Stardew Valley
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jwdred

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jwdred

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About this mod

Do you want the perks of the new maps without having to start a new game? If so, try this mod out.

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About

Were you discouraged from trying out the new maps because you didn't want to lose the years of progress you had already made on your existing farm?  Not to mention leaving behind your wife and kids (or husband and kids, as the case may be)?  Me too.  That's why I made this mod.

This mod will let you define regions on your map where minerals will randomly appear (like the new Hill map), as well as define a region where hard wood stumps and forest forage will regenerate (like the Forest map).

Sorry I haven't figured out a way to bring the joys of the River map to your vanilla map, yet.  And there's already an in-game way to enable monsters on your map like the adventure map, so that's not covered in this mod either.

Configuration

{
  "generateForage": true,
  "generateMining": true,
  "forageAreaTopLeft": "66, 24",
  "forageAreaWidthHeight": "10, 10",
  "miningAreaTopLeft": "0, 0",
  "miningAreaWidthHeight": "23, 21",
  "forageFactor": 0.5,
  "miningFactor": 0.66,
  "gemFactor": 0.66,
  "winterForaging": false,
  "refreshMiningSoil": false,
  "artifactFactor": 0,
  "placeOnAnyTile": false,
  "springForageList": "16,22,20,257",
  "summerForageList": "402,396,398,404",
  "fallForageList": "281,420,422,404",
  "winterForageList": "414,418,283",
  "randomizeStumps": false,
  "howManyStumps": 0
}

generateForage: Whether or not to generate forage, and renew tree stumps for an endless supply of hard wood without visiting the secret forest.

generateMining: Whether to spawn ores and other rocks on a nightly basis.  This follows the same rules as the Hills map uses, which means you won't see much iridium spawning until you're mining level has increased sufficiently.

forageAreaTopLeft: The top left corner of the rectangle encompassing the forage/wood region, where you want tree stumps to respawn.

forageAreaWidthHeight: The width and height of the foraging area.

miningAreaTopLeft: The top left corner of the ore spawning region.

miningAreaWidthHeight: The width and height of the ore spawning region.

To customize this, you're going to have to know a little bit about your map.  If you've done any map editing, this will make immediate sense to you.  If you don't have map editing experience, then the best way to figure out your regions will be to look at a brand new map, and find where the stumps are.  Those stump locations are generated from what is typically referred to as the "Paths" layer of the map.  This mod uses that to re-create the stump each morning.

The default settings, if used on a vanilla map, will respawn the 2 stumps that were originally near the tiny lake.  Changing it to these settings will respawn the 5-6 stumps that are in the grassy area to the south of the farm house:

  "forageAreaTopLeft": "46, 36",
  "forageAreaWidthHeight": "18, 13"

If you use a custom map, and you don't know how to edit maps, then you can find your coordinates by VERY CAREFULLY enabling debug mode (F2) and look at the coordinates where your farmer is standing, and use those readings to calculate your rectangle.  Remember to hit F2 again to turn debug mode off, and do not hit "M" while debug mode is enabled unless you want to skip the rest of your season.  There are a few mods that silently disable debug mode for that reason, if you're using them you might not be able to turn it on.

The default area for ore spawning is from the top left corner of the map, down to the first outcropping, and then over to the edge of the greenhouse.

If you are using a custom map, the mining resource generator will only place resources on tiles that have the property "Type" set to "Dirt".  You can add this property to your tile, or check if it has this property, by right-clicking on the tile in the tIDE Tile Picker, and selecting "Tile Index Properties".  If there are regions within your resource region on which you want to prevent resources spawning, use a tile that doesn't have the Type=Dirt property.

forageFactor: A number that determines how many foraging items will spawn.  The Forest map uses the default value of 0.5.  Set to 0.9 for lots of forage, or 0.99 for an insane amount of forage.  If you set this to 1.0 or more, it will fall back to 0.9, as 1.0 essentially means infinite forage.

miningFactor: A number that determines how many mining resources will spawn.  The Hills map uses the default value of 0.66.  Set to .99 for lots of mining resources, 0.999 for lots and lots of mining resources.

gemFactor: A number that determines how many gems will spawn in your mining region.  The types of gems that spawn are based on the maximum mining depth you have received, similar to how the types of gems that spawn as you go deeper and deeper into the mines changes.

winterForaging: Defaults to false.  "I've got this magical grove on my farm that regenerates these wonderful hardwood stumps, and spawns a variety of forage, yet for some reason it doesn't really spawn forage during the winter."-- does that make sense to you?  Me either.  Set this to "true" and your forage area will spawn forage all year long.

refreshMiningSoil: Whether to remove hoe dirt from your mining area. This will not remove hoed dirt that either contains a crop or a fertilizer.

artifactFactor: Roughly ow many artifacts you would like spawned PER DAY in your mining area.  Some artifact spawn attempts will fail, so the number spawned won't exactly equal this number.  I couldn't determine how many more artifact spots were supposed to appear on the Hills map, so I am leaving this up to you to tweak.  My advice is to start small.  Even over the whole map, 10 spots per day adds up quickly if you're not digging them all up.  These artifact spots will more or less give you clay, chicken statues, and spurs-- so until I figure out how to include more interesting items, you probably want to keep this small, or even at the default of 0.

placeOnAnyTile: One of the biggest issues with my first version was that it only attempts to place mining objects on tiles whose Type property is set to Dirt.  This setting removes that restriction.  It still won't place mining objects on crops or hoed dirt or water, however, it might put one on your front porch depending on your miningFactor setting.  The default for this is "false".  It doesn't strictly mean "place on any tile", it really just removes the restriction that the tile have Type=Dirt set.

springForageList: The list of items that will spawn during the spring.  The default is set to the items that spawn on the Forest map.  You can make this spawn anything, regardless of whether it's a typical forage item (like diamonds, if you're into that sort of thing).  Each item in the list has an equal chance of being spawned, so you can manipulate this by adding items multiple times to increase their chances of spawning, while decreasing the chances of the other items.  These items should be separated by a comma.  Google "Stardew Valley item id list" if you need to know what id to use.

summerForageList: Same as above, except for summer.

fallForageList: Same as above, except for fall.

winterForageList: Same as above, except for winter.

randomizeStumps: Whether you want the mod to ignore the "Paths" map layer (which will consistently spawn stumps in the same place, similar to the Forest map) or whether you'd like it to randomly find a location to spawn a stump.  It will not spawn over other things.  Defaults to false.

howManyStumps: If you set randomizeStumps to true, this tells the mod about how many stumps you'd like it to try spawning.

Notes

This mod requires SMAPI 40.1.1

This mod will not place a stump unless the area around it is clear and able to receive one, so there shouldn't be any worries of it breaking anything you have in the region.

As always, please report any problems you have.

Changelog
1.0.0: Initial release.
1.0.1: Added some additional configuration options.
1.0.2: Added a double-check to prevent people from losing their crops with bad configuration settings.
1.0.3: Minor fixes.
1.0.4: Added some additional features.