If there's another you'd like to see support, feel free to drop a link as long as the author allows compatibility patches. Note that I won't redo any assets in the style of another author; I will only recolor vanilla pixels to match the colors of the other mod to avoid things like clashing ground textures. If a basic HSV adjustment looks like it would help, I might add it as an option like I did a couple of these.
(That said, I hope by then to have minimized the need for recolor support, as I've intended for some time to review the custom tilesheet for places where flipped/rotated vanilla tiles would serve.)
That's the main update, but there's a few other changes and fixes:
Removed the world map slice from the farm type info and changed how that edit is applied for compatibility purposes
Changed red shed configuration to allow disabling altogether
Changed default setting for fish source override from Forest to Mountain
Removed tile property preventing the center of the quarry zone from regenerating
Made dog house configurable
These are the changes to the config.json (you'll need to delete yours and allow SMAPI to regenerate it):
changed:
FishSourceLocationOverride: Changed default from Forest to Mountain to work around issue with multiple fish zones. Most other areas will still work.
ChanceOfCatchingFishFromOverride: Lowered default to 0.75 to make hunting for specific fish better in the "real" location. You can still set it to 1.0 if you prefer.
RedShedCoordsX and RedShedCoordsY: Set these to -1 if you don't want the red shed anywhere on the map.
added:
UseIF2Doghouse: Default is true. Set to false if you don't want the eemie-victorian style doghouse on the map.
VBRFallRecolorVariant: Default is orange. Set this to green if you're using Vibrant Pastoral Recolour configured to have green fall grass. Only takes effect when using VBR.
AcerbiconDirtColor: Default is dark. Set this to light if using the light-dirt variant of acerbicon's A Wittily Named Recolor. Only takes effect if using that recolor.
NariDirtColor: Default is light. Set this to dark if using the dark-dirt variant of Narianka's Yet Another Recolor. Only takes effect if using that recolor.
BlueGrassGeneralDesaturation: Default is true. Tints and desaturates the rest of the IF2 "extras" sheets so that the bright colors stand out less. May make some things better and others worse.
GloomyMatchingAssets: Default is true. Applies Gloomy's HSV adjustments to the entire IF2 "extras" sheets to match.
Future plans:
support the original's fenceless layout
split out the strings and config text to be more properly translatable
review the custom tilesheet and edit the map where possible to use rotated/flipped vanilla tiles in place of custom ones (I wanted to do this *before* recolor support, but oh well.)
rework the front page to reflect the latest state of the mod and credits for various sprites and contributors
The main reason this was delayed is that I did 80% of the recolor support before I mentioned an update to anyone, then shortly after found a problem with some of the overlays I'd generated and had to go over them by hand. The manual rework meant I ran out of the time I'd allotted for this update. Hopefully nothing too huge was dropped between where I left off and where I picked it back up today, but between that and needing to rework how a few different things function, there may be bugs.
Please remember to include your SMAPI log when reporting any issues with this update -- it will be even more important to see the full context of your mod list to figure out where a problem is!
Since the original creator (Zander) doesn't seem to be active anymore and the new stardew valley update breaks parts of the map, I have unofficially updated it.
I did not contribute to building the map at all, i just fixed a tilesheet error.
Credits - ORIGINAL CREATOR: zanderb14 and others (see credits tab) - hatmouse (mouse)- maintainer - JessebotX (Jessebot) - maintainer - Pathoschild - backup maintainer
This is a difficult question to answer; I'd assume the answer is somewhere between "no" and "maybe, but I don't recommend it".
The waterfalls are edited OGA sprites from maleha, and have been freely available for a long time. There are sprites by acerbicon that zander and any IF maintainers were/are using with permission, but I can't give permission for other stuff. There are sprites made by zanderb14, and those can be used in any modding project. There are sprites (all her flowers, the Victorian stuff) made by eemiestardew, which were at the time open permissions for anyone to use in a mod, but then became closed later -- you'd need to contact minervamaga or other latest maintainer for explicit permission. There are sprites from Ruevian, who left modding and technically opened permissions for maintaining, not necessarily re-using in other projects, and meevers, who didn't say either way to my knowledge, and Flor3nce2456.
I have a largish recolor update coming up and was planning to rework the main mod page and break down credits more clearly already, so this has been on my mind hehe
What I'd recommend is using Daisy's tilesheets (you make them a requirement for your own mod, without including them in your assets) -- that way Daisy, as the maintainer of the resource, is handling any permissions and recolor support needed. It probably has all the assets you'd want from this version, only tidier and in a dedicated resource (I'd considered dropping the custom tilesheet and relying on Daisy's, but didn't want to go through the tedium of a rework to add a dependency instead of remove it :P )
If I use destroyable bushes with this it seems the bushes will not grow back with the other apps config, so I assume it's something with this. Not a big deal, just thought I'd mention. <3
i was just wondering. has the upgradable grampas shed been removed or something. im playing on the map but it only has a normal shed large shed that you see on the screen shot of the main page here. But the wiki that comes up shows this similar map with a few changes and th grapas shed that can be upgraded. so was that removed or is there some way to toggle if its a normal shed you can access at the start of the game or the upgradable one you have to have upgraded tools to get into?
THIS is the only extra map mod i have and am playing on. i did not download the one from SVE. but one time when playing on my freinds world i had a random crash after i came off the bus and went threw the bottem farm entrance from that area. when i reloaded in it put me back in the bus area but the map was that older version and when i went down it was that granpas shed that can be upgraded. so since i didnt have any other map mods installed at the time and some how that happend i was wondering if there was some way to turn that feature on with THIS mod. wish i knew about looking at/saveing the log to look at it at that time
Hello mod author, I encountered an issue while using of your farm maps. While playing multiplayer games, I created a room and entered the game normally. However, my friend entered my farm directly and was skipped the step of editing new characters. How can I solve the problem of visitors not being able to edit characters in multiplayer games? I really like these map and kindly request a solution
hiii, that part where you place the chicken coops and barns, there is no way to put gates because the fences are decorative, can you fix that or can you change the settings?
I intended at some point to add back the original's fenceless layout option, but just haven't yet. I mostly just intended to do updates to keep the farm working and compatible with other mods for people that use it, so my feature motivation is low hehe
They should still keep the animals from wandering, though; there's a tile property that makes it so animals don't leave.
Привет. Квест на восстановление дедушкиного сарая не появляется. Когда заходишь в него, то внутри только пусто, как в обычном сарае, Робин не заходит. В чем может быть проблема? Можно ли принудительно запустить квест через консоль? Спасибо
Hello, I found that the greenhouses and huts are no longer able to place buildings in their original locations after Robina was moved, and I can't move around, please fix this. qaq
Haven't seen any other comments mentioning it. Just wanted to let you know you forgot to update the version number in the manifest for the latest version (2.0.2-unofficial.19-mouse - manifest still says "2.0.2-unofficial.18-mouse" which triggers an update warning in SMAPI). Easy enough to fix on my end, but still figured I'd let ya know
So happy this mod got an update so soon. This has been my absolute favorite map for years! Everything is working well in my game except casks no longer work in the red shed (I get the pop up about it only working in cellars). Is there something I'm missing? I checked the config options but didn't find anything there. I had an old "casks on ground" mod that no longer works so maybe it's that... just not sure if this was ever a built-in function of this mod or not. Anyways, thanks in advance to anyone that can offer any advice.
566 comments
2.0.2-unofficial.15-mouse adds support for every recolor I could find on the Nexus (...that works with 1.5). These are:
If there's another you'd like to see support, feel free to drop a link as long as the author allows compatibility patches. Note that I won't redo any assets in the style of another author; I will only recolor vanilla pixels to match the colors of the other mod to avoid things like clashing ground textures. If a basic HSV adjustment looks like it would help, I might add it as an option like I did a couple of these.
(That said, I hope by then to have minimized the need for recolor support, as I've intended for some time to review the custom tilesheet for places where flipped/rotated vanilla tiles would serve.)
That's the main update, but there's a few other changes and fixes:
These are the changes to the config.json (you'll need to delete yours and allow SMAPI to regenerate it):
changed:
added:
Future plans:
The main reason this was delayed is that I did 80% of the recolor support before I mentioned an update to anyone, then shortly after found a problem with some of the overlays I'd generated and had to go over them by hand. The manual rework meant I ran out of the time I'd allotted for this update. Hopefully nothing too huge was dropped between where I left off and where I picked it back up today, but between that and needing to rework how a few different things function, there may be bugs.
Please remember to include your SMAPI log when reporting any issues with this update -- it will be even more important to see the full context of your mod list to figure out where a problem is!
I did not contribute to building the map at all, i just fixed a tilesheet error.
Credits
- ORIGINAL CREATOR: zanderb14 and others (see credits tab)
- hatmouse (mouse)- maintainer
- JessebotX (Jessebot) - maintainer
- Pathoschild - backup maintainer
The waterfalls are edited OGA sprites from maleha, and have been freely available for a long time.
There are sprites by acerbicon that zander and any IF maintainers were/are using with permission, but I can't give permission for other stuff.
There are sprites made by zanderb14, and those can be used in any modding project.
There are sprites (all her flowers, the Victorian stuff) made by eemiestardew, which were at the time open permissions for anyone to use in a mod, but then became closed later -- you'd need to contact minervamaga or other latest maintainer for explicit permission.
There are sprites from Ruevian, who left modding and technically opened permissions for maintaining, not necessarily re-using in other projects, and meevers, who didn't say either way to my knowledge, and Flor3nce2456.
I have a largish recolor update coming up and was planning to rework the main mod page and break down credits more clearly already, so this has been on my mind hehe
What I'd recommend is using Daisy's tilesheets (you make them a requirement for your own mod, without including them in your assets) -- that way Daisy, as the maintainer of the resource, is handling any permissions and recolor support needed. It probably has all the assets you'd want from this version, only tidier and in a dedicated resource (I'd considered dropping the custom tilesheet and relying on Daisy's, but didn't want to go through the tedium of a rework to add a dependency instead of remove it :P )
They should still keep the animals from wandering, though; there's a tile property that makes it so animals don't leave.
Update: This works perfectly. Thanks again!