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About this mod

Have you ever wanted to enjoy Stardew Valley from right to left?

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Finally, after years of waiting, our prayers to Yoba have finally been answered. The mod we've all been waiting for in order to experience Stardew Valley like never before. It's here, and it kinda sucks.

Mirror Mode will completely* flip your game of Stardew Valley. What's left is now right and what's right is now left. Where NPCs would normally zig, they will now zag. You will need to follow suit, of course, running left from your farmhouse to get to the Bus Stop and to the rest of Pelican Town. Please do not run to the right due to muscle memory like I did every single time I opened the game while making this mod. Also please make a backup of your save if you try this on an existing save.

What all is mirrored?

A lot of the important things are mirrored. Maps are, obviously. NPC schedules are mirrored to match. Events are also mirrored. Important buildings like the farmhouse and greenhouse are mirrored, though constructable buildings will be up to you.

*There is a lot that isn't mirrored too. The UI, for instance, for the most part. Dialogue isn't to preserve readability. As well as about one fucking million hardcoded things in the game that could not be automatically mirrored. Do you want to see them mirrored? Send me a PR, I'm not going to do it.

Is this compatible with Stardew Valley Expanded?

The good news is that it's as compatible with Stardew Valley Expanded as it is with the vanilla game! The bad news is that it's as compatible with Stardew Valley Expanded as it is with the vanilla game.

What else is it compatible with?

Any modded maps, events, schedules, NPC placements, map/tile properties, and most animated sprites will be mirrored, so feel free to try it out with your favourite expansions or map edits or what have you. Anything that is hardcoded for a mod will of course not be mirrored. Do you want to see them mirrored? Send me a PR, I'm not going to do it.

Does it require a new save?

This mod will not mirror moveable things (buildings, objects, etc.) or generated things (trees, terrain features, golden walnuts, etc.) on an existing save, so a new save is required if you don't want to clean up the resulting mess. If you don't care about the mess, please at least make a backup of your save if you try this on an existing save.

Please make a backup of your save. I will take no responsibility for any permanent damage done to your save and I will not care if you report any. Please make a backup of your save.

Please make a backup of your save.

What is the TASer?

If you know anything about Stardew modding, you may know what a Temporary Animated Sprite (TAS) is. If not, don't worry about it, it's exactly what it sounds like. Things like smoke puffs, sword swipe swooshes, bubbles on the water, etc. A sprite, often animated, that is put somewhere temporarily. There are about 500 different places in the vanilla code where a TAS will be generated, and many of those places generate several different TASes within them, so we're talking about upwards of like 1,000+ different things that are hardcoded. I am not going to check every single one and individually mirror all the ones that should be mirrored. So, I just mirror all of them.

However, some aren't supposed to be mirrored. Some are supposed to be spawned relative to something else. For example, the sword swipe animation. It doesn't make sense to mirror its position—it should stay on the player no matter what. So clearly, some TASes should be blacklisted from automatic mirroring. That's where the TASer comes in.

If you see a TAS that is out of place or seems like it should be on the opposite side of the map from where it should be, you can zap it with the TASer when hovering your cursor over it. By default, it's set to F2 as a keybind, but you can change that in config.json or using Generic Mod Config Menu. Once you zap a TAS, it will add it to the "TAS Cache" (tasCache.json in the mod folder) and, in the future, will not mirror that same TAS when the game tries to create it. This will persist across play sessions as long as you do not delete your mod folder or the tasCache.json within it.

Your TAS Cache comes pre-filled with some of the more important or noticeable TASes I discovered during testing. Over time your cache will grow and maybe eventually, if we all pool ours together (feel free to post yours in the Forum tab of this mod page), we'll have the perfect TAS blacklist. Or maybe no one will actually use this mod for more than 5 minutes and it won't matter. My money is on the latter, personally.

I found a bug!

That's great. Please keep it to yourself.

Will you continue to work on/update/support this mod?

No. This is an April Fools joke with far, far too much effort put into it. If I work on this mod again, it will not be any time soon. Enjoy it as it is or not at all. Just remember to make a backup your save if you do.

Contributing

If you are a mod author and for some reason you actually want to try and help make this mod better, feel free to take a look at the source code listed below. I would accept PRs for fixing more hardcoded things, of which there are about one fucking billion of them. I miscounted earlier, sorry about that.

Source Code