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Changelogs
Version 2.1.2
Fixed a couple values in the i18n files.
Added Japanese translations! (Feel free to give me constructive feedback if you speak Japanese. Just please be nice, I am still a beginner.)
Version 2.1.1
New config option: Toggle the built in dog house off and on!
Minor changes: Slightly djusted bush and tree placement in the greenhouse clearing, as well as tree placement on the Clifftop Clearing Map. Terrain reset may be required.
Basic i18n support added! Have not figured out how to add i18n functionality for the map's flavor text, but the config i18n is set up and ready to go! (Coming soon: Japanese trnalsation, so I can practice my Japanese.)
Small fixes: ...HOPEFULLY fixed some unbuildable tiles in the greenhouse clearing and HOPEFULLY finally fully fixed graphical glitches when using Dynamic Reflections. I miss something literally every time I've said "I fixed it!" so. I did test things, but who knows. Maybe I missed something.
Version 2.1.0
Config options overhauled! There are now Animal Pen, Paths, and Fences categories.
Animal pen configurations include toggling the animal pen and choosing between the heart shaped or simple pond designs.
Paths configurations lets you choose between detailed and exit only versions of the dirt desire paths built into the Northern and Main parts of the map. For people like me who are OCD with their path placements and hate the random specks of dirt that ruin their otherwise perfect custom paths. I don't mind random dark grass... but I hate random dirt...
Fence configurations allow you to remove some of (but not ALL) of the built in terrain fences. Includes the cliffs by the warp totem, Western cliff, and beach overhang cliffs.
Version 2.0.1
Adjusted tree and debris spawns around the large heart pond to make a little more sense if starting a new save. Terrain reset optional.
Nerfed the amount of mahogany trees that spawn on the Clifftop Clearing map. Terrain reset recommended. Will upload updated screenshots when I roll out another update.
ACTUALLY fixed graphical errors when using Dynamic Reflections. For sure. Maybe. I hope I didn't miss anything...
Version 2.0.0
Temporarily removed fences from the base of the big cliff; they may be back as a config option at a later date.
Shortcut caves removed.
Fixes: Hopefully removed all random unpassable/unbuildable tiles! Hopefully fixed graphic errors when using with Dynamic Relfections.
NEW: Extended the little extra area below the big heart shaped pond and added stepping stones one one side of the main body of water. There's large boulder in front of them though... I wonder if they lead anywhere?
NEW: Added warp/shortcut room! You can access it from the possum's Treehouse or one of the 4 new Treestump Doors found across the map. Located in the North, South, East, and West.
NEW: Staircase leading to a clifftop clearing full of Mahogany trees! Blocked by a large log. Can place buildings here; also spawns 0 to 2 seasonal base game flowers and/or mushrooms daily.
NEW: New "Hidden" Tunnel accessible from two locations. entrances blocked by a large boulder. Contains a quarry and a small healing spring.
Version 1.1.2
New config option: You can now choose between a simple decorative cliff pond or the original heart shaped pond for the animal pen area. Default is simple (false).
Version 1.1.1
Minor fixes: fixed a tile that was the wrong color
Edited the FTM settings. Some stumps in the clearing now respawn by default; forage spawns slightly different in the northern half of the map vs the main part of the map vs the beach; forage spawn rate adjusted.
Version 1.1.0
Now has both CP and FTM folders.
Added config option: now you can toggle the animal pen on and off!
Hopefully fixed the random unpassable/unbuildable tiles to the right of the animal pen pond?
More stumps added to the clearing by the greenhouse. (Note: By default, the FTM portion of the mod has Large Object Spawn set to false! But if you want you can set it to true and some of the stumps in this clearing will respawn daily.)
The farm map icon now has a pink house instead of a red house. I like pink.
Version 1.0.4
Moved Warp Totem warp point
Added light properties to files that were missing them AND added light fixtures near stairs
Map should hopefully now properly spawn Beach and Forest forage?
Added fence near bus stop entry/exit, hopefully fixing an error where farmers would get stuck occasionally when exiting the farm
Version 1.0.3
Adjusted some warp locations and tree/bush/debris spawns.
Version 1.0.2
Added shipping bin, since I accidentally forgot to add one.
Version 1.0.1
Fixed some minor issues, added update key (hopefully?)
Version 1.0.0
Initial Version
I decided to try my hand at map making and this is my first attempt! This adds a custom farm map to the game-- it does not replace any existing farm maps.
Updated to 2.0! More updates to come. This map features:
ALL tiles should be tillable/diggable! there are no designated planting areas
Farmers start with 12 parsnips and 1 orange sapling
Picturesque waterfalls
Up to two cute heart shaped ponds
Optional built in animal pen
A cliff top clearing with renewable stumps (Greenhouse is also located here by default.)
A little beach! (Should spawn beach forage!)
Staircase leading up to a little clearing full of mahogany trees. Spawns mushrooms and seasonal vanilla flowers. Can place buildings here. Entrance blocked by a large log.
Hidden tunnel containing a quarry and a hot spring! Entrances blocked by boulders.
Warp/Shortcut Room: A little possum wearing a crown has taken up residence on the farm-- it seems they fancy themself royalty. In exchange for letting the possum stay on the farm, the possum has granted the farmer the title of Knighthood and access to its house and the network of tunnels within. (Contains four shortcut tunnels. You can enter the possum's house from its front door or any of the four stumps on the map.)
Current Config Options: -Toggle the built in animal pen on or off! (Default: off) -Toggle the build in doghouse on or off! (Default: on) -Choose between a simple or a heart shaped pond in the animal pen area! (Default: simple) -Choose whether certain sections of the map have detailed dirt desire paths, or if only the exits are marked by paths. Dirt paths will be replaced by normal grass with some dark grass patches thrown in. -Toggle some of the built in fences on and off. (Warp totem cliff fence, western cliff fence, and beach overhang cliff fence. Default: on.)
(Screenshots have NOT been updated to show changes made in 2.0.1 or 2.1.0. Will update them as soon as I get the chance.) (also yes i know my version numbering system probably makes no sense. i'm an art and writing possum, not a code wrangling possum. i am making things up as i go.) It's not a perfect map, but I had fun making it! Let me know if you encounter any weird bugs-- I'm a novice map maker and modder, so I might not know how to fix things, but I'll do my best.
New features coming soon! Everyone had such a positive reaction to this map and I got a lot of great ideas from reading through the comments, so rather than work on a new map! I am going to do a Big Update. I've decided to do it in two - three parts.
Here's what I still plan on adding:
World Map assets
i18n support of map flavor text if possible
Japanese translation (coming soon!)
Secret Woods entrance?
Recolor compatibility for custom assets (The map now includes a few extra custom made assets but currently they only match the vanilla colors. Will do Earthy for sure, since I use it.)
KNOWN ISSUES (CHECK BEFORE LEAVING COMMENT/BUG REPORT): Technical Issues: --Map Failing to Load: Try uninstalling and reinstalling crystalinerose Tilesheets if you see the following line in your smapi log:
Spoiler:
Show
"[Content Patcher] Can't apply patch (CP) Heart's Delight > Load Maps/{{ModId}}_HeartsDelight to Maps/crownpossum.HeartsDelight_HeartsDelight: StardewModdingAPI.Framework.Exceptions.SContentLoadException: (CP) Heart's Delight loaded map 'assets/Farm_HeartsDelight.tmx' with invalid tilesheet path 'spring_CR_outdoor.png'. The tilesheet couldn't be found relative to either the map file or the game's content folder."
Compatibility Issues: --If using SVE, the late game SVE-specific warp point will strand farmers in the middle of the waterfall. To avoid this, open SVE's settings and change the warp point settings to "Custom" and set the x, y coordinates to 55, 57-- or any coordinate of your choice. Alternatively, you can set the warp point to Grandpa's Shed if you don't mind the SVE warp being off the farm.