The latest patch cleans up loose textures and combines them into sprite sheets instead. This may result in some wrong textures for already-placed items. You may need to pick-up and set down items you have on tables. Machines may have the wrong machine until you load them, unload them or pick them up and set them back down.
This is a 1.6 compatible remake of my 1.4 mod Dwarvish (https://www.nexusmods.com/stardewvalley/mods/4149).
Adds mining themed objects, machines and cooking recipes to enable more underground/mining themed gameplay:
new machines to use and enhance mining materials (to improve gem quality, make jewelry and craft dwarven spirits and potions).
6 new subterranean themed animals (a grub, 4 types of crab and a giant naked molerat)
new cooking recipes
new crafting recipes
dozens of new objects (food items, artisan goods, animal products, potions etc).
new buildings (an animal house for crabs/crubs and a new cave themed shed-like space)
a unique pickaxe obtained from a heart event
A few things didn't make it over from the old mod:
The Void Trees and Cave Carrots - this was the part of the mod that caused most of the compatibility issues, so I will release it as a separate but compatible mod to avoid the core features and additions breaking.
Swapped all config.json options from "enable" options to "disable" options. This will allow existing players to see new features by default going forward.
WARNING: this config.json swap will mean existing players who have disabled items will need to reconfigure their config.json as the old configs are no longer used.
Made animal house configurable in the config.json file. Animals can now be set to either the barn/coop or the cavern/cave.
Updated the potion letter from Gunther to include a book, and reading the book now unlocks the recipes. This was due to confusion about the letter providing nothing.
This is just a suggestion, but would you possibly consider adding a config option for the items in this mod to not count toward perfection? Well, unless I'm just incorrectly assuming that they do? I assumed because I saw the jewelry in the shipping collection tab.
I recently added this mod to an existing file and I’m really enjoying it. I have a naked mole rat and badger, and both of them have an icon above their head saying they have produce ready, my auto grabber isn’t getting it and I can’t collect it from them. Is there a special tool I need? Like the milk pail for milking cows or the shears for sheep?
I find my autograbbers not working on the new barn/cavern animals? Not sure if it's because they're in a cavern or not, because of the animals themselves, or some conflict with Deluxe Grabbers Redux.
I'll do some testing with the vanilla auto grabber this weekend. I don't use Deluxe Grabbers Redux so no idea how that is implemented or if it's designed to work with 1.6 added animals properly.
Would love to see additional compaitibility with auto grabbers for the animals! I can't seem to shear them for their resources yet despite them saying they are ready to harvest tho :P
Hiii! Loving the mod! Is there a reason why the gem polisher isnt polishing any of my gems? It takes the gems and completes the polishing cycle but when I check the gems they havent had any rarity upgrades and are just normal..so..
Hello! I have a slight problem, I can't donate any of the Dust minerals to the museum. It has the icon for it (from informant or something) and I miss them in my catalog, but when I go to the museum to donate it's grayed out as if it isn't donatable. Do I have to do something to be able to donate them?
Something that came to me last night. What's your opinion on adding an additional item requirements to all building construction from your mod that only comes from your mod. I mean, to build a cavern you'd need the usual material but also a midnight gourd (just an example)
It would follow the concept of requiring modded item from the same mod as modded building like tropical hutch from Passerby Cemetery or deluxe barn (level 4) from sve
I'm not a huge fan mostly just because I don't see how a vegetable really is a meaningful build item for a cave, but you're certainly free to alter the recipes however you like in the mod files.
454 comments
This is a 1.6 compatible remake of my 1.4 mod Dwarvish (https://www.nexusmods.com/stardewvalley/mods/4149).
Adds mining themed objects, machines and cooking recipes to enable more underground/mining themed gameplay:
A few things didn't make it over from the old mod:
Discussions or ideas submissions can happen on the SDV discord server here: https://discord.com/channels/137344473976799233/1332575915825430599
Change Log:
This will allow existing players to see new features by default going forward.
items will need to reconfigure their config.json as the old configs are no longer used.
now unlocks the recipes. This was due to confusion about the letter providing nothing.
with the level 5 and level 10 level ups when using Split Screen
This is just a suggestion, but would you possibly consider adding a config option for the items in this mod to not count toward perfection? Well, unless I'm just incorrectly assuming that they do? I assumed because I saw the jewelry in the shipping collection tab.
Thanks!
I recently added this mod to an existing file and I’m really enjoying it. I have a naked mole rat and badger, and both of them have an icon above their head saying they have produce ready, my auto grabber isn’t getting it and I can’t collect it from them. Is there a special tool I need? Like the milk pail for milking cows or the shears for sheep?
Thanks!
Kind regards!!
If you still see them in your collections tab, make sure you're on the latest version.
It would follow the concept of requiring modded item from the same mod as modded building like tropical hutch from Passerby Cemetery or deluxe barn (level 4) from sve
Any gems should work in the polisher natively.
Jewelry recipes i can create an add on for, I'll have to take a look at the mod