As far as it goes right now, When having both active, it generates a door without a warp assigned to it. My mod is really just replaces the original farm cave with a larger version so it shouldn't be too hard to patchwork in a solution.
While I can probably do it from my side, their mod seems to be a lot more in-depth. I'll send em a message and see what comes of it. o7 o/
The creator of the additional farm cave was kind enough to add compatibility from their end. They've put out an update with the changes a couple days ago. I hope you enjoy. o7 o/
Would it be possible to add the option to make the mushroom boxes (that are spawned by the cutscene) removeable via tools? (axe, pickaxe, ...) The vanilla game now (since 1.6) seems to allow removing boxes that were placed by the player, but with those spawned by the mushrooms/bats event it's not possible, sadly.
Makes me wonder how mods prior to 1.6 did it then 🤔at least it was possible as long as the mod was installed before said cutscene event. Also makes me wonder if there would be other workarounds, like preventing them from being placed in the first place and instead giving the player those mushroom boxes, or something like that.
And yeah, i just thought it might be a fitting option for a cave mod. If it's not possible, well, no worries then. 🤷
I had removed it in update 1.1.0 since I thought that few people seemed to be using it. (And it kinda took up alot of space, prior to me learning of toggles. :p)
While it didn't actually function as a proper greenhouse, I can see about adding it back in as a option for ya in the next update lol. My apologies for the inconvenience.
It did function as a greenhouse for me! I saw the comment below but idk how, I could grow anything in it like in a greenhouse (without any additional mods that allow planting in every season etc) :D Thank you for considering it and no need to apologize! <3
Oh thanks for asking! I don't mind it being like it was before, no need to be bigger. But if you feel like doing something different I personally don't use casks at all, so putting it as optional config for the second floor would be great also!
a +1 in favor of that small soil patch from me as well. Would it be possible to add it as an additional config in the config menu? Similar to the Minecart, the Dark Spot and the Chest & seat? That 5x5ish spot on the first floor, as it was previously, seemed kinda nice.
The problem with adding more stuff is, where would you stop? Especially since different people have varying preferences, in terms of aesthetics and such. Personal suggestion, if you want to add more (or even as an option for the cask area), how about the option to lock it behind friendship with Demetrius, a rock similar to the one in the mines, or resources like on the beach? Just so you don't get an OP area without working for it. And again, options for the mod menu for that.
I can for sure see about adding a lock for it. (Whether it be via friendship, a boulder, or even the CC unlock for the greenhouse)
In most cases, I tend to leave the option to opt-out of any features I add and leave it to player to decide what's fair or not. I can't make everyone happy and I'm not about to try. <3
The "Dirt Spot" feature has now been re-added as of version 1.2.1. I've made it slightly smaller, (To a 5x5 space), & added proper "Greenhouse" functionality to the dirt if toggled.
I'm sure I'll have to tweak it in the future but I hope you both enjoy. o7 o/
Yeah, any locks would be more of an option for those really huge things, and not so much for small moderate stuff. :)
Maybe an option would be to keep the older patch (5x5+2x3, 2 more rows of 5) as an option for "legacy compatibility", or something. 🤷 Just like in those images that you can appearantly still find on google.
The greenhouse toggle works just fine and as intended btw, good job.
In order to make it function like other minecarts, you would need a specific mod that lets you add in custom carts, or to add a one way warp to the tiles.
In vanilla, you aren't meant to have it connect normally.
I'll somewhat correct myself by saying that you no longer need a super specific framework mods (i.e for instance: Extended Minecarts,) to generate a new minecart location thanks to recent SDV 1.6 changes. You do however, still need support from mods (In my case, Content Patcher,) to apply the changes to your game.
I've added the functions of a regular minecart in as a toggleable option as of version 1.2.0. I hope you enjoy o7 o/
(P.s: you will still need to activate/unlock the minecarts via the community center/joja membership for it to allow usage.)
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all it does is just add another farm cave
As far as it goes right now, When having both active, it generates a door without a warp assigned to it.
My mod is really just replaces the original farm cave with a larger version so it shouldn't be too hard to patchwork in a solution.
While I can probably do it from my side, their mod seems to be a lot more in-depth.
I'll send em a message and see what comes of it.
o7 o/
for now i'll choose between em!
I hope you enjoy. o7 o/
The Dark spot meant to be below the mushroom boxes can be toggled regardless though.
Having both of them would take some major coding knowledge that I do not have.
The vanilla game now (since 1.6) seems to allow removing boxes that were placed by the player, but with those spawned by the mushrooms/bats event it's not possible, sadly.
Also makes me wonder if there would be other workarounds, like preventing them from being placed in the first place and instead giving the player those mushroom boxes, or something like that.
And yeah, i just thought it might be a fitting option for a cave mod. If it's not possible, well, no worries then. 🤷
(And it kinda took up alot of space, prior to me learning of toggles. :p)
While it didn't actually function as a proper greenhouse, I can see about adding it back in as a option for ya in the next update lol.
My apologies for the inconvenience.
Always open to some new ideas. o7 o/
Would it be possible to add it as an additional config in the config menu? Similar to the Minecart, the Dark Spot and the Chest & seat?
That 5x5ish spot on the first floor, as it was previously, seemed kinda nice.
The problem with adding more stuff is, where would you stop? Especially since different people have varying preferences, in terms of aesthetics and such.
Personal suggestion, if you want to add more (or even as an option for the cask area), how about the option to lock it behind friendship with Demetrius, a rock similar to the one in the mines, or resources like on the beach? Just so you don't get an OP area without working for it. And again, options for the mod menu for that.
In most cases, I tend to leave the option to opt-out of any features I add and leave it to player to decide what's fair or not.
I can't make everyone happy and I'm not about to try. <3
I've made it slightly smaller, (To a 5x5 space), & added proper "Greenhouse" functionality to the dirt if toggled.
I'm sure I'll have to tweak it in the future but I hope you both enjoy. o7 o/
Maybe an option would be to keep the older patch (5x5+2x3, 2 more rows of 5) as an option for "legacy compatibility", or something. 🤷 Just like in those images that you can appearantly still find on google.
The greenhouse toggle works just fine and as intended btw, good job.
I hope you enjoy o7 o/
In vanilla, you aren't meant to have it connect normally.
You do however, still need support from mods (In my case, Content Patcher,) to apply the changes to your game.
I've added the functions of a regular minecart in as a toggleable option as of version 1.2.0.
I hope you enjoy o7 o/
(P.s: you will still need to activate/unlock the minecarts via the community center/joja membership for it to allow usage.)