Incompatible Mods: MTN is ignoring/overwriting the warppoints of the map so you can't exit the greenhouse or enter the celler. I've opened a bug-report and hope to find a solution soon.
If you experience a bug please explain the problem and provide me a log (http://log.smapi.io). Thank you!
This mod hasn't been updated for 5 years. I don't know, if the author is going to fix it. But it's very easy to fix - just change the mod loader. And your greenhouse will work again.
I was wondering the same, because I have no idea how to "change the mod loader," sadly. My green house is all effed up right now :( I can't reach half of my stuff anymore.
Well, tried to download mod edit tools to update it myself but I've been running into some trouble. Will keep trying to see what works??? But just in case I submitted a request for an unofficial update in the official community thread so here's hoping from that
I don't know, if I allowed to so, but ok, let's try. If you take a closer look at the addon files, you'll see that there is a file assets/Greenhouse.tbin - it contains greenhouse map. And this is exactly the thing we need. This custom map is loaded with the CustomGreenhouse.dll file (using SMAPI) - this file contains some code, that is obsolete and deprecated in new SMAPI, that works with 1.6. After looking at other addons that load custom maps (from the same author too, btw), I see that they use a different method of loading. First of all, you'll need the "Content patcher" addon (which you most likely already have, if you play with mods). It allows you to load custom assets without modifying game files. Next, you need to create a content.json file with the following parameters inside: { "Format": "2.0.0", "Changes": [ { "Action": "Load", "Target": "Maps/Greenhouse", "FromFile": "assets/Greenhouse.tbin" } ] }
And at last you need to modify your manifest.json file to replace loading method. You need to replace the string: "EntryDll": "CustomGreenhouse.dll", to: "ContentPackFor": { "UniqueID": "Pathoschild.ContentPatcher" }, (it is a json file, so each line must be ended with comma, except the last line in the block, just keep that in mind).
After these manipulations my greenhouse started working again. At least I don't have any problems with it so far. I can't guarantee you that everything will work 100%, won't break in the future, won't have conflicts with other mods, etc. It would be better if the addon author would fix it himself.
To resolve the compatibility issue for version 1.6: First, download the mod (Relaxing Greenhouse) into the root folder [CP] Serra\assets. You will find the file (Serra.tbin). Within the CustomGreenhouse\assets mod folder, you will replace the file (Greenhouse.tbin). Copy and rename it to 'Serra.tbin' and then paste it into the mod folder (Relaxing Greenhouse) within the root folder [CP] Serra\assets. After that, the mod will work.
"To resolve the compatibility issue for version 1.6: First, download the mod (Relaxing Greenhouse) into the root folder [CP] Serra\assets. You will find the file (Serra.tbin). Within the CustomGreenhouse\assets mod folder, you will replace the file (Greenhouse.tbin). Copy and rename it to 'Serra.tbin' and then paste it into the mod folder (Relaxing Greenhouse) within the root folder [CP] Serra\assets. After that, the mod will work
I downloaded the mod and the greenhouse looks as it should but I can't plant any fruit trees. With a fruit tree seed in my hands when I hover over the planting spot the box is red and for some reason the boxes around the dirt patch are green. Can anyone help me?
Nevermind I'm a dingus and I hoed the ground before trying to plant the tree. Mod works great! lol
hi there, is there any way to remove the basement? i really like to layout but i dont need the basement and isnt technically acurrate with tree roots, crops etc...
A while back I did file the bug report but the author has yet to reply back to me. I hope it does get updated this is one of the best greenhouse mods in the modding community.
Greenhouse layout is exactly what I was hoping to find, I think most of the other greenhouse mods are either too dull or too over the top. Like the 16 tree plots especially.
As a constructive critique though, I'd welcome a version without a basement, having one feels a bit weird, where are the roots supposed to grow, and where does the water in the soil drain to? My only other suggestion is to widen the greenhouse space by 2 squares and add a bit of gardening clutter to the sides, as long as some space is left for storage chests and such.
You may want to reconsider the layout anyways, since 1.5 introduces a sprinkler attachment that expands iridium sprinklers to a 7x7 irrigation spread.
74 comments
MTN is ignoring/overwriting the warppoints of the map so you can't exit the greenhouse or enter the celler. I've opened a bug-report and hope to find a solution soon.
If you experience a bug please explain the problem and provide me a log (http://log.smapi.io). Thank you!
But it's very easy to fix - just change the mod loader. And your greenhouse will work again.
If you take a closer look at the addon files, you'll see that there is a file assets/Greenhouse.tbin - it contains greenhouse map. And this is exactly the thing we need.
This custom map is loaded with the CustomGreenhouse.dll file (using SMAPI) - this file contains some code, that is obsolete and deprecated in new SMAPI, that works with 1.6.
After looking at other addons that load custom maps (from the same author too, btw), I see that they use a different method of loading.
First of all, you'll need the "Content patcher" addon (which you most likely already have, if you play with mods). It allows you to load custom assets without modifying game files.
Next, you need to create a content.json file with the following parameters inside:
{
"Format": "2.0.0",
"Changes": [
{
"Action": "Load",
"Target": "Maps/Greenhouse",
"FromFile": "assets/Greenhouse.tbin"
}
]
}
And at last you need to modify your manifest.json file to replace loading method. You need to replace the string:
"EntryDll": "CustomGreenhouse.dll",
to:"ContentPackFor": {
(it is a json file, so each line must be ended with comma, except the last line in the block, just keep that in mind)."UniqueID": "Pathoschild.ContentPatcher"
},
After these manipulations my greenhouse started working again. At least I don't have any problems with it so far.
I can't guarantee you that everything will work 100%, won't break in the future, won't have conflicts with other mods, etc.
It would be better if the addon author would fix it himself.
I downloaded the mod and the greenhouse looks as it should but I can't plant any fruit trees. With a fruit tree seed in my hands when I hover over the planting spot the box is red and for some reason the boxes around the dirt patch are green. Can anyone help me?
Nevermind I'm a dingus and I hoed the ground before trying to plant the tree. Mod works great! lolAs a constructive critique though, I'd welcome a version without a basement, having one feels a bit weird, where are the roots supposed to grow, and where does the water in the soil drain to? My only other suggestion is to widen the greenhouse space by 2 squares and add a bit of gardening clutter to the sides, as long as some space is left for storage chests and such.
You may want to reconsider the layout anyways, since 1.5 introduces a sprinkler attachment that expands iridium sprinklers to a 7x7 irrigation spread.
Greenhouse
Stair
Cellar