I updated it to remove the rocks from under the house. I made this map a long time ago, back when we didn't have the ability to move the farmhouse so I just put those there on the map itself. Glad you're enjoying the farm!
Hi, I've been really enjoying this farm! I've been getting an error with the skull cavern door indoor bit though where it says must be planted on farm? Whether you get around to doing any kind of fix or not, thank you very much for updating this so it works on 1.6! I love playing different farm maps and this one is very cool.
Update in case anyone else runs into this/needs a fix, I added { "Action": "EditMap", "Target": "Maps/Custom_DesertCave", "MapProperties": { "IsFarm": "T", "IsGreenhouse": "T" } },
into the content.json file and that seems to make it work!
Just saw this, thank you for finding it (and the solution). I'll make an official patch soon as I can, as I also think I need to account for the new desert festival.
I love this mod and the experience on this new farm is amazing, you have to balance how many buildings you have while still being able to grow crops. The reason I am writing this is because I saw the last update on this mod was in 2021, it is 2023 pls update this mod to at least add something. I really love this mod and I don't want it to not be updated anymore, and with 1.6 almost on the horizon, it is time to update.
Thank you for the kind words, glad you enjoy the map! As far as any updates go, I have to say my Stardew days come and go. I get really into it for a while but eventually go off onto other things. I've actually been super busy this year with other projects (I'm designing a board game at the moment), so I don't know when I'll have time to get back into Stardew and Stardew modding, but sometime around the 1.6 update actually coming out I hope to come back. I'd like to see if there's any new features in the update that I should add to this before I plan out anything new. I also have some work done on a new farm map, but it's a pretty ambitious project and I'd need a lot of free time to finish it. Ultimately, I am pretty happy with this map and wasn't really planning anything new for it, but I'll keep an eye out for any new features that seem right.
I'm assuming by now you know how to add farm buildings to caves, but if by chance you haven't, the caves are actually located on the same map as the main farm, just down far enough that you can't see them when exiting to the south. So on the building placing screen, just keep moving down south past the black background and you should be able to get to the two outdoor caves. The smallest of the caves is actually designed so you can place the coop along the back wall. The third cave, the one with the locked door, is on a separate map and is technically an indoor location (like a second greenhouse), so that one is unable to house farm buildings.
Sorry for the late response on this. I don't have a version made to work specifically with SDV 1.4.5. The main reason for the requirements on this mod are to meet the requirements of Content Patcher, and specifically the version of Content Patcher that offers dynamic tokens and features like that. Been a while since I looked over my code, but I think the main reason for that was to allow a .config file that users could change which map this would replace.
Beautiful little farm! it's so different from the others I've seen. I'm having fun with this one. I hope it gets more recognition and gains popularity.
You can change the farm this replaces by going into the content.json file and changing all the ?"When": { "FarmType": "Standard" } to ??"When": { "FarmType": "Hilltop" } There should be eight instances of this. A couple of these have additional conditions for their edits, so make sure not to change those, just the "FarmType" condition.
I didn't include a .config file to change this because doing so will change the fish. Content Patcher can edit the seasonal fish that are available in a location, but the farms hardcode override the location/data that Content Patcher is capable of editing. The standard farm, however, normally gives you no fish so it doesn't override. If you change the farm this replaces, the fish will change with it and you won't be able to catch the sandfish on the farm. That should be the only difference, though, so the rest should be good.
EDIT: Nope, that's wrong. It also needs to replace the correct farm map. Give me a bit, I'll update it to include a config file
Okay, I added a .config file that gives you the option to change which farm this replaces. Run the game once the mod is in the mods folder and the .config file will be created. Keep in mind, because of the way the game processes fish on the farm, my custom fish list works only on the Standard Farm. Hilltop might actually get you my fish list 30% of the time, so you might still see a Sandfish, just more rarely. If you want a different farm, be aware that monsters will still show up if you replace the Wilderness Farm, and tree stumps will regrow daily if you replace the Forest Farm. The Beach Farm cannot be replaced, as it requires an additional tilesheet that is not in this mod.
Tienes potencial, deberías hacer un mapa de mina, como una granja en una cueva, suena loco. pero en minecraft es lo más común, XD. No sé solo soy un simple jugador. Aunque si eso es muy ambicioso, deberías hacer un mapa como si fuera pantano. No sé solo te doy ideas, pero... creo que solo divago. Solo que me gustaría saber en sí como haces esta clase de mapas?
Debería enfocarme de escribir la razón principal en vez de hablar de más, XD. ¿usted podría por favor hacer una cueva para cultivar en un mod separado?
I make these mods in Tiled, a program that lets you edit tile-based maps, like these. You can pull a lot of the resources from the game, and the Stardew wiki has a lot of information on what you can do with a map through different properties: https://stardewvalleywiki.com/Modding:Maps
The problem with a cave farm is that the farm has to be an outdoors location, and has weather conditions like rain and snow. As I was figuring out the concept for this farm, I actually had an idea that was a combo of indoor and outdoor locations, with the farmhouse inside a cave, but the weather conditions aspect basically means the farmhouse (and all the farm buildings) have to be outdoors. This mod has some of those ideas still in it.
That's hilarious you said swamp, though, I am already working on a swamp farm map. I'm using resources from the Witch's Swamp location and am currently designing the features. Could be a while, though, I've got some ambitious ideas for it.
Hope you enjoy this one, I look forward to seeing what you do with it!
Solo una duda, como consigo la llave?. Siempre pruebo los mods con cjb para comprobar que todo este en orden. Pero si no quieres hacerme spoiler, me darías una pista. Porque no me quiero encontrar con la sorpresa de que no se puede entrar a esa area.
Solo una duda, como consigo la llave?. Siempre pruebo los mods con cjb para comprobar que todo este en orden. Pero si no quieres hacerme spoiler, me darías una pista. Porque no me quiero encontrar con la sorpresa de que no se puede entrar a esa área.
Hint is the lock is skull-shaped. Spoiler solution is
Spoiler:
Show
the door is unlocked with the skull key once you get to the bottom of the mines. That area is a fully indoor cavern with out of season farming (like the greenhouse) and cask capabilities, so it felt like a later game addition.
Oh yeah, I forgot. The way the mod works it doesn't patch in the change until it reloads the map, which happens at the beginning of every new day. It'll work the same way when you
The black space is a buffer around the grottos, which are on the same map as the main farm, allowing them to plant crops outside and house farm buildings. I tried to distance the main farm and the grottos enough so that you wouldn't see the other from within either area, but I'll admit I forgot you could zoom out so the distance might not be enough in some angles. I can't really move the grottos further away because anything inside them would not move with them, but I can see what I can do about making the transition to black look nicer.
44 comments
{
"Action": "EditMap",
"Target": "Maps/Custom_DesertCave",
"MapProperties": { "IsFarm": "T", "IsGreenhouse": "T" }
},
into the content.json file and that seems to make it work!
Also how do I put farm buildings in the caves?
I'm assuming by now you know how to add farm buildings to caves, but if by chance you haven't, the caves are actually located on the same map as the main farm, just down far enough that you can't see them when exiting to the south. So on the building placing screen, just keep moving down south past the black background and you should be able to get to the two outdoor caves. The smallest of the caves is actually designed so you can place the coop along the back wall.
The third cave, the one with the locked door, is on a separate map and is technically an indoor location (like a second greenhouse), so that one is unable to house farm buildings.
I also did a small test of the farm out of curiosity: You can enter two of the caves without any upgrades by using the chair exploit.
Also, oh no, chair exploit? I didn't know there was one
?"When": { "FarmType": "Standard" }
to??"When": { "FarmType": "Hilltop" }
There should be eight instances of this. A couple of these have additional conditions for their edits, so make sure not to change those, just the "FarmType" condition.I didn't include a .config file to change this because doing so will change the fish. Content Patcher can edit the seasonal fish that are available in a location, but the farms hardcode override the location/data that Content Patcher is capable of editing. The standard farm, however, normally gives you no fish so it doesn't override. If you change the farm this replaces, the fish will change with it and you won't be able to catch the sandfish on the farm. That should be the only difference, though, so the rest should be good.
EDIT: Nope, that's wrong. It also needs to replace the correct farm map. Give me a bit, I'll update it to include a config file
Keep in mind, because of the way the game processes fish on the farm, my custom fish list works only on the Standard Farm. Hilltop might actually get you my fish list 30% of the time, so you might still see a Sandfish, just more rarely. If you want a different farm, be aware that monsters will still show up if you replace the Wilderness Farm, and tree stumps will regrow daily if you replace the Forest Farm. The Beach Farm cannot be replaced, as it requires an additional tilesheet that is not in this mod.
The problem with a cave farm is that the farm has to be an outdoors location, and has weather conditions like rain and snow. As I was figuring out the concept for this farm, I actually had an idea that was a combo of indoor and outdoor locations, with the farmhouse inside a cave, but the weather conditions aspect basically means the farmhouse (and all the farm buildings) have to be outdoors. This mod has some of those ideas still in it.
That's hilarious you said swamp, though, I am already working on a swamp farm map. I'm using resources from the Witch's Swamp location and am currently designing the features. Could be a while, though, I've got some ambitious ideas for it.
Hope you enjoy this one, I look forward to seeing what you do with it!
there's a huge empty space at the bottom!