Stardew Valley

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halloikbenzander

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halloikbenzander

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  1. halloikbenzander
    halloikbenzander
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  2. Chaserzx3
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    My is on on a very long or infinite load, any way to fix this
    1. mamaroch
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      I'm having the same problem also. It's on infinite loading.
  3. Thursten
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    Can I install this along side the White River Farm replacement by Meevers? https://www.nexusmods.com/stardewvalley/mods/1293 It replaces the Riverland Farm.
    This one looks so awesome, I just don't want to have to throw away my current savegame.. =(
    1. halloikbenzander
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      Riverland is the fishing one correct?
      If so then yes you can install it along side, however some of the files in my mod will also override any other files like the greenhouse which would then also be changed in the other farm.

      To have full compatibility you would have to delete my mod before playing on another save (will not have any issues as long as you don't load the save on my mod afterwards)
  4. GlassDeviant
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    Having a little problem with oak/maple/pine trees on the regular farm tiles. I "plant" the seeds, and the next day they are gone. Otherwise for the most part I like the farm, although it is a bit overwhelming with the amount of stuff on it.
  5. RiseKnight
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    In response to post #67380316.


    Spoiler:  
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    RiseKnight wrote:
    any solution?

     
      
    Screenshot_1.png

     



    It is an unknown bug (nobody knows why it happens or how to fix it) that seems to happen after certain things are unlocked on the farm, like the mushrooms/fruit in the cave, or upgrading your house.

    If I know how to fix it I would do so immediately because It is bothering me too
     


    I tried new game sadly the bug still exist 
  6. RiseKnight
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    Screenshot_1.png
     


     


    any solution?
    1. halloikbenzander
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      It is an unknown bug (nobody knows why it happens or how to fix it) that seems to happen after certain things are unlocked on the farm, like the mushrooms/fruit in the cave, or upgrading your house.

      If I know how to fix it I would do so immediately because It is bothering me too
  7. PabloEscobarBear
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    hey zanderb thanks for the map its really good enjoy it very much but would it be too much to ask to make Multifunction Greenhouse https://www.nexusmods.com/stardewvalley/mods/3246 compatible with your mod?
    1. halloikbenzander
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      Yes I will do it, but just from a glance I can already tell you that I would probably have to disable the shed building (the one in the top right corner that looks like the animal shop)

      Soon I will be updating the mod (no estimate) with several greenhouse mods compatible files so check back soon.
    2. PabloEscobarBear
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      cool thanks man
    3. PabloEscobarBear
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      hey zander i know you are busy, is it a away that i can make the mod work for myself? what do i need to edit?
    4. halloikbenzander
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      there are tutorials to make XNB mods on the stardew valley wiki
    5. PabloEscobarBear
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      thanks man managed to make it work
  8. KazanaAoi
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    Installed the Erossavia's tree happy greenhouse compatibility patch, and discovered that the shed door dumps you out within the centerish area of that greenhouse..

    I'm guessing the Greenhouse and custom Shed are on the same map, or something like that, and it probably isn't fixable (and you dont have time at the moment and all that), but figured I'd let you know anyway just in case.
    1. halloikbenzander
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      Yes it seems to have been an error on my part. It will be fixed in a future version (no estimate )

      you can fix it yourself by opening the farm.tbin with notepad++ and searching for "greenhouse" and changing the numbers before it into 160 46


    2. KazanaAoi
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      Unfortunately, making that change with notepad++ causes the mod to crash when attempting to load farm.tbin :<
      I was very careful to only change the numbers "76" and "23" just before the greenhouse entry, didn't remove any spaces or anything of the sort, and I tried several times for good measure just to ensure I didn't screw up on accident...As well, I tried saving the farm.tbin to farm1.tbin without changing anything within the file itself, and renaming that farm1.tbin back to farm.tbin to ensure it wasn't something wonky with how my NP++ was saving the file, and it ran fine when doing that.So.. Something about exchanging "76 23" with "160 46" causes content patcher/the mod to crash.

      https://log.smapi.io/7cDE7n7J -- The log just so you can see the error.

      And thank you for at least going out of your way to respond with an attempted fix. ^-^ No need to stress over a response to this message, I can live without the shed.
    3. MelodicLullaby
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      If you want to change warp points then you'll want to change the numbers AFTER the map you're trying to warp to. For example on my farm, my warp point to my farm cave looks like this:
      34 5 FarmCave 8 11
      34 5 is the tile I walk into on my farm and 8 11 is the tile I will appear on when entering the cave. The first two numbers before a location are the tiles you interact with in order to initiate the warp, and the two numbers after the location are the tiles you will appear on when the warp ends. If the greenhouse map is connected to the shed map, then you'll want to find the tile the shed door is on and change the numbers following it to the tile numbers on the greenhouse map that leads to the shed instead.

      E: I'm pretty sure that to change warp points you need to change them in a map editor, also. I don't think editing them in Notepad++ will work.
    4. KazanaAoi
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      Thats a good explanation, Melodic, But there is only one set of numbers near the "Greenhouse" section I was pointed to.. The warp is triggered by the use/action of a door, rather than by a tile or set of tiles you walk onto.
      The line reads "Action ----- Warp 76 23 ------ GreenhouseS" -- Plus a bunch of garbled supertext, and its the only place in the document the numbers 76 23 pop up beside eachother.

      You did give me an idea though, I tested out an edit of coordinates by changing the greenhouse.tbin and changing the value for the waypoint there, and it saved fine and loaded up fine (and spat me out in the middle of a field) -- So making the change via notepad++ isnt the issue.

      So then I tested editing the warp value in the farm.tbin again (As in just now when I'm posting this) and I put in the value 99 46 .. And it loaded fine. Went to the shed door and it popped me out in the wall, and using bjs noclip to test, I ran straight right, and the 46 value was spot on to the entrance to the shed. So either 160 is too far over, and it goes outside the boundaries of the tilemap, or adding a third digit to the value when editing it via notepad corrupts the file.
      (I'm going to test the third digit thing by setting it to 100, and then if it loads, eke it over like 10 at a time until it lines up, or crashes.)

      PostTestEdit: Setting it from 99 46 to 100 46 caused that same error to pop up. So it will likely have to be changed in a map editor :< I have no idea how to do that stuff. Ah well.

      PostEditEdit: If I had to guess, adding an extra character into the file (1xx instead of xx) breaks the hex security/hashing/whatever-its-called that ensures file integrity, when it checks the file, it compares it to the hash the file should have, sees something is out of place, and refuses to load it.
    5. halloikbenzander
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      Here is the farm.tbin with the coordinates edited within the editor: https://drive.google.com/open?id=16XKB_6xErzeeFlFWwqg8Aalgv2IUBjtw
      try and see if that fixes the issue
    6. KazanaAoi
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      It did indeed fix it, And thank you again for taking time out of your day to help. :) Loads up fine with that file, and the shed warp comes out to the right place now.
  9. RiseKnight
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    Spoiler:  
    Show

     
    Screenshot_1.png

    whats with this weird bug?

    https://log.smapi.io/5syRqyBY
    this is my log btw
  10. ZonaryQuasar
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    I just came here to say that this mod blew my mind and made me have interest on the game again. My farm is now more beautiful than ever thanks to your mod. Thank you very much for your work!
  11. venom4789
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    Enjoying the mod just wondering if there is anyway that i can make it so i cant access the greenhouse till i unlock it with the bundle, keep up the great mods.
    1. MelodicLullaby
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      The only way is self-restraint.

      Because it's a custom greenhouse, it can't use the traditional Warp Greenhouse command and has to use a custom warp. The game code cannot account for a custom warp point with bundle blocking. zander would have to remake the map completely and place the greenhouse in its default location in order to have it work the intended way.
    2. venom4789
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      sounds good, i will control myself till it will be unlocked then, thanks for the response