Stardew Valley Expansion Mod

Mayor’s Town — A Stardew Valley Expansion Mod

Mayor’s Town unlocks a new frontier: building and managing an entire town from the ground up. Early in the first summer, Mayor Lewis entrusts you to lead the development of a brand-new settlement just outside of Pelican Town.

Requirements SMAPI SpaceCore Content Patcher Central Station
Last commit: …

🧱 Core Concept

On Summer 5 of Year 1, you’re invited to purchase a massive plot of land newly cleared just down the highway.

Build a player-managed townManagement

This land becomes the foundation for a fully player-managed town, where you’ll:

Construct buildings
Place prefab buildings to grow the settlement.
Recruit villagers
Manage a growing population with names + appearances.
Assign jobs
Automate production chains and building workflows.
Meet town needs
Food, medicine, recreation, safety, defense, and more.
Build a new community
A thriving secondary economy beyond your farm.
The “town sim” loopSimulation

The farm is still home—Mayor’s Town adds a whole second layer: settlement planning, automation, and systems that make the town feel alive.

You’re basically the mayor, city planner, logistics manager, and “please stop licking the fence post” supervisor.

🗺️ Systems Overview

Unlock conditions, core systems, and what’s coming next.

✅ Requirements & Unlock ConditionsAccess
Begins
Summer 5 of Year 1
Cost
50,000g to purchase the new land
Cleanup
7-day cleanup phase after purchase (construction noises at night)
Access
Central Station bus network opens after cleanup; Lewis mails you when the route opens
Permanent unlock
Bus stop becomes permanently available
🏗️ Systems to Be ImplementedRoadmap
Land expansion & tiled placement
Expand the settlement footprint + place buildings on a grid.
Randomized villagers
Names + appearances for new residents.
Prefab construction
Custom system or via Mayor Lewis as contractor.
Job assignment system
Role-to-building links and productivity tracking.
Housing logic
Auto-assign homes; empty housing can attract newcomers.
Production assignment
Per-building outputs (e.g., crops per farm).
Town inventory system
Building-based storage, globally accessible by villagers.
Disease & wound system
Healing via Clinic + doctors.
Happiness system
Food, recreation, medicine, safety, etc.
Guard patrol system
Protect town + escort miners.
Current prototypes already stubbed in Click to expand

These are “in-code” prototype systems that guide future work (and make testing easier right now).

TownManager
Tracks buildings across locations; adds placeholder map for the future town.
VillagerManager
Generates placeholder villagers (random names/skills/appearances) and tracks happiness; mt_villagers lists them.
ConstructionManager
Buy land + open placement menu via Lewis; or mt_build <buildingType>.
JobManager
Assigns villagers to buildings (wells/greenhouses) and tracks productivity; mt_jobs.
SkillManager
Improves villager skills daily based on job.
InventoryManager
Allocates a chest for each town building to track stored items.
HousingManager
Assigns villagers to cabins; nightly chance to attract residents if empty housing exists.
HealthManager
Random sickness, wounds, and occasional disease outbreaks.
ClinicManager
Doctors prepare medicine; heal one sick/wounded villager each morning.
HappinessManager
Reports town average happiness each morning.
GuardManager
Escorts miners (reduces injury risk); off-duty patrol boosts happiness.
ProductionManager
Assigns per-building output with mt_setproduct; stores results each morning.
TownNameManager
Prompts for town name on first visit; stores it; mt_townname view/change; queues Town Hall quest.
QuestManager
Multi-step questline; mt_questid prints numeric IDs for Content Patcher conditions.
ForestryManager
Foresters harvest mature trees, store wood, and replant saplings.
FarmingManager
Tracks crop growth; harvests produce on maturity for assigned buildings.
MiningManager
Miners return with stone/ores and stash them in the miner’s lodge each morning.
FoodManager
Consumes stored edible items daily to keep villagers fed (affects happiness).
PubManager
Bartenders brew beer each morning; stash in pub; small happiness boost.
WineryManager
Winemakers craft wine each morning; store it in the winery.
BakeryManager
Bakers produce fresh bread each morning; store it in the bakery.
ButcherManager
Butchers prepare cuts of meat; store them in the butcher shop.
CourierManager
Collects items from all building chests; delivers to town hall each morning.
MarketManager
Sells goods stored at town hall each morning; deposits earnings to treasury.
EconomyManager
Tracks town funds; mt_treasury balance|deposit <amt>|withdraw <amt>.
PayrollManager
Pays villagers daily wage from treasury; affects happiness based on funding.
WaterStatusHud
Press F8 to toggle overlay (well water vs capacity + average hydration).
WellHud
Interact with a well to view its current water level.
[CP] Mayor’s Town
Adds permanent Central Station bus stop once cleanup finishes; names it after your town; patches a Town Hall blueprint.
Translation: you already have a surprising amount of “scaffolding” in place. Future you is going to high-five present you. ✋

🏘️ Gameplay Loop

Your “what do I do first?” checklist.

LoopPlay
1. Purchase the land
After meeting requirements.
2. Construct the Town Hall
Spawns your first villagers.
3. Build housing + functional buildings
Farms, clinic, pub, etc.
4. Assign villagers to jobs
Watch the town maintain itself autonomously.
5. Expand production
Manage chains, happiness, safety, and inventory.
6. Grow a secondary economy
Town operates alongside your farm.

🧑‍🌾 Villager Roles & Automation

Each building type corresponds to a job role; assigned villagers perform duties automatically.

RolesJobs
Miners
Leave town, return with stone/ore after a set time.
Farmers
Tend assigned crops and animals.
Foresters
Chop and replant trees.
Butchers
Cull livestock and process meat.
Bakers
Produce bread and pastries.
Sommeliers
Produce wine, beer, and spirits.
Doctors
Heal wounds and diseases.
Guards
Patrol town and escort miners.
Bartenders
Serve food/drink at the pub; boosts happiness.
Automation vibeHands-off

The goal is to feel like you’re running a town, not babysitting one. Assign roles, set production, then check in on the bigger-picture stats like food, health, and safety.

(You can still micromanage if you want. We see you, spreadsheet gremlins.)

🏛️ Initial Building Types

Starter buildings, roles, and what they do.

Buildingsv0
Building Function
Town Hall Core hub; must be built first. Only one can be built and it spawns 2–3 villagers on completion.
Housing Single, Double, Quad variants. Villagers auto-assign homes; empty cabins may attract new residents overnight.
Clinic Heals diseases and wounds. Requires a Doctor.
Pub Produces food/drink. Boosts happiness. Requires Bartender.
Farms Assigned crop/animal type. Requires Farmers.
Bakery Produces bread and pastries. Requires Bakers.
Winery Produces wines and liquors. Requires Sommeliers.
Butcher Produces meat from animals. Requires Butchers.
Guard Tower Assigns Guards. Enhances safety and protects miners.
Miner’s Lodge Dispatches Miners to gather ores and stone.
Forestry Hut Automates lumber gathering and replanting.
As you add more buildings, this table can scale nicely—just keep the “role requirement” in the function column.

📜 Story & Progression

How the town project gets introduced in-world.

Mayor Lewis arrives…Story

On Summer 5 of your first year, Mayor Lewis personally visits your farm:

“A massive stretch of land has just opened up down the highway. I think you're the perfect person to make something great out of it—when you're ready, come speak with me.”
Progression beatsQuestline

A multi-step questline drives the initial unlock and onboarding flow.

ProgressionSteps
1. Meet Mayor Lewis
He proposes purchasing the new land.
2. Purchase the land
Sign the deed and wait 7 in-game days as it’s cleared.
3. Unlock access
Bus stop appears permanently; Lewis mails you that it’s open.
4. Name your town
Prompted upon first arrival.
5. Meet the former owner
Tutorial begins explaining prefab buildings and villager management.
6. Return to Lewis
He acts as contractor, managing construction like Robin.
7. Build the Town Hall
Kicks off expansion and unlocks all other buildings.
Work-in-progress: This mod is still actively under development. The goal right now is to gather feedback, collaborate on bugs/issues, and sharpen the design with the community.

🚧 Development Notes

Where it’s headed and what it integrates with.

Project DirectionWIP

Mayor’s Town adds an entire secondary loop around town-building + simulation gameplay. The focus is on management systems, villager automation, and a living settlement economy.

Town building Villager simulation Automation Economy
Planned IntegrationsCompatibility
SMAPI-compatible codebase
Core mod logic.
Custom UI
Villager/job management interfaces.
Mod compatibility
Play nice with other mods where possible.

🛠️ Development Setup

Build, install, configure, and test the prototype systems.

Mod scaffoldSMAPI

A basic SMAPI mod scaffold lives under MayorsTown/ (manifest, project file, entry point) so you can start implementing the town systems right away.

Build & InstallHow-to
1. Build
Run dotnet build inside MayorsTown/.
2. Copy output
Copy MayorsTown/bin/Debug/net6.0/ into your Stardew Valley Mods folder (e.g., Mods/MayorsTown).
3. Verify contents
Ensure MayorsTown.dll, manifest.json, and assets/ exist (villager sprites included).
4. Content Patcher pack
Copy [CP] Mayor's Town alongside it in Mods.
Configurationconfig.json

Generated on first launch:

UseOpenWorldMap (default false)
When true, uses StardewOpenWorld map from OpenWorldValley instead of MayorsTown.tmx. Requires dependency aedenthorn.OpenWorldValley.
ConstructionMenuHotkey (default F6)
Opens the villager construction menu from anywhere.
Extra hotkey: F8 toggles the Water Status HUD overlay (well water + town hydration).
Console command cheat sheetTesting
mt_villagers mt_jobs mt_build <buildingType> mt_setproduct <buildingType> <itemIdOrName> mt_townname mt_questid mt_treasury balance mt_treasury deposit <amount> mt_treasury withdraw <amount>
(Exact argument rules can evolve—this is the “grab bag” for quick prototyping and debugging.)

🤝 Contributors Welcome!

Want to help make this town real? Pull up a chair.

Help wantedOpen

Contributions are welcome—especially if you’re a:

C# modder
SMAPI gameplay systems, tooling, UI.
Tilemap artist
Map layout, building placement visuals, environment tiles.
UI designer
Villager/job management panels, HUD overlays.
Game balance wizard
Economy tuning, needs systems, pacing.
Tester / feedback goblin
Bug reports, reproduction steps, feature ideas.

Repo Layout

Dev reference workspace details (kept collapsible so the page stays friendly for non-devs).

Show repository layout / reference sources Click to expand

The repository includes the Mayor’s Town mod folder plus extra reference sources to make SDV modding iteration easier.

Mayor’s Town
All code for the Mayor’s Town mod.
Stardew_Source
Decompiled Stardew Valley source code.
SMAPI
Source code for SMAPI.
ContentPatcher
Source code for Content Patcher.
Stardew_Client
Retail Stardew Valley client (local build/testing workflow).
Stardew_Unpacked
Unpacked raw assets (JSON, PNG, TMX map files, etc.).
SpaceCore
Source code for the SpaceCore framework.
CentralStation
Source code for the Central Station framework.
Friendly reminder: if any folder contains retail game assets/files, be mindful about what’s publicly distributed.