Maybe. I'm pretty lazy, and I'm not too serious of a modder. Mostly I'm just wanting to change stuff for my game, and I figured I might as well make it a downloadable mod for other people.
[Content Patcher] Ignored Modular Map Edits > EditMap Maps/Farm #6: the When field is invalid: 'Clear House Grass' can't be used as a token because that token could not be found.
Oh yeah, made a mistake in the code. Go to Content and change "Clear House Grass" to "Remove House Grass". That should make it work properly.
Code you're looking for is near the top (The 6th config option) and looks like this.
}, "Clear House Grass": { "AllowValues": "true, false", "Default": "false", "Section": "Standard Farm", "Description": "Removes most of the grass under and near the house." },
The "Clear House Grass" was meant to be "Remove House Grass" and I made a little mistake.
It's not a problem on your end, and I need to do a LOT of cleanup, but otherwise everything should work aside from a couple modules I still need to check like the one that changes the cliff on the northeastern part of the Town.
Would you consider adding a module similar to the one for the eastern path on the beach farm but for the mining map? I was combing through mods hoping someone had already created one for that when I found yours. Learning how to mod for that seems kind of daunting lol. I just want to be able to place my stable in the logical spot at the end of the rutted path, why can't you build on the path?! augh Thanks, though, love this mod for the beach farm.
As far as I can tell, this doesn't have an obvious solution beyond redoing the entire area. There are mods that allow for placing buildings anywhere though.
Hands down the best map mod. Instead of looking through the 999 different maps in the mod catalogue for one that you'd like, you just tweak vanilla ones. Your mod is one of those things people look at and wonder why wasn't this made earlier.
On a side note, I'd like to leave a small suggestion: The option to "clear" the area around default bin location, enabling us to build/move buildings there..
This is done very nicely. I had a suggestion about more spaces if you can add them. I like some of the spots in Stardew Valley Expanded, but don't want the whole mod. Can you add the spot by Marnie's ranch, her farming area, or something like it? That would be too cool. Thanks again this mod is great.
I'll have to take another look at Stardew Valley Expanded to know what you mean. I probably won't make new areas though. Also, I don't really work on this mod unless I'm actively playing Stardew Valley, so if updates seem slow that's why. I'll probably add something to Marnie's ranch though, seems like a big empty area to me. Lots of room to ruin.
When I tried to download it, it came up as a .rar in a notepad document instead of any kind of folder. All other mods I've downloaded from Nexus have come in .zip folders.
22 comments
Will you have something soon for the meadowlands farm?
Does somebody knows how can i fix it?
[Content Patcher] Ignored Modular Map Edits > EditMap Maps/Farm #6: the When field is invalid: 'Clear House Grass' can't be used as a token because that token could not be found.
Thanks
Go to Content and change "Clear House Grass" to "Remove House Grass". That should make it work properly.
Code you're looking for is near the top (The 6th config option) and looks like this.
},
"Clear House Grass": {
"AllowValues": "true, false",
"Default": "false",
"Section": "Standard Farm",
"Description": "Removes most of the grass under and near the house."
},
The "Clear House Grass" was meant to be "Remove House Grass" and I made a little mistake.
It's not a problem on your end, and I need to do a LOT of cleanup, but otherwise everything should work aside from a couple modules I still need to check like the one that changes the cliff on the northeastern part of the Town.
Sorry about that!
When I remove the Northern Pond I get this, Southern Pond also has similar issue. All other features are working.
Thanks, though, love this mod for the beach farm.
placing buildings anywhere though.
Instead of looking through the 999 different maps in the mod catalogue for one that you'd like, you just tweak vanilla ones.
Your mod is one of those things people look at and wonder why wasn't this made earlier.
On a side note, I'd like to leave a small suggestion:
The option to "clear" the area around default bin location, enabling us to build/move buildings there..
Thanks again this mod is great.
Also, I don't really work on this mod unless I'm actively playing Stardew Valley, so if updates seem slow that's why.
I'll probably add something to Marnie's ranch though, seems like a big empty area to me. Lots of room to ruin.