Stardew Valley

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Aimon111

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Aimon111

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82 comments

  1. Aimon111
    Aimon111
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    Before posting a bug or asking about compatibility in the comments, PLEASE carefully read the Bugs&Issues section and Compatibility seciton in my mod's description. I most likely won't answer on comments about bugs mentioned in there.
    When posting a bug - please upload your SMAPI log and add a link to your message (it would be  much appreciated if you also attach screenshot of a bug).  Please do this even if you don't see an error in the log.


    If you or your furniture gets stuck in the walls\void - use Noclip Mode to get out of.
    Also, all mods you see on screenshots are listed in  the end of mod's description.

    To disable stump regrow you can open content.json file in  "[FTM] More Lively Meadowlands Farm" mod folder and set  "LargeObjectSpawnEnabled": to "false"
  2. MysteriousPixie
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    I see that you uploaded the More Lively Farm Cave mod, did you remove it from the map itself or am I going crazy?
    1. Aimon111
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      no, I haven't removed it from this mod
    2. MysteriousPixie
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      I think I know what happened, I updated and didn't change my configs back.
    3. TerraTots
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      Piggy backing on this to say I'm having the same issue. The setting is set to true in configs but the cave is not as it should be.
    4. MysteriousPixie
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      Yeah, I confirmed it doesn't appear to be functioning anymore. I guess I'll just download the separate mod.
    5. lightsourced
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      I also have my config set to true for the cave and it's just the vanilla farm cave.
    6. AlphaTauris
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      Also confirming that I have everything set to "true" for the farm cave, but I've still got the vanilla one. I miss the pool :( 
    7. Aimon111
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      Can you please give your smapi log after enabling the farmcave in your config? I can't say much without your smapi log https://smapi.io/log
    8. Deathcross
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      The update appears to check if ranching was selected in the Content file:
      "
                   "When": { "FarmCave Replacement": true, "FarmType": "Ranching",  },
      "
      changing it back to:
      "
                   "When": { "FarmCave Replacement": true, "HasMod |contains=Aimon.MoreLivelyFarmCave": "false" },
      "
      Should fix it.
  3. lightsourced
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    This map looks so beautiful, but I'm wondering, will the ducks still swim in any of the water sources or are they not large enough? 
    1. Aimon111
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      they should swim in most river and lake tiles just fine, yeah
    2. lightsourced
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      Awesome, thanks!
  4. blackblooddoomwolf
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    Hi, I love this mod! I actually got all the way through summer on it before deciding to start over to better minmax my farm layout. I was just curious about how I'd go about potentially modifying the starting gift. I'd like the fishing starter gift to start with a fish smoker instead of the crab pots sorta similar to how the riverlands farm does. I've managed to figure out how to add it with the separate mod Custom Starter Gift so i can have the fish smoker on other farm types but this mod overwrites that one. If you could tell me how to modify it myself or just turn off the custom starter gift I'd greatly appreciated!
    1. Aimon111
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      • go to Mods/More Lively Meadowlands Farm 1.6\[CP] More Lively Meadowlands Farm

      • open content.json
      • find //starter gift string

      • edit this line of code, replace  (O)710 1 with (BC)FishSmoker 1
      {
                  "Action": "EditMap",
                  "Target": "Maps/Farm_Ranching",

      "When": { "Starter Gift": "Fishing" },
      "MapProperties": { 
      "FarmHouseStarterGift": "(O)710 1 (T)TrainingRod 1",
      }
              },
    2. blackblooddoomwolf
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      Ah I was so close! I had originally tried editing the content.json with (B) FishSmoker 1 because I figured the O was in reference to Objects so B would correspond to big craftables. But that deleted the house when I tried it so I chickened out of further testing. Thank you so much!
  5. zht047133
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    Hello, first of all thank you for making a very beautiful map, I really like it. But it has a small visual error, when the "extra river branches" are disabled, there is a part of the grass and dirt that is not very natural, and it really affects the aesthetics. Expecting you to fix it, thanks!
    1. Aimon111
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      Hello. By "not natural" - you mean there's just too much green grass without any extra darker grass patches? Or there's some visual bugs present?
      If first - I'll most likely won't change it, sorry.
    2. zht047133
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      Thanks for your reply👍
      you can see the 3rd image you posted, the right edge of the large rectangular box in the lower left corner.
    3. kanadeuzuki
      kanadeuzuki
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      This problem is bothering me too. the path cuts off abruptly
  6. AkivashaAceron
    AkivashaAceron
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    Is there a way for Legacy players to use this? Its very nice and I'd love to us it
  7. Kaestrasza
    Kaestrasza
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    Hey I updated this mod (and admittedly a few others) and am wondering if this patch of weird tile could be caused by the update? 

  8. alexisf246
    alexisf246
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    Hi! Would you consider recolouring the blue grass to standard grass on this farm as a config option, if that is a possibility? Even with standard grass starters, the blue grass spawns and I didn't realise that would happen :/
  9. Vezirec
    Vezirec
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    Generic mod config does not recognize this on my end. Could it be grandpas farm?
  10. galedekarios
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    hi! would you be willing to create an "example layout" image for those of us who are really bad at designing farms please? <3
  11. sakruajolie
    sakruajolie
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    Hi! thanks, love it! But is there perhaps a way to remove the tree border around the map?
    1. Aimon111
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      sorry but no