If you have just updated to 1.6, you MUST start a new save to use this mod. This is true for all custom maps. Please do not report previous saves as having issues as there is no way around this.
The latest version (3.4.0+) changes some of the terrain. If you are playing on an existing save, you may need to reset bushes via the Reset Terrain Features mod.
Before downloading the 1.6 version, delete the "[CP] Enchanted Grove Farm" and "[MP] Enchanted Grove Minecarts" folders (MinecartPatcher is no longer needed as custom minecarts are now integrated with SDV 1.6). Attempting to overwrite old folders may cause problems! Always make sure you are performing a fresh install for major mod updates!
I have done basic testing, but if you see any unusual errors or glitches, please let me know in the comments or submit a bug report.
Adding compatibility with SVE Enchanted Grove Warps SVE now supports being able to modify the warp points from Enchanted Grove to custom farms. Here's how to modify SVE's settings to be compatible with this map:
Open the "Stardew Valley Expanded" options in-game using GMCM
Set "Warp Location" to "custom"
In the "Custom Farm Map's MapName" field, enter "Enchanted_Grove_Farm" (without the quotes)
Set the following properties: "Enchanted Grove Warp X" = 114 "Enchanted Grove Warp Y" = 16
If you do not have GMCM, you can also do this by opening the "config.json" file in the Stardew Valley Expanded mod (NOT this mod) and setting the values to the same properties there:
Hellooo I'm super new to modding so please be kind! I'm playing on Mac, and I'm a former computer tech so I know a bit, but modding is a new frontier. I've been playing (very happily) with the Enchanted Grove Farm (started my new save with it), but for some reason today when I've loaded my game it's reverted to the standard farm. I'm absolutely devastated - I've reinstalled the mod and updated others but can't figure out how to get it back. I'm hoping someone can give me some advice. Thanks in advance <3
I'll post the smapi log but I fear it's an issue now with the save file? I reinstalled SMAPI and minimal mods to ensure that only EFG was running and it still doesn't work :( I have no idea how this happened.
If you played any days and saved while the map changed, then yes it’ll be an issue with the save because the farm type data will have been overwritten.
First, try creating a new save file to see if you can select the map from the list of custom maps, and if it loads correctly on the new save. If it does, let’s take a look at your save file. You can Google where the save is located on your Mac. Then open the save in a text editor. (The file is called SaveGame)
You will want to do a search within the file to find the < whichFarm > clause (WITHOUT the spaces) and make sure that it contains the following:
Sevinae.EnchantedGroveFarm/EnchantedGroveFarm If it doesn’t, delete whatever is in that clause and replace it with the above. Save the file, and next time you log into that save, it should work.
Hmm, I've had a look at my SaveGame files and searched < whichFarm > as advised (without spaces, every search type) and my save file doesn't have this clause at all?
Oh my goodness, I swear I checked that file too, but apparently not! Found and applied the fix you advised and it's working! Thank you so bloody much, I was so upset thinking I would have to start a new farm again! <3 <3 <3
Great farm map, but i just want to inform you that your manifest.json for the 3.4.2 version is still 3.4.1, which is causing smapi to prompt update for the mod even when it's the latest version
It isn't generally recommended to change farms mid-playthrough, especially if you have a lot of buildings and crops planted. I've heard of people using Easy Farm Switcher, but I've not used it myself.
This is a beautiful map and my new favorite. I wanted a wild and kind of feral place to make into my 'farm', and I put farm in quotes because it's too chaotic to be called a farm. Crops planted at random, livestock not fenced in at all, waaaay too many trees... it's beautiful, thank you for making it. ;v;
so i just got to the enchanted grove warp quest and when it comes to put the warp to the farm it just put it in grandpas shed, i moved some things in the content of sve and parcialy worked, it put it in the correct cords but in the shed map, then i realise that even if you select custom location, if you are using a mod that adds a new farm type it will directly put it in the shed regardless, imma try to add a event that will works as a default but using the enchated grove map if i find how it is called
If you'd like to share how you got this working so I can add it to the instructions, that would be awesome! Meanwhile, I am going to contact FlashShifter RE: additional maps and this feature.
sure i added this in dynamicTokens in ""// Map where Ench Grove warp is placed""{ "Name": "SelectedWarpMap", "Value": "Enchanted_Grove_Farm", "When": { "FarmType": "Sevinae.EnchantedGroveFarm/EnchantedGroveFarm", "WarpLocation": "default, custom" }, }, deleted the "" OR NOT {{FarmType |contains=Standard, Hilltop, Forest, Riverland, Wilderness, FourCorners, Beach, MeadowlandsFarm}"" condition under in both ""// Enchanted Grove Warp Coordinates"" or i could simply add the farmtype to it but i dont use any other added farm type //Grandpa's Shed { "Name": "Ench_Grove_X", "Value": "20", "When": { // Grandpa's Shed "Query: {{WarpLocation |contains=Grandpa's Shed}}": true, } }, { "Name": "Ench_Grove_Y", "Value": "17", "When": { // Grandpa's Shed "Query: {{WarpLocation |contains=Grandpa's Shed}}": true, } }, and added these just under those two//Enchanted Grove Farm { "Name": "Ench_Grove_X", "Value": "114", "When": { "FarmType |contains=Sevinae.EnchantedGroveFarm/EnchantedGroveFarm": true, "WarpLocation": "default", } }, { "Name": "Ench_Grove_Y", "Value": "16", "When": { "FarmType |contains=Sevinae.EnchantedGroveFarm/EnchantedGroveFarm": true, "WarpLocation": "default", } }, all are edits in the content of CP from sve, im know how to code but dont know much abt stardew modding.
it stoped working just after turning simple foliage or disable fairy cycle option on
I brought this up on the SVE page last night and it looks like FlashShifter implemented a change in the latest version released today that should allow warp locations to be set for custom maps. Please refer to the stickied post for new instructions.
NOTE: I have not tested it myself because I haven't unlocked the warps on my playthrough yet, so please let me know if you run into further issues and I will investigate.
This map is breathtakingly gorgeous. 😍 Are you open for commissions, by any chance? I am dying for a personal custom map like this one, only smaller for my single player needs. ^^
Thank you for sharing your beautiful work with us. ❤️
Hi! First I want to say that I love the layout of this map and all the little magical extras that you've added. My one wish, though, is if the white textured parts of the map were customizable. I have a moderately severe light sensitivity, so I have to turn down my brightness and opt for dark recolors/retextures. The large swaths of white at some map borders can be quite jarring for someone like me.
Would you be willing to offer a darker option? I would understand if you didn't; this is your creation, and I mean no disrespect to your work or effort.
I've been considering completely overhauling those backgrounds for some time now. I will keep this in mind when finding replacement assets for them. :)
hi i am so sorry to bother you but I am just slightly confused, is this an expansion to the secret woods or is it a farm map that would replace the farm map you start on?
hello! your farm layout is gorgeous; thank you very much for your effort.
i wanted to report a minor bug that's still present in version 3.4.0: the "Farm" minecart position appears in the minecart menu even on files that aren't using your farm type. i fixed it myself just by putting "When": { "FarmType": "Sevinae.EnchantedGroveFarm/EnchantedGroveFarm" } in the action that adds the minecart, but i thought i'd bring it to your attention in case you wanted to officially fix it (or just tell me that it's something wrong with my mod setup, which could very well be the case)
Thank you!! I have not played with any other maps and this is my first time trying out the new minecart code, so I appreciate you letting me know. I'll hotfix it today.
141 comments
I have done basic testing, but if you see any unusual errors or glitches, please let me know in the comments or submit a bug report.
SVE now supports being able to modify the warp points from Enchanted Grove to custom farms. Here's how to modify SVE's settings to be compatible with this map:
- Open the "Stardew Valley Expanded" options in-game using GMCM
- Set "Warp Location" to "custom"
- In the "Custom Farm Map's MapName" field, enter "Enchanted_Grove_Farm" (without the quotes)
- Set the following properties:
If you do not have GMCM, you can also do this by opening the "config.json" file in the Stardew Valley Expanded mod (NOT this mod) and setting the values to the same properties there:"Enchanted Grove Warp X" = 114
"Enchanted Grove Warp Y" = 16
"WarpLocation": "custom",
"Custom Farm Map's MapName": "Enchanted_Grove_Farm",
"EnchantedGroveWarpX": "114",
"EnchantedGroveWarpY": "16",
I'm playing on Mac, and I'm a former computer tech so I know a bit, but modding is a new frontier.
I've been playing (very happily) with the Enchanted Grove Farm (started my new save with it), but for some reason today when I've loaded my game it's reverted to the standard farm.
I'm absolutely devastated - I've reinstalled the mod and updated others but can't figure out how to get it back. I'm hoping someone can give me some advice.
Thanks in advance <3
(I had to figure out how to do that, sorry! haha)
First, try creating a new save file to see if you can select the map from the list of custom maps, and if it loads correctly on the new save. If it does, let’s take a look at your save file. You can Google where the save is located on your Mac. Then open the save in a text editor. (The file is called SaveGame)
You will want to do a search within the file to find the < whichFarm > clause (WITHOUT the spaces) and make sure that it contains the following:
Sevinae.EnchantedGroveFarm/EnchantedGroveFarm
If it doesn’t, delete whatever is in that clause and replace it with the above. Save the file, and next time you log into that save, it should work.
YourFarmName_1111111
{
deleted the "" OR NOT {{FarmType |contains=Standard, Hilltop, Forest, Riverland, Wilderness, FourCorners, Beach, MeadowlandsFarm}"" condition under in both ""// Enchanted Grove Warp Coordinates"" or i could simply add the farmtype to it but i dont use any other added farm type"Name": "SelectedWarpMap",
"Value": "Enchanted_Grove_Farm",
"When": {
"FarmType": "Sevinae.EnchantedGroveFarm/EnchantedGroveFarm",
"WarpLocation": "default, custom"
},
},
//Grandpa's Shed
and added these just under those two{
"Name": "Ench_Grove_X",
"Value": "20",
"When": {
// Grandpa's Shed
"Query: {{WarpLocation |contains=Grandpa's Shed}}": true,
}
},
{
"Name": "Ench_Grove_Y",
"Value": "17",
"When": {
// Grandpa's Shed
"Query: {{WarpLocation |contains=Grandpa's Shed}}": true,
}
},
//Enchanted Grove Farm
all are edits in the content of CP from sve, im know how to code but dont know much abt stardew modding.{
"Name": "Ench_Grove_X",
"Value": "114",
"When": {
"FarmType |contains=Sevinae.EnchantedGroveFarm/EnchantedGroveFarm": true,
"WarpLocation": "default",
}
},
{
"Name": "Ench_Grove_Y",
"Value": "16",
"When": {
"FarmType |contains=Sevinae.EnchantedGroveFarm/EnchantedGroveFarm": true,
"WarpLocation": "default",
}
},
it stoped working just after turning simple foliage or disable fairy cycle option on
NOTE: I have not tested it myself because I haven't unlocked the warps on my playthrough yet, so please let me know if you run into further issues and I will investigate.
Thank you for sharing your beautiful work with us. ❤️
Would you be willing to offer a darker option? I would understand if you didn't; this is your creation, and I mean no disrespect to your work or effort.
Thank you!
Increased the Enchanted Grove warp location config from 100x100 to 156x156 for better compatibility with other custom farm maps.
Latest SVEi wanted to report a minor bug that's still present in version 3.4.0: the "Farm" minecart position appears in the minecart menu even on files that aren't using your farm type. i fixed it myself just by putting
"When": { "FarmType": "Sevinae.EnchantedGroveFarm/EnchantedGroveFarm" }
in the action that adds the minecart, but i thought i'd bring it to your attention in case you wanted to officially fix it (or just tell me that it's something wrong with my mod setup, which could very well be the case)