compatibility, Data And Verification

  • Removed the optional Curios integration and its data/dependency surface; rings and boots continue through StardewCraft’s own complete ItemStack equipment storage and migration path.
  • Updated JEI to 19.27.0.340, repaired machine/mining/shape tag coverage, added current item/block shape tags and strengthened automated tag-integrity checks.
  • Added broad regression coverage for HUD anchoring, time pause behavior, Pam schedules, fishing depth and quality, JEI recipe semantics, animal recovery, equipment persistence, menu slots, display names, tags and scarecrow coverage.
  • Updated the public mod version to 0.5.1fix2.
### Update Log (English)

#### Secret Notes And Special Progression

  • Completed another source-aligned Secret Note pass: restored natural acquisition for Notes 10, 13, 14 and 20; implemented the temporary Skull Cavern floor-100 Iridium Milk reward, Note 20's Special Charm truck exchange, Note 21's midnight bush event, and the authored buried-treasure and Ornate Necklace interactions.
  • Completed the multiplayer-safe Winter Mystery flow with the bus-stop shadow event, player-specific footprints, bush cutscene and Magnifying Glass unlock; Secret Note discovery remains player-specific.
  • Fixed Secret Note enumeration in creative/JEI and the player collection page so the registered variants are visible instead of collapsing to a single Note 27 entry.
  • Kept intentionally unfinished notes out of natural acquisition and retained continuous in-mod numbering after the intentionally omitted vanilla Note 19.

#### Special Furniture

  • Added the dedicated Special Furniture item type with its own tooltip color and decoration-category sorting while excluding it from the Furniture Catalogue.
  • Added the Upright Piano, Junimo Plush and Stone Junimo from the authored tmp models, with source-aligned names, descriptions, prices, block hardness and appropriate tools.
  • Added the Upright Piano to all three Night Market magic-boat inventories for 100,000g.
  • Added the source-aligned Note 13 Junimo Plush bush reward during the full displayed 12:00 time slot on day 28, and a multiplayer-safe per-player Stone Junimo reward at the authored map position.

#### Interface, Localization And Rendering

  • Improved player-menu profile, skill, mastery, collection and letter layouts, including a smaller Minecraft-skin face portrait, shared text fitting and safe parsing of embedded letter commands.
  • Reworked interaction hints into a compact hover-only text treatment with time-based fades while preserving the existing distance-faded world outline.
  • Fixed Stardew tool type labels, duplicate tooltip descriptions, several GUI text overflows and multilingual font sizing across the shipped interfaces.
  • Updated every language currently shipped by the project: English, German, Spanish, French, Hungarian, Italian, Japanese, Korean, Brazilian Portuguese, Russian, Turkish and Simplified Chinese.

#### Runtime And Asset Fixes

  • Improved cutscene cancellation, message commands, precondition handling, event NPC playback and debug tooling used by the newly implemented Secret Note scenes.
  • Reworked bookshelf and carpet decoration rendering/placement paths and refreshed affected NPC, festival and GUI assets.
  • Restored the Iridium Milk special-item behavior and preserved its special name/type/tooltip presentation.

#### Release

  • Updated the public mod version to 0.5.1fix1.
### Update Log (English)

#### Secret Notes And Magnifying Glass

  • Added the Magnifying Glass special item and unlock flow, including the source-aligned Winter Mystery bus-stop event, player-specific shadow footprints, bush interaction cutscene, and collection-page integration.
  • Added data-driven Secret Notes with continuous in-mod display numbering, creative-inventory variants, source-style text/image presentation, per-player discovery state, and synchronized server/client registries.
  • Implemented the currently supported note effects: gift-preference reveals, four named trash-can searches for Note 12, the Mermaid Show sequence for Note 15, buried treasure for Notes 16-18, the Ornate Necklace fishing and delivery flow for Note 25, and the special charm reward for Note 27.
  • Kept unfinished Notes 10, 13, 14, 20-24 and 26 out of natural acquisition until their gameplay is implemented; original Note 19 remains intentionally omitted and later display numbers close the gap.

#### Player Interface And Localization

  • Reworked the player menu collection and skill layouts toward the original game's structure, including a smaller Minecraft-skin face portrait, text fitting fixes, Secret Note entries, read-letter entries, and safe rendering of letter command syntax.
  • Rebuilt interaction hints as a compact hover-only overlay with time-based fade animation while retaining the existing distance-faded world outline.
  • Fixed Stardew tool type tooltips so translated tool categories no longer expose internal registry IDs or duplicate description lines.
  • Expanded language and localized GUI-asset coverage to every language currently shipped by the project: English, German, Spanish, French, Hungarian, Italian, Japanese, Korean, Brazilian Portuguese, Russian, Turkish and Simplified Chinese.

#### 0.5 API Stabilization

  • Fixed namespaced addon recipe IDs across shops, unlocks, crafting, cooking and save data, while retaining migration support for existing StardewCraft IDs.
  • Unified login and /reload client-content synchronization, including replacement of deleted definitions, revision ordering, payload size limits, mail/festival/JEI display snapshots and cache refresh hooks.
  • Connected public agriculture and equipment providers to runtime gameplay, preserved full ItemStack data in equipment saves and synchronization, and added legacy equipment-save migration.
  • Applied active-festival availability conditions consistently, isolated failing dynamic providers, and expanded example addon/data-pack validation and runtime contract tests.

#### Gameplay And Runtime Fixes

  • Fixed several shared gameplay consumers exposed by the 0.5 API migration, including crop, fruit-tree, animal, building, equipment, profession, mining, shop, mail and quest paths.
  • Improved farm-area resolution, model voxel-shape caching, wild weed models, fishing location data and Spring music resources.

#### Release

  • Updated the public mod version to 0.5.1.
#### Extensibility Platform

  • Added the stable com.stardew.craft.api.v1 surface and shared namespaced Condition, Action, and Item Query systems so data packs and addon mods can extend existing StardewCraft behavior without patching internal classes.
  • Added immutable, versioned and atomic reload snapshots with Codec validation, diagnostics, content hashes and server-to-client synchronization. Invalid candidate data now keeps the last valid runtime snapshot.
  • Added synchronized Data Maps and ordered dynamic providers for Stardew item metadata, crops, trees, animals, buildings and equipment, including public handlers for weapon skills, profession effects, mine monsters, festival mechanics and NPC interactions.
  • Hardened cutscene state changes with server-authorized event sessions, command manifests, branch locking and replay protection.

#### Quests And Gameplay Progression

  • Rebuilt quest loading around Minecraft's ResourceManager, namespaced definition IDs and data-pack priority, while retaining migration support for legacy numeric quest IDs and old save data.
  • Separated quest definitions from per-player progress, added extensible objective runtimes, shared Condition/Action hooks, data-driven daily quest pools and complete validate, grant, complete, reset and inspect debug commands.
  • Expanded the early quest flow and connected supported deliveries, item removal, rewards, mail, locations and cutscenes through the shared runtime.
  • Added the Marnie cave-carrot delivery, Jodi fish-casserole dinner and museum archaeology introduction event flows, plus immediate enter-area trigger evaluation and improved event NPC movement, doors, gravity, cameras and music handling.
  • Added the museum lost-book system with world-shared discovery progress, per-player reading state, source-aligned recovery routes and data-driven book text and interaction points.

#### Data-Driven Game Systems

  • Migrated 57 built-in static shops and 16 built-in special orders from Java definition tables into the same reloadable public formats available to data packs. Dynamic daily inventories remain runtime providers.
  • Opened data-driven definitions for mail, cutscenes, festivals, machines, cooking, crafting, recipe unlocks, fishing treasure, fish ponds, museum rewards, monster-slayer goals, geodes, prize tickets and mine chests.
  • Added structured world-loot, artifact-spot, forage-zone, quarry, Skull Cavern reward, mine-theme, location and interior-portal definitions while preserving terrain generation and prebuilt-map movement as explicit Java boundaries.
  • Migrated the five mastery reward sets and metadata for all 30 built-in professions, including synchronized client snapshots and public profession effect handlers.
  • Routed general selling, shipping, gifting, museum, fish-pond, machine, catalogue, festival-display and tooltip classification through the public item metadata API and extensible item/block tags.

#### Addon Development And Localization

  • Added a runnable example data pack and independently buildable example addon covering quests, shops, mail, events, special orders, production, collection, world content and 15 public Provider/Handler APIs.
  • Added the complete 0.5 addon and data-pack API guide, source audits, quest ledger and extensibility roadmap.
  • Added Russian language support and retained credits for community translation sources; expanded translation auditing to keep supported language files aligned.
  • Verified the release with 29 JUnit tests, full classes/JAR builds, the independent addon build, JSON validation, and dedicated-server startup both with and without the example data pack.
### Update Log (English)

#### Night Market

  • Added the Winter 15-17 Night Market as a multi-day passive Beach festival, including the confirmed Beach overlay, normal time progression, debug apply support, Beach ocean ambience before opening, Night Market music after 5 PM, and cleanup after the final night.
  • Added Famous Painter Lupini with the source-aligned nine-painting three-year rotation, painting furniture assets and icons, 1200g pricing, and the vanilla world/party-shared daily sold state: only one painting is available to the farm each night.
  • Added the free daily coffee merchant, 250g farm warper, decoration boat, supported daily magic boat stock, and the Night Market traveling cart with the Year 1 red-cabbage guarantee visit counter updated across all three nights.
  • Added the direct-entry 1000g submarine fishing tour using the confirmed entrance, exit and submarine bounds, with the source deep-sea fishing pool and submarine music.
  • Added the full 2D Mermaid Show using the original visual and timing sequence, music and effects, clickable clam notes, source password order, delayed pearl reward, and per-player gotPearl state.
  • Added source-timed Night Market schedule overrides for the 24 currently supported visiting NPCs, using the confirmed Minecraft positions and facings for each night, automatic return to normal schedules, and their original English and Simplified Chinese schedule dialogue.
  • Restored vanilla calendar festival markers, animation, lock state, and combined hover text for active festivals, passive festivals, and fishing derbies.

#### Night Market Resources And Runtime

  • Added the Night Market Beach schematic, painting models and textures, Mermaid Show screen resources, supported plant/decor shop assets, and the verified Night Market, submarine and Mermaid audio resources.
  • Extended shared passive-festival, interaction hint, shop, NPC schedule, fishing-location, music, wall-decoration and farm-warper infrastructure used by the Night Market.
  • Fixed passive Night Market time progression, Beach/Night Market music transitions, farm-warper interaction cleanup, deep-sea fishing-area selection, and duplicate managed-animal loading encountered during integration.
### Update Log (English)

#### Feast of the Winter Star

  • Added Winter 25 Feast of the Winter Star as a Year 1 active Town festival, including the confirmed Town overlay, entry/exit boundary flow, time handling, Christmas theme music, debug setup, and restoration of the normal map and NPC schedules.
  • Added the Year 1 festival NPC lineup and dialogue routing, Pierre's portrait-free festival shop zone, the supported decoration stock, MoreWalls 19 wallpaper, Carpet 17, and the three vanilla-style daily random stock groups.
  • Added deterministic per-player secret-friend and gift-giver assignment, the Winter 18 invitation and Winter 24 reminder letters, year-specific letter-open flags, and the Skills page secret-friend portrait reminder.
  • Added the full secret gift exchange flow: direct inventory gift selection, vanilla-aligned gift eligibility, five-times friendship effects without consuming normal weekly gift limits, recipient dialogue, per-giver return gift pools, full-inventory recovery, and multiplayer-isolated state.
  • Added the return-gift cutscene using the confirmed player, gift, giver route, and camera points, including source-aligned facing changes, pauses, reactions, gift-box timing, stoneStep and cut cues, gift reveal, and immediate server-side reward delivery.
  • Persisted each player's year-specific gift-given and return-gift-received states through the existing player data system, preventing duplicate gifts/rewards and allowing interrupted exchanges to recover after disconnects or server restarts.

#### Winter Star Resources

  • Added the Winter Star Town schematic and registered the Winter Star gift boxes and candy-cane decorations with their blockstates, item models, textures, collision/render counterparts, furniture tags, localization, and creative inventory entries.
  • Added the supported Wine and Tea Set reward items and assets, and connected the verified christmasTheme and cut Wavebank audio resources to the formal sound registry.
  • Extended the festival actor-map renderer with a source-map Winter Star Secret Santa point sheet for placement verification.

#### Gameplay and Runtime Fixes

  • Added source-aligned shop-door hours, Wednesday closure handling, festival closures, Town Key bypasses, Green Rain exceptions, and extended-hour conditions for the supported Town, Desert, and Joja interiors.
  • Made shipping-bin pending contents and overnight settlement ledgers persistent, preserving shipped stacks, profession/book-adjusted prices, availability dates, and offline settlement delivery across logout and server restart.
  • Added vanilla-style nearby-NPC reactions to searching trash cans, including dialogue, emotes, chat feedback, friendship loss, and Linus' positive exception.
  • Fixed watering-can targeting through crop blocks and multi-block crops, and prevented right-click crop harvesting from consuming watering-can interactions.
  • Adjusted the mining-floor HUD around the vanilla offhand slot and reduced routine Joja NPC spawn logging noise.
  • Hardened shared active-festival NPC control, overlay restoration, interaction routing, player login/logout handling, and cutscene completion behavior used by the Winter Star integration.

### Update Log (English)

#### SquidFest

  • Added Winter 12-13 SquidFest as a passive Beach festival, including date registration, passive start messaging, debug apply support, Beach overlay placement, and Willy's festival schedule override.
  • Added SquidFest squid tracking on normal fishing catches, with per-player daily score stats, action-bar progress feedback, reward query flow, and day-specific target thresholds for Winter 12 and Winter 13.
  • Added SquidFest reward claiming through Willy's booth, including vanilla-aligned day-specific reward tables, Crabbing Book fallback behavior, per-player daily claim flags, hold-up/item pickup feedback, and multiplayer-safe player state handling.
  • Added SquidFest Beach fishing data so normal fishing remains available while festival catches can count toward SquidFest goals.

#### Decorations and Integration

  • Added SquidFest promotional poster, SquidFest requirement poster, and Squid Kid painting resources, items, blocks, tags, localization, and catalog integration.
  • Added reusable Geo festival decoration block support based on model-derived collision bounds and extension placement, while preserving the Luau totem pole behavior on the shared path.
  • Added SquidFest letter background asset support and letter markup parsing for custom letter backgrounds and text color directives.
### Update Log (English)

#### Festival of Ice

  • Added Winter 8 Festival of Ice as an active Cindersap Forest festival, including entry/exit flow, time freeze behavior, forest overlay placement, boundary return handling, festival music, and debug setup hooks.
  • Added Festival of Ice NPC placements and dialogue flow, with the shared active-festival NPC actor runtime reused across existing stable festivals.
  • Added the Festival of Ice traveling merchant shop, including the available stock supported by current StardewCraft items, decorations, wallpaper, lights, food, and rarecrow resources.
  • Added the ice fishing contest flow with Lewis sign-up dialogue, intro/result cutscenes, temporary festival fishing rod handling, fish-only contest catches, HUD timer/fish count, multiplayer scoreboard display, winner handling, repeat-year reward behavior, and cleanup on contest end.
  • Added Festival of Ice music/audio wiring, overlay structure resources, and the Winter Star Tree decoration model/item/block integration.

#### Debugging, Cosmetics, and Integration

  • Added an in-game point-plan debugging tool for festival placement work, including shift-right-click GUI editing, point capture from player block position/facing, NPC name autocomplete, export/copy, deletion, and unified debug command routing.
  • Expanded hat/cosmetic resources and registered Sailor's Cap through the existing hat system for the Festival of Ice fishing reward path.
  • Improved active-festival map overlay handling around festival bounds, nearby tree cleanup/restoration, interaction locking, HUD/music state sync, and fishing session compatibility for festival minigames.
### Update Log (English)

#### Spirit's Eve

  • Added Fall 27 Spirit's Eve as an active Town festival, including festival entry/exit flow, time freeze behavior, map overlay placement, boundary return handling, festival music, HUD hiding support, and debug setup hooks.
  • Added the Spirit's Eve venue layout, Pierre festival shop, NPC placements/routes, festival dialogue access, temporary festival monsters, and festival-only protection/interactions for the maze area.
  • Added Spirit's Eve maze reward support with an independent per-player chest claim, Golden Pumpkin reward handling, reward messaging, and a minecart shortcut back from the maze exit.
  • Added Spirit's Eve decorations and resources, including the spider statue, jack-o-lantern, passable oak leaves marker block, overlay structure, music, and related sound assets.

#### Items, Cosmetics, and Route Guidance

  • Added Golden Pumpkin and Magic Rock Candy as special items with Stardew-style tooltip presentation and vanilla gift taste data.
  • Added the Wisp Trail Elixir as a Spirit's Eve-only route guidance consumable that reveals the maze path for a short time, clears near the maze exit, and is sold by Pierre for one Prismatic Shard.
  • Added reusable route guidance runtime/client rendering infrastructure and a temporary route editor tool for authoring guided paths.
  • Added initial cosmetic hat infrastructure, appearance sync payloads, and starter hat assets for straw hat, earmuffs, and top hat.

#### Fixes and Integration

  • Fixed duplicated festival decoration descriptions by relying on the shared Stardew tooltip description handling instead of item-local duplicate desc injection.
  • Improved active festival client/HUD behavior so active festival flows can consistently hide the top-right game menu UI.
  • Tightened festival boundary return logic so cancelled exit prompts return players to an in-bounds safe point instead of leaving them outside the festival volume.
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