If there's another you'd like to see support, feel free to drop a link as long as the author allows compatibility patches. Note that I won't redo any assets in the style of another author; I will only recolor vanilla pixels to match the colors of the other mod to avoid things like clashing ground textures. If a basic HSV adjustment looks like it would help, I might add it as an option like I did a couple of these.
(That said, I hope by then to have minimized the need for recolor support, as I've intended for some time to review the custom tilesheet for places where flipped/rotated vanilla tiles would serve.)
That's the main update, but there's a few other changes and fixes:
Removed the world map slice from the farm type info and changed how that edit is applied for compatibility purposes
Changed red shed configuration to allow disabling altogether
Changed default setting for fish source override from Forest to Mountain
Removed tile property preventing the center of the quarry zone from regenerating
Made dog house configurable
These are the changes to the config.json (you'll need to delete yours and allow SMAPI to regenerate it):
changed:
FishSourceLocationOverride: Changed default from Forest to Mountain to work around issue with multiple fish zones. Most other areas will still work.
ChanceOfCatchingFishFromOverride: Lowered default to 0.75 to make hunting for specific fish better in the "real" location. You can still set it to 1.0 if you prefer.
RedShedCoordsX and RedShedCoordsY: Set these to -1 if you don't want the red shed anywhere on the map.
added:
UseIF2Doghouse: Default is true. Set to false if you don't want the eemie-victorian style doghouse on the map.
VBRFallRecolorVariant: Default is orange. Set this to green if you're using Vibrant Pastoral Recolour configured to have green fall grass. Only takes effect when using VBR.
AcerbiconDirtColor: Default is dark. Set this to light if using the light-dirt variant of acerbicon's A Wittily Named Recolor. Only takes effect if using that recolor.
NariDirtColor: Default is light. Set this to dark if using the dark-dirt variant of Narianka's Yet Another Recolor. Only takes effect if using that recolor.
BlueGrassGeneralDesaturation: Default is true. Tints and desaturates the rest of the IF2 "extras" sheets so that the bright colors stand out less. May make some things better and others worse.
GloomyMatchingAssets: Default is true. Applies Gloomy's HSV adjustments to the entire IF2 "extras" sheets to match.
Future plans:
support the original's fenceless layout
split out the strings and config text to be more properly translatable
review the custom tilesheet and edit the map where possible to use rotated/flipped vanilla tiles in place of custom ones (I wanted to do this *before* recolor support, but oh well.)
rework the front page to reflect the latest state of the mod and credits for various sprites and contributors
The main reason this was delayed is that I did 80% of the recolor support before I mentioned an update to anyone, then shortly after found a problem with some of the overlays I'd generated and had to go over them by hand. The manual rework meant I ran out of the time I'd allotted for this update. Hopefully nothing too huge was dropped between where I left off and where I picked it back up today, but between that and needing to rework how a few different things function, there may be bugs.
Please remember to include your SMAPI log when reporting any issues with this update -- it will be even more important to see the full context of your mod list to figure out where a problem is!
Since the original creator (Zander) doesn't seem to be active anymore and the new stardew valley update breaks parts of the map, I have unofficially updated it.
I did not contribute to building the map at all, i just fixed a tilesheet error.
Credits - ORIGINAL CREATOR: zanderb14 and others (see credits tab) - hatmouse (mouse)- maintainer - JessebotX (Jessebot) - maintainer - Pathoschild - backup maintainer
This is a difficult question to answer; I'd assume the answer is somewhere between "no" and "maybe, but I don't recommend it".
The waterfalls are edited OGA sprites from maleha, and have been freely available for a long time. There are sprites by acerbicon that zander and any IF maintainers were/are using with permission, but I can't give permission for other stuff. There are sprites made by zanderb14, and those can be used in any modding project. There are sprites (all her flowers, the Victorian stuff) made by eemiestardew, which were at the time open permissions for anyone to use in a mod, but then became closed later -- you'd need to contact minervamaga or other latest maintainer for explicit permission. There are sprites from Ruevian, who left modding and technically opened permissions for maintaining, not necessarily re-using in other projects, and meevers, who didn't say either way to my knowledge, and Flor3nce2456.
I have a largish recolor update coming up and was planning to rework the main mod page and break down credits more clearly already, so this has been on my mind hehe
What I'd recommend is using Daisy's tilesheets (you make them a requirement for your own mod, without including them in your assets) -- that way Daisy, as the maintainer of the resource, is handling any permissions and recolor support needed. It probably has all the assets you'd want from this version, only tidier and in a dedicated resource (I'd considered dropping the custom tilesheet and relying on Daisy's, but didn't want to go through the tedium of a rework to add a dependency instead of remove it :P )
is this mod still being updated? there was an issue posted back in 2023 about leaving the mushroom cave on the farm and spawning in a tree on the other side of the farm. I now in 2025 am doing the same thing. any help?
ill be honest I cannot figure out how to delete this comment lol but I figured out it was a priority issue between this mod and the upgrade greenhouse with Robin mod
Hello, how to fix the world map? it's not showing up correctly, i disabled the world map just to see what would happen and now the game can't load the world map when i open map even after toggling on and off, it is just a full of sandy area with a pool middle of it
I downloaded the file a couple days ago and everything was great. I tried to make a co-op world, and the immersive farm was not an option. I tried to figure out why and even tried to make a whole new single player world and that option wasn't available anymore. I even tried going back onto my map with it and it reversed into the normal starting map. I've deleted everything and redownloaded all my mods but it's still not showing up in game.
Hi, I saw that this mod slightly edits the farm cave, does that mean it is not compatible with other mods that edit the farm cave, such as the hot spring ones? Thanks in advance!
Yeah, at the moment that's not configurable. Now that the minecart network can be extended I will probably configurably axe the shortcut cave and just lean on the carts instead, but it won't be for a bit.
I'd love for this to be configurable like the greenhouse true/false options. I know your response was "won't be for a bit", but my wife hooked me onto a different Farm Cave mod and I feel too spoiled and hooked on it >>;
605 comments
2.0.2-unofficial.15-mouse adds support for every recolor I could find on the Nexus (...that works with 1.5). These are:
If there's another you'd like to see support, feel free to drop a link as long as the author allows compatibility patches. Note that I won't redo any assets in the style of another author; I will only recolor vanilla pixels to match the colors of the other mod to avoid things like clashing ground textures. If a basic HSV adjustment looks like it would help, I might add it as an option like I did a couple of these.
(That said, I hope by then to have minimized the need for recolor support, as I've intended for some time to review the custom tilesheet for places where flipped/rotated vanilla tiles would serve.)
That's the main update, but there's a few other changes and fixes:
These are the changes to the config.json (you'll need to delete yours and allow SMAPI to regenerate it):
changed:
added:
Future plans:
The main reason this was delayed is that I did 80% of the recolor support before I mentioned an update to anyone, then shortly after found a problem with some of the overlays I'd generated and had to go over them by hand. The manual rework meant I ran out of the time I'd allotted for this update. Hopefully nothing too huge was dropped between where I left off and where I picked it back up today, but between that and needing to rework how a few different things function, there may be bugs.
Please remember to include your SMAPI log when reporting any issues with this update -- it will be even more important to see the full context of your mod list to figure out where a problem is!
I did not contribute to building the map at all, i just fixed a tilesheet error.
Credits
- ORIGINAL CREATOR: zanderb14 and others (see credits tab)
- hatmouse (mouse)- maintainer
- JessebotX (Jessebot) - maintainer
- Pathoschild - backup maintainer
The waterfalls are edited OGA sprites from maleha, and have been freely available for a long time.
There are sprites by acerbicon that zander and any IF maintainers were/are using with permission, but I can't give permission for other stuff.
There are sprites made by zanderb14, and those can be used in any modding project.
There are sprites (all her flowers, the Victorian stuff) made by eemiestardew, which were at the time open permissions for anyone to use in a mod, but then became closed later -- you'd need to contact minervamaga or other latest maintainer for explicit permission.
There are sprites from Ruevian, who left modding and technically opened permissions for maintaining, not necessarily re-using in other projects, and meevers, who didn't say either way to my knowledge, and Flor3nce2456.
I have a largish recolor update coming up and was planning to rework the main mod page and break down credits more clearly already, so this has been on my mind hehe
What I'd recommend is using Daisy's tilesheets (you make them a requirement for your own mod, without including them in your assets) -- that way Daisy, as the maintainer of the resource, is handling any permissions and recolor support needed. It probably has all the assets you'd want from this version, only tidier and in a dedicated resource (I'd considered dropping the custom tilesheet and relying on Daisy's, but didn't want to go through the tedium of a rework to add a dependency instead of remove it :P )
IF2 Fix 1.6 general cleanup-3561-2-0-2-unofficial-19-mouse-1713114136 (1).zip
This file isn't even extractable....
Many mods are not working after today. I'm not sure if it's some dependecies fault.
:(
Edit : typo