I love this mod so much, and I love the option you've created to add a custom minecart! Does anyone know the coordinates to enter to add a mine cart closer to Krobus's sewer entrance in the forest?
Thanks for the feedback! At the moment, it's only possible to add custom coordinates on the farm. However, i could add a minecart to the forest sewer entrance. Will be added in the next update.
You could make a version with mine entrance and rail for Cindersap Forest,Beach,Railroad and others it would be much more immersive and beautiful than just a loose cart
Thanks for the suggestion. I don't currently have plans to add this, because this mod was made as a really simple one and for this feature, i would need to add custom models for every Minecart.If the look and immersion is an important factor for you, i would suggest trying the Integrated minecarts mod.
just a question? I'm using the map from JP's Farms - Standard Ultra Bigger Farm - Big Farm(https://www.nexusmods.com/stardewvalley/mods/21355). I changed it so that it did not replace the standard farm, and every thing on the map works, but when I enable the custom farm setting it will drop me off there. I can not activate the cart on the farm side, because there is no sign of the cart or tracks.
What would I need to do to make the cart and tracks show up and be usable?
Hey there. I looked into it, the normal version of JP's Farms - Standard Ultra Bigger Farm does function. But you said you modified the mod, correct? Could you type the following command in the SMAPI Console and post the full output of it here? (while standing on the farm) patch summary pagofr.minecartsWould be happy to help.
the problem is that the farm type is Juanpa98ar.UltraBigFarmMap/UltraBiggerStandardFarmbut the map file is Juanpa98ar_UltraBiggerStandardFarm in content patcher, there exists no logic to find out which farm map file is loaded, it's only able to find out the farmtype. So i would need to add a custom association of the farmtype to the farmmapfile. Make sure if these are the correct information (farmtype and farmfile) so that i can add compatibility in the next version.
I got the farm type from the manifest.json file along with the uniqueID.
The original map I barrowed the content.json set up from is from Farm Expanded (https://www.nexusmods.com/stardewvalley/mods/11023). The only difference they did from 1.5.6 to 1.6 is add this line in there content.json ("WorldMapTexture": "LooseSprites/Farm_ranching_map").
I apologize for all the trouble I may have cause but I do like your minecart version over the other alterative so far.
Thanks! I updated the mod to 1.2 with an option to set a custom farm map target. For your Farm mod, enter the following in the config: Juanpa98ar_UltraBiggerStandardFarm Make sure custom minecart is ticked. Enjoy!
From his description of the mod, it shouldn't be because Expanded drastically changes majority of the maps. Came here to suggest the same that if the author please install https://www.nexusmods.com/stardewvalley/mods/3753 SdV-Expanded for another save file so that you can adjust the coordinates also for that content either.
I love your idea of getting rid of dead personal frameworks (entoarox) to only use Content Patcher and you may also want to examine the code of https://www.nexusmods.com/stardewvalley/mods/11881 Integrated Minecarts that covers all the major Expansions as well. So keep up the good work and it's better to have alternative similar mods like yours so that functionality won't be lost if anyone decides not to update anymore.
I would also recommend Integrated Minecarts for adding new minecart locations with SVE/RSV/ES, etc installed. That author works hard on maintaining as much compatibility for modded maps as possible.
Thanks for the comments. Never actually played SVE, but will look into it and try to add alternative minecart spots for it. Also, integrated minecarts looks awesome, if I had known about it, I wouldn't have made this mod. But I will still update this mod as a simpler alternative for it. (although I took some notes from its code) For now, I plan to add minecarts to all vanilla farm types, try to fix the conditions for when minecarts are available (like first unlocking the bus to get access to the desert minecart, etc.), and a manual "override" minecart for the farm (or custom farms) with adjustable coordinates via the config. After that, I will try to add SVE compatibility. (I don't plan to support other mods at the moment. For those use integrated minecarts) Again, thank you all for the suggestions and feedback!
16 comments
At the moment, it's only possible to add custom coordinates on the farm.
However, i could add a minecart to the forest sewer entrance.
Will be added in the next update.
it would be much more immersive and beautiful than just a loose cart
I don't currently have plans to add this, because this mod was made as a really simple one and for this feature, i would need to add custom models for every Minecart.If the look and immersion is an important factor for you, i would suggest trying the Integrated minecarts mod.
I changed it so that it did not replace the standard farm, and every thing on the map works, but when I enable the custom farm setting it will drop me off there. I can not activate the cart on the farm side, because there is no sign of the cart or tracks.
What would I need to do to make the cart and tracks show up and be usable?
I looked into it, the normal version of JP's Farms - Standard Ultra Bigger Farm does function.
But you said you modified the mod, correct?
Could you type the following command in the SMAPI Console and post the full output of it here? (while standing on the farm)
patch summary pagofr.minecarts
Would be happy to help.{"Format": "2.0.0","ConfigSchema": { "Teleports": {"AllowValues": "true, false","Default": "true","Description": " "},"RicePonds": {"AllowValues": "true, false","Default": "true","Description": " "},"Middle Bigger Pond": {"AllowValues": "true, false","Default": "true","Description": " "},"Side Ponds": {"AllowValues": "true, false","Default": "true","Description": " "},"Swimming Pond": {"AllowValues": "true, false","Default": "true","Description": " "}},"Changes": [// add farm type { "Action": "EditData", "Target": "Data/AdditionalFarms", "Entries": { "Juanpa98ar.UltraBigFarmMap/UltraBiggerStandardFarm": { // for technical reasons, you need to specify the ID here *and* in the "ID" field "ID": "Juanpa98ar.UltraBigFarmMap/UltraBiggerStandardFarm", "TooltipStringPath": "Strings/UI:Juanpa98ar_UltraBiggerStandardFarm", "MapName": "Juanpa98ar_UltraBiggerStandardFarm", "WorldMapTexture": "LooseSprites/Farm_ranching_map" } } },{ "Action": "EditData", "Target": "Strings/UI", "Entries": { "Juanpa98ar_UltraBiggerStandardFarm": "Ultra Bigger Standard Farm _An expanded farm for more room to do stuff!" // tip: use {{i18n}} to translate it } },//Farm { "Action": "Load", "Target": "Maps/Juanpa98ar_UltraBiggerStandardFarm", "FromFile": "Assets/Maps/LeUltraBigger.tmx",},//Bigger Farm { "Action": "EditMap", "Target": "Maps/Juanpa98ar_UltraBiggerStandardFarm", "FromFile": "Assets/MapPatches/LeUltraBiggerPondis.tmx", "PatchMode": "Overlay", "When": {"Side Ponds": "true", }}, { "Action": "EditMap", "Target": "Maps/Juanpa98ar_UltraBiggerStandardFarm", "FromFile": "Assets/MapPatches/LeUltraBiggerTeleports.tmx", "PatchMode": "Overlay", "When": {"Teleports": "true","Middle Bigger Pond": "false" }},{ "Action": "EditMap", "Target": "Maps/Juanpa98ar_UltraBiggerStandardFarm", "FromFile": "Assets/MapPatches/RicePonds.tmx", "ToArea": { "X": 6, "Y": 11, "Width": 18, "Height": 18 }, "When": {"RicePonds": "true" }},//Bigger Farm Pond{ "Action": "EditMap", "Target": "Maps/Juanpa98ar_UltraBiggerStandardFarm", "FromFile": "Assets/MapPatches/LeBiggerPond.tmx", "ToArea": { "X": 80, "Y": 91, "Width": 40, "Height": 30 }, "When": {"Middle Bigger Pond": "true" }},{ "Action": "EditMap", "Target": "Maps/Juanpa98ar_UltraBiggerStandardFarm", "FromFile": "Assets/MapPatches/LeBiggerSwim.tmx", "ToArea": { "X": 94, "Y": 114, "Width": 4, "Height": 3 }, "When": {"Middle Bigger Pond": "true","Swimming Pond": "true" }},{ "Action": "EditMap", "Target": "Maps/Juanpa98ar_UltraBiggerStandardFarm", "FromFile": "Assets/MapPatches/LeUltraBiggerTeleportsW.tmx", "PatchMode": "Overlay", "When": {"Teleports": "true","Middle Bigger Pond": "true" }},//Standard Farm Icon { "Action": "EditImage", "Target": "Loosesprites/Cursors", "FromFile": "Assets/Tilesheets/Icon.png", "ToArea": { "X": 2, "Y": 324,"Width": 18, "Height": 20 }// },//Standard Farm Info// {// "Action": "EditData",// "Target": "Strings/UI",// "Entries": {// "Character_FarmStandard": "{{i18n:BiggerFarm.Title}}_{{i18n:BiggerFarm.Description}}"// } }]}
Juanpa98ar.UltraBigFarmMap/UltraBiggerStandardFarm
but the map file isJuanpa98ar_UltraBiggerStandardFarm
in content patcher, there exists no logic to find out which farm map file is loaded, it's only able to find out the farmtype.So i would need to add a custom association of the farmtype to the farmmapfile.
Make sure if these are the correct information (farmtype and farmfile) so that i can add compatibility in the next version.
The original map I barrowed the content.json set up from is from Farm Expanded (https://www.nexusmods.com/stardewvalley/mods/11023).
The only difference they did from 1.5.6 to 1.6 is add this line in there content.json ("WorldMapTexture": "LooseSprites/Farm_ranching_map").
I apologize for all the trouble I may have cause but I do like your minecart version over the other alterative so far.
I updated the mod to 1.2 with an option to set a custom farm map target.
For your Farm mod, enter the following in the config:
Juanpa98ar_UltraBiggerStandardFarm
Make sure custom minecart is ticked.Enjoy!
Thanks for the mod!
I love your idea of getting rid of dead personal frameworks (entoarox) to only use Content Patcher and you may also want to examine the code of https://www.nexusmods.com/stardewvalley/mods/11881 Integrated Minecarts that covers all the major Expansions as well. So keep up the good work and it's better to have alternative similar mods like yours so that functionality won't be lost if anyone decides not to update anymore.
Never actually played SVE, but will look into it and try to add alternative minecart spots for it.
Also, integrated minecarts looks awesome, if I had known about it, I wouldn't have made this mod.
But I will still update this mod as a simpler alternative for it. (although I took some notes from its code)
For now, I plan to add minecarts to all vanilla farm types, try to fix the conditions for when minecarts are available (like first unlocking the bus to get access to the desert minecart, etc.), and a manual "override" minecart for the farm (or custom farms) with adjustable coordinates via the config.
After that, I will try to add SVE compatibility. (I don't plan to support other mods at the moment. For those use integrated minecarts)
Again, thank you all for the suggestions and feedback!