The latest patch cleans up loose textures and combines them into sprite sheets instead. This may result in some wrong textures for already-placed items. You may need to pick-up and set down items you have on tables. Machines may have the wrong machine until you load them, unload them or pick them up and set them back down.
This is a 1.6 compatible remake of my 1.4 mod Dwarvish (https://www.nexusmods.com/stardewvalley/mods/4149).
Adds mining themed objects, machines and cooking recipes to enable more underground/mining themed gameplay:
new machines to use and enhance mining materials (to improve gem quality, make jewelry and craft dwarven spirits and potions).
6 new subterranean themed animals (a grub, 4 types of crab and a giant naked molerat)
new cooking recipes
new crafting recipes
dozens of new objects (food items, artisan goods, animal products, potions etc).
new buildings (an animal house for crabs/crubs and a new cave themed shed-like space)
a unique pickaxe obtained from a heart event
A few things didn't make it over from the old mod:
The Void Trees and Cave Carrots - this was the part of the mod that caused most of the compatibility issues, so I will release it as a separate but compatible mod to avoid the core features and additions breaking.
I also have the same mistake. I thought it was a mod conflict at first, but after troubleshooting, I found that it wasn't, and I also downloaded some compatibility patches about this mod. I came to the comment section to see if anyone was the same as me. Fortunately, I found out that I don't know what's going on. The icon of Meaty Stew is empty and transparent. I hope you can help solve it. Thank you very much. I really like your mod and love you!!!!!!!
Ah I see, looks like the texture sheet with the meaty stew on it didn't get packaged when i uploaded!
having said this, the meat category still shows ??? next to it so I might need to tweak it a bit to use one of my meats directly instead of the category!
Because the meat category isn't showing an image or name, i've changed the recipe a bit. For users who have the animal husbandry patch for my mod, the recipe will use Molerat Meat. For users who do not have the animal husbandry patch for my mod, the recipe will use Grub Larva.
Wow!!!!!! Thank you so much. As a player with a bit of minor problem, I feel anxious when I see a little problem. I didn't expect to receive your reply and updated files so soon. I really love you!!!!!! I really like the mod you made!
Your mod has been absolutely wonderful! I love the whole fantasy vibes it gives to the farms animals. Have you ever considered making an earthy texture for the buildings?
Which buildings? the coops, barns, sheds, houses, etc?
I've been adding in some alternative buildings, but I'm not really much of an artist myself (I mostly just alter existing textures), there are some stone/hilly building texture sets out there you could use though, I'll see if any still exist.
Just The cave and the root cellar I think. So they can match some of the more toned down re-shades? I don't know if there's any tile sheets publicly available for the grass and dirt textures lying around.
Oh, yeah I won't be adding textures to support texture packs/recolors.
Others are certainly welcome to do so if they want to release a recolor/patch that requires this mod as a base though.
In theory my building interiors should respect recolors, but the buildings themselves, foods, big craftables, new objects etc won't since they are duplication of existing textures, not something that can reference the original tilesheet.
oh, it's not particularly difficult, just time consuming.
Especially if you wanted to make a patch for a mod like mine since the textures are already in a fairly easy to edit format and since they are all based on vanilla textures there are probably already equivalents in whatever recolor you want to use, so it'd mostly be replacement work.
I do not know how easy it would be, but since i am using earthy recolor in my game, the two new buildings given how they are out together would not fit in too well.
The art is already the part I'm the worst at, so I'm fine if someone would like to do a recolors mod that requires mine, but I don't intended to do recolors since I don't use them myself.
Hi there, really nice to see this mod migrated to 1.6 with all these new features! I would like to ask though, since I use Vibrant Pastoral Recolor, if you would consider maybe offering support for it/other recolor mods? If not that's totally okay, I can probably do it myself for personal use
I'm not considering any recolors as I don't use any of them myself, but I'm happy to host a recolor file or give permission to post recolors on nexus for others to use if you want to make one.
I recently redid all of my textures so they are loaded and can be updated by CP to support recolors more easily.
In your mod details article, you mention that there should be a config setting to disable ore dust recipes. I can't seem to find that option anywhere in the mod menu, and I've checked GMCM, Automate, and this mod. I can't figure out how to stop the dwarf pulverizer from munching all my ore
EnableOreDust is the setting that enables/disables the ore dust completely.
If you're using chests anywhere you can instead use OreRequiredForDust to increase the amount of OreRequired to make dust to something greater then 6. (the most ore you can get from a cluster). Then you can make an input and output chest so clusters go in the input, ore goes into the output and it won't pull ore out of the output chest to turn it into dust.
Hi! Do you have any plans to add a 'coal crab' (or other farm animal that produces coal)? That's the resource I run out of most, and I avoid using the kiln much because I need the wood for other things lol
I hadn't thought of doing a coal crab, but I suppose I could.
I made the more efficient kiln for the same reason, so I wasn't wasting my wood as much. I guess I could make anotehr mid-range furnace that runs on something like solar essences as a between point from the heavy furnace to the Dwarven Furnace.
The dwarven furnace near the end of the game allows you to smelt without coal, but it's pretty late game and pretty expensive overall.
it doesn't have any special requirements beyond unlocking the wizards building menu.
I just confirmed i can see it in my test game, so if it's missing in yours I can only think of 2 likely reasons: 1) it's disabled in your config (please check that it's enabled in your config.json for my mod, or with Generic Mod Config Menu. 2) you have another mod conflicting that prevents it from showing up (to confirm this, try temporarily turning off other mods and leave only dwarven expansion. If it shows up, there is likely another mod that is causing conflict with the wizards menu (I'm using the standard CP and 1.6 structure for adding the building and putting it in the wizards shop).
182 comments
This is a 1.6 compatible remake of my 1.4 mod Dwarvish (https://www.nexusmods.com/stardewvalley/mods/4149).
Adds mining themed objects, machines and cooking recipes to enable more underground/mining themed gameplay:
A few things didn't make it over from the old mod:
having said this, the meat category still shows ??? next to it so I might need to tweak it a bit to use one of my meats directly instead of the category!
Because the meat category isn't showing an image or name, i've changed the recipe a bit.
For users who have the animal husbandry patch for my mod, the recipe will use Molerat Meat.
For users who do not have the animal husbandry patch for my mod, the recipe will use Grub Larva.
I've been adding in some alternative buildings, but I'm not really much of an artist myself (I mostly just alter existing textures), there are some stone/hilly building texture sets out there you could use though, I'll see if any still exist.
Others are certainly welcome to do so if they want to release a recolor/patch that requires this mod as a base though.
In theory my building interiors should respect recolors, but the buildings themselves, foods, big craftables, new objects etc won't since they are duplication of existing textures, not something that can reference the original tilesheet.
Especially if you wanted to make a patch for a mod like mine since the textures are already in a fairly easy to edit format and since they are all based on vanilla textures there are probably already equivalents in whatever recolor you want to use, so it'd mostly be replacement work.
If you haven't seen already, someone posted an Earthy recolor here: https://www.nexusmods.com/stardewvalley/mods/24395
If you haven't seen already, plaidbees posted an Earthy recolor here: https://www.nexusmods.com/stardewvalley/mods/24395
I recently redid all of my textures so they are loaded and can be updated by CP to support recolors more easily.
They were discussing a VPR recolor, so if you haven't you should go cast your vote, sounded like a few folks were considering it
Also: I just realized a few of the potions aren't up on the description, I'll work on fixing that
If you're using chests anywhere you can instead use OreRequiredForDust to increase the amount of OreRequired to make dust to something greater then 6. (the most ore you can get from a cluster). Then you can make an input and output chest so clusters go in the input, ore goes into the output and it won't pull ore out of the output chest to turn it into dust.
Please always make sure your mods are up to date before investigating issues, especially issues surrounding missing features :)
Great mod!
I made the more efficient kiln for the same reason, so I wasn't wasting my wood as much. I guess I could make anotehr mid-range furnace that runs on something like solar essences as a between point from the heavy furnace to the Dwarven Furnace.
The dwarven furnace near the end of the game allows you to smelt without coal, but it's pretty late game and pretty expensive overall.
it doesn't have any special requirements beyond unlocking the wizards building menu.
I just confirmed i can see it in my test game, so if it's missing in yours I can only think of 2 likely reasons:
1) it's disabled in your config (please check that it's enabled in your config.json for my mod, or with Generic Mod Config Menu.
2) you have another mod conflicting that prevents it from showing up (to confirm this, try temporarily turning off other mods and leave only dwarven expansion. If it shows up, there is likely another mod that is causing conflict with the wizards menu (I'm using the standard CP and 1.6 structure for adding the building and putting it in the wizards shop).
"对不起,我不会说中文,所以这是机器翻译的。据我所知应该是,但我自己不使用它们"