Stardew Valley

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Zyrnathos

Uploaded by

Zyrnathos

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About this mod

A shed expansion to be a bit more spacious and useful. Optionally includes indoor farming areas, a "cellar", and toggleable cask functionality.

Requirements
Permissions and credits
Changelogs

***KNOWN BUG (Version 1.6)***
Wallpapers & Floorings do NOT change as intended when you 1) have multiple sheds AND 2) enable the cellar. Simply put, every shed will share the same wallpapers & floorings. This is currently beyond my ability to fix. :(

The only available workaround now is to disable the cellar. Sorry for the inconvenience!

[You can also ignore this if identical walls & floors across all sheds doesn't irritate you too much...]

Note: The optional "Unique Walls and Floors" file addresses this issue; however, it comes with its own limitation, namely the potential infinite loading screen when big shed is selected with cellar (the hatch) enabled.



This mod was created because I wanted more from my sheds than just boring, blank rooms and wasn't contented with what I found. I also didn't see any that suits my aesthetic needs enough and therefore decided to make my own.

Note that it's essentially my experimental project for Tiled and Content Patcher, in addition to being my first mod, so the design and functions may be on the simpler side. I plan to improve on that with my next one, but for now, whatever this mess is will have to do.

Please follow these steps to ensure smooth gameplay:
  • Download Content Patcher and Extra Map Layers.
  • Download this mod.
  • Extract all into your Stardew mod folder. By default, it should be C:\SteamLibrary\steamapps\common\Stardew Valley\Mods
  • Be VERY careful with your config if you enable the cellar & plan to upgrade to Big Shed!!



  • The 2 main rooms are fully decoratable: you'll be able to change the walls, floors, and wall furniture as you please. Some greenhouse layouts (namely Plain, PlainSmall, and Decorated) can have their wallpapers & floorings changed as well.
  • The extra area to the lower right of the shed can be used as a greenhouse of sort (an indoor garden) if appropriate layouts are selected in the config (see below). You can also disable it by choosing "None" in the config. Most options are largely identical in function; I included the extra ones mainly as aesthetic choices. All grass & dirt tiles in any layout are tillable and can host fruit trees.
  • Optional "cellar" which comes complete with 2 additional sub-layouts for even more planting areas!
  • Casks can be independently enabled to work anywhere in the shed without enabling the cellar. The reverse is also true, but what would be the point of that? (jk, you do you!)

I tried to allow for as many choices as possible for the users, so the config might be a bit confusing. Click the spoiler below for detailed descriptions of each option:



Open the spoiler below for detailed descriptions of each config section!
Spoiler:  
Show

Main
  • Shed to replace: choose which shed to apply my layout between 1) small(unupgraded) and 2)big(upgraded) sheds. You can select "None" to disable the mod entirely. This was added to allow other shed interior mods that target a specific version of the shed to work alongside mine.
  • Layout: refers the 2 main rooms. The details are as follows:
  • Clear: the mod in its barest form. It's just the new layout, nothing more.
  • Decorated: some furniture will be pre-added to the shed. Will probably be a hindrance rather than help, so use at your discretion!
  • Balanced: the main rooms are equal in size. Plus, the "connecting" part is enlarged.
  • SingleRoom: what it says on the tin. The two rooms are merged into one. You can thank wiccabewitch for bringing this up!
  • MainOnly: enables just the first room. You can't use any Greenhouse layouts with this option. Suggested by ramaharerama.
  • Allow Casks: pretty self-explanatory. Lets you use casks in the shed as you would your cellar. This was made possible with the MapProperty "CanCaskHere" which applies to the whole shed, not just the cellar. To maintain realism, it's been changed so that this applies only after the main shed has been unlocked. How else would you have got those casks anyway?
  • Cellar: select the general appearance of your shed cellar. It can either be empty but well kept(Clear), filled with some stuffs(Decorated), or in the process of being reclaimed by nature(Overgrown). As usual, choose "None" to disable the cellar and remove the corresponding hatch.
  • Hatch Location: choose where the hatch, if the cellar is enabled, should be located in relation to the back of the first room.

Options
  • Greenhouse: choose your layout of choice for the extra area. Note that most, besides Plain and PlainSmall, come lightly pre-decorated.
  • None: disables the room. What did you expect?
  • Plain: the area will remain a typical part of the shed. No planting spaces here. Nothing special.
  • PlainSmall: same as the above but smaller
  • Planter: a dedicated farming area is added in the middle.
  • Grass: all of the room is covered by the eponymous plant matter. The grasses in the middle are darker to indicate a designated farming area, but all grass tiles are  tillable, and fruit trees can be planted on any free tiles.
  • GrassDirt/GrassTree: basically identical besides the differences in the amount of dirt and grasses present. One is designed to be crops-focused, and the other have dedicated spots for fruit trees; regardless, all tiles in both layouts are tillable and fruit trees-friendly.
  • WaterPlanter: an aesthetic-oriented layout that has a medium planting area in the middle surrounded by a largely decorative body of water. The grasses between them are, as always, tillable and allow fruit trees. Alternatively, they can also be used for paddy crops (as shown in the main picture).
  • WaterGrass: The planting area of the previous layout is removed in favour of a full grassy field, perfect for decorating! The grasses retain their aforementioned attributes.
  • WaterFancy: A variant of WaterGrass in which the layout is modified to be more "adventurous". More water, less grass, less planting area, all in the name of aesthetic~!
  • CellarType: choose how you'd like to make use of your cellar. Either leave it blank(Plain), add another planting space(Crops), or add an irrigated plot for paddy crops(Paddy)

Extras

  • Water trough: adds a water trough for your refilling convenience to the greenhouse, the shed cellar, or both. Layouts that 1) have no planting areas or 2) already have water will not be affected (i.e., no troughs will spawn in them no matter what you choose). Select None to disable.
  • More vines: an even more aesthetic-focused version of the water greenhouse, designed to my liking. Just adds more vines to the walls. Requires EML. Has no effect on other layouts/the cellar.

Adjustment
  • Increase build cost: lets you configure the build cost for the shed to your heart's desire.
  • Gold: Set the amount of gold required. Default is 35,000.
  • Wood: Set the amount of wood required. Default is 500.
  • Stone: Set the number of stone required. Default is 250.
  • Include hardwood: If selected, sheds will additionally cost hardwood.
  • Hardwood amount: Set the amount of hardwood required. Default is 100.




Note that these aren't exactly "bugs", so to speak, but I figure I'd list them here anyway for curious minds...
Despite being physically distant, the shed cellar is still part of the map. As a result, anything that applies to the whole map will also affect it. This means you can expect the following illogical behaviours:
  • The day-night lighting changes can be observed in the cellar even though it's supposed to be underground. Nothing I can do about it atm.
    Spoiler:  
    Show
    To do otherwise would be to add it as a new custom location which WON'T work: all sheds will share the same cellar, and the game won't be able to tell which shed to send you back.
  • Mini-jukeboxes in the cellar will play music in the shed and vice versa. This is subjected to the same limitation as 1., so just choose one location, I guess.
  • Likewise, casks were meant to work only in the cellar, but since "CanCaskHere" is map wide, you can use them anywhere in the shed



  • I might revisit this ancient mod of mine someday. Maybe, just maybe...
  • [BUG] Wallpapers & Floorings don't play nice when you have the cellar enabled due to the "LocationUniqueName" token. Refer to the notice at the top of the page for a temporary solution.

Any ideas for improvements, bug reports, and criticisms are welcome! I can't promise anything, but I'll try my best to implement reasonable suggestions that are within my limited capability. Aesthetic-related issues are twice as likely to motivate me though!



A list of mods I think would go well with mine.
Spoiler:  
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Visuals: All by DustBeauty unless stated otherwise
In-Game Functions
  • Custom Cask Mod by Digus: age more things to get more use out of casks!
  • Fruit Trees Tweaks by aedanthorn: allows fruit trees to be planted right next to each other (still needs dirt/grass tiles I believe), plus a number of other interesting tweaks.
  • Better Beehouses by swyrl: Get year-round honeys indoor(if enabled). Yes, I did some research, and it would appear indoor beekeeping is indeed a thing.
  • [JA] Aquatic Plant by KAYA: special thanks to Puffeeydii for introducing me to the mod! Adds new beautiful paddy crops, featured in the main image, to the game. Check her page for more info!
Others
  • General Mod Config Menu by spacechase0: VERY useful for editing configs in-game. For my mod, you can change the layouts directly during gameplay: just select the new option(s) and exit then reenter the shed. Highly recommend!




Credits
DustBeauty for her transparent "waterway" sprites taken from the Hot Spring mod. They were poorly recoloured to match VPR by me, although they should hopefully work fine with vanilla and other recolours too. I'm including them per her 4th permission rule:
[15/12/2020] You can use all the art I made for your family friendly story content mods (NPCs, events, new maps) as long as you credit and link back to the original. Don't wait for my permission, I'll say yes anyways.
Fippsie for her gorgeous Birdhouse tilesheet. Seriously, go check out her original mod (or, since PyTK is on the brink of collapse, the SF alternative)!
Aimon111 whose indisputably superior shed mod reminded me of the existence of the FloorIDs & WallIDs properties, hence why I was able to drop CDA.

Inspirations
Buildable Cellar Redux by bpsys - the mod that first gave me the initial idea to expand the functionality of vanilla sheds.
Oasis Greenhouse and Wren's Expanded Greenhouse by DaisyNiko and swyrl - for my penchant for more water in indoor areas. The latter also inspired me to add the paddy option.
Configurable Cellar Extension (with tillable soil) by BoogieBest - for, obviously, the tillable soil in the cellar.
Medieval Buildings by Gweniaczek - my interior was shaped to match the exterior of her 1st option for small shed.

Special Thanks
ConcernedApe for the game (and the corresponding vanilla assets) we all love.
shekurika
on the Stardew Valley Discord for helping me with the warp command so that it works for everyone (my original was working for her but not for me XD).
spotteddotted for her Bigger Shed mod and the non-functioning cellar that frustrated me into making this.
aedanthorn for his amazing Custom Decoration Areas and Extra Map Layers.
And as always, Pathoschild for the ever useful Content Patcher.