Little update about the planting hall development: I've finished my work on the mechanics part of the upcoming update! Here's what's going to be added:
-a config option to remove the water basins from the interior map -a new 'capitalist' price option (more expensive than 'expensive') -config options for building unlock conditions (Greenhouse repaired, CC/Joja completed)
I tried (and failed) to make the water basins work as a source for paddy crops. I'm sure it's possible and I may revisit this option, but for the sake of getting this update out within a timely manner, I've decided to skip this feature for now.
I am now working on recolors and exterior variations. I will be releasing all of these changes together in an update once I'm done with the visuals, likely tomorrow if I have enough time, otherwise on Monday.
Whoa! It's a TARDIS!!! LOL! This thing is crazy excellent! Very artistic design. Good job, and thanks! I just hope I can find the exit when I'm done with this initial gawking I'm doing right now. (wink) I agree about too many watering basins. One, centrally located in each wing, would be enough. I also agree that it would be more of a reward for the Planting Hall to become available only after the Junimos repair the first greenhouse and, maybe, you've built another one. Now my only problem is to decide what I'm going to plant in there!
Having tried this out, may I suggest a config to remove the watering basins? There's really tons of them, and I'd prefer to be putting machines or garden pots where they are if possible!
I love this design!! If you were able to make the interior coloured to match Daisy Niko's stuff or Starblue kinda recolour, I would honestly die of happiness. I'm starting a new Alchemistry save specifically to use this as the greenhouse I love it!
Upgrade ideas, do what you want with these. Expansion: originally only top right section is unlocked, other corners are blocked. unlock new quadrants by buying the repair from Robin or a junimo hut inside the green room, similar to another mod I'm using (https://www.nexusmods.com/stardewvalley/mods/28475)
Auto watering, an upgrade from Robin, adds auto watering in the building
Yes, I will be adding options for construction requirements. This is definitely going to be one of them! I'm going to release a new project today and try to get this to work over the weekend.
really interesting mod and can't wait to try it out but I looked at the description and a question appeared while reading:
is the building available by default? I would expect it to be only available after a certain requirement similar to the winery from SVE due to the massive upgrade compared to the greenhouse, which has a similar layout to a quarter of your planting hall, for exemple after delivering 150 fruit and 150 crops the building is available in Robin shop. The building cost remains the same as configured.
Hi! There are no conditions to construct the building other than the building cost - I figured that it would generally take most people a long time to gather the required money and resources, so it's not really achievable throughout the early game stages. There's a config option to make it quite a bit more expensive if you feel the default price is too low / not immersive enough. I can add an even more expensive option if it's still too easy, of course. Have fun trying the mod! :)
I looked at the config and the different option for difficulty and getting the wood and the money would take a long time but a few visit at clint and, let's be honest, a few bombs at the mine and hoe tilling at the beach would make the gathering of the other materials pretty quick compared to getting the money if using joja membershhip or gathering the fruit and veg for the greenhouse bundle and waiting each season...
I suggested the building to be hidden because the building is a lot easier to get than the greenhouse and you cannot plan in advance since you won't know the material required.
I disagree with your take, if I wanted it early I should be allowed to do so, if you don't want it then up the requirement, don't dictate how some of us plays.
I disagree with your take, if I wanted it early I should be allowed to do so, if you don't want it then up the requirement, don't dictate how some of us plays.
Relax, I’m not trying to run your farm for you. I already changed the config for my own game. I just suggested a progression option because, you know, some people actually like earning upgrades instead of tripping over them early. If you want it day one, go wild. Just don’t act like a different opinion is a personal attack
On second thought, yuni could look into mail, another idea I had: one that has text about a new building available at Robin's, with a unique material cost for building it
If I add an option to make the building conditional, the config field is going to be disabled by default, so you'd have to actively choose to have it hidden at first. Not everyone likes to play at the same pace, there's nothing wrong with that, that's why I made different price options in the first place :)
I'm thinking of adding two selectable conditions, depending on whether I can get them to work (still new to modding) - one after unlocking the regular Greenhouse, and one after completing either the community center or the joja membership. How does that sound?
A fun late game way might also be to add the blueprints as an item to the walnut room - you'd have to bring them to Robin, and that would unlock the building being constructable. Completely optional, of course. I might not be competent enough to get that to work, though, lol
If I add an option to make the building conditional, the config field is going to be disabled by default, so you'd have to actively choose to have it hidden at first. Not everyone likes to play at the same pace, there's nothing wrong with that, that's why I made different price options in the first place :)
yeah that's fair,
I'm thinking of adding two selectable conditions, depending on whether I can get them to work (still new to modding) - one after unlocking the regular Greenhouse, and one after completing either the community center or the joja membership. How does that sound?
config could be called "unlock requirements" and default is "none" then the 2nd and 3rd are "greenhouse" and "completionist" as in joja memb or cc completed
A fun late game way might also be to add the blueprints as an item to the walnut room - you'd have to bring them to Robin, and that would unlock the building being constructable. Completely optional, of course. I might not be competent enough to get that to work, though, lol
not sure I understand the walnut room otherwise I like that idea
Hi there, i am having a really hard time getting the mods to work. I have never modded games before so its most likely due to my inexperience but is there anyway someone could help me? thank you in advance!!
I _love_ this! I have one request - is it possible to have the troughs count as water for paddy crops? Being able to dedicate a few squares to rice or taro or sugarcane would be really handy.
If not, no worries. (OK, one other - if you happen to do a verdigris version of the exterior, I would be all over it.) Either way, though, this is amazing, and useful, and gorgeous.
Thank you! I will look into the watering thing and implement it if it's simple enough. It's a good idea! I will likely go back and add more visual options once I've cleaned up my unfinished projects list a little, I'll revisit your exterior request when I do that :)
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All changes are listed in the mod description. Have fun, and please let me know if anything isn't working! :)
I've finished my work on the mechanics part of the upcoming update! Here's what's going to be added:
-a config option to remove the water basins from the interior map
-a new 'capitalist' price option (more expensive than 'expensive')
-config options for building unlock conditions (Greenhouse repaired, CC/Joja completed)
I tried (and failed) to make the water basins work as a source for paddy crops. I'm sure it's possible and I may revisit this option, but for the sake of getting this update out within a timely manner, I've decided to skip this feature for now.
I am now working on recolors and exterior variations. I will be releasing all of these changes together in an update once I'm done with the visuals, likely tomorrow if I have enough time, otherwise on Monday.
Happy planting! :)
On second thought, that doesn't leave much time to play...
unlock new quadrants by buying the repair from Robin or a junimo hut inside the green room, similar to another mod I'm using (https://www.nexusmods.com/stardewvalley/mods/28475)
Auto watering, an upgrade from Robin, adds auto watering in the building
is the building available by default? I would expect it to be only available after a certain requirement similar to the winery from SVE due to the massive upgrade compared to the greenhouse, which has a similar layout to a quarter of your planting hall, for exemple after delivering 150 fruit and 150 crops the building is available in Robin shop. The building cost remains the same as configured.
I suggested the building to be hidden because the building is a lot easier to get than the greenhouse and you cannot plan in advance since you won't know the material required.
Relax, I’m not trying to run your farm for you. I already changed the config for my own game. I just suggested a progression option because, you know, some people actually like earning upgrades instead of tripping over them early. If you want it day one, go wild. Just don’t act like a different opinion is a personal attack
On second thought, yuni could look into mail, another idea I had: one that has text about a new building available at Robin's, with a unique material cost for building it
I'm thinking of adding two selectable conditions, depending on whether I can get them to work (still new to modding) - one after unlocking the regular Greenhouse, and one after completing either the community center or the joja membership. How does that sound?
A fun late game way might also be to add the blueprints as an item to the walnut room - you'd have to bring them to Robin, and that would unlock the building being constructable. Completely optional, of course. I might not be competent enough to get that to work, though, lol
not sure I understand the walnut room otherwise I like that idea
Thanks for the input!
If not, no worries. (OK, one other - if you happen to do a verdigris version of the exterior, I would be all over it.) Either way, though, this is amazing, and useful, and gorgeous.