Stardew Valley

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acearohippo

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acearohippo

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About this mod

A cellar map with outside foraging, fishing, and farming area, and a quarry mine area! And, of course, more space for your big craftable (ageing) needs! UPDATE: SVE greenhouse compatibility patch +animated fireplace configs

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- - - Overview: - - -

I needed to learn how to use Tiled for a bigger mod I've been working on. I hated every second of it. Silver lining: I now know how to use Tiled and banged out this nifty Cellar replacement with all sorts of bits and bobbles. Why did I do so much for my first foray into a program I despise? Because I clearly love going into depressive cycles and anxiety breaks.

It wasn't all depression, however, as I was able to incorporate basically everything I wanted to into this mod. It brings me great joy to see it finally finished (or as finished as it can be, unforeseen bugs and errors notwithstanding).
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I was heavily inspired by Wren's Expanded Greenhouse mod and DaisyNiko's Oasis Greenhouse mod, as well as Jen's Cozy Cellar Mod. The inspiration came from my intense joy realising Wren's Expanded Greenhouse came with a nifty warp from the greenhouse to the cellar; from appreciating the lovely feeling of a somewhat furnished cellar thanks to Jen's Cosy Cellar; and from the absolute awe I felt from exploring DaisyNiko's Oasis Greenhouse, realising that the Greenhouse came not only with its own cellar but a tiny underground area that connected to the mine system! I saw each of these mods and decided that I had to combine them all into one, as best as I could.


- - - Current Update: - - -


Compatibility Patch for Stardew Valley Expanded. I had not realised the maps had so much empty space, so needed to create specific warps for both Immersive Farm's Greenhouse and Grandpa's Farm large layout Greenhouse. The config has been updated as well to match the new options. I also added fireplace flame animations to the fireplace at night for a smidgen more realism, at the suggestion/request of commenter Amethyst2021. The fireplace is still unable to be turned on or off, but I've also added an option in case you want it to come on based on:
  • Weather Based (rainy, stormy, and snowy days)
  • Season Based(Spring Early mornings (0600-0900, 6am-9am), disabled in Summer, Autumn kicks in earlier at night (1700-0200, 5pm-2am), and Winter all day/night long)
  • Night Based (2000-0200, 8pm-2am).
Leaving it blank disables it.

Also added some new picture previews below in the features: Under the First and Second-floor bullet points.

- - - Features: - - -

This brings us to the features of this mod:
  1. The cellar has been completely remade, with four (4) distinct floors:

    • The First Floor is the main cellar itself, with a completely furnished and somewhat functional living space. There is a bunch of space for your initial casking needs on this floor as well! Hint: Try interacting with some of the objects scattered around! You can also find little bits of story here and there upon interacting with some objects.
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      -Of note, there are two warps that can be accessed, the ladder takes you to the Greenhouse* (if you have it unlocked) and the trapdoor in the small storage room takes you to the second floor!*The warps to the Greenhouse should be compatible with any Greenhouse mod, with the exception of Wren's Expanded Greenhouse! I have included a config setting to turn my Greenhouse warp spot off, to use theirs OR you can turn their warp off in their config and mine will still work. If you turn mine off and keep hers on, do not worry, the warp will map to my ladder's location!
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    • The Second Floor is just more space divided into two rooms. Use it as extra storage or place more casks/kegs/big-craftable machines here to have a little factory going on!
    • -Of note, there is a door that leads to an outside area...
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      NEW if you disable the Cove, then there won't be a door to the outside and you'll just have a plain old two-floor cellar!
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    • The Cove features almost everything you could ask for! Two (2) fishing areas to catch separate types of fish, two (2) decently sized farmable plots- made with the 1.5 sprinkler update in mind, large stumps for hardwood gathering, one (1) of each forage tree for some extra tapping, re-growable trees for wood on the beach, and forage opportunities all over!
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      -Of note, there is a trail of minecart rail tracks leading somewhere between the cliffs!
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    • The Cave features a quarry area that scales with you as you level up in mining!
    • -Of note, there is a minecart that is connected to the minecart system (if you have it unlocked), however, it can only take you to places and not back.
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  • Decorations of the seasonal and weatherly variety! These can optionally be turned on or off individually by categories. All decorations are static so if seeing some of them stuck in one spot breaks your immersion, you can turn them off:

    • Butterflies: Butterflies are a Cove feature and will show up based on the weather (Sunny or Windy) and season (Spring, Summer, and Fall). They are morning/late afternoon critters.
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    • Moths: Moths are a Cave feature and will only be visible at night, all year round no matter the weather.
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    • Birds: Birds and squirrels are a Cove feature only and work just like the butterflies, except they are early afternoon/evening critters.
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    • Scenic Decorations: These decorations are purely scenic, featuring potted plants (seasonal) and benches for sitting and otherwise lift the atmosphere. You will find them in the Cove only.
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    • Clutter Decorations: On the flip side, we have clutter, decoration with the purpose of adding life to the map, making it feel a bit lived in! These decorations are for both Cove and Cave. These decorations also feature a bit of story, just a smidgen. :D
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    • Mini Plot: There is a tiny, minuscule plot of land with decorative crops that change per season. If you would like another small area for extra farm space, you can toggle this option to "true" to get rid of the object crops, to make room for actual crops.
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  • - - - Known Issues: - - -


    There are some visual issues here and there due to the limitations of the game plus Tiled.
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    - - - Past Updates: - - -

    I had forgotten to make the Cove and Cave areas optional, so that's been added to this update. Plus! Two extra options to "unlock" the areas as you play, idea courtesy of commenter Shiro26395! The options are:
    • The Immediate option... immediately unlocks the Hideaway Cove and Caves when Cove and Cave are, respectively, enabled in the config.
    • The Simple option unlocks the Cove by having Farming, Foraging, and Fishing skills at least level 5 (no profession requirement), as well as the Crafts Room and Fish Tank completed in the Community Center. The Cave unlocks by having Combat and Mining at least level 5 (no profession requirement), as well as the Boiler Room and Vault completed in the Community Center. You also have to be past Year 2.
    • The Advanced option unlocks the Cove by reaching at least 7 hearts with Robin and having a completed community centre, while the Cave unlocks when Clint's heart level is at least 7 hearts. The caveat is that the cove and cave are only accessible based on your daily luck. When the spirits are in good humour, the cove will be accessible and when the spirits are happy, the cave will be accessible.
    • I could potentially add more options if suggested (and feasible), but I figured these three (four including disabling the Cove/Cave altogether) would offer enough leeway to make things more/less challenging without getting too extremely complicated.

    - - - Future Updates: - - -


    None planned, though there might have to be potential unforeseen bug fixes or compatibility tweaking.

    - - - Requirements: - - -

    • Content Patcher: To replace and add all the maps and map patches
    • TMXL Map Loader: For warps to work correctly
    • Farm Type Manager: For forage and quarry spawning
    • PyTk: Needed for planting capabilities
    • Esca's Modding Plugin (EMP): Needed for fishing locations to actually catch fish
    • No Clip mod- Just in the beginning as the casks will generate off the walkable map. Once you have removed the casks and placed them elsewhere, you can remove this mod after your farmer sleeps.

    - - - Install/Uninstall: - - -


    Extract zipped files and place content in your Mods folder. Can either keep my [Hippo] Hideaway Cellar folder as is or take out the [CP] and [FTM] folders and place them in your Mods folder. DO NOT take any files out of those folders! If anything warns you of "overwriting", you're extracting it wrong!

    I highly suggest not uninstalling this mod if you have unlocked it and started using it. Seeing that it drastically changes the map and adds a bunch of data via FTM, I cannot confidently say that your saves won't be affected upon removal.

    - - - Mods I Recommend: - - -


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    - - - Mods in Pics: - - -


    - - - Gratitude: - - -


    All of the people in the #Making-Mods discord channel of the SDV Discord server. Specifically, I want to call out: Vert, Harvzblack, shekurika, Draylon, Lumina, HEXus, and MJA1981 for oh so painstakingly dragging me through this project. Tiled has been my enemy since I began modding for SDV and between it and CP, I wanted to trash this project so many times in rage. Draylon, Harvzblack, shekurika, and Vert in particular were the only reason anything got done in Tiled, helping me troubleshoot errors from Tiled maps, with Vert coming up with the nifty conditions for making the greenhouse warp work. HEXus and MJA1981 were always there to answer my insignificant (and sometimes non-mod related) questions. Lumina and shekurika, bless their SOULS, kept me together when CP insisted on being difficult for me and basically had to deal with the brunt of my depressive swings.
    Finally, a BIG thanks to Pathos and Esca, who helped me learn how to use their frameworks to actually make things function correctly.

    Edit 13 Sep 2021: HUGE respects to Pathoschild, Vert, and mouse who conversed with me for almost an hour trying to brainstorm how to make a specific, uber niche dynamic-based token condition sort... that I never actually used as it was just... oh so overly complicated. Still, I hit those three with some very specific questions (that mostly boiled down to "Learn C# and do it there" at which I said Absolutely Never, No.) and the effort they put into assisting me through some of those doozies was phenomenal, so special shout outs to those three!