So glad this mod exists since Karmylla's interiors are gone from this earth forever, and there's no equivalent (besides less ugly town interiors which doesn't really add any new rooms).
Using this with Maru's New Basement created this lovely batch of red:
"Unhandled exception applying patch: Maru New Basement > Accessible Locations Compatibility.StardewModdingAPI.Framework.Exceptions.SContentLoadException: Maru New Basement loaded map 'assets/MaruBasement.tmx' with invalid tilesheet path 'z_SVEbuildingShadow.png'. The tilesheet couldn't be found relative to either map file or the game's content folder. at StardewModdingAPI.Framework.ContentManagers.ModContentManager.FixTilesheetPaths(Map map, String relativeMapPath, Boolean fixEagerPathPrefixes) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 450 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadMapFile[T](IAssetName assetName, FileInfo file) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 296 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 131 at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ModHelpers\ModContentHelper.cs:line 57 at ContentPatcher.Framework.Patches.EditMapPatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditMapPatch.cs:line 129 at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 548"
(side note: not using SVE, is that the problem? it mentions it at least once)
That’s cool. :) EDIT: Also, if you could change the UniqueID from the no clip one to something like "Luan125GUI.MaruNewBasement", that would be a helpful change.
Oh you buy a bus ticket like normal, there is no real reason to go in the bus, you just can. In the next update, I’m going to try to add compatibility with the Renewed bus mod which adds something similar to what you’ve described.
27 comments
"Unhandled exception applying patch: Maru New Basement > Accessible Locations Compatibility.StardewModdingAPI.Framework.Exceptions.SContentLoadException: Maru New Basement loaded map 'assets/MaruBasement.tmx' with invalid tilesheet path 'z_SVEbuildingShadow.png'. The tilesheet couldn't be found relative to either map file or the game's content folder.
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.FixTilesheetPaths(Map map, String relativeMapPath, Boolean fixEagerPathPrefixes) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 450
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadMapFile[T](IAssetName assetName, FileInfo file) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 296
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 131
at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ModHelpers\ModContentHelper.cs:line 57
at ContentPatcher.Framework.Patches.EditMapPatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditMapPatch.cs:line 129
at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 548"
(side note: not using SVE, is that the problem? it mentions it at least once)
If I ever updated I will
EDIT: Also, if you could change the UniqueID from the no clip one to something like "Luan125GUI.MaruNewBasement", that would be a helpful change.