v1.5 Explanation of "Avoid certain bugs" in mod config
There was a bug up to v1.3 where warp totems would appear on the collectibles in front of the dusty chapel and would not disappear. If you have this condition, please turn on this item. A word of caution! If you turn this item ON, the cave will be created as a different MAP, although it looks the same. If you have placed valuable items in the cave, please remove them before changing the settings.
Please let me know if you have any opinions or glitches!
Both ‘Content Patcher and Farm Type Manager’ are required to use this mod. The mod works with the main file only. If you want to use the optional files, overwrite (merge) the optional files into the main file after installing the main file.
Got Demetrius and Robin to the right amount of hearts and got the mail saying that they opened up the back of the cave but there's no opening inside the cave. Is there something else I need to do to unlock it or is it just not working? edit:: nevermind, i figured it out
With 'hot spring cave' mod, when hopping into the water my character doesnt change to swimsuit. Any idea what could be the issue? I assume it could be any number of mods conflict haha
I really love your MOD! Could you possibly add compatibility for Kisaa's Farm Cave Pack? It would be amazing to see both MODs work together seamlessly!
Just checked out your latest update and really like the changes! A couple of polish suggestions though: 1. The tile transitions in the Farm Cave: Cove planting area feel a bit off. 2.All warp need to be shifted downward by 1 tile to prevent player sprite layer clipping with doorframe assets during entrance/exit animations. 3.The god rays effect currently only appears in Farm Cave: Fantasy and Quarry variants. Is this intentional visual hierarchy design or an oversight? 4. Would it make more sense to have Farm Cave: Green door on the right side instead?
1. When I checked it when I created it, I thought it was fine... but I can't start the game for a while, can you show me a screenshot of the strange part? 2. Sorry, I don't know what you are talking about. 3. I don't know what this is about either. 4. I will think about this. ================================================ I use translation tools to read and write English. I apologize if the meaning is not understood or if there are any strange parts. Also, it is possible that I may not understand too many technicalities or abbreviations.
2.All warp points should be adjusted downward by 1 tile.
For example:"Value": "6 1 Custom_AdditionalFarmCave 9 14" edit to "Value": "6 2 Custom_AdditionalFarmCave 9 14" ,in this way, such a situation can be avoided.
I don't know what is wrong with the Cove type... Please write an arrow or something to show me what is wrong.
As for the Green door, I don't see any problem with it, so I'm leaving it as is. (We want to match the default location and position unless there are problems such as not being able to reach the entrance, etc.)
As for the warp coordinates, I was not aware of that at all. Fixed in the new version!
It was originally compatible with "Farm Cave Underground Quarry" because it did not suffer from the same editing points! The new version changes the mail control to CP and eliminates the need for MFM! Please use the new version!
This mod looks pretty cool! However I see that Frontier Farm is not listed and that is the one I use. Any way to get it to work with it, or is it just incompatible?
Hi, I was wondering if I need to do a specific installation to use your mod with Hot Spring Farm Cave or if I can just put it in the mods folder normally
Sorry for the silly question, but since I use Frontier Farm from SVE, the Hot Spring page has a specific step-by-step guide to get it working, hence the question :)
Hot Spring Farm Cave should not work properly with SDV1.6 using the normal method of installation. There should be a post on Hot Spring Farm Cave's POSTS page with installation instructions.
It's not impossible, but... the "mushroom/fruit bat" related systems are hard coated, so it's quite difficult to adjust them. So perhaps that will not be implemented.
136 comments
Explanation of "Avoid certain bugs" in mod config
There was a bug up to v1.3 where warp totems would appear on the collectibles in front of the dusty chapel and would not disappear.
If you have this condition, please turn on this item.
A word of caution!
If you turn this item ON, the cave will be created as a different MAP, although it looks the same.
If you have placed valuable items in the cave, please remove them before changing the settings.
The mod works with the main file only.
If you want to use the optional files, overwrite (merge) the optional files into the main file after installing the main file.
inside the cave. Is there something else I need to do to unlock it or is it just not working?
edit:: nevermind, i figured it out
Any idea what could be the issue? I assume it could be any number of mods conflict haha
It is possible that other mods may affect...
{
Love your MOD design"Action": "EditMap",
"Target": "Maps/FarmCavePack_Quarry",
"FromFile": "assets/tmx/AdditionalFarmCave_entrance_close.tmx",
"ToArea": { "X": 5, "Y": 0, "Width": 3, "Height": 4 },
"When": { "Ts_AFC_OpenImmediately": "false" }
},
{
"Action": "EditMap",
"Target": "Maps/FarmCavePack_Quarry",
"FromFile": "assets/tmx/AdditionalFarmCave_entrance.tmx",
"ToArea": { "X": 5, "Y": 0, "Width": 3, "Height": 4 },
"When": {
"HasFlag": "{{ModId}}_CaveOpenMail",
"Ts_AFC_OpenImmediately": "false"
}
},
{
"Action": "EditMap",
"Target": "Maps/FarmCavePack_Quarry",
"FromFile": "assets/tmx/AdditionalFarmCave_entrance.tmx",
"ToArea": { "X": 5, "Y": 0, "Width": 3, "Height": 4 },
"When": { "Ts_AFC_OpenImmediately": "true" }
},
{
"Action": "EditMap",
"Target": "Maps/FarmCavePack_Quarry",
"TextOperations": [
{
"Operation": "Append",
"Target": ["MapProperties", "Warp"],
"Value": "6 2 Custom_AdditionalFarmCave 9 14",
"Delimiter": " "
}
],
"When": { "Ts_AFC_AvoidCertainBugs": "false" }
},
{
"Action": "EditMap",
"Target": "Maps/FarmCavePack_Quarry",
"TextOperations": [
{
"Operation": "Append",
"Target": ["MapProperties", "Warp"],
"Value": "6 1 Custom_AdditionalFarmCave2 9 14",
"Delimiter": " "
}
],
"When": { "Ts_AFC_AvoidCertainBugs": "true" }
}
If used, the settings of “Kisaa's Farm Cave Pack” should be the same as the ModConfig settings of this mod.
A couple of polish suggestions though:
1. The tile transitions in the Farm Cave: Cove planting area feel a bit off.
2.All warp need to be shifted downward by 1 tile to prevent player sprite layer clipping with doorframe assets during entrance/exit animations.
3.The god rays effect currently only appears in Farm Cave: Fantasy and Quarry variants. Is this intentional visual hierarchy design or an oversight?
4. Would it make more sense to have Farm Cave: Green door on the right side instead?
Thanks for all your hard work on this update!
2. Sorry, I don't know what you are talking about.
3. I don't know what this is about either.
4. I will think about this.
================================================
I use translation tools to read and write English. I apologize if the meaning is not understood or if there are any strange parts.
Also, it is possible that I may not understand too many technicalities or abbreviations.
2.All warp points should be adjusted downward by 1 tile.
For example:"Value": "6 1 Custom_AdditionalFarmCave 9 14" edit to "Value": "6 2 Custom_AdditionalFarmCave 9 14" ,in this way, such a situation can be avoided.
Please write an arrow or something to show me what is wrong.
As for the Green door, I don't see any problem with it, so I'm leaving it as is.
(We want to match the default location and position unless there are problems such as not being able to reach the entrance, etc.)
As for the warp coordinates, I was not aware of that at all.
Fixed in the new version!
And anyone knows if it plays good with Farm Cave Underground Quarry?
Great job!
The new version changes the mail control to CP and eliminates the need for MFM! Please use the new version!
Ty
Sorry for the silly question, but since I use Frontier Farm from SVE, the Hot Spring page has a specific step-by-step guide to get it working, hence the question :)
Ty
There should be a post on Hot Spring Farm Cave's POSTS page with installation instructions.
the "mushroom/fruit bat" related systems are hard coated, so it's quite difficult to adjust them.
So perhaps that will not be implemented.
thank u!!
sorry for botherin ya but could you add compatibilty for Kuri's Plantable Farm cave in a future update??
take your time if ya do wanna do that
sorry i tend to swap cave maps for different runs ;w;
Please use the new version!
https://www.nexusmods.com/stardewvalley/mods/7108?tab=description
this is such a pretty mod!