Here's a few Frequently Asked Questions for everyone:
1) Will this be SVE compatible? A. Mineral Town is a separate area (Similar to other expansions such as Ridgeside, East Scarp, Downtown Zuzu, etc.) It shouldn't interfere with anything in Pelican Town. If there are conflicts, we will do our best to make things work.
2) Is this installable mid-game? A. As of now, we have had no issues in our alpha testing related to installing mid-game. It should be safe, although nothing in life is guaranteed!
3) How will I get to Mineral Town? A: The entrance to the town will be to the right of the bus stop screen. This should be compatible to accommodate Ayeisha mod users by starting the entrance on the screen to the right of her van.
4) Will there be Translations? I'm going to work on getting the proper i18n files in place within the mod. However, as the team currently stands we don't have the time, or honestly the needed skillset, to do translations. We're of course willing to work with anyone interested in translating and will do everything we can to help facilitate that!
5) Is there a map? We have made an in-game map. However, it's above our skillset to actually get it programmed into the game currently. This will apparently be an easier job once Stardew Valley 1.6 drops, so we will re-evaluate then and hopefully get the minimap in-game. (It took a very long time to make lol)
Just wanted to post an update here. FYI, we're more active on our Discord, so feel free to join for news and updates!:
So, this upcoming update will be fairly considerable. We've been fixing a lot of the bugs that arose after map updates, including missing NPCs (Sorry about that!) In addition, there will be a sizeable amount of new content, including more characters (including originals such as Tate and Aja).
No ETA on exactly when this will release, as we're still developing content and will want to make sure to do a thorough amount of playtesting this time to avoid issues from coming up again.
Just dropping by to tell, I Love FOMT and your effort is very much recognize. Will always come here to check for updates (not just for the 1.6 coz Im still playing 1.5.6).
If I could share some thoughts here, probably shrink down the scale of everything. The proportion of buildings, roads and the negative spaces could be filled with somethin or just make them closer to one another :D. MineralTown can be that cute cozy secluded town smaller then Pelican Town that we go to for nostalgia and views <3 Focusing on the visual aspect for a start will attract players to visit MT. Alot of the time I see people changing the visual aspect of current SV so maybe you guys can be that haven XD.
Anyway I know its difficult to make the shop/ additional content works and figuring out how they can add value to the existing storyline so Gambateh! Yall are doing amazing for starting this!
I would love to see an update for 1.6! I never got around to try this mod out, and from what I heard, it may not be entirely compatible anymore? As a big fan of FOMT, I'd love to have it in my game <3
[Content Patcher] Unhandled exception applying patch: Mineral Town Fish > EditData Data/ObjectInformation #28. System.ArgumentNullException: Value cannot be null. (Parameter 'source') at System.Linq.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument) at System.Linq.Enumerable.TryGetFirst[TSource](IEnumerable`1 source, Boolean& found) at ContentPatcher.Framework.Migrations.Migration_2_0.ObjectInformationMigrator.GetOldFormat(IDictionary`2 from) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Migrations\Migration_2_0.ForObjectInformation.cs:line 92 at ContentPatcher.Framework.Migrations.Migration_2_0.ObjectInformationMigrator.TryApplyEditPatch[T](EditDataPatch patch, IAssetData asset, Action`2 onWarning, String& error) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Migrations\Migration_2_0.ForObjectInformation.cs:line 63 at ContentPatcher.Framework.Migrations.BaseRuntimeMigration.TryApplyEditPatch[T](IPatch patch, IAssetData asset, String& error) at ContentPatcher.Framework.Migrations.AggregateMigration.TryApplyEditPatch[T](IPatch patch, IAssetData asset, String& error) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Migrations\AggregateMigration.cs:line 205 at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 579
336 comments
1) Will this be SVE compatible?
A. Mineral Town is a separate area (Similar to other expansions such as Ridgeside, East Scarp, Downtown Zuzu, etc.) It shouldn't interfere with anything in Pelican Town. If there are conflicts, we will do our best to make things work.
2) Is this installable mid-game?
A. As of now, we have had no issues in our alpha testing related to installing mid-game. It should be safe, although nothing in life is guaranteed!
3) How will I get to Mineral Town?
A: The entrance to the town will be to the right of the bus stop screen. This should be compatible to accommodate Ayeisha mod users by starting the entrance on the screen to the right of her van.
4) Will there be Translations?
I'm going to work on getting the proper i18n files in place within the mod. However, as the team currently stands we don't have the time, or honestly the needed skillset, to do translations. We're of course willing to work with anyone interested in translating and will do everything we can to help facilitate that!
5) Is there a map?
We have made an in-game map. However, it's above our skillset to actually get it programmed into the game currently. This will apparently be an easier job once Stardew Valley 1.6 drops, so we will re-evaluate then and hopefully get the minimap in-game. (It took a very long time to make lol)
So, this upcoming update will be fairly considerable. We've been fixing a lot of the bugs that arose after map updates, including missing NPCs (Sorry about that!)
In addition, there will be a sizeable amount of new content, including more characters (including originals such as Tate and Aja).
No ETA on exactly when this will release, as we're still developing content and will want to make sure to do a thorough amount of playtesting this time to avoid issues from coming up again.
Stay tuned, and thanks for playing!
Is the mod still compatible with 1.6?
If not: Is there an Update planned?
If I could share some thoughts here, probably shrink down the scale of everything. The proportion of buildings, roads and the negative spaces could be filled with somethin or just make them closer to one another :D. MineralTown can be that cute cozy secluded town smaller then Pelican Town that we go to for nostalgia and views <3 Focusing on the visual aspect for a start will attract players to visit MT. Alot of the time I see people changing the visual aspect of current SV so maybe you guys can be that haven XD.
Anyway I know its difficult to make the shop/ additional content works and figuring out how they can add value to the existing storyline so Gambateh! Yall are doing amazing for starting this!
System.ArgumentNullException: Value cannot be null. (Parameter 'source')
at System.Linq.ThrowHelper.ThrowArgumentNullException(ExceptionArgument argument)
at System.Linq.Enumerable.TryGetFirst[TSource](IEnumerable`1 source, Boolean& found)
at ContentPatcher.Framework.Migrations.Migration_2_0.ObjectInformationMigrator.GetOldFormat(IDictionary`2 from) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Migrations\Migration_2_0.ForObjectInformation.cs:line 92
at ContentPatcher.Framework.Migrations.Migration_2_0.ObjectInformationMigrator.TryApplyEditPatch[T](EditDataPatch patch, IAssetData asset, Action`2 onWarning, String& error) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Migrations\Migration_2_0.ForObjectInformation.cs:line 63
at ContentPatcher.Framework.Migrations.BaseRuntimeMigration.TryApplyEditPatch[T](IPatch patch, IAssetData asset, String& error)
at ContentPatcher.Framework.Migrations.AggregateMigration.TryApplyEditPatch[T](IPatch patch, IAssetData asset, String& error) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Migrations\AggregateMigration.cs:line 205
at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 579