I updated the mod, the minecart works again, sorry for the delay. Edit: Now everything works with version 1.6 Installation: Uninstall the old one and install the new one. Unzip and paste into Stardew Valley Mods folder. Please read the description before installing either version.
Version 1.0.5 Fixed water glitch. Now if you have installed the Dynamic Reflections mod you can see your reflection in the water. Version 1.0.6 Added spawn coal rocks. Added Ghostfish, White Algae and Cave Jelly in the pond, now you can fish in both versions. Added an optional version where you can't change clothes or enter the pool. Version 1.0.9 Only lava underground version, added ability to fish in lava, lava eel, white algae and cave jelly.
Are you having fun with my mod? if the answer is yes, have you thought that you could support my work with a thumbs up? it only costs you a second of your time and it helps me in more ways than one, it lets me know that you like it, it stimulates me to create more and improve what I create and it makes more people know about my mod, this will also improve your gameplay because other modders will also make compatibility with this mod. Hi folks, I've recolored both versions of this awesome Green Farm Cave! Thank you all for your support! <3
Hi there, loving this mod! Just like with your relaxing greenhouse, I love that it expands the farm cave just a bit to add for extra things - extra space for aging products or just a bit extra of crops, and the best lart its the miniature quarry it also has. Thank you so much!
However I was wondering: Would it be possible to add the Ginger island nodes (Clay, Bones, Cinder Shards) to the quarry? I understand that there might be some issues, but was just wondering since that would be an extra source for those resources (specially clay that its a bit hard to come by in new plathroughs).
Once again, thank you for this mod and thank you for your time reading this!
Hi! I could probably put the clay spawn in the floor below, along with the mineral spawn, but at the moment I'm studying the modding of the NPCs, and working on the maps and the drawings, because I'm working on a mini expansion of my own, but as soon as I have time I'll see what I can do. I'm glad you like my work! <3
Thank you for replying and no hurries! Was just wondering if it was possible and I understand this being low priority compared to your mini expansion so I’ll wait patiently both for the update and your mini expansion - Looking forward to it now that you commented about it!
Do you need to use a specific farm to get the cave to appear? I'm just using the standard farm and I can't seem to find it. I could just be blind. thanks.
It works on any farm that doesn't already have its own farm cave, I need to see your log to understand why it doesn't work in your game. Please go here and follow the instructions: https://smapi.io/log
Hi! I really love this farm cave! I am wondering if this mod works with any recolors? Specifically, Daisy Nekos Earthy Recolor, I couldn't find an answer in the comments, but I might've missed it. Thanks for any help in advance!
While I LOVE these additions to the game (greenhouse and cave), you should have a version where it's locked behind an upgrade that you would purchase from robin, like the house and community upgrades. They feel pretty overpowered for early game. I don't like CHEATING cheating. I just like having MORE when I EARN it, ya know? The better greenhouse could be something like "Greenhouse expansion" that has the extra tiles for a million or something and "greenhouse decoration expansion" which has all the pretty stuff for a half million. And the player could choose either one before the other, whatever order they choose. But then you'd have to have the vanilla greenhouse still and manage to make the tiles line up after the upgrade... hmmmm... I can see how that could be problematic from a modding perspective... And the cave is especially nice because it gives mushrooms AND fruit, which is HUGE for early game and takes away a lot of the difficulty. With the quarry beneath and a minecart and "sauna" it's just easy-mode right away. And each option should be locked individually, too. Not just "cave upgrade" which would be the sauna and minecart for a HUGE cost, like a half million or something, but then unlock the quarry and lava beneath like "cave quarry addon" for another half million and then add the fruit or mushroom as another addon, depending on which was chosen first. I always pick mushrooms, so for me it would be "fruit bat addon." I'm sure this is asking a lot, but BOY would it add to the immersion and reward system for so many folks like me that LOVE earned progression!
OH! Okay. It saying Lava Underground confused me-- I thought it meant the Lava underground was the ONLY option, like you couldn't toggle the quarry on and off as an option lol. Like I thought the Lava underground and the quarry were two separate options, not together. My mistake, I apologize.
This is my new favorite cave mod! Not too big, not too small, has a quarry to get that copper ore so furnaces can be up and running quickly!
Since the lower level appears to be lava, I wonder if you would be able to add compatibility so that a certain machine from Vanilla Plus Professions would work. Details in the spoiler.
Spoiler:
Show
This mod adds a Thermal Reactor that generates batteries when placed near lava - from their GitHub:
For Mod Authors: If you'd like thermal reactors to work in your mine location, simply add the "KediDili.VanillaPlusProfessions_IsLavaLocation": "true" in your location data's CustomFields.
No problema if this isn't something you are interested in doing, but thought I would ask.
Grazie mille! However, it is not quite working. I asked the author of the VPP mod and they said:
They're supposed to add a field named CustomFields in their entry, then add the lava location key inside it, not near vanilla fields, so it'd look like this:
I tried to edit the content.json file myself but could not figure it out. Would you mind taking a look again? Here's the error I kept getting, likely due to incorrect placement of the }.
Spoiler:
Show
[table]06:59:02ERRORContent PatcherError preloading content pack 'Grotta'. Technical details:Newtonsoft.Json.JsonReaderException: Can't parse JSON file at C:\Users\Liz\AppData\Roaming\Stardrop\Data\Selected Mods\[CP] MiaGrotta\content.json. This doesn't seem to be valid JSON. Technical details: Invalid property identifier character: {. Path 'Changes[3].Entries.Custom_Sotterraneo.CreateOnLoad', line 60, position 0. at StardewModdingAPI.Toolkit.Serialization.JsonHelper.ReadJsonFileIfExists[TModel](String fullPath, TModel& result) in /home/pathoschild/git/SMAPI/src/SMAPI.Toolkit/Serialization/JsonHelper.cs:line 86 at StardewModdingAPI.Framework.ContentPack.ReadJsonFile[TModel](String path) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentPack.cs:line 76 at ContentPatcher.Framework.RawContentPack.TryReloadContent(String& error) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\RawContentPack.cs:line 80 at ContentPatcher.ModEntry.GetContentPacks()+MoveNext() in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\ModEntry.cs:line 452[/table]
I agree that you are indeed very kind! Which makes me molto triste to report that it still doesn't appear to be working. I can place the machine but it simply doesn't do anything.
Unfortunately CP is not my strong point, as far as I know the } must always match each opening parenthesis must then be closed, but these strings that they gave you in this way do not work, I made various attempts and looked at the examples in the CP github, but they were not enlightening, I will be honest, I do not know how to add that compatibility, sorry.
208 comments
Edit:
Now everything works with version 1.6
Installation: Uninstall the old one and install the new one.
Unzip and paste into Stardew Valley Mods folder.
Please read the description before installing either version.
Version 1.0.5 Fixed water glitch. Now if you have installed the Dynamic Reflections mod you can see your reflection in the water.
Version 1.0.6 Added spawn coal rocks.
Added Ghostfish, White Algae and Cave Jelly in the pond, now you can fish in both versions.
Added an optional version where you can't change clothes or enter the pool.
Version 1.0.9 Only lava underground version, added ability to fish in lava, lava eel, white algae and cave jelly.
Are you having fun with my mod? if the answer is yes, have you thought that you could support my work with a thumbs up? it only costs you a second of your time and it helps me in more ways than one, it lets me know that you like it, it stimulates me to create more and improve what I create and it makes more people know about my mod, this will also improve your gameplay because other modders will also make compatibility with this mod.
Hi folks, I've recolored both versions of this awesome Green Farm Cave!
Thank you all for your support! <3
However I was wondering: Would it be possible to add the Ginger island nodes (Clay, Bones, Cinder Shards) to the quarry? I understand that there might be some issues, but was just wondering since that would be an extra source for those resources (specially clay that its a bit hard to come by in new plathroughs).
Once again, thank you for this mod and thank you for your time reading this!
I'm glad you like my work! <3
Please go here and follow the instructions: https://smapi.io/log
The better greenhouse could be something like "Greenhouse expansion" that has the extra tiles for a million or something and "greenhouse decoration expansion" which has all the pretty stuff for a half million. And the player could choose either one before the other, whatever order they choose. But then you'd have to have the vanilla greenhouse still and manage to make the tiles line up after the upgrade... hmmmm... I can see how that could be problematic from a modding perspective...
And the cave is especially nice because it gives mushrooms AND fruit, which is HUGE for early game and takes away a lot of the difficulty. With the quarry beneath and a minecart and "sauna" it's just easy-mode right away.
And each option should be locked individually, too. Not just "cave upgrade" which would be the sauna and minecart for a HUGE cost, like a half million or something, but then unlock the quarry and lava beneath like "cave quarry addon" for another half million and then add the fruit or mushroom as another addon, depending on which was chosen first. I always pick mushrooms, so for me it would be "fruit bat addon."
I'm sure this is asking a lot, but BOY would it add to the immersion and reward system for so many folks like me that LOVE earned progression!
Since the lower level appears to be lava, I wonder if you would be able to add compatibility so that a certain machine from Vanilla Plus Professions would work. Details in the spoiler.
For Mod Authors: If you'd like thermal reactors to work in your mine location, simply add the
"KediDili.VanillaPlusProfessions_IsLavaLocation": "true"
in your location data's CustomFields.No problema if this isn't something you are interested in doing, but thought I would ask.
I tried to edit the content.json file myself but could not figure it out. Would you mind taking a look again? Here's the error I kept getting, likely due to incorrect placement of the }.
[table]06:59:02ERRORContent PatcherError preloading content pack 'Grotta'. Technical details:Newtonsoft.Json.JsonReaderException: Can't parse JSON file at C:\Users\Liz\AppData\Roaming\Stardrop\Data\Selected Mods\[CP] MiaGrotta\content.json. This doesn't seem to be valid JSON.
Technical details: Invalid property identifier character: {. Path 'Changes[3].Entries.Custom_Sotterraneo.CreateOnLoad', line 60, position 0.
at StardewModdingAPI.Toolkit.Serialization.JsonHelper.ReadJsonFileIfExists[TModel](String fullPath, TModel& result) in /home/pathoschild/git/SMAPI/src/SMAPI.Toolkit/Serialization/JsonHelper.cs:line 86
at StardewModdingAPI.Framework.ContentPack.ReadJsonFile[TModel](String path) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentPack.cs:line 76
at ContentPatcher.Framework.RawContentPack.TryReloadContent(String& error) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\RawContentPack.cs:line 80
at ContentPatcher.ModEntry.GetContentPacks()+MoveNext() in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\ModEntry.cs:line 452[/table]