If you have just updated to 1.6, you MUST start a new save to use this mod. This is true for all custom maps. Please do not report previous saves as having issues as there is no way around this.
The latest version (3.4.0+) changes some of the terrain. If you are playing on an existing save, you may need to reset bushes via the Reset Terrain Features mod.
Before downloading the 1.6 version, delete the "[CP] Enchanted Grove Farm" and "[MP] Enchanted Grove Minecarts" folders (MinecartPatcher is no longer needed as custom minecarts are now integrated with SDV 1.6). Attempting to overwrite old folders may cause problems! Always make sure you are performing a fresh install for major mod updates!
I have done basic testing, but if you see any unusual errors or glitches, please let me know in the comments or submit a bug report.
Adding compatibility with SVE Enchanted Grove Warps SVE now supports being able to modify the warp points from Enchanted Grove to custom farms. Here's how to modify SVE's settings to be compatible with this map:
Open the "Stardew Valley Expanded" options in-game using GMCM
Set "Warp Location" to "custom"
In the "Custom Farm Map's MapName" field, enter "Enchanted_Grove_Farm" (without the quotes)
Set the following properties: "Enchanted Grove Warp X" = 114 "Enchanted Grove Warp Y" = 16
If you do not have GMCM, you can also do this by opening the "config.json" file in the Stardew Valley Expanded mod (NOT this mod) and setting the values to the same properties there:
Hello! I installed this on a new save, but for some reason the default_1 and default_2 backgrounds are not showing up, they're just black. The Bog background does work when I set it to that, but the other two don't. I'm not using a recolor. Here is a log if it helps (I didn't see anything in the log or the trace that would explain it, unfortunately) :
I just experimented some more before posting this, and I found that the issue only happens when using the vanilla mushrooms setting. Using simple foliage or Bog's mushrooms, or turning the mushrooms off, makes the backgrounds work. So there seems to be some conflict between defaults_1&2 and the vanilla mushrooms. I'm going to set mine to Simple Foliage, so I'm good, but you might want to check into the issue at some point. :)
hey! love the look of this mod! defintely gonna download dis!
i have a quick question? is this compatible with recolors?? i mostly use soft slow seasons, vibrant pastoral and starblue valley cause the vanilla tiles are bright af
My new all time favorite map! It is so beautiful with lots of cute details that just make it so cozy. Thank you so much for making this stunning farm map!
Does this farm replace one of the base farms or is it an additional one? Maybe you should put it in the description of the mod somewhere for clarity's sake.
So this is accessible from the Enchanted Grove in SVE when set up correctly and the Minecarts? I am not so far in the storyline of SVE to access the Enchanted Grove, just making sure that nothing gets replaced and I only create a new warp inside of that Grove for this farm :) I guess before I finish the Storyline i can still access this by Minecarts. Looks awesome and I will try it tomorrow! <3
Yea I read that already, I was just wondering if something from SVE isnt accessible when installing this mod, so it basically just adds a custom location to the Enchanted Grove that sounds awesome :)
Hello!! I absolutely love this farm, thank you so much for sharing it! But I'm having a problem with using the background 2. When I select the background 2, the background become all black.
19:24:57 ERROR Content PatcherUnhandled exception applying patch: Enchanted Grove Farm > EditMap Maps/Enchanted_Grove_Farm #3.StardewModdingAPI.Framework.Exceptions.SContentLoadException: Enchanted Grove Farm loaded map 'assets/Options/Background_Default_2.tbin' with invalid tilesheet path 'spring_faerie_tilesheet.png'. The tilesheet couldn't be found relative to either map file or the game's content folder. at StardewModdingAPI.Framework.ContentManagers.ModContentManager.FixTilesheetPaths(Map map, String relativeMapPath, Boolean fixEagerPathPrefixes) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 415 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadMapFile[T](IAssetName assetName, FileInfo file) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 255 at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 99 at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ModHelpers\ModContentHelper.cs:line 57 at ContentPatcher.Framework.Patches.EditMapPatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditMapPatch.cs:line 138 at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 617
19:25:47 WARN Content PatcherSMAPI fixed maps loaded by this mod to prevent errors. See the log file for details.[/table]
Hi!! I love this map and I was wondering if there is a way to add more debris in it somehow? Is this something that I can do myself perhaps by tinkering with the mod? Or would you be open to do a version with heavier debris? ^^
Did you JUST install this map? Because debris generates over time the more you play. This map is very large, so there is lots of room for regeneration. If you cannot keep up with clearing it out regularly, it can get overwhelming very fast. It doesn't make for great playability from my experience.
So no, I will not be doing a separate version with heavier debris.
If you know how to edit maps in Tiled, you can add more debris yourself. I will not be supporting this though, so if that's something you want to do that is up to you.
Yes I did so I was wondering, and ooh alright I see that's a good point actually, I hadn't thought of that I forgot about the regeneration TT Sorry if my question came off as disrespectful, I did not mean to 😅
175 comments
I have done basic testing, but if you see any unusual errors or glitches, please let me know in the comments or submit a bug report.
SVE now supports being able to modify the warp points from Enchanted Grove to custom farms. Here's how to modify SVE's settings to be compatible with this map:
- Open the "Stardew Valley Expanded" options in-game using GMCM
- Set "Warp Location" to "custom"
- In the "Custom Farm Map's MapName" field, enter "Enchanted_Grove_Farm" (without the quotes)
- Set the following properties:
If you do not have GMCM, you can also do this by opening the "config.json" file in the Stardew Valley Expanded mod (NOT this mod) and setting the values to the same properties there:"Enchanted Grove Warp X" = 114
"Enchanted Grove Warp Y" = 16
"WarpLocation": "custom",
"Custom Farm Map's MapName": "Enchanted_Grove_Farm",
"EnchantedGroveWarpX": "114",
"EnchantedGroveWarpY": "16",
https://smapi.io/log/cf6fce207d8d49e8982478052bca2a6c
I just experimented some more before posting this, and I found that the issue only happens when using the vanilla mushrooms setting. Using simple foliage or Bog's mushrooms, or turning the mushrooms off, makes the backgrounds work. So there seems to be some conflict between defaults_1&2 and the vanilla mushrooms. I'm going to set mine to Simple Foliage, so I'm good, but you might want to check into the issue at some point. :)
i have a quick question? is this compatible with recolors?? i mostly use soft slow seasons, vibrant pastoral and starblue valley cause the vanilla tiles are bright af
SMAPI log: https://smapi.io/log/bf8131f98a6c40aaa963bc096aef4a67
19:24:57 ERROR Content PatcherUnhandled exception applying patch: Enchanted Grove Farm > EditMap Maps/Enchanted_Grove_Farm #3.StardewModdingAPI.Framework.Exceptions.SContentLoadException: Enchanted Grove Farm loaded map 'assets/Options/Background_Default_2.tbin' with invalid tilesheet path 'spring_faerie_tilesheet.png'. The tilesheet couldn't be found relative to either map file or the game's content folder.
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.FixTilesheetPaths(Map map, String relativeMapPath, Boolean fixEagerPathPrefixes) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 415
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadMapFile[T](IAssetName assetName, FileInfo file) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 255
at StardewModdingAPI.Framework.ContentManagers.ModContentManager.LoadExact[T](IAssetName assetName, Boolean useCache) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ContentManagers\ModContentManager.cs:line 99
at StardewModdingAPI.Framework.ModHelpers.ModContentHelper.Load[T](String relativePath) in E:\source\_Stardew\SMAPI\src\SMAPI\Framework\ModHelpers\ModContentHelper.cs:line 57
at ContentPatcher.Framework.Patches.EditMapPatch.Edit[T](IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\Patches\EditMapPatch.cs:line 138
at ContentPatcher.Framework.PatchManager.ApplyEdits[T](ICollection`1 patches, IAssetData asset) in E:\source\_Stardew\Mods.Pathoschild\ContentPatcher\Framework\PatchManager.cs:line 617
19:25:47 WARN Content PatcherSMAPI fixed maps loaded by this mod to prevent errors. See the log file for details.[/table]
So no, I will not be doing a separate version with heavier debris.
If you know how to edit maps in Tiled, you can add more debris yourself. I will not be supporting this though, so if that's something you want to do that is up to you.