I'd like to second the interest that distractionary already communicated! This looks beautiful and if it's something you're looking to do, I'd adore an update!
I've very recently downloaded your Ravine and Meteor maps for CP, and was looking at the rest of the ones you've made, and saw this one and thought "Yes, that one!"
... tried to download it, got the "Hey don't forget to have PyTK and TMXL!" pop-up, and winced.
So yeah, just... if you're taking requests for maps to convert, this is absolutely the most beautiful version of a beachy map I've ever seen (and the "replaces the Riverlands map [which is, after all, now getting a free fish smoker]" line was not a problem for me, honestly) -- here's a big pleading-eyes vote for this one to be on your list.
(Haven't actually played with the Ravine map yet, but I'm having fun with the Meteor, now that I've established that the game crashing when I loaded it, twice, was once due to a different, outdated mod (which I removed) and once due to ... my computer freaking out about its charger being plugged in, and immediately restarting. I'm glad; I really didn't want the problem to be with the map itself, so it's a relief that it never was!)
Hi I just tried this mod and it doesn't pop up It replaces riverland map and it has API I can use on mobile and format I can use on mobile, but for some reason it doesn't pop up
Hello, I hope I'm not bothering - I don't know where exactly I should post this as I realize it's not a bug, but I love this map and it would be perfect if not for this.
I'm using the popular Earthy Recolour texture mod, and there is but one conflict with this map - the tiles which separate the shallow and deep water, which for some reason still use the vanilla ones unlike the tiles on the beach.
Is there anything I could do to fix this issue? :)
It is because they aren't vanilla textures, I made those ones, because they didn't exist and I wanted them. :) So there are no recolors of those tiles.
I or Daisyneko would have to create a variant specifically for Earthy Recolor, so I'll probably try to get in touch with Daisyneko on it as I don't want to make it without their permission as id have to use their recolor tiles to make the patch work. We'll see what we can do. Might take a bit because of schedules, but yeah its on my to-do list now now.
Minor Incompatibilities, Namely being unable to move the base shipping box, and I need to remove the collision on the map for the base location of the greenhouse, now that its movable and handled the same as a coop now. I do intend to take time to update all my maps this week to handle those issues, as an fyi.
Thank you so much for replying, i'll keep an eye out for the fixes then and download the mod when its all fixed! Keep up the great work it looks STUNNING! :D
The proper map didn't show up when playing the game and I took a look, and for some reason the Wave Farm.TMX in assets is affecting this and I don't know how to fix this issue. Should I remove it?
Sorry for the Late reply. The file you reference is the custom map so its required to run the mod, there may be a conflict however with another mod if you can't access my map. Can you give a link to your log?
I think it has to do with The Tile Layer Format, I swapped it to a version that should be compatible with Mac, if memory serves. So there is a new File version for you.
Sorry for the Late Reply again, I've been busy and forgetful, as modding isn't one of my current priorities at the moment so I forget to check sometimes.
Hopefully that should fix the issue, let me know if it doesn't
I can add it to my list of map concepts that i look at when i wonder what i want to work on next, no problem. But no promises about when i may or may not get around to it, I've been super busy lately and I want to finish this other large mod project first before I start anything else.
This is the best-looking beach/ocean map I've seen were it not for the tile rotation issue. For my own personal use, I modified this map to be standalone using MTN2.... but SDV's TBIN format apparently doesn't support tile flipping and MTN2 cannot load a TMX so I've had to modify the map and tilesheet to include pre-flipped tiles for the water edges. What a PITA. It's very nice though. Thank you for taking the time to create something like this!
Also I hate to tell you this now, after you're done with your edits, but the bug in smapi and tmxl, that caused the Rotation issues have been fixed, as of about September 7th, if memory serves.
Its kinda a weird story actually o.o; Apparently the majority of modders knew about it, but thought it was just a, "we have to work around it" bug. But I finally asked them directly about it and apparently.... noone had mentioned it to them [The guys who made the tools/frameworks], and they fixed it in 5 minutes and pushed a new version once they knew about it.
On the other hand, at least now you know how to do some basic modding for stardew, If you're interested in doing more or doing another personal project like this again, I highly suggest you join the Stardew Valley Discord, we have a section specifically geared towards mod-makers so we can aid one another and share our experience and help one another. <3
With MTN, I can't use TMXL to load the map afaik - MTN loads the map itself but only supports .xbn and .tbin so I had to convert it to the .tbin format. Unfortunately, SDV's tbin format does not support rotated tiles and so just converting it in tiled removed the flips/rotations.
49 comments
I've very recently downloaded your Ravine and Meteor maps for CP, and was looking at the rest of the ones you've made, and saw this one and thought "Yes, that one!"
... tried to download it, got the "Hey don't forget to have PyTK and TMXL!" pop-up, and winced.
So yeah, just... if you're taking requests for maps to convert, this is absolutely the most beautiful version of a beachy map I've ever seen (and the "replaces the Riverlands map [which is, after all, now getting a free fish smoker]" line was not a problem for me, honestly) -- here's a big pleading-eyes vote for this one to be on your list.
(Haven't actually played with the Ravine map yet, but I'm having fun with the Meteor, now that I've established that the game crashing when I loaded it, twice, was once due to a different, outdated mod (which I removed) and once due to ... my computer freaking out about its charger being plugged in, and immediately restarting. I'm glad; I really didn't want the problem to be with the map itself, so it's a relief that it never was!)
It replaces riverland map and it has API I can use on mobile and format I can use on mobile, but for some reason it doesn't pop up
I'm using the popular Earthy Recolour texture mod, and there is but one conflict with this map - the tiles which separate the shallow and deep water, which for some reason still use the vanilla ones unlike the tiles on the beach.
Is there anything I could do to fix this issue? :)
I or Daisyneko would have to create a variant specifically for Earthy Recolor, so I'll probably try to get in touch with Daisyneko on it as I don't want to make it without their permission as id have to use their recolor tiles to make the patch work. We'll see what we can do.
Might take a bit because of schedules, but yeah its on my to-do list now now.
That's great to hear, can't wait for it! :D
Namely being unable to move the base shipping box, and I need to remove the collision on the map for the base location of the greenhouse, now that its movable and handled the same as a coop now.
I do intend to take time to update all my maps this week to handle those issues, as an fyi.
Thank you so much for replying, i'll keep an eye out for the fixes then and download the mod when its all fixed! Keep up the great work it looks STUNNING! :D
Splashing around and fishing at home is so much fun!
The file you reference is the custom map so its required to run the mod, there may be a conflict however with another mod if you can't access my map. Can you give a link to your log?
https://smapi.io/log
Here is the log
https://smapi.io/log/237d821bae6a4e0a841bb804720304b0
Sorry for the Late Reply again, I've been busy and forgetful, as modding isn't one of my current priorities at the moment so I forget to check sometimes.
Hopefully that should fix the issue, let me know if it doesn't
But no promises about when i may or may not get around to it, I've been super busy lately and I want to finish this other large mod project first before I start anything else.
Also I hate to tell you this now, after you're done with your edits, but the bug in smapi and tmxl, that caused the Rotation issues have been fixed, as of about September 7th, if memory serves.
Its kinda a weird story actually o.o; Apparently the majority of modders knew about it, but thought it was just a, "we have to work around it" bug. But I finally asked them directly about it and apparently.... noone had mentioned it to them [The guys who made the tools/frameworks], and they fixed it in 5 minutes and pushed a new version once they knew about it.