You can use the Stardew planner to find coordinates. I originally couldn't figure out how, but your question prompted me to dig in a bit more, and it's possible. You will need to select the "Options" dropdown, and choose "Toggle Coordinates".
This will work on any map, however, in the case of the forest map it will not turn off any of the existing stump/forage spawning that naturally happens on that map, it will simply add additional areas.
Added a new version that removes the scary risk of clearing out your crops, as well as added some additional customization features that let you decide what to spawn, how many gems should spawn, and whether to randomize your stump locations within your forage area. Let me know if you have any problems.
There's an updated version out that allows you to remove the Type=Dirt restriction. Please read the configuration setting documentation for "refreshMiningSoil", particularly if your mining area covers the entire map. There's a backup setting that also needs to be set to "true" if you want to use this feature, so hopefully nobody has problems with that.
The next version I put out will probably do a check if there's a crop or not before clearing, unfortunately I don't always think of these things soon enough, as I've been testing mostly on a map I custom made for this very mod, with a specifically defined region for mining resources to spawn.
If you need a mod to clear out a whole lot of crops in a hurry, with the right settings, this mod could do the job.
The area where things get spawned needs to be clear of other debris. Depending on which map you're using, and the area for spawning you have defined, there may not be enough clear spots when starting a fresh map. Make sure those areas are clear (or if they are a very large area, that a decent amount of space is cleared) and see if things are spawning. If not, let me know.
As for your questions: The weeds aren't spawned, per se. The way the special weed generation works, is each day up to 6 existing weeds are selected from the entire map, and are changed into the special seed-bearing weeds. This occurs over the entire map, an not specifically within the foraging area.
The artifact spots may appear in the mining area, however, this mod makes no changes to the normal spawning of artifact spots that would occur. To my knowledge the Hills map is not supposed to spawn a greater number of these, please let me know if I'm mistaken and I'll investigate it further.
Well considering I built the map myself, ensuring there is nothing in the paths layer for the mining area, and only a few stumps in the forage area. Just like how it is on the Forrest and hilltop maps.
my settings for these areas are: "forageAreaWidthHeight": "17, 7", "miningAreaWidthHeight": "11, 8"
EDIT: Correction The forage area is working fine, luck wasn't on my side that day.
Mining area not working at all I even cheated and skiped a whole season. maybe your code doesn't spawn any rocks when you have a mining level of 0.
and before you ask "generateMining": true,
According to the 1.11 change log Digging spots now appear on the Farm, although less frequent as elsewhere. The hill-top quarry also has a chance of spawning them.
When I first loaded up the hilltop map there were quite a few of them in the quarry area, so that area has a slightly higher chance to spawn them, than the regular farm.
Example of New game on hilltop map: 35 Stones (multi-hit type form the mines), 5 copper ore rocks, 6 Artifact Spots, 1 Geode ore rock)
Edit: tested moving the area, tested getting mining level up to 1, tested disabling generateForage, no luck with any of it not spawning for me at all.
I had a similar experience the first time I tried using a custom map I built for this mod. The mining resources will only spawn on tiles that have the property Type=Dirt. Can you check the primary dirt tile you're using and ensure that it's Type property is set to Dirt? I was initially using tile index 680 and 681, and nothing was spawning for me. When I changed it to use index 556 (the primary dirt tile used on the mining map), it worked without any problems.
Let me know if that turns out to not be the issue. In the meantime I'll add that to my documentation.
Well that was indeed was the issue All I needed was to set the Type=Dirt and Diggable=T just in case.
Now you just need to get them to spawn a large amount at the start of a new game say 5-8 days worth (research needed). And add the Artifact Spots, then It will be exactly the same as the Hilltop map.
Edit: you should also add that Forage area needs to be Type=Grass
Man I wish I had waited another day to start my new save.. I started a hilltop map specifically for the ores and could have saved a ton of farm space with this mod
Great mod none the less, I'll definitely keep this one around just in case I ever go back to my old save.
17 comments
sorry for the mistakes I used google translate.
For the coordinates is it (X,Y) or (Y,X)?
Can I use https://stardew.info/planner/ to find the coordinates instead of using the debug mode?
Does this also work on other maps? Not just the vanilla one. Will it work on the Forest Map if I change the coordinates of where things will spawn?
You can use the Stardew planner to find coordinates. I originally couldn't figure out how, but your question prompted me to dig in a bit more, and it's possible. You will need to select the "Options" dropdown, and choose "Toggle Coordinates".
This will work on any map, however, in the case of the forest map it will not turn off any of the existing stump/forage spawning that naturally happens on that map, it will simply add additional areas.
The next version I put out will probably do a check if there's a crop or not before clearing, unfortunately I don't always think of these things soon enough, as I've been testing mostly on a map I custom made for this very mod, with a specifically defined region for mining resources to spawn.
If you need a mod to clear out a whole lot of crops in a hurry, with the right settings, this mod could do the job.
also does this mod spawn the special weed in the Forage Area & the special geode ores/ Artifact Spots in the Mining area
As for your questions: The weeds aren't spawned, per se. The way the special weed generation works, is each day up to 6 existing weeds are selected from the entire map, and are changed into the special seed-bearing weeds. This occurs over the entire map, an not specifically within the foraging area.
The artifact spots may appear in the mining area, however, this mod makes no changes to the normal spawning of artifact spots that would occur. To my knowledge the Hills map is not supposed to spawn a greater number of these, please let me know if I'm mistaken and I'll investigate it further.
and only a few stumps in the forage area. Just like how it is on the Forrest and hilltop maps.
my settings for these areas are:
"forageAreaWidthHeight": "17, 7",
"miningAreaWidthHeight": "11, 8"
EDIT: Correction The forage area is working fine, luck wasn't on my side that day.
Mining area not working at all I even cheated and skiped a whole season.
maybe your code doesn't spawn any rocks when you have a mining level of 0.
and before you ask "generateMining": true,
According to the 1.11 change log
Digging spots now appear on the Farm, although less frequent as elsewhere. The hill-top quarry also has a chance of spawning them.
When I first loaded up the hilltop map there were quite a few of them in the quarry area, so that area has a slightly higher chance to spawn them, than the regular farm.
Example of New game on hilltop map:
35 Stones (multi-hit type form the mines), 5 copper ore rocks, 6 Artifact Spots, 1 Geode ore rock)
Edit: tested moving the area, tested getting mining level up to 1, tested disabling generateForage, no luck with any of it
not spawning for me at all.
Let me know if that turns out to not be the issue. In the meantime I'll add that to my documentation.
All I needed was to set the Type=Dirt and Diggable=T just in case.
Now you just need to get them to spawn a large amount at the start of a new game
say 5-8 days worth (research needed). And add the Artifact Spots,
then It will be exactly the same as the Hilltop map.
Edit: you should also add that Forage area needs to be Type=Grass
Great mod none the less, I'll definitely keep this one around just in case I ever go back to my old save.