if you're reporting an issue/bug you're having, please first upload your smapi log to https://log.smapi.io (instructions on where to find it are there) and link it -- even if there are no error messages. then i can probably help you way faster. and if it's visual, linking a screenshot also helps.
Hello! i absolutely love this farm map, I've been using it all the time :))) i just had a question, could there be a version where it doesn't replace the standard map, and is instead a custom farm map? i don't want to come off as rude and i hope i don't, i was just curious :) thank you for sharing this amazing mod, i hope you have a great day!
I have a strange error. The map works in itself, but there are no decorations despite the correct settings. Edit: Actually, I don't have any decorations, even on the "Clean" version (such as the fence at the exit of the farm) https://smapi.io/log/80e1832d562644f8b69956d95efbfdc2
Never mind. I didn't notice that you need to download Daisyniko's Tilesheets
BUT Is there a bit of a chance for a smaller map? This map is terribly laging for me :C
I just downloaded and imported this farm and wanted to start it, but I see that it’s not decorated on my end, even though the settings show it as decorated (even after I finished, checked the config, and restarted completely)
[Json Assets] Loading content packs... [Content Patcher] SMAPI fixed maps loaded by this mod to prevent errors. See the log file for details. [Content Patcher] Unhandled exception applying patch: Capitalist Dream Farm > EditMap Maps/Farm #1. StardewModdingAPI.Framework.Exceptions.SContentLoadException: Capitalist Dream Farm loaded map 'assets/decorations.tmx' with invalid tilesheet path 'spring_daisyextras.png'. The tilesheet couldn't be found relative to either the map file or the game's content folder. at StardewModdingAPI.Framework.ContentManagers.ModContentManager.FixTilesheetPaths(Map map, String relativeMapPath, Boolean fixEagerPathPrefixes) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/ModContentManager.cs:line 423 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadMapFile[T](IAssetName assetName, FileInfo file) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/ModContentManager.cs:line 263 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/ModContentManager.cs:line 99 at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ModHelpers/ModContentHelper.cs:line 64 at ContentPatcher.Framework.Patches.EditMapPatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditMapPatch.cs:line 140 at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 618
Playing a multiplayer game with friends, we transferred from four corners, and to prevent any issues with other player games, we changed to the content file to replace the riverlands farm instead of the base farm and it seems to working okay. Can I ask what the line under greenhouse dirt, when farmtype standard, changes?
Was playing coop, the additional cabin was placed directly to the right of the house across the bridge. The problem is the between the house and the cabin it moves you to the trail by the bus when going left across the bridge, pretty much exactly where you would exit the vanilla standard map.
trying to apply this mod to an existing farm will most likely end up with debris and objects all over the place and out of bounds because spawnable/craftable items placed in-game don't move; only the background changes. you can use mods (like destroyable bushes, noclip, and tree transplant) and robin's manual labour to fix it all if you're patient but it'd be much easier to start a new save
722 comments
Looks like the invisible pens are not holding animals anymore
https://imgur.com/a/spO1mpr
I have a strange error. The map works in itself, but there are no decorations despite the correct settings.
Edit: Actually, I don't have any decorations, even on the "Clean" version (such as the fence at the exit of the farm)
https://smapi.io/log/80e1832d562644f8b69956d95efbfdc2
Never mind. I didn't notice that you need to download Daisyniko's Tilesheets
BUT Is there a bit of a chance for a smaller map? This map is terribly laging for me :C
[Json Assets] Loading content packs...
[Content Patcher] SMAPI fixed maps loaded by this mod to prevent errors. See the log file for details.
[Content Patcher] Unhandled exception applying patch: Capitalist Dream Farm > EditMap Maps/Farm #1.
StardewModdingAPI.Framework.Exceptions.SContentLoadException: Capitalist Dream Farm loaded map 'assets/decorations.tmx' with invalid tilesheet path 'spring_daisyextras.png'. The tilesheet couldn't be found relative to either the map file or the game's content folder.
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.FixTilesheetPaths(Map map, String relativeMapPath, Boolean fixEagerPathPrefixes) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/ModContentManager.cs:line 423
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadMapFile[T](IAssetName assetName, FileInfo file) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/ModContentManager.cs:line 263
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ContentManagers/ModContentManager.cs:line 99
at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in /home/pathoschild/git/SMAPI/src/SMAPI/Framework/ModHelpers/ModContentHelper.cs:line 64
at ContentPatcher.Framework.Patches.EditMapPatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditMapPatch.cs:line 140
at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 618
(In case it needs to be said, I am obviously joking).