Stardew Valley
0 of 0

File information

Last updated

Original upload

Created by

CyanFire

Uploaded by

CyanFire

Virus scan

Safe to use

About this mod

Makes the cellar available for all FarmHouse/Cabin sizes, can be made compatible with custom FarmHouse/Cabin maps too!

Permissions and credits
Changelogs
This mod is heavily based on Cellar Available but i realised that mod has it's limitations such as it doesn't work for Cabins and it's not compatible with custom maps. In multiplayer only the host player can see the entrance also, so i thought i would take a stab at making my own that is more modder & multiplayer friendly.


This mod uses the vanilla game's way of applying the cellar entrance so each house size has it's own patch map which i have made targetable with Content Patcher so modders can alter them for custom maps. The mod already comes pre-configured for vanilla though.

"Maps/FarmHouse_Cellar0" is for the smallest size.

"Maps/FarmHouse_Cellar1" is for the medium size

and then just like vanilla the default "Maps/FarmHouse_Cellar" is used for the largest size


Then came the issue of how to handle return warps as using Content Patcher to set them up would be way to confusing for most, especially for Cabins. So i have made it super simple, I have created a new Map Property called "CellarExit" which can be added to the entrance patch map via Tiled or CP. This is the point that the player will be warped to when leaving the Cellar, you can provide a maximum of 2 exit points. This of course is entirely optional. Format is below:


For 1 exit point:

"CellarExit":  "7 10"

for 2 exit points:

"CellarExit": "4 10 5 10"


Feel free to take a look at the .tmx files for reference


The Map Property only works for "Maps/FarmHouse_Cellar0" & "Maps/FarmHouse_Cellar1" as the vanilla game handles everything after the first upgrade. I will be adding that functionality to the vanilla "Maps/FarmHouse_Cellar" via my Farmhouse Fixes mod as i thought it would be better to split it as some users may find it useful but may not want a permanent Cellar.


The config file should look VERY familiar with the only difference being that there are now more options for Removing & Adding Casks, one for FarmHouse & one for Cabins.

ShowCommunityUpgrade - Show community upgrade in the carpenter's menu. This disables the upgrade option of your farm house so don't set it
before you're satisfied with your house size.
RemoveFarmHouseCasks - Removes all casks from the farmhouse cellar. Note that this option resets itself,
otherwise casks would being removed on every game start.
RemoveCabinCasks - Removes all casks from all cabin cellars. Note that this option resets itself,
otherwise casks would being removed on every game start.
AddFarmHouseCasks - Reverse of the above option, adds casks to farmhouse cellar if they've been removed.
AddCabinCasks - Reverse of the above option, adds casks to cabin cellars if they've been removed.


These settings are only available to the Host player in multiplayer. Cellar casks are controlled by the Host player so i am unable to make it so each individual player has control over their own casks. It's recommended to only remove Cabin casks when all players have created their character and have been assigned a Cabin as this can only be set to True once per save.


Show Community Upgrade, Remove Cask & some warp code is used from candidus42's Cellar Available mod. Huge thanks to them!


Source Code