This mod has been in the works for literal years! Finally I got around to finishing the core of it, so here it is in all its monstrous glory for your testing pleasure.
This mod adds a very, very big game location to the game. By default it is 100,000,000 tiles in size (10,000x10,000), but I have done basic testing at 100,000x100,000 as well.
To visit the open world, you will need to have unlocked the quarry and enter the open world through the back of the quarry cave. I may add an easier to access entrance at some point.
You can also type
debug warp StardewOpenWorld 5000 9998
into the command console window to warp there.
Features
The open world contains the following as of now:
Mixed Forests
Rock, Ore, and Gem Outcrops
Lakes
Grassy Fields
Berry Bushes
Forage Crops
Treasure Chests (requires this mod)
Monsters
To some extent, everything goes up in level as you travel further North (harder monsters, better treasure, higher quality ores, etc.).
By default, the map stays the same every time you visit in a given save. You can have it change randomly every day in the config.
There is a rough map of the nearby area if you open the map page while in the open world.
Customization
It is possible for mods to add maps to a coordinate in the open world.
It is also possible for mods to add or change monster spawns.
There is a huge config file that is honestly a bit of a mess, but basically the mod is highly configurable.
Known Issues
Taking map screenshots of the open world crashes the game.
Lake and outcrop generation is a bit boxy still, may need to find a way to make rounder blobs.
Tree selection is not quite as it should be I think, but I'm not sure you'll notice offhand.
Level increase as you go North may need some tweaking.
The map is flat, no mountains or hills yet (lakes where difficult enough).
Objects, trees, monsters, etc., will respawn if you move far enough away and return; the mod doesn't currently remember trees you've cut down, monsters you've killed, etc. It's kind of like the mines in that way.
Building and leaving stuff in the open world may be problematic, I haven't tested that yet, but it does try to leave stuff you place manually.
Viewing the map takes a bit of time as it tries its best to squeeze a ton of info into a very small space.
There are most likely tons of bugs still to be ironed out, but most should theoretically be confined to when you are actually in the open world.
Technical Stuff
The size of the open world breaks a lot of how the vanilla game works so a lot of messing around had to be done in order to allow for such a big location. The actual map is only 1 tile in size; actual tile and object info is stored in 100x100 chunks until needed. Objects and monsters are loaded and unloaded as you move from chunk to chunk.
Caching, building, and loading is done to some extent on-the-fly; the mod tries its best to space cache, build, and load activity over time to reduce stuttering. It seems pretty smooth at the moment, but more testing is definitely needed.
Adding maps to the open world using content patcher is very easy, but probably needs a lot more testing as well:
This adds the entire vanilla forest map near the middle of the open world.
Adding monster spawns can be done by targetting "aedenthorn.StardewOpenWorld/monsters". You can also edit the monsters.json file generated in the mod folder on startup. The format is the same either way.
Makes ducks actually want to swim in water once they have been fed and petted; also makes water tiles more accessible to ducks and adds friendship points towards the farmer when ducks are able to swim.
Makes ducks actually want to swim in water once they have been fed and petted; also makes water tiles more accessible to ducks and adds friendship points towards the farmer when ducks are able to swim.