Required to fix the cellar entrance and spouse rooms.
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Fixes for better compatibility with PolyamorySweet
Version 1.8.2
A couple of tweaks to ensure the cabin warp update code works correctly
Version 1.8.1
Bug fixes and code optimisation
Version 1.8.0
Cabin warps now update automatically rather than warping you to the farmhouse, TouchAction/Action warps OUT of the cellar now update to the correct farmhouse/cabin just like the "Warp" map property does
Version 1.7.25
Fix for void appearing at 7pm with certain farmhouse mods
Version 1.7.24
Bug fixes
Version 1.7.23
Fixed mistake in last update
Version 1.7.22
Warp code tweaks so debug warping into the Farmhouse/Cabins without providing co-ordinates now warps you to the entrance rather than wherever the game feels like
Version 1.7.21
More fixes for void issues
Version 1.7.20
Void fix for real this time
Version 1.7.19
Fix for voids appearing at the left hand side of the farmhouse, noticeable with farmhouse replacement mods
Version 1.7.18
Fix for errors if RemoveGlitchedTile is enabled in config prior to the second house upgrade & added Italian translation, thanks to 7Kana.
Version 1.7.17
Adjustments for my Dynamic Flooring - Continued mod
Version 1.7.16
Fix for another NightTiles parsing error which occurs in certain situations
Version 1.7.15
Added i18n translation
Version 1.7.14
Fixed errors introduced in 1.7.12
Version 1.7.12
Fix for NightTiles parsing error which occurs in certain situations
Version 1.7.11
Fix for error related to lightglows in cabins
Version 1.7.10
Fix for PreviousLocation token breaking on loading save when player is not in the farmhouse/cabin
Version 1.7.9
Code cleanup
Version 1.7.8
Performance improvements
Version 1.7.7
Fixed not being able to apply Dining Room renovation to Farmhouse when Unhardcoded Warps is enabled
Version 1.7.5
Updated more code for better compatibility with 1.6 and fix for conflict with TMXL Map Toolkit
Version 1.7.4
Fixed Action Warp handling code for Cabin cellars which broke in 1.6 and mod load order conflict with my Permanent Cellar mod
Version 1.7.3
Fixed warp warnings constantly showing for farmhands in multiplayer on start of day/when warping into cabins
Version 1.7.2
Changed warp errors to show as a warning instead for real this time
Version 1.7.0
Updated to be compatible with 1.6
Version 1.6.12
Fix for NullReferenceException in UpdateTicked error and Cabin cellar warp error in multiplayer
Version 1.6.11
Code improvements before i start work on new version for the 1.6 alpha
Version 1.6.10
Another attempt at fixing remaining warp bugs, hopefully this time not breaking them for majority of users
Version 1.6.9
Last update was a complete failure, reverted changes and made some tweaks. Hopefully this version is better.
Version 1.6.8
Attempting to fix remaining warp issues but i'm flying blind as i can't replicate, hopefully this update helps
Version 1.6.7
Fixed Lightglows in Sheds & other decoratable locations again, for real this time
Version 1.6.6
Fix for piece of code running when not neccessary which caused light glows to break in certain situations
Version 1.6.5
Fix for Lightglows in Sheds
Version 1.6.4
More improvements to warp code, hopefully fixing warp issues into farmhouse/cabins that some users may experience
Version 1.6.3
Adds a config option to remove the random tile that appears in certain situations at 34, 9 after the second house upgrade & when you are married. Most noticeable when using custom Farmhouse/Cabin maps that remove the walls there. This only applies to what the vanilla game code places there. SVE also put it's own tile there as well as a couple of other places but these can be altered/removed via CP whereas the vanilla one can't.
Version 1.6.2
Makes Cellar stairs code compatible with Cellar maps that change the default warp entry locations
Version 1.6.1
Fixed an odd issue where if GMCM isn't installed, the tokens don't get created.
Version 1.6.0
Adds the ability to use my CellarExit map property on the cellar stairs map "Maps/FarmHouse_Cellar", refer to my Permanent Cellar mod page for info & usage instructions. Warps & Action Warps to the Cellar are now handled correctly for Cabins as the vanilla game only automatically updates TouchAction Warps destinations to the correct Cellar. So now any type of warp to the Cellar can be used. Fixed interfering with mods that use Custom Warp Points when Unhardcoded Warps is disabled. PreviousLocation token now works for all Buildings
Version 1.5.1
There was a mistake in my code for excluding warps from the Cellar to Cabins being handled by my mod when Unhardcoded Warps is disabled so the player was always warping to the Cabin entrance, this is fixed.
Version 1.5.0
Testing out new token that returns upgrade level for the Cabin the user is/was currently in, read mod description page for more info. Potential fix for Shed exit warps again as i received a report that my code was still messing with them when SVE & Grandpa's Farm are installed & Grandpa's Shed is fixed
Version 1.4.2
Fixed CF.FarmhouseFixes/PreviousLocation token that broke in the last updates and changed CF.FarmhouseFixes/IsDarkOutOrRaining token to just CF.FarmhouseFixes/IsDarkOut as rain detection is unnecessary.
Version 1.4.1
More cabin entrance warp fixes, should be nearly impossible for them to break in any situation now
Version 1.4.0
Scrapped Forced Cabin Entry Warps option as it is handled by the mod automatically Spouse Room Day/Night tiles when loading a map with CP using Action: Load are now fixed Added "CF.FarmhouseFixes/IsDarkOrRaining" token which is useful for those that might require patches that apply when it switches from day-night or night-day More bugfixes
Version 1.3.4
Reworked Day/Night Tile code from scratch as I actually broke it in certain instances with the last update
Version 1.3.3
Reworked warp code again so only intended buildings are affected by it. More bugfixes for Day/Night tiles so now they behave exactly like pre-marriage.
Version 1.3.2
Bugfixes for sunrays and an issue which affected Shed warps in certain situations
Version 1.3.1
Small update to make the mod fully compatible for controller users
Version 1.3.0
This version fixes custom Day/Night tiles not working when spouse rooms are loaded as game code removes them from the farmhouse/cabin maps. So now they work all the time
Version 1.2.0
I broke warps into Cabins with the last update, this fixes that. I have also added Un-hardcoded warps as a config option which is disabled by default. This is so the spouse room fixes can be used without the warp stuff.
Version 1.1.0
Improved Cabin warp code as it wasn't working in certain situations. I also added a config option to force default Cabin entry warps, this is only needed for very specific situations such as using LocationName |contains= Cabin to stop Farmhouse maps from patching Cabins as entry warps become broken.
Version 1.0.0
Initial release
Features of the mod:
Non-Hardcoded Warps
Warping to any tile in the farmhouse/cabins is now possible which is great for custom locations which branch off from them as they can now warp back without being forced to the EntryLocation point. Works for any location, not just custom ones. Cabin warps have also been altered so it's now possible to warp from one area of the cabin to another. If a mod tries to alter just the Farmhouse/Cabins map and not both by using "LocationName" conditions the game has trouble grabbing the entry point for the them if it's using a custom EntryLocation and the warp is broken, this is now handled by my mod automatically and is fixed.
Spouse Rooms/Cellar Stairs Fixes
Under certain conditions including but not limited to using Content Patcher to patch tiles in the farmhouse or cabins can cause spouse rooms and the cellar entrance stairs to disappear. This also used to be an issue when using aedenthorn’s Dynamic Flooring mod, when removing flooring placed with that mod. Since i have taken over updating that particular mod I have included the fix so Farmhouse Fixes isn’t neccessary anymore. Another issue is when patching Maps/spouseRooms using conditions such as but not limited to OnTimeChanged or OnLocationChange, spouse rooms don't get updated to reflect these changes. The last issue is nitpicky but on the first day after loading a save if it's sunny, the sunrays from spouse room windows are missing. All of these issues are fixed with this mod. Warps & Action Warps to the Cellar are now handled correctly for Cabins as the vanilla game only automatically updates TouchAction Warps destinations to the correct Cellar. So now any type of warp to the Cellar can be used. TouchAction & Action warps OUT of the cellar now update to the correct farmhouse/cabin just like the "Warp" map property does. Cabin warps now also update automatically instead of warping you to the farmhouse. Adds the ability to use my CellarExit map property on the cellar stairs map "Maps/FarmHouse_Cellar", refer to my Permanent Cellar mod page for info & usage instructions. Config option to remove the random tile that appears in certain situations at 34, 9 after the second house upgrade & when you are married. Most noticeable when using custom Farmhouse/Cabin maps that remove the walls there.
Fixed Day/Night Tiles
After marriage in game when spouse rooms are loaded, custom Day/Night tiles in the farmhouse/cabins get removed by game code so they don't work. This is no longer the case and custom day/night tiles now work all the time. Spouse Room Day/Night tiles when loading a map with Content Patcher using Action: Load are now fixed also.
Spouse Rooms patched in with TMXL Map Toolkit still disappear when Content Patcher is used to patch tiles in the farmhouse and Day/Night tiles do not work in these spouse rooms either. It doesn't look like i am able to fix these issues, and since TMXL Map Toolkit is outdated i feel the work would be futile.
Extra Tokens
"CF.FarmhouseFixes/PreviousLocation" : I have created a token for CP users which can be used on Action/TouchAction warps which will warp you back to the last farmhouse/cabin/building location. Your patch will require an update on location change if using this token. As of version 1.8.0, this token now works for AddWarps/altering the Warp map property with CP in multiplayer for all players.
"CF.FarmhouseFixes/IsDarkOut" : I have also added a token which can be used for patches that apply only when it's Daylight or NightTime outside. This adheres to the games day/night cycle even if using mods that alter this. I have personally used it to create custom light beams for custom windows.
"CF.FarmhouseFixes/CabinUpgrade" : The third token i have added returns the upgrade level of the Cabin the user is/was currently in. The FarmHouseUpgrade token provided by Content Patcher isn't able to track each individual upgrade level for each Cabin so i've created a way to be able to do this. So creating patches based on Cabin levels can be done properly. Your patch will require an update on location change if using this token.
Installation:
No special setup required, just unzip to your mods folder. Unhardcoded warps can be enabled/disabled via config.