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!
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.
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....
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.
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!!!
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
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.
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.
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.
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"
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.
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!
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.
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?
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.
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.
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.
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?
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?
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?
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.
54 comments
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!
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.
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.
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.
EDIT: I also use some custom nodes and clumps mods: The Geology Mod, Lumisteria Clumps and Nodes, Discoveries In The Depths.
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.
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.
an example
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.
{
"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"
}
},
Edit: Zuzu update is out!