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File credits
Mizujakkaru - for creating crops' sprites used in the "Longevity crops" tilesheet for compatibility with RTGOAT's Longevity mod. pardeike - for Harmony library used by the mod to hook to the game's internal methods.
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Changelogs
Version 1.4.1
Compatibility fix for Stardew Valley 1.3.17/SMAPI 2.6-beta.16. Config and texture initialization moved from loading a TitleMenu to loading a save.
Fixed a bug where crops planted in Garden Pots wouldn't reset to their normal version.
Version 1.4
Compatibility fix for Stardew Valley 1.3
To make the mod compatible with multiplayer crops update method is executed several times per second instead of having trigger events.
Version 1.3.3
Fixed compatibility with CustomCrops (and other mods using the same method to add new crops).
Version 1.3.2
Fixed an error that occured when a bomb explosion covered HoeDirt tiles.
Version 1.3.1
Fixed the updateCropAtTile method firing when planting fertilizer, which led to some errors and fertilizer not being consumed.
Version 1.3
Rewrote using Harmony library by pardeike. Now update method is executed after "perforfToolAction" and "plant" game methods instead of reacting to key presses.
Added a method to generate dry crops tilesheet (by desaturating original) if it's missing from Data folder or doesn't have all the crops.
Added a console command to save dry crops tilesheet.
Version 1.2.1
Added a console command to save unmodified crops tilesheet, to avoid having to unpack .xnb file.
Version 1.2
Rewrote trigger condition from being based on monitoring stamina to triggering when holding down/releasing useTool or action button. Now it is more reliable and will trigger when planting new crops (and much less resource friendly).
Added resetCrops method to avoid invisible crops problem after deleting the mod.
Added Longevity crops tilesheet to the package.
Fixed path to tilesheets to avoid errors with SMAPI 2.1
Version 1.1
Added config option to add maps other than Farm and Greenhouse where mod should run.
Now uses separate tilesheets.
In absence of normal crops tilesheet can use /Content/TileSheets/crops.xnb asset.
Dry crops tilesheet doesn't need to contain dry versions of all the crops. Though it's still recommended and a player will be warned.
Version 1.0
Initial release.
Replaces crops tilesheet to display different crops sprites depending on the state of the ground (dry or watered).
Uses combined tilesheet with normal and dry sprites.
Runs when player uses watering can or enters Farm or Greenhouse.
Do you want to be able to tell at a glance if a crop has been watered, even if you can't see ground behind the crops like Hops, Grapes and Hay (especially if you can't see ground)? Or you want crops to have different watered/not-watered sprites just as an aesthetic choice? Then you can use this mod.
Important. To use this mod in multiplayer all players should have this mod installed, as well as using the same mods/content packs that add new crops. Otherwise there will be invisible crops, or crops having incorrect sprites.
Installation 1. Install the latest version of SMAPI 2. Unpack the downloaded zip file and place it's contents into the Mods folder 3. Tweak the configs to your liking. If there is no config file or you want to reset all settings to default, delete existing config file and the next time you load the game a new config will be created. 4. (Optional) If you're using mods that replace \Content\TileSheets\crops.xnb file, the mod will generate a new dry crops tilesheet, but the algorithm used for this is very basic, so if you want to create crops' sprites yourself, read further. 4.1 Run the game and enter "export_crops" in the SMAPI console. This will give you the original crops tilesheet to work with. 4.2 Make a copy of crops tilesheet. This will be a base for creating dry version. to be "dry version" tilesheet and edit it as you like. You can also edit normal tilesheet if you want. Giant crops are better left with their original look 4.3 Edit dry crops tilesheet to as you like (like lowering it's brightness/saturation or completely redrawing the crops' sprites). You can also edit normal tilesheet if you want (giant crops are better left with their original look though). 4.4 Put both files into \Did You Water Your Crops\Data folder (if they aren't there yet) and add their filenames to config settings "cropsTextureFilename" and "dryCropsTextureFilename". 5. Play the game.