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0.6.0
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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, NPC runtime guide, building and animal integration guide, and HUD API guide.
- New interfaces include experimental APIs. Consult the documentation and maturity inventory when updating an addon; the
api.v1package 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.
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:i54Drdq8:GkdrPR7g"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:i54Drdq8:GkdrPR7g"
}

