Users of RadialMenu 0.2.2 or earlier must manually uninstall RadialMenu before installing Star Control, i.e. delete the RadialMenu folder from the Mods directory and/or mod manager, or move it to a backup location. Otherwise, the two mods may conflict and neither mod will function correctly.
Star Control is not backward-compatible with clients of the older Radial Menu API. Mods designed to work with the older Radial Menu mod, such as Sword and Sorcery, will not work with Star Control until they receive updates. Please ensure that your other mods are compatible with the new version before upgrading.
It is a direct evolution of RadialMenu, based on the same original code, from the same original author, and preserves many of the same functional elements, but has gone through an extensive redesign and rewrite.
What makes this such a major update?
Radial Menu was my first ever Stardew mod, and as such was based heavily on (a) my own preferences as a player and (b) limited familiarity with the modding ecosystem and ways to quickly/efficiently solve common problems. Configurability was also limited by my dependency on Generic Mod Config Menu and ability/willingness to try to hack it to present a UI that wasn't very "generic".
I was happy with the result, but received a lot of mostly-constructive feedback about players having different preferences and the scheme being unable to accommodate them. Then, GMCM updates caused the configuration menu to break, which I knew was bound to happen eventually. Instead of spending a lot of time chasing down the root cause in pursuit of another fragile workaround with awkward UI, I decided it was time for a rewrite, and that meant it was time to address all the user feedback.
The radial menus are still here, and aren't going away. They're great, and I can't play Stardew anymore without them. But the new version adds a ton of new features found in modern games that make this more of a universal framework, and not just a manifestation of my own preferences: single- and two-button actions, permanent inventory slots, muscle-memory tweaks, more flexible options for integration with other mods, and a completely rebuilt configuration system that is much easier to use and has no dependency on GMCM.
This ought to be, in my opinion, a mod for everyone who uses controllers and not just those who want to play a specific way; the new, significantly larger scope reflects that. I recommend checking out the changelog—or better yet, the new documentation site—to see how much has changed.
Why did you change the name?
Aside from the old name "RadialMenu" being too technical, hard to find and hard to remember, it was simply too narrow. [Star]dew [Control]lers isn't just a radial menu anymore, it's an all-encompassing controller mod and framework.
Why did you change the ID?
Version 1.0.0 (focustense.StarControl) isn't backward-compatible with version 0.2.x (focustense.RadialMenu), so there was no real incentive to keep the old ID. I took the opportunity to bring the ID into line with the new name. I also wanted to give authors of mods that use this one, such as Iconic Framework and Sword and Sorcery, the ability to support both the old and new API concurrently, if they choose to, since some users may not want to update until all their favorite mods support the new version.
Why couldn't you make it backward compatible?
Originally, I intended to, but small changes cascaded into larger ones that eventually became too much baggage to carry around.
Quick Actions and reorganizable Mod Pages meant that the config.json had to change, and if any part of that changes, the whole thing is invalid. The API also had to be changed to support the new activation types, in one of the few ways that isn't backward-compatible with older clients. The dependencies changed—old version had GMCM as a hard requirement, new version has StardewUI as a soft requirement. And so on.
Staying backward-compatible would have required me to write a complicated migration system, and users to follow a complicated migration process, and a lot of testing to be sure it worked for every possible setup, and eventually I decided it was simpler for everyone involved just to label it as a breaking update and have one very simple instruction: "uninstall the old version first" and treat it as a fresh install.
Another mod I use hasn't been updated to work with 1.0.0. Can I stay on the older version?
Yes, for now; however, it won't be receiving any further updates. That means parts of the configuration UI will remain permanently broken (unless you downgrade GMCM), and if there is a Stardew or SMAPI update in the future that breaks it, as for example happened in the 1.6.9 update, I am not going to publish a fix.
I always keep old versions available for anyone who needs them, but I only maintain and support the latest.
Are there more of these "updates" planned?
Worry not; there are no plans for another breaking update like this one. If I do publish any updates in the near future, they will be the normal kinds of minor and backward-compatible updates that fix bugs or add new features.
I'm filing this bug report on github, but mentioning it here for larger audience. Minor bug. If you are nauseated (in the Dangerous Mines), Star Control still lets you eat food. It bypasses the "you feel too sick to eat" behavior.
At the moment the only options for Navigation are "Left" "Right" and "Adaptive", but I would find most comfortable something the opposite of adaptive, For left trigger I want to use the right stick and vice versa is that possible to add as an option?
Also minor aesthetic thing but is it possible to switch to PS4 button icons?
I have contributed PS4 button images. Focustense will incorporate them in the next release. If you want, I could take a few minutes to make a Content Patcher mod that does this. Or, In your mods directory you could replace the file in Stardew Valley\Mods\StarControl\assets\ui\sprites\UI.png Just pull the version from here: https://raw.githubusercontent.com/tvolin/StardewControllers/refs/heads/tvolin-patch-icons/StarControl/assets/ui/sprites/stardew-controllers-PLAYSTATION-UI.png and name it UI.png.
I know what you mean about the thumbstick press action on the PS4. It's very difficult to press down on the thumbstick unless it is in the center position. I just use the trigger rather than thumbstick-press.
Hello! First I'd like to say thanks. I have played hundreds of hours already of Stardew so this playthrough I finally decided to try some mods. I admittedly was skeptical at first of this one. Once I started playing I thought "Oh, I'm not going to like this", but once I got used to it and learned how to alter settings to my liking, it's really great. Now I fly through things seamlessly. Very intuitive IMO. However I was playing and noticed some random "lag" spikes I hadn't seen. So I checked SMAPI to see if something was going on and nothing it filled with an error from this mod. I will provide the error message now. I do run a lot of mods so I am not clear if it's a conflict or not. Here's the error: [Star Control] This mod failed in the Input.ButtonsChanged event. Technical details: NullReferenceException: Object reference not set to an instance of an object. at StarControl.UI.RemappableItemViewModel.FromInventoryItem(Item item) in D:\Repo\StardewControllers\StarControl\UI\RemappingViewModel.cs:line 239 at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.ToList() at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source) at StarControl.UI.RemappingViewModel..ctor(IInputHelper inputHelper, Farmer who, IEnumerable`1 modItems, SButton menuToggleButton, Action`1 onSave) in D:\Repo\StardewControllers\StarControl\UI\RemappingViewModel.cs:line 21 at StarControl.ModEntry.OpenRemappingMenu() in D:\Repo\StardewControllers\StarControl\ModEntry.cs:line 464 at StarControl.ModEntry.Input_ButtonsChanged(Object sender, ButtonsChangedEventArgs e) in D:\Repo\StardewControllers\StarControl\ModEntry.cs:line 207 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
I did tweak things in game using GMCM. I'm not too savvy on deciphering errors, but I think maybe. I did have the AT paint bucket and brush in my inventory and notice they appear as Ø in the radial menu. Any insight would be great, thanks!
Would it be at all possible to do a variation that is for a mouse?
I love how this looks. I used the ToolBelt mod before and the idea of having something like this but for mouse control is very appealing, Particularly if it does something like snap the mouse to the center, and then anchors the mouse to the circle while it's held? I know that's complicated probably!
My eyes don't work very well and I lose things in my inventory at points, so the ability to have food and tools on a radial menu like this sounds perfect.
You're the first to ask about mouse support; there's not a ton of technical difficulty per se, but it raises a lot of design questions as it's not a normal mode of UX for a mouse.
Perhaps you could give some insight into what bothers you about the vanilla inventory menu, and what you'd expect to gain from a mouse-driven version of the radial?
I'm not opposed to it, but I'd like to make sure that if I do put in the effort, the result will be something useful.
I would second this, only for the mod shortcuts - not for the inventory management. I use both mouse/keyboard and controller depending on how I am feeling at any given moment. The shortcut wheel is incredibly helpful, as opposed to having to remember keyboard shortcuts.
I know Iconic can mostly fill this role, but I really like the customization and familiarity of star control.
I would third this! I've always thought of how useful the House Flipper's menu would be for Stardew, and this is basically it! Tool Pouch is very close to it, but the left click of the mouse doesn't work, and for someone who has mobility issues, being able to do more with just the mouse would be awesome! Not sure how feasible it is though, but regardless, fantastic work, thank you for this mod 🥰
Is there a way to turn off quick actions entirely whilst keeping the wheel? I find using the wheel convenient when the items in the toolbar are on opposite ends but for items which are next to eachother in the toolbar, I found it quicker to press dpad left and right.
Is there a way to configure this to not use items on a toolbar? I know that might be a weird question, but i prefer being able to go mining without having a radial menu pop up to switch between my pickaxe and weapon.
so when i try to get the regular inventory to pop up? it won't. it'll make a sound like im pressing it multiple times. it only works normally for a bit.
when i get the mod inventory to pop up? it's fine!
As a devout controller gamer for over 30 yrs this is hands down the BEST mod available for this game. Loving it and the latest version seems to bug free and fully functional. Overwhelmingly grateful for your work.
One humble request that would make it even better for me. The ability to title the mod wheel pages.
One simple inquiry regarding custom icons. It it possible to point at textures in mod folders or my own custom PNG?
You can't point it at an arbitrary .png file in another mod and I wouldn't be able to add that without doing some quite unsavory things with SMAPI to poke into physical file paths. That said, most mods (if they're well designed) should be adding their images as game assets instead of loading textures directly from files, and you can reference that mod's asset path. You just have to find out what that asset path is. It'll be pretty obvious for a Content Patcher mod if you just open the content.json. Less obvious for a C# mod unless it's open source or you open up a decompilation and know where to look.
I could maybe add a system that would allow you to drop your own images in the Star Control assets directory and be able to reference those, if that's a feature that a lot of people want.
Interesting - that feature is not actually built into Star Control, it is technically a side effect of Stardew UI. It didn't even occur to me that it could work without the accompanying JSON file, but apparently it does. Thanks for the confirmation.
This has pretty much solved all of the icon issues save one. I don't know if it's possible but the ability to override an icon on the inventory wheel would solve the problem of missing icons from new tools like the net from Nature in the Valley. Even if it had to be reselected everytime the tool was readded to inventory that would still be more desirable than a blank slot.
Alternatively, I have read your comments concerning this issue and is it possible for ME to make the changes in NITV to make the icon usable by StardewUI? I imagine that's a hardcoded (C#) behavior and the answer is no.
A humble request: Can you (optionally) support a separate set of Quick Actions for the Item Wheel vs. the Mod Wheel? Having LT + dpad-up be different from RT + dpad-up would make for quite a lot of super quick ... well.... actions!
132 comments
Users of RadialMenu 0.2.2 or earlier must manually uninstall RadialMenu before installing Star Control, i.e. delete the RadialMenu folder from the Mods directory and/or mod manager, or move it to a backup location. Otherwise, the two mods may conflict and neither mod will function correctly.
Star Control is not backward-compatible with clients of the older Radial Menu API. Mods designed to work with the older Radial Menu mod, such as Sword and Sorcery, will not work with Star Control until they receive updates. Please ensure that your other mods are compatible with the new version before upgrading.
Is this an update or a new mod?
Yes.
It is a direct evolution of RadialMenu, based on the same original code, from the same original author, and preserves many of the same functional elements, but has gone through an extensive redesign and rewrite.
What makes this such a major update?
Radial Menu was my first ever Stardew mod, and as such was based heavily on (a) my own preferences as a player and (b) limited familiarity with the modding ecosystem and ways to quickly/efficiently solve common problems. Configurability was also limited by my dependency on Generic Mod Config Menu and ability/willingness to try to hack it to present a UI that wasn't very "generic".
I was happy with the result, but received a lot of mostly-constructive feedback about players having different preferences and the scheme being unable to accommodate them. Then, GMCM updates caused the configuration menu to break, which I knew was bound to happen eventually. Instead of spending a lot of time chasing down the root cause in pursuit of another fragile workaround with awkward UI, I decided it was time for a rewrite, and that meant it was time to address all the user feedback.
The radial menus are still here, and aren't going away. They're great, and I can't play Stardew anymore without them. But the new version adds a ton of new features found in modern games that make this more of a universal framework, and not just a manifestation of my own preferences: single- and two-button actions, permanent inventory slots, muscle-memory tweaks, more flexible options for integration with other mods, and a completely rebuilt configuration system that is much easier to use and has no dependency on GMCM.
This ought to be, in my opinion, a mod for everyone who uses controllers and not just those who want to play a specific way; the new, significantly larger scope reflects that. I recommend checking out the changelog—or better yet, the new documentation site—to see how much has changed.
Why did you change the name?
Aside from the old name "RadialMenu" being too technical, hard to find and hard to remember, it was simply too narrow. [Star]dew [Control]lers isn't just a radial menu anymore, it's an all-encompassing controller mod and framework.
Why did you change the ID?
Version 1.0.0 (focustense.StarControl) isn't backward-compatible with version 0.2.x (focustense.RadialMenu), so there was no real incentive to keep the old ID. I took the opportunity to bring the ID into line with the new name. I also wanted to give authors of mods that use this one, such as Iconic Framework and Sword and Sorcery, the ability to support both the old and new API concurrently, if they choose to, since some users may not want to update until all their favorite mods support the new version.
Why couldn't you make it backward compatible?
Originally, I intended to, but small changes cascaded into larger ones that eventually became too much baggage to carry around.
Quick Actions and reorganizable Mod Pages meant that the config.json had to change, and if any part of that changes, the whole thing is invalid. The API also had to be changed to support the new activation types, in one of the few ways that isn't backward-compatible with older clients. The dependencies changed—old version had GMCM as a hard requirement, new version has StardewUI as a soft requirement. And so on.
Staying backward-compatible would have required me to write a complicated migration system, and users to follow a complicated migration process, and a lot of testing to be sure it worked for every possible setup, and eventually I decided it was simpler for everyone involved just to label it as a breaking update and have one very simple instruction: "uninstall the old version first" and treat it as a fresh install.
Another mod I use hasn't been updated to work with 1.0.0. Can I stay on the older version?
Yes, for now; however, it won't be receiving any further updates. That means parts of the configuration UI will remain permanently broken (unless you downgrade GMCM), and if there is a Stardew or SMAPI update in the future that breaks it, as for example happened in the 1.6.9 update, I am not going to publish a fix.
I always keep old versions available for anyone who needs them, but I only maintain and support the latest.
Are there more of these "updates" planned?
Worry not; there are no plans for another breaking update like this one. If I do publish any updates in the near future, they will be the normal kinds of minor and backward-compatible updates that fix bugs or add new features.
Minor bug. If you are nauseated (in the Dangerous Mines), Star Control still lets you eat food. It bypasses the "you feel too sick to eat" behavior.
Also minor aesthetic thing but is it possible to switch to PS4 button icons?
If you want, I could take a few minutes to make a Content Patcher mod that does this.
Or, In your mods directory you could replace the file in Stardew Valley\Mods\StarControl\assets\ui\sprites\UI.png
Just pull the version from here: https://raw.githubusercontent.com/tvolin/StardewControllers/refs/heads/tvolin-patch-icons/StarControl/assets/ui/sprites/stardew-controllers-PLAYSTATION-UI.png
and name it UI.png.
I know what you mean about the thumbstick press action on the PS4. It's very difficult to press down on the thumbstick unless it is in the center position. I just use the trigger rather than thumbstick-press.
[Star Control] This mod failed in the Input.ButtonsChanged event. Technical details:
NullReferenceException: Object reference not set to an instance of an object.
at StarControl.UI.RemappableItemViewModel.FromInventoryItem(Item item) in D:\Repo\StardewControllers\StarControl\UI\RemappingViewModel.cs:line 239
at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.ToList()
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at StarControl.UI.RemappingViewModel..ctor(IInputHelper inputHelper, Farmer who, IEnumerable`1 modItems, SButton menuToggleButton, Action`1 onSave) in D:\Repo\StardewControllers\StarControl\UI\RemappingViewModel.cs:line 21
at StarControl.ModEntry.OpenRemappingMenu() in D:\Repo\StardewControllers\StarControl\ModEntry.cs:line 464
at StarControl.ModEntry.Input_ButtonsChanged(Object sender, ButtonsChangedEventArgs e) in D:\Repo\StardewControllers\StarControl\ModEntry.cs:line 207
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
I did tweak things in game using GMCM. I'm not too savvy on deciphering errors, but I think maybe. I did have the AT paint bucket and brush in my inventory and notice they appear as Ø in the radial menu. Any insight would be great, thanks!
TL;DR - Help.
I love how this looks. I used the ToolBelt mod before and the idea of having something like this but for mouse control is very appealing, Particularly if it does something like snap the mouse to the center, and then anchors the mouse to the circle while it's held? I know that's complicated probably!
My eyes don't work very well and I lose things in my inventory at points, so the ability to have food and tools on a radial menu like this sounds perfect.
Perhaps you could give some insight into what bothers you about the vanilla inventory menu, and what you'd expect to gain from a mouse-driven version of the radial?
I'm not opposed to it, but I'd like to make sure that if I do put in the effort, the result will be something useful.
I know Iconic can mostly fill this role, but I really like the customization and familiarity of star control.
i am having a bit of an issue with star control.
so when i try to get the regular inventory to pop up? it won't. it'll make a sound like im pressing it multiple times. it only works normally for a bit.
when i get the mod inventory to pop up? it's fine!
idk if it's me or something.
https://smapi.io/log/fb537131c6a84b2dbfb233fce87f71c8
One humble request that would make it even better for me. The ability to title the mod wheel pages.
One simple inquiry regarding custom icons. It it possible to point at textures in mod folders or my own custom PNG?
You can't point it at an arbitrary .png file in another mod and I wouldn't be able to add that without doing some quite unsavory things with SMAPI to poke into physical file paths. That said, most mods (if they're well designed) should be adding their images as game assets instead of loading textures directly from files, and you can reference that mod's asset path. You just have to find out what that asset path is. It'll be pretty obvious for a Content Patcher mod if you just open the content.json. Less obvious for a C# mod unless it's open source or you open up a decompilation and know where to look.
I could maybe add a system that would allow you to drop your own images in the Star Control assets directory and be able to reference those, if that's a feature that a lot of people want.
Drop a PNG into...
Stardew Valley\Mods\StarControl\assets\ui\sprites
Point at it with...
Mods/focustense.StarControl/Sprites/{your png}
Alternatively, I have read your comments concerning this issue and is it possible for ME to make the changes in NITV to make the icon usable by StardewUI? I imagine that's a hardcoded (C#) behavior and the answer is no.
love this mod but i have a small bug
for some reason it'll not work with getting the item wheel to show up but the mod wheel will pop up just fine
https://smapi.io/log/56144465e9a5401493761bd4b825d08f
Can you (optionally) support a separate set of Quick Actions for the Item Wheel vs. the Mod Wheel? Having LT + dpad-up be different from RT + dpad-up would make for quite a lot of super quick ... well.... actions!