PureDS4 5.1.0 — my DS4-focused fork of DS4Windows is now public

Hey everyone! I’ve just published the first public release of PureDS4, a DualShock 4-focused fork of hbashton’s DS4Windows for Windows x64. Credit to hbashton and everyone who contributed to DS4Windows before it.

PureDS4 currently supports DS4 controllers over USB and Bluetooth, with Xbox 360 or DS4 output. Profiles, remapping, stick and trigger adjustments, gyro, touchpad, rumble and lightbar controls are all there. Other controller families aren’t supported in this release.

It bundles a minimal PureDS4-VIIPER backend that runs when game output needs it, without a separate tray icon or updater, and without launching independently at Windows login. The installer includes the runtime and driver components, with HidHide optional but recommended. There’s also a portable ZIP, although the required drivers still need to be installed. Updates are manual through GitHub.

A heads-up before trying it: the installer is unsigned, and testing has been limited to one PC with a DS4 v2.1. Earlier candidates were tested for USB/Bluetooth gameplay and reconnecting; the published candidate was checked through an in-place update. Clean full-bundle installation, recovery from a failed install, and reboot/resume on Windows 10/11 still need real-machine validation. Please don’t disable Windows protections to install it.

Also, back up your DS4Windows profiles and read the migration guide first. Keeping both applications installed for ongoing use is unsupported. PureDS4 can import game profiles, but it won’t bring over every setting or special action.

Source, setup and migration notes
Download 5.1.0

I’d appreciate feedback from other DS4 setups, especially on installation and reconnecting. If you run into a problem, please open a GitHub issue with your Windows version, controller model, connection type and steps to reproduce it.

Edit: One feature I forgot to mention: you can switch between PureDS4’s virtual output and direct/native DS4 use from inside the app, without closing it or stopping its controller service. That’s useful if you want PureDS4 mappings for some games and Steam to handle the physical DS4 for others. The switch is manual, and PureDS4 remapping is disabled in direct mode. Switch before launching the game; Steam or the game may need a restart to detect the change.

reddit.com
u/Loose_Television4943 — 11 days ago

Prospector’s Pan 0.1.0 is out: a lightweight panning improvement mod for Stardew 1.6+

Hey everyone! I released Prospector’s Pan a few days ago.

It’s a lightweight SMAPI mod that makes panning feel more worth doing without turning it into a money faucet. The goal is vanilla-friendly: more reliable panning spots, modest progression-aware bonus rewards, and an optional hint so you’re not wandering around with a pan wondering where the sparkle went.

Main features:

  • More reliable panning spots
  • Reachable spot assist while holding a pan near water
  • Original bonus rewards on top of vanilla panning rewards
  • Progression-aware reward pools
  • Optional compact panning spot hint
  • Draggable HUD hint for UI-heavy modpacks
  • Optional Generic Mod Config Menu support

The default balance is meant to make panning useful, not replace mining. If you want a lighter touch, you can disable bonus rewards; if you want panning to matter more, there’s a Generous reward setting too.

Nexus: https://www.nexusmods.com/stardewvalley/mods/45921

Thanks to anyone who gives it a try, and feedback/bug reports are very welcome.

u/Loose_Television4943 — 5 months ago

Hi! I just released PowerGrid 0.2.0.

PowerGrid is my lightweight power-network mod for Stardew Valley. It adds generators, cables, batteries, conduits, and powered artisan machines that work faster when supplied with EU.

This update focuses on a new late-game high-density tier:

- Radioisotope Generator

- Radioisotope Fuel

- Energized Iridium Cable

- High Density Grid recipe unlocks

It also adds:

- UI Info Suite tooltip/status support

- Battery charge persistence when batteries are picked up and placed again

- Updated sprites and balance adjustments

- Updated bundled player guides in English, Brazilian Portuguese, and Spanish

The mod is still in active feedback/balance mode, so reports about progression, UI clarity, compatibility, and weird edge cases are very welcome.

Nexus page: https://www.nexusmods.com/stardewvalley/mods/45572

u/Loose_Television4943 — 5 months ago

Fala, pessoal!

Passando para avisar que o PowerGrid agora tem localização em português do Brasil. O mod adiciona um sistema elétrico leve ao Stardew Valley: geradores, cabos, baterias, conduítes entre locais e algumas máquinas artesanais energizadas que trabalham mais rápido quando recebem energia.

A ideia não é transformar Stardew em outro jogo nem punir quem não quiser mexer com energia. As máquinas continuam funcionando normalmente sem ela; a energia é uma camada extra para quem gosta de planejar sheds de produção, automação e layouts mais industriais.

A tradução PT-BR cobre nomes e descrições de itens, mensagens, aba de detalhes do PowerGrid, textos de configuração via GMCM e diagnósticos do menu de energia.

Se alguém jogar em PT-BR e notar algum termo estranho, texto apertado ou frase que soe pouco natural, feedback é muito bem-vindo. Tradução boa de mod sempre melhora quando passa pelo olhar de quem joga.

Download: https://www.nexusmods.com/stardewvalley/mods/45572

Requisitos:

  • Stardew Valley 1.6+
  • SMAPI 4.0.0+

Mods recomendados, mas não obrigatórios:

  • Automate ou Event Driven Automation
  • Generic Mod Config Menu
  • Grapes of Ferngill para o comportamento especial do Barril de Irídio Reforçado

Valeu, e bom jogo!

u/Loose_Television4943 — 6 months ago

Hey! I just released the first public version of PowerGrid, a SMAPI mod that adds a lightweight power system to Stardew Valley.

It adds generators, batteries, cables, conduits, biofuel, and powered artisan machines. The idea is not to duplicate outputs or replace normal Stardew production, but to add infrastructure planning: build a power room, connect machines, store EU, link locations, and make powered machines work faster.

Current features include:

- Steam, wind, and combustion generators

- Basic and iridium batteries

- Copper, iron, and iridium cables

- Power conduits for linking locations

- A Power Tab UI to inspect networks, machines, generators, storage, and conduits

- Powered Metal Keg, Hard Iridium Keg, Industrial Preserves Jar, and Metal Cask

- Biofuel for combustion generators

- Compatibility with Automate / Event Driven Automation

- Optional Grapes of Ferngill support for Hard Iridium Keg behavior

This is a first public feedback release, so balance and UI feedback are very welcome. I’m especially interested in whether the power costs, fuel usage, progression, and machine speed bonuses feel good in a real playthrough.

Nexus link: https://www.nexusmods.com/stardewvalley/mods/45572

If anyone enjoys sprite work and wants to collaborate on improving existing sprites or future machines/items, I’d also love to hear from you. Sprites are definitely my weak point.

u/Loose_Television4943 — 6 months ago