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Eryk601

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Eryk601

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  1. Eryk601
    Eryk601
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    Sticky
    We've just reached 1000 unique downloads!

    Huge thanks to everyone who has contributed to this great milestone by downloading my mod! I never would have expected so many people to take interest in what started as a small personal project of mine. Thank you very much for all the endorsements! Last but not least I'd like to show my appreciation to everyone who's shared their feedback with me because it really DOES help a lot. If you'd like to see this mod work with more content/texture/recolor mods in the future, make sure to let me know!
  2. TheXIII61636
    TheXIII61636
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    It doesn't work with the Animated Mining Pack (hereinafter AMP), please tell me what bugs are possible, because I don't have any other mods for changes in caves. I removed all mods except MN and AMP, it still doesn't work. But the standard version works without AMP.
    1. TheXIII61636
      TheXIII61636
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      I noticed that AMP uses SpaceCore, maybe you should try it too? Or it will be easier to redo AMP itself for your mod, of course I will try to figure it out myself, but still I do not know programming languages and I think it's difficult to make a mod that uses 3 libraries....
  3. CaratsRitzy
    CaratsRitzy
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    I'm currently running version 2.0.0 , but SMAPI kept on flagging it as 1.0.5.

    Had a quick poke-around and noticed that line 4 of manifest.json files for [CP] and [SMAPI] aren't the same.
    [SMAPI] is still using 1.0.5, whereas [CP] is running 2.0.0.

    Changing line 4 on [SAMPI] from "1.0.5" to "2.0.0" fixed this weird flagging issue.
  4. i somehow just noticed that this is not a popular mod at all which is insane to me because it's a must have for me. kudos dude! it makes the mines a much more cohesive experience! and it makes ore and gem spotting legit challenging sometimes. thanks!!!
  5. niconoko
    niconoko
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    Would this still work on 1.6.X? (´・ω・`)
    1. jastranger
      jastranger
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      The included C# component is a library mod that isn't updated yet for 1.6.x (it adds tokens about the mines that don't work atm) but it doesn't seem to impact the mod's functionality noticeably
  6. Danicancan
    Danicancan
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    Hoping this would get updated. 
  7. falloutkoala
    falloutkoala
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    Any idea if this mod and Animated Mining Pack play nicely with each other, or do I need to pick one or the other for ore nodes?
    1. Eryk601
      Eryk601
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      I don't think they'll work together, I'll try my best to make them compatible soon.
    2. FryoKnight
      FryoKnight
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      I know it has been a while, but any progress on this? I would love to use the 2 mods seamlessly together
    3. Eryk601
      Eryk601
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      I don't really have as much time as I used to when starting this project and I'm quite unhappy with the fact that I've somewhat abandoned it. I'll try to find some time for it and at least do the updates that you guys request.

      Ansewering your question... Yes, I've made quite a lot of progress back in the day, I'll try to finish it somewhat quickly and roll out the update.
    4. jheuck
      jheuck
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      Much appreciated, Eryk! Really looking forward to this update whenever you manage to do it!
    5. Eryk601
      Eryk601
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      Here's a post to keep you guys updated on the topic.

      I've been working on the update for a few days now. It's taking so long because I've run into some problems while trying to work with Content Patcher Animations and/or Dynamic Game Assets. I'm not yet sure if I'll release the compatiblity patch for Animated Mining Pack as an update or rather a separate version of the mod, we'll see if I run into any more problems.
    6. LordWerns
      LordWerns
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      Any news on the compatibility patch?
    7. Eryk601
      Eryk601
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      I've just uploaded the updated version! Really sorry for such a long wait, was really busy irl for quite a while. I'm back tho and I should have way more spare time in the following months so I'm back to modding.
    8. AConyl
      AConyl
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      Hey hey, I got your compatibility patch but have the DGA version of Animated Mining Pack. If it's not too much trouble, could you think about adding support for that? The ID is "Gervig91.AnimatedMiningPack.DGA"
  8. Hawkeye7808
    Hawkeye7808
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    Hi! I love the mod. I'm using Animated Gemstones - DGA Conversion though, which is a conversion of Better Gemstones Animated to DGA. Could you make a compatibility patch for it/them(?) like you did with Animated Mining Pack? It would be awesome!

    EDIT: I also use some custom nodes and clumps mods: The Geology Mod, Lumisteria Clumps and Nodes, Discoveries In The Depths.
    1. Eryk601
      Eryk601
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      Hello, really glad to hear that!

      I'll take a look if I can do something about the Animated Gemstones mod without actually slaugthering the good looks of their nodes with my newbie editing skills. I was planning to expand into the "new custom nodes/clumps" territory in the future so I'm definitely going to look into those, maybe even before doing Animated Gemstones, because I believe that it might be way easier and faster.
  9. marcosvfg
    marcosvfg
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    Rocks, weeds and stump are invisible on the farm when i activate this mod. Any idea why?
    1. Eryk601
      Eryk601
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      Are you using Lux's Food Mod maybe? It uses PyTK's scaling feature which messes up things when the same image is edited again afterwards. I've provided a fix in additional files, however if you're not using Lux's Food Mod you can send me your mod list and I'll try to find the culprit and provide a fix for it as well!
  10. OmegaFallon
    OmegaFallon
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    Heya, me again. Figured you'd like to know that this mod doesn't cover the abandoned mine in Boarding House.
    1. Eryk601
      Eryk601
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      Thanks for letting me know! I'll try to get it to work soon.

      The mod only covers locations from mods that I've listed on this page however I'm looking forward to adding support for any mod. I've played quite a bit of modded but I obviously haven't used all of the mods that add custom locations with ore nodes so if you ever find any just let me know.
    2. OmegaFallon
      OmegaFallon
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      Np! With my compatibility mod I'm definitely on the lookout for anything and everything there is to correct, so I'm sure to find things :P
    3. Eryk601
      Eryk601
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      So I've just played with the Boarding House mod and looked through some of it's code and I'm not quite sure what my mod is supposed to cover there... I haven't found any ores nor mismatching rocks. Could you elaborate on things that you think I should work on?
    4. OmegaFallon
      OmegaFallon
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      Boarding House adds an abandoned mine north of the main house area, which itself is north of the bus stop. MN doesn't work in that abandoned mine, that's all. I can take a screenshot of it, just a min.
    5. OmegaFallon
      OmegaFallon
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      https://imgur.com/a/CUPreDk

      an example
    6. Eryk601
      Eryk601
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      Alright guess I'll have to look into it a bit deeper because I checked the entire abandoned mine on 3 different days and haven't found a single ore.
    7. OmegaFallon
      OmegaFallon
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      Maps AbandonedMine1A and AbandonedMine1B look like they should both be "earth", 2A and 2B seem like "shadow", and 3, 4, and 5 are lava.

      On a related note, I just remembered that there's a cave in Downtown Zuzu. Custom_DTZ_OasisCave and Custom_DTZ_OasisCaveUnder. Given the level theming I'd say "lava" would be the best choice.
    8. OmegaFallon
      OmegaFallon
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      Put together some quick code just to make sure it looks good and works properly. Here it is, if it saves you any trouble:

       {
        "LogName": "DTZ Oasis Cave",
        "Action": "EditImage",
        "PatchMode": "Overlay",
        "Target": "Maps/springobjects",
        "FromFile": "assets/lava.png",
        "Update": "OnLocationChange",
        "When": {
       "HasMod |contains=DTZ.DowntownZuzuDLL": true,
       "LocationName": "Custom_DTZ_OasisCave, Custom_DTZ_OasisCaveUnder"
        }
       },
       
      {
        "LogName": "Boarding House Abandoned Mine 1A & 1B",
        "Action": "EditImage",
        "PatchMode": "Overlay",
        "Target": "Maps/springobjects",
        "FromFile": "assets/earth.png",
        "Update": "OnLocationChange",
        "When": {
       "HasMod |contains=CPBoardingHouse": true,
       "LocationName": "AbandonedMine1A, AbandonedMine1B"
        }
       },
       
      {
        "LogName": "Boarding House Abandoned Mine 2A & 2B",
        "Action": "EditImage",
        "PatchMode": "Overlay",
        "Target": "Maps/springobjects",
        "FromFile": "assets/shadow.png",
        "Update": "OnLocationChange",
        "When": {
       "HasMod |contains=CPBoardingHouse": true,
       "LocationName": "AbandonedMine2A, AbandonedMine2B"
        }
       },
       
      {
        "LogName": "Boarding House Abandoned Mine 3, 4, 5",
        "Action": "EditImage",
        "PatchMode": "Overlay",
        "Target": "Maps/springobjects",
        "FromFile": "assets/lava.png",
        "Update": "OnLocationChange",
        "When": {
       "HasMod |contains=CPBoardingHouse": true,
       "LocationName": "AbandonedMine3, AbandonedMine4, AbandonedMine5"
        }
       },
    9. Eryk601
      Eryk601
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      Thanks! I've just uploaded the Boarding House patch and I'm working on Zuzu next. I would have released them both in the same update but I'm gonna try to do a few new sprites for that oasis cave and that'll take me some extra time.

      Edit: Zuzu update is out!
  11. OmegaFallon
    OmegaFallon
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    • 26 kudos
    Hello, just wondering, is there a way to make this mod work with custom ore nodes? My mod adds some new ores and I'd like them to be cohesive with the environment like the vanilla ones are with this mod. Any way I could go about adding that functionality to my mod?
    1. Eryk601
      Eryk601
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      Hi, I could make a compatiblity patch for my mod once you release yours so that when both mods are installed everything should look just like you want it to. Would that work for you or are you looking for something different?
    2. OmegaFallon
      OmegaFallon
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      Oh, my mod has already been released! If you're sure you can make a compatibility patch, that would be great, but this isn't like with WTTD where it's adding new locations, but rather, totally new ores. I took a crack at the problem myself and it's a more difficult thing to do, but maybe you'd know how?
    3. OmegaFallon
      OmegaFallon
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      While I haven't figured out how to get the sprites in game, I have made alternate versions of the ore node sprites, so really all that would need to be figured out is the actual patching... the ore nodes don't seem to end up in spring_objects, though.
    4. Eryk601
      Eryk601
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      I'll try to help as much as I can. Would you mind DMing me on Discord? It's more convenient to talk it out there in my opinion.
    5. OmegaFallon
      OmegaFallon
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      Sorry, accidentally replied to the wrong thread.