Stardew Valley

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Chikakoo and doomdonuts

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About this mod

A fork of the randomizer by Tooshi (

Offers a greater variety of randomization, rather than pulling from set lists. It is balanced by the difficulty and time it takes to obtain items for crafting, etc.


Permissions and credits
IMPORTANT NOTE ABOUT UPDATING: If you update this mod, there's a chance that the random generation for any given farm will change. Check the update log for how things might be affected.

Credit to Tooshi for the original code (link to that version of the mod in the overview). Also, see the github link for some more info about known issues, etc.

The majority of the work done here was rewritten - but a few aspects of the original mod remain untouched. These include:
  • Critter randomization
  • Animal randomization
  • NPC skin swaps
  • Intro cutscene madlib

Note the following:
  • Any randomization seed is based off of your farm name; to get a new set of randomized things, simply create a new farm with a different name.
  • For details on how to create your own custom images for the mod, see the readme file in <ModFolder>/Assets/CustomImages

Everything else has been reworked completely. Here's a summary:
  • Bundle randomization
    • New bundles for each room with random items selected from themed pools and random number of those items required
    • IMPORTANT: DO NOT use the new Stardew Valley 1.5 feature for the remixed bundles if using this feature! This will overwrite this mod's randomization and result in the incorrect images being used for the bundle pictures.
    • Some bundles are completely random and select from most items in the game.
    • Optionally (on by default), the community center now has tooltips over the possible things to put in a bundle to make it easier to identify where to get fish and other items.
  • Crafting recipe randomization
    • Recipes are now created based on randomly selected items from a pool (not randomly selected premade recipes)
    • Crafting difficulty is balanced based on necessity of the item and difficulty of crafting the item in vanilla
    • Setting to choose to randomize levels you unlock crafting recipes at - must also randomize the crafting recipes themselves to have it do anything

  • Crop randomization
    • Crops, including fruits, vegetables, and flowers, have randomized (made-up) names, descriptions, prices (for both seeds and crops), and attributes (trellises, scythe needed, etc.)
    • Seeds, crops and growth stages have randomized images
    • Credits for the crop sprites not made by us (some images were modified from the originals):
      • Mizu - permission is assumed from this page:
      • Bonster - permission is assumed based on the bottom of the mod page for Bonster's Crops:
      • Marrorow

  • Fish randomization
    • Fish have randomized (made-up) names, difficulty, and behavior
    • Locations, time-of-day, weather, and seasons are swapped as well
    • Fish have randomized images - most of them are from the More New fish mod:
    • Specific credits go to Hisame for the sprites:
  • Forageable randomization
    • Forageables for every season and location are now randomly selected from all forageables + fruit (normally from trees)
    • Every forageable appears at least once per year, and some may appear more than once
  • Fruit tree randomization
    • Fruit tree saplings are now item saplings that grow a randomly selected item
    • Prices will be randomized and are loosely balanced based on the item they give
  • Weapon randomization
    • Weapon stats, types, etc. are randomized
    • Many weapons can now appear in mines containers
    • Setting to rename the Galaxy Sword, since there's a hard-coded check on wilderness farms to spawn a high-level bat if you have an item named "Galaxy Sword" in your inventory
    • Weapon images can be randomized
  • Boot randomization
    • Stats are randomized
    • Names are randomized
    • Descriptions are randomized
    • Images are randomized
  • Monster randomization
    • Stats are randomized: HP / Resilience / Speed / Experience
    • The threshold before a monster moves toward you is randomized
    • The time a monster moves randomly is randomized
    • Up to a 5% chance to be able to miss an attack on a monster
    • Setting to shuffle unique monster drops among all monsters (Slime, Bat Wing, Solar Essence, Bug Meat, Void Essence, and Squid Ink)
    • Each monster can now drop a new random item
  • Blueprint randomization
    • Farm buildings that you get from Robin now choose from a more random pool of resources/items instead of a set list
    • This does not yet include anything you don't get from Robin (Obelisks, the Gold Clock, etc.)
  • Music randomization
    • Most in-game songs and ambience are now randomly swapped 1 to 1 with another in-game song or ambience
    • Option to play a completely random song each time an area is moved to
  • Quest randomization
    • Quest givers, required items, and rewards are randomly selected.
    • Help Wanted quests are unaffected, but the randomized item names should appear as expected.
  • NPC birthday randomization
    • Randomizes the season and day of each NPC's birthday
    • Does not assign birthdays to the same day
    • Does not assign birthdays on the same day of most festivals (excludes night market and the moonlight jellies)
  • Spoiler log
    • A spoiler log can be generated to see info about what was randomized
    • You must turn on this option in the settings to generate the log
  • Misc
    • Bug fixes to prevent game crashing
    • Different variants of randomized rain can now appear in one playthrough (previously only one type per playthrough)
    • A random item is added to each location's artifact spot pool

Stardew Valley 1.5 Compatibility Notes:
  • In terms of the new items added, the following are randomized:
    • New weapons and boots
    • New enemies' stats and their random item drop
    • 3 of the new songs - if anyone knows how to get the song IDs of the rest of them, that would be helpful!
  • The following are NOT randomized on the new island (these will come in a future update):
    • The new fish will be there as expected. Existing fish tooltips will NOT reflect whether the specific fish will be found on the island.
    • The new crops (including the fruit trees)
    • The random artifact spot drop
    • Any foragables

Misc Notes:
  • This mod is multiplayer compatible - just make sure that everyone is using the same config file settings (config.json - located in the root of the mod folder. It's generated when you first run the game with the mod installed).
  • This mod is mostly supported in all languages. The following is not translated:
    • The old mad-lib intro - doesn't matter too much since you only see it at the start of the file
    • Randomly generated weapon/crop names - these are based on English words, and are mostly meant to indicate that the weapons aren't the same as before
    • The mad-lib style crop descriptions that don't really provide anything useful to the player
  • A spoiler log can be generated to see info about what was randomized