Hi, I love this mod so much and have been using it for years! Just commenting to report that the 1.6 update broke the ability to use casks in the downstairs portion of the cave.
This mod is otherwise working perfectly from my experience, it's just the casks that are an issue. From what I've read on the forums it seems to be a universal issue and 1.6 broke any modification that allowed cellar functions outside the main farmhouse.
Really nice mod! Just one suggestion, as a little thing that bothers me a little i would like to ask you if there's any chance to change the camera point to be upper, just to have a nice vision of all in the moment i enter the cave.
This is such a nice little expansion, just right especially for early game when a person would like a place to stash a few machines and extra storage. Unfortunately I also had the problem with fruit bats. I could see their little pixely eyes with no problems and it isn't unusual to go for a couple of days with no fruit but I played for nearly a game week (didn't put anything inside the cave to be sure) with it installed and nary so much as a single plum did they bring.
Thanks for your feedback. Nice to hear you enjoy it. Unfortunately i am clueless why this happens with fruitbat caves. i only played with mushrooms and never had any problems. Maybe its because of the update, though i dont understand how. If i find the time, i will try to look into it. With the Mod Menu you can just disable the mod for the playthroughs with fruitbats.
Thanks for your response. Yesterday I was playing again without any cave map mods and played for almost a week with no fruit so I'm going to try it again--hopefully I spoke too soon. I looked up info on the bats and it's not quite a 50% chance they'll drop fruit. I had not tried the bats before now but I like it--they drop fruit, both wild and from trees, even out of season fruit that can be helpful on doing the bundles if you're going that route. Anywho I'm going to give it another shot and see. I'd just love to have some kind of cave expansion.
ETA: Bats were delivered on the 9th of spring and it was the 17th or 18th when finally a plum appeared in the cave, so it is working--although I'm not seeing the same amount of fruit as I was in another save without the mod.
ETA again: I finally gave up and pulled it. I think at best it sort of works, had two plums by the end of spring with one on the ground floor and one below but in that length of time there should have been more. I don't know if it's something blocking the spawn places or what, and now that I think of it maybe (although the cave is in the same place) it's somehow related to the custom farm map I'm using. It sure is a nice cave, though, adds some elbow room without going overboard.
Hello, it's me again. Came back to give a bit more feedback. I started playing Stardew again and decided to give this mod another try because I really would love to use it. Like Periwinkle said, it's just right for that early game stage where you're starting to get some machines but you don't have enough cash to spare for a shed yet. Chose bats for the sake of bundles, and checked every day to see if there was any fruit. Went half a season without even a single piece so I removed the mod and the very next day I had four fruits, then three more two days after that. I'm also using a custom farm map, the same one I was using last time around. So it definitely seems like this mod somehow affects the fruit bats negatively even though it should boost your chances of getting fruit due to more tiles for it to spawn on.
I know you already said you have no idea what's causing the issue, so I'm not really expecting a fix for it. Just wanted to come back with more data for anybody reading the comments. I just saw you have another, non-configurable version of this, so I'm going to give that one a try and see if there's any difference.
My advice for anybody who wants the bats for early bundle completion but also wants to use this mod: Which Farm Cave Redux lets you switch to the other cave once a year. Bats in year one for bundles, switch to mushrooms for the second year, then uninstall WFCR and install this. A little cheatery, but no worse than picking bats while playing on the forest farm imho.
The reason fruit bats don't work properly is because the map is actually much bigger than it looks due to the extra area being hidden at the bottom. Fruit bats mostly deposit their fruit in the black area between the two sections that you can't see or access.
There is a mod made to increase the number of bat spawns to counter this issue with edited cave maps, but the best way to fix it would be to make the extra area a seperate map altogether, as I did in my own cave map mod : NoisyFox's Quarry Cave Mine - I have tested this with fruit bats and they work as intended, although I prefer the mushroom cave personally.
Can I ask how you went about changing the entrance? I tried doing that in my own mod, but I keep entering somewhere around X8, Y12. And yet, I can't see any tile properties there when I open it up in either tIDE or Tiled, almost as if was hard-coded or something. Any help would be appreciated!
if you want to use teleporter (e.g. doors) you dont find that in objects or layers. you have to go into the menu: map -> and open "map properties". you will find a new window with a lot of stuff. One entry called "warp" written like this:
number(x) number(y) "map name" number(x) number(y) , e.g. 6 20 Mountain 76 9 first two numbers are the coordinates where the teleporter is on the map you have opened. the map name is the map you want to teleport to last two numbers are coordinates you want to teleport to.
Yes, I finally figured it out Wednesday, and then lost internet later that night. Thanks, though! Never know when someone else might need that info, too. :)
I was planning on using this area to display gemstones, but it seems while furniture can be placed there, I can't display items on tables like I can in other "indoor" spaces. Any way to add this functionality?
As much as I'd like to use this, it seems to completely disable functionality of the cave if you chose fruit bats. Do you know if this is something you can fix?
thanks for the info. Actually i nvever played with fruit bats so i dont know. I am surprised though, that it doesnt work, since i did not change anything that should affect the function of fruit bats in my mind.
Yes that is important with this update, since i changed some major things. You can get your crystalariums back if you install the old version again, pick them up + save and then update to the new again. The mod does not delete the things but they are probably in an area unaccessible to you.
I am sorry for the inconvenience with this update.
Hi there. i only played so far with mushroom cave. I did not try it out with fruit bats. I assumed it works as well, since i did not edit the area of the orginial cave. I am willing to help with this, but can you explain what you mean with fruitbat cave layer ? Do you mean to extend the area of fruit bats to the new space as well ?
Ok i understand. I think this is beyond my understanding for how the game works. But it is a very nice idea indeed!If someone else has any clue on how to do that, make some noise:)!
28 comments
Just commenting to report that the 1.6 update broke the ability to use casks in the downstairs portion of the cave.
Unfortunately i am clueless why this happens with fruitbat caves. i only played with mushrooms and never had any problems.
Maybe its because of the update, though i dont understand how. If i find the time, i will try to look into it.
With the Mod Menu you can just disable the mod for the playthroughs with fruitbats.
ETA: Bats were delivered on the 9th of spring and it was the 17th or 18th when finally a plum appeared in the cave, so it is working--although I'm not seeing the same amount of fruit as I was in another save without the mod.
ETA again: I finally gave up and pulled it. I think at best it sort of works, had two plums by the end of spring with one on the ground floor and one below but in that length of time there should have been more. I don't know if it's something blocking the spawn places or what, and now that I think of it maybe (although the cave is in the same place) it's somehow related to the custom farm map I'm using. It sure is a nice cave, though, adds some elbow room without going overboard.
I know you already said you have no idea what's causing the issue, so I'm not really expecting a fix for it. Just wanted to come back with more data for anybody reading the comments. I just saw you have another, non-configurable version of this, so I'm going to give that one a try and see if there's any difference.
My advice for anybody who wants the bats for early bundle completion but also wants to use this mod: Which Farm Cave Redux lets you switch to the other cave once a year. Bats in year one for bundles, switch to mushrooms for the second year, then uninstall WFCR and install this. A little cheatery, but no worse than picking bats while playing on the forest farm imho.
There is a mod made to increase the number of bat spawns to counter this issue with edited cave maps, but the best way to fix it would be to make the extra area a seperate map altogether, as I did in my own cave map mod : NoisyFox's Quarry Cave Mine - I have tested this with fruit bats and they work as intended, although I prefer the mushroom cave personally.
if you want to use teleporter (e.g. doors) you dont find that in objects or layers. you have to go into the menu:
map -> and open "map properties". you will find a new window with a lot of stuff. One entry called "warp" written like this:
number(x) number(y) "map name" number(x) number(y) , e.g. 6 20 Mountain 76 9
first two numbers are the coordinates where the teleporter is on the map you have opened.
the map name is the map you want to teleport to
last two numbers are coordinates you want to teleport to.
Actually i nvever played with fruit bats so i dont know.
I am surprised though, that it doesnt work, since i did not change anything that should affect the function of fruit bats in my mind.
You can get your crystalariums back if you install the old version again, pick them up + save and then update to the new again.
The mod does not delete the things but they are probably in an area unaccessible to you.
I am sorry for the inconvenience with this update.
i only played so far with mushroom cave. I did not try it out with fruit bats. I assumed it works as well, since i did not edit the area of the orginial cave. I am willing to help with this, but can you explain what you mean with fruitbat cave layer ? Do you mean to extend the area of fruit bats to the new space as well ?
I think this is beyond my understanding for how the game works. But it is a very nice idea indeed!If someone else has any clue on how to do that, make some noise:)!