Stardew Valley
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aedenthorn

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aedenthorn

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24 comments

  1. wiccabewitch
    wiccabewitch
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    "Custom Decoration Areas 0.4.1 because it's no longer compatible. Please check for a new version at https://smapi.io/mods"
    1. Bao888
      Bao888
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      Me too though I've downloaded the 0.4.1 version.
    2. wiccabewitch
      wiccabewitch
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      I wonder if this will be updated?
    3. AlmostMidnight
      AlmostMidnight
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      I heard aedenthorn retired from modding so I imagine if it does get updated it will be by someone else or someone will just create a new mod with the same function. I keep an eye on the new mods page for any replacements but I haven't found one yet.
    4. wiccabewitch
      wiccabewitch
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      Thank you so much for the information. Please let us know if you find out So far my game is not breaking and the only mod that is giving me trouble is just a recolor mod that will be updated any day now so I am not worried.
    5. iHina
      iHina
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      let me know if someone takes over uu
  2. Sodapip
    Sodapip
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    will this mod be updated to add compatibility for 1.6?
    1. etherealneko
      etherealneko
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      needs an update i agree 
    2. lisakw
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      I am in agreement! Please update for 1.6! Thank you :)))
    3. ankomotitt
      ankomotitt
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      I am in agreement!I hope it will be updated.
  3. sakurachuu
    sakurachuu
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    on my smapi log this mod isn't compatible but isn't only need smapi to work?
  4. agaremy
    agaremy
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    hi! thank you so much for this! i'm a little confused from the description on the distinction between "ordinary" and "non-ordinary" locations and how/why that works or doesn't... i've been trying to no avail to make the cellar walls decoratable with a CDA pack, and i'm 99% sure my code is right; is that just impossible for some reason or am i doing something wrong? mostly just curious to know if i should keep banging my head against the wall or not! i do have a custom cellar extension add-on but i don't think that should make a difference as the location is still called "Cellar" as far as the game is concerned. thanks for any clarity you can provide, i know you have a lot of mods and get a lot of questions!
    1. aedenthorn
      aedenthorn
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      Cellar is a unique subclass of GameLocation, so it can't be turned into a DecoratableGameLocation
    2. agaremy
      agaremy
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      gotcha, thanks so much for getting back to me!
  5. shaddomoth
    shaddomoth
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    hi, I was trying to use your mod & examples to write up something for an undecorateable area but I am unsure how to handle a slanted corner like the top left in the pic.  Some tips would be greatly appreciated.

  6. ChaoticOrigin
    ChaoticOrigin
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    Out of curiosity, is there a file that can be run with SMAPI 3.7.6.1? If so, can someone please link it so I don't have to keep frying my idiot brain? If not then I'll just sit here and suffer... *cries in stoopid*
  7. lingfen
    lingfen
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    I'm dying to know if it works with maps of custom buildings:)(English is not my main language and I am sorry for that.)
  8. WBJam
    WBJam
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    Hi, I downloaded this mod and ran the game with SMAPI 3.16.2, but seems like it only worked on sheds. The config file has a single line says "EnableMod": true, I tried copying your expample code into the file and changed the "name" variable into somthing else, but still had no effect. Do you have any sugestion? Many thanks!
  9. vertibliss
    vertibliss
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    is it possible to add this to a mod that has multiple versions of a map? specifically, i have 4 options to choose from for the shed, so i want to add each one's floors and walls. i'm about to just try some stuff out, but i figured i'd at least try and get a definite answer of whether it's me or the mod for when i'm inevitably unable to make it work xD
  10. Tsabhira
    Tsabhira
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    I made a custom big shed (using the shed2 map) and I would like to integrate your mod to make it properly customizable but I can't seem to get it to work. When I plug in your code for the saloon that works as expected but when I put my code in I can only decorate the areas that overlap with the vanilla map. Would you possibly look over my code and see if you can find where the issue is? I've tried different values for name (Shed2, shed2, big_shed), true and false for replace floors/walls, different coordinates (only within the vanilla area, not overlapping at all, only one section each of wall/floor tiles), and probably a couple other things I'm forgetting. Help?
    Well I feel like a dingbat XD For anybody wanting to use this with the upgraded shed, use the name "Big Shed" not "Shed2"