Lost my dehydrator and chest full of fresh and dehydrated mushrooms with the latest version. I didn't want to change my farm cave type, but it wiped the cave empty. When I went to select mushrooms again, I only had the boxes, no dehydrator, and no sign of my previous chest. Have removed this mod for now, in case I accidently do it again when talking to Demetrius.
That's as expected. I did put a small warning in the description to clear out the farm cave before changing it, since it clears all objects currently inside. I'll make this bigger however to make it more apparent
The problem was that I didn't choose to change the cave, the dialogue came up when talking to Demetrius, I exited out of it not wanting the change because I hadn't yet cleared it out, but the whole lot was cleared anyway. Might help if there's an 'are you sure?' from him, before the action is executed?
I accidentally changed the cave when talking with Demetrius.
Would it be possible to change the dialogue to switch caves from talking to Demetrius to using something in his house, like his computer or something in his lab?
I've been on hiatus since September, hence the lack of response.
I'm slowly starting to work on updates again and am aiming to have most open bugs addressed within the next week or two. Once all the bugs are fixed I'll get around to outstanding comments and messages.
Thanks to everyone who has been patient, please know I'm working hard to get everything fixed.
Not entirely sure what's going on but when I ask Demetrius to change my cave to a bat one, the bats appear around the periphery and their sounds start playing, but the mushroom boxes are still there. I did check the config file to make sure that the instant change was set to true so that's not the issue.
I am using the Immersive Farm 2 Remaster with SVE, but the same thing happens even when I have the unique farm cave that comes with that map disabled. I do have a lot of mods but none of them should be conflicting and I don't appear to be having any errors in my SMAPI log, so I'm unsure what the issue might be.
Other potentially conflicting mods are the Farm Cave Framework (1.6 update) which is supposedly compatible, and the Say No to Demetrius mod, as I am hoping to empty the cave. Even when I don't pick the "nothing" option from the latter mod and specifically change from mushrooms (what my cave was initially) to bats, the boxes still remain.
I haven't tested for a few days after the change to see if fruit is spawning properly or if the mushroom boxes still work after "removal", since I didn't want to mess with my save file.
So, this wasn't so much a Immersive Farm 2 / SVE issue, as it was a Farm Cave Framework (unofficial update) issue. I don't know what the maintainer of that mod changed, and I can't check either since they didn't re-open source the mod after updating it (which is actually against the license the original author provided for the mod)
I've made a small change which seemed to work when testing with the mods you mentioned, although I did find some anomalies with Farm Cave Framework, but that's not up to me to fix.
No need to edit your save file, this is something I set out to fix with this mod and if something goes wrong with it, I will fix that
I wanted to share this list in case anyone else may have thought the multiple variations, "reworks", and unofficial updates for cave-related mods/libraries were a bit complicated...
There is also a Craftable/Movable Mushroom Box mod. It should work for v1.6, but I have not tested it myself. Personally, I find Daily Mushroom Boxes and Bats and Mushrooms to provide more than enough, so I didn't download this one. Therefore, I'm unsure how it interacts with other cave mods.
(Come to think of it, I don't think I've actually even attempted to change my farm choice w/ this mod yet o_O rip, I'll test tomorrow. Most likely, it works flawlessly w/ the aforementioned mods.)
48 comments
Would it be possible to change the dialogue to switch caves from talking to Demetrius to using something in his house, like his computer or something in his lab?
That would help avoid accidents like that.
I've been on hiatus since September, hence the lack of response.
I'm slowly starting to work on updates again and am aiming to have most open bugs addressed within the next week or two. Once all the bugs are fixed I'll get around to outstanding comments and messages.
Thanks to everyone who has been patient, please know I'm working hard to get everything fixed.
Patched in 1.0.5
I am using the Immersive Farm 2 Remaster with SVE, but the same thing happens even when I have the unique farm cave that comes with that map disabled. I do have a lot of mods but none of them should be conflicting and I don't appear to be having any errors in my SMAPI log, so I'm unsure what the issue might be.
Other potentially conflicting mods are the Farm Cave Framework (1.6 update) which is supposedly compatible, and the Say No to Demetrius mod, as I am hoping to empty the cave. Even when I don't pick the "nothing" option from the latter mod and specifically change from mushrooms (what my cave was initially) to bats, the boxes still remain.
I haven't tested for a few days after the change to see if fruit is spawning properly or if the mushroom boxes still work after "removal", since I didn't want to mess with my save file.
I don't know what the maintainer of that mod changed, and I can't check either since they didn't re-open source the mod after updating it (which is actually against the license the original author provided for the mod)
I've made a small change which seemed to work when testing with the mods you mentioned, although I did find some anomalies with Farm Cave Framework, but that's not up to me to fix.
No need to edit your save file, this is something I set out to fix with this mod and if something goes wrong with it, I will fix that
SDV v1.6 Cave Mods:
Bats and Mushrooms
Change Farm Caves (THIS MOD)
Daily Mushroom Boxes (optional; I think it's nice to not worry about 'scheduling' cave visits every other day. And it's not too cheat-y either!)
Hidden Spring Farm Cave (optional; this is my personal preference; other custom cave mods should mostly work w/ these frameworks, too.)
Additional Farm Cave (optional; should be fully supported with Hidden Spring Farm Cave.)
ALSO OF NOTE:
(Come to think of it, I don't think I've actually even attempted to change my farm choice w/ this mod yet o_O rip, I'll test tomorrow. Most likely, it works flawlessly w/ the aforementioned mods.)