File information
Last updated
Original upload
Created by
Archibald_TKUploaded by
ArchibaldTKVirus scan
Tags for this mod
About this mod
A configurable map and its own custom farm type, as well as a new optional linked Cave. For those craving more water in their Forest!
- Requirements
-
Nexus requirements
Mod name Notes AToMS - Archie's Tilesheets of Miscellaneous Stuff Required Content Patcher Required. DaisyNiko's Tilesheets Required. Farm Type Manager (FTM) Required. Mods requiring this file
Mod name Notes Waterfall Forest Farms (WaFF and WaFFLE) chinese translation 必需 (Required) - Permissions and credits
-
Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
- Note that you are always free to do whatever you want with my mod if it's for your personal use. You can tinker with it, I won't be one to bother you with what you do on your computer.
- It's only redistribution of these files to another party (outside of a family/friends bubble of course) that I would have an issue with. Basically please don't reupload this mod!
- Finally, a note if I were to disappear (meaning a lack of activity from my part for at least one year on both this website and the SV discord, on either that account or a duplicate account if for some reason I manage to lock myself out of this one):
- In such a situation, the last released version of this mod will become permanently public, meaning that everyone will be able to download it, do whatever they want with it and reupload it in any form they want! (With the exception of the Medieval Shed exterior assets that I do not own)
- There will be a "last updated" date at the bottom of the pinned post in this mod's comments section. While the post itself not being updated doesn't mean I'm inactive, if the date is less than one year old it's an easy way to ensure I'm still considered active at that time
Sorry if all of that seems heavily worded, but it's hard to ensure that the mod would end up in the end of the community if I were to disappear, while at the same time ensuring that people with ill-intentions cannot "misinterpret" what I said and immediately start copying the mod and claim it as theirs. I hope you'll understand my intent was not to be annoying!File credits
Credits to the following people for their assets:
- Daisy Niko (Tilesheet & the awesome recolor support)
- Eemie (Flowers & any other assets included in Daisy Niko's tilesheets)
- Maleha (Original waterfalls)
- Elisea Kinsley (Infinite version of the waterfalls)
- Gweniaczek (Medieval buildings textures & permission to include them in the mod)
- Flaming Eyelash (Custom Medieval shed)
- Cool Rabbit 123 (German translations)Donation Points system
Please log in to find out whether this mod is receiving Donation Points
-
Translations
- Mandarin
-
Translations available on the Nexus
Language Name Mandarin Author:Ronmi Waterfall Forest Farms (WaFF and WaFFLE) chinese translation - Changelogs
-
-
Version 6.7.0
- >> This is the first of many updates that will upgrade the map to modern standards.
- >> Instead of waiting for 7.0 to be released in a single block, the map will instead be updated chunk by chunk.
- >> From 6.7.0 onward, AToMS has been added as a DEPENDENCY!
- i18n translations files are not updated yet, next version shall have the translations for in game dialogues added.
- --------------------
- >> THINGS ADDED:
- The big Cave update, composed of:
- - Main entrance and its neighboring area reworked, is now a two tiles large entrance.
- - Visual overhaul of the cave, using AToMS assets.
- - The cave use a new custom red foliage instead of using vanilla fall foliage.
- - Foliage can be turned yellowish in the farm config, or can be forced green in AToMS config.
- - Planted grass for animals will now use custom colors in the cave (that can be turned off in AToMS config).
- - The large fake stairs in the cave have been reworked to be one tile larger.
- - New transportations have been added (a magical circle, an elevator and also on WaFFLE a cart).
- - Added an option to remove the bushes and a chunk of wall in the lower half of the cave.
- - Added an option to remove all dirt and only leave a stone ground.
- --------------------
- A few changes were also done on the farm itself:
- - Added water sound effects for both the waterfalls and the rivers.
- - Added an option to disable waterfalls sound.
- - Bridges are now custom and no longer rely on the vanilla Town bridges.
- - Note that on WaFFLE, the stone bridges on the eastern part of the map are here temporarily until AToMS has been updated with custom wooden bridges.
- - Seasonal forage shall no longer appear on beach sand.
- - Added support for Universal Recolor (only for default setting).
- - Updated support for Vibrant Pastoral.
- --------------------
- >> THE FOLLOWING LEGACY OPTIONS WERE REMOVED:
- - Old farm bridge (no longer supported after the bridges update and area rework).
- - Smaller shortcuts (all cave entrances will now be 2 tiles large).
- - Smaller stairs (all hill stairs will now be 2 tiles large).
- - Wooden bridges on WaFFLE (temporary, custom bridges will be used in a following update).
- - Also note that invisible animal barriers now only work for the pens.
-
Version 6.6.1
- Fixed the old farmouse bridge option not playing well with the redesigned area.
- You can check the changelog list on the mod's front page to see all of the previous 6.6.0 changes.
-
Version 6.6.0
- 7.0.0 will take quite some time as it depends on my other mod that I'm still working on (you have a link to it in the sticky comment if you're curious about the progress). In the meantime I've decided to do some long overdue maintenance on the current farm.
- >> Replaced all of the outdoors waterfalls with their new Sv1.6 version.
- >> Reworked some of the foliage to prevent visual glitches with buildings.
- >> Removed two obscuring chunks of foliage south of the main island and a few others.
- >> Reworked the small island southeast of the main bridge, connecting the main island to the east part of the farm. It shall now be usable on horse.
- >> You can now use beds and fridges in the shed's entrance/basement.
- >> Added support for all versions of N3cro SVE support for Earthy Recolour.
- PLEASE, AS THESE CHANGES ARE A WORK IN PROGRESS, REPORT ANY NEW BUGS OR VISUAL GLITCHES!
-
Version 6.5.0
- HOTFIXED obsolete options out of the config file. It's pretty minor so you don't need to redownload if you have the original 6.5.0 update.
- We are at the end of these updates. I'll still deal with existing issues but focus has shifted to 7.0, the new version of the map.
- --------------------
- CHANGES:
- >> Farm Type Manager is back as a dependency as I didn't manage to make the base game's forage generation work in a consistent way. PLEASE TELL ME IF YOU THINK IT NOW GENERATES TOO MUCH FORAGE!
- >> As a result the Stumps spawning options introduced in the previous update has been removed.
- >> Added the missing SVE support for Vibrant Pastoral (will only activate if Redraw Pelican Town (VPR) + Redraw Pelican Town Expanded (VPR) are installed).
- --------------------
- FIXES:
- >> Stumps shall no longer grow through building & path tiles.
- >> Fountain animation will change when Way Back Pelican Town is installed to prevent flickering. (If you customize the option files for your own use, there is a new tile added next to the fountains options as well as a new animation to go with it)
- >> Reworked the mod's dependencies list to be updated and consistent between the different parts of the mod.
-
Version 6.4.6
- CHANGES:
- >> Reimplemented the support of both Earthy Recolour and Vibrant Pastoral. Dropped support for Wittily Named. PLEASE USE UPDATED VERSIONS OF THESE RECOLORS!
- >> Added support for Starblue Valley.
- >> Added Farms icons with recolor support for when NPC Locations is not installed.
- >> Reimplemented Shed icon, will now always use the farmhouse colors and support all recolors.
- >> Added coordinates to the farm & the Northern Path so that the player icon can now be correctly located on the map. (Thanks to SVE as my smol brain could not make sense of how it worked until I saw their implementation)
- --------------------
- FIXES:
- >> Fixed misconstructed options that prevented stumps from spawning on both side of WaFFLE at the same time.
- >> Removed the Fish Pool config option (it was no longer used but I forgot to remove it previously).
- >> I also did stuff but because I am bad at recording things I'll never remember what it was. Surely it must not have been something important...
-
Version 6.4.5
- CHANGES:
- >> Integrated the cave to the minecart network. As such also removed support for Minecart Patcher (thanks for that very useful mod back then!).
- >> Added the option to disable tree stumps spawning on both the farms and the Northern Path (Use it if you are encountering the issue of stumps spawning over path tiles/buildings).
- >> Also permanently removed one of the most obnoxiously placed stumps on the Northern Path.
- >> You can no longer fish on the farm if you are on top of a very tall cliff and the water is too far below.
- --------------------
- FIXES:
- >> Redid the World Map's vanilla colored farms for both the base game and SVE.
- >> Removed support for recolors due to how unstable things are currently, THEY WILL BE ADDED BACK one after the other as they are redone.
- >> Both the Waterfall Cave and the Path maps & datas will now only load when you are playing the relevant farm and no longer spread to your other saves. - EDIT Conditional loading was removed in the hotfix as it breaks multiplayer.
- >> Grass will now spread in the Waterfall Cave (but is still limited to the dirt patches).
-
Version 6.4.4
- CHANGES:
- >> YOU NO LONGER NEED FARM TYPE MANAGER (FTM) IN ORDER TO PLAY THIS FARM.
- >> You can now construct buildings in the Waterfall Cave! The perfect place for raising some healthy dinosaurs!
- >> Removed the tent entrance option for the cave. It was the last reason the cave options files were still present. These files were also removed in return.
- >> You can now once again disable the Northern path.
- >> Placed additional cabins to support up to 8 players.
- --------------------
- FIXES:
- >> Grass shall no longer invade the dirt road on the Northern Path
- >> Fixed a typo that would cause issues on the Northern Path when using WaFF alongside NPC Locations.
-
Version 6.4.3
- CHANGES:
- >> Removed the legacy option to replace the vanilla cave with the Waterfall one. it was complex, confusing and prone to cause issues. The Waterfall Cave will now always be an extra location.
- IF YOU WERE USING THE VANILLA CAVE REPLACEMENT OPTION INSTEAD OF THE DEFAULT EXTRA CAVE, PLEASE EMPTY YOUR WATERFALL CAVE BEFORE UPDATING AS YOU'LL NEED TO TRANSFER EVERYTHING TO THE NEW ONE!
- >> It is now possible to construct buildings on the Northern Path. In exchange, due to the way location datas work, it is no longer possible to disable the Northern Path.
- >> The farm now has 2 fishing locations:
- - Everything north of the beach has forest/river fishes.
- - The Beach has ocean fishes & crabpots.
- --------------------
- FIXES:
- >> Fixed the data location format of the farm. Fishing shall be back to normal.
- >> Fixed the data location format of the Waterfall Cave. It is now once again possible to plant and fish there.
- >> Fixed the data location format of the Northern Path. It is now possible to construct buildings there.
- >> Fixed the data location format of the shed. The greenhouse is functional once again.
-
Version 6.4.2
- FIXES:
- >> Fixed a bug that was preventing players from opening menus when Vibrant Pastoral & SVE were installed together but the SVE addon for Vibrant Pastoral was missing.
- >> Fixed a typo that was causing crashes when using default recoloring on WaFFLE.
-
Version 6.4.1
- CHANGES:
- >> Changed the tiles below the pet area to take into account that it can now be manually moved.
- >> Removed all of the pet houses options for now and reworked the area around it.
- --------------------
- FIXES:
- >> Corrected a missing texture when no world map recolor was selected that was preventing players from opening menus.
-
Version 6.4.0
- First of a series of fixes to make the 1.5.6 farm compatible with 1.6.
- It deals with the most urgent issues, more fixes will follow as I learn what changed with this new version of the game.
- A brand new version of the farm will be released in the future, making use of all 1.6 functionalities. But I'm worried by how long it's taking so the old farm will be updated in the meantime.
- --------------------
- CHANGES:
- >> Removed mail related to the missing TV as it has been fixed in 1.6. Added the TV back to the house.
- >> Removed both the Dark Shrine and the mail related to it as the monster spawn issue has been fixed in 1.6.
- --------------------
- FIXES:
- >> Fixed player getting stuck when entering the Bus Stop from the farm.
- >> Removed the impassable tiles/terrain data below the original house placement in case the farmhouse gets moved.
-
Version 6.3.0
- CHANGES:
- >> Updated the Northern Path foliage to be in line with the new farm design.
- >> The smaller north path shortcuts option & the reduced north path size option for WaFF were both removed.
- >> Reworked some of the dark grass patterns on WaFFLE.
- >> THE FISHING LOGIC HAVE BEEN CHANGED, now only 2 options are available:
- Sea Fishes (will now automatically activate marine crab nets, the corresponding option has been removed from the config)
- Forest fishes (now consist of a mix of town & forest fishes)
- --------------------
- FIXES:
- >> Removed reported orphaned leaves from the beach. Added missing leaves to the other places I managed to find so far.
- >> Corrected a foliage issue with the twin waterfall placement of the shed.
- >> Sand steps shall now prevent animals from using them.
- >> The way fishes are handled has been changed, this shall allow the Visible Fish mod to display available fishes correctly.
-
Version 6.2.0
- FOLIAGE REDUX PART 1: The Farms
- >> The foliage has been reworked in an attempt at getting closer from the way more modern maps are designed. Only WaFF & WaFFLE are affected, the Northern Path will be reworked in Part 2.
- >> The rework heavily uses shadows. Note that, if you're using a retexture mod, very dark foliages will neuter the shadows effects.
- >> This rework is done without using additional layers so doesn't require any additional mod download. Because of that this required quite some gymnastic to get right which I hope won't translate into many graphical issues. (Comes SV1.6 I'll be able to use multiple more layers and the foliage will be reworked & polished one last time)
- >> Please report any visual glitches you may encounter, especially when interacting with buildings!
- >> Note that reworking the Beach foliage allowed for more usable space to become available.
- --------------------
- BUGFIXES & CHANGES
- >> I changed the background tile of the Pet Bowl. This shall prevent issues with mods that remove the planks below said bowl.
- >> Some options default values have been changed (Dense Foliage is now OFF by defaut, Woodens Bridges is ON by default on WaFFLE)
-
Version 6.1.1
- CHANGES:
- >> Reworked the Secret Woods shortcut on the farm to go south instead of west.
- >> Created 3 variants of the Secret Woods shortcuts. The active one will be automatically selected depending of the mods being used:
- 2 variants exit inside the woods themselves (for either the standard game or Stardew Valley Expended), 1 exit in the extra area (for the Secret Woods Extra Area mod, thought if SVE is also installed it will take priority).
- >> Reworked the Fences option, it's now a menu instead of a yes/no box (Note that you DON'T have to redo your entire config file, you'll just get a small SMAPI warning once as your file is cleansed of the obsolete config). You can now increase the amount of decorative fences of the farm:
- "More fences" will add fences to the side of the farmhouse island and west of the Twin Waterfalls.
- "Even more fences" will do the same but also add fences east of the Twin waterfalls & the top eastern hill, as well as the top eastern bridge on WaFFLE.
- >> Reworked the small area directly West of the quarry on WaFFLE from 2x3 to 3x3 empty tiles.
- --------------------
- BUGFIXES:
- >> The standard variant of the Secret Woods shortcut is now compatible with the Extended Minecart mod and will no longer get you stuck inside a minecart (If you know of other mods that need integrated compatibility please do tell in the comments!).
- >> Grass shall no longer invade the front of the farmhouse.
- >> Made a few cliff edge tiles passable/tileable.
-
Version 6.1.0
- CHANGES:
- >> Reworked the bus exit to go east instead of north. This is drastic enough of a change that you may have to move things around that area if you had it decorated. Sorry for the inconvenience!
- All cave entrances options were reworked to fit with the changes to the cliff.
- The eastern shortcut on WaFFLE was moved to not clash with the new bus exit position.
- >> Reworked the shortcut next to the pet house with new custom assets to look more natural and no longer have a seam between textures.
- --------------------
- BUGFIXES:
- >> Disabling world map support shall now work correctly and also get rid of the shed icon on the world map.
- >> Corrected a light source misplacement when using SVE.
- --------------------
- WIP:
- German configs translations will have to wait a little longer before returning, sorry!
- Next updates shall focus on increasing compatibility with other mods, if you have a specific mod in mind please add a comment about it!
-
Version 6.0.0
- 6.0.0 is the final and complete rework of the mod structure. This update will require you to REMOVE THE OLD WATERFALL INSTALL, DON'T SIMPLY OVERWRITE!
- MAIL FRAMEWORK is no longer a requirement but UPDATING DAISY NIKO TILESHEETS is essential !
- German translations have been TEMPORARILY REMOVED as they need to be entirely rewritten for the new config format. They are still present on the farm interactable items, just not in the config menu.
- --------------------
- The mod is now separated into 3 different config files, one for each farm and one for the map/shed/additional locations that are used by all farms. This means that you NEED TO REDO ALL OF YOUR CONFIGS for this update! Sorry for the inconvenience.
- This allows for the return of options that had been removed due to GMCM issues, without each config file feeling bloated (I hope). Config options shall be less confusing, far less weird scrolling menus trying to handle options for both farms at the same time for example.
- Scrolling menus size has been reduced to include less options, this shall help mobile users seeing all available options.
- --------------------
- CHANGES:
- >> You no longer need to select a world map recolor in the config menu, this will be done automatically. (Map config will allow you to disable the recolor selection if you encounter any issue)
- >> An option will allow you to use alternate colors if the recolor includes them (like Vibrant Pastoral green/red autumn grass color for example).
- >> Cliffs can now be added/removed independently between the main island and the eastern part of the farmhouse.
- >> Ridges can now be added/removed independently between the main island and the eastern part of the farmhouse
- >> New option to replace the planks bridges on the beach with sand steps. Beware that you can't place path tiles over them.
- >> It is once again possible to completely remove the Waterfall Cave from the farm (this will slightly change the farm appearance).
- >> A new option allows the Waterfall Cave main entrance (both inside and outside) to be turned into a tent, similar to older versions of the mod.
- >> You can once again reduce the size of the available land on the Northern Path by replacing it with water when using WaFF.
- >> Lowered the position of the main bridge to align with the farmhouse and reworked the area around it. Bridge size was reduced as a result. (The old larger main bridge will remain available as a config option)
- >> All the remaining single stairs (hills and fountain area) have been turned into double stairs for the sake of animals/horse travel. (The old single stairs leading to the two small hills will remain available as a config option)
- >> Reworked the twin waterfalls area using Daisy Niko new grass tiles to remove issues caused by shed placement and dirt color selection.
- >> Reworked the lake inside the Waterfall Cave to look less bland.
- --------------------
- Corrected a bug where the farmhouse could start empty if the Small Beach Farm mod was installed.
-
Version 5.0.3
- Artifact spots in the northern path will no longer contain nothing.
- May not affect already existing spots retroactively, but will affect those generated after the update.
-
Version 5.0.2
- When Waterfall Cave is used the default way (that means NOT as a farm's cave replacement) you'll now be able to fish cave fishes instead of trash! May require to fish at least once before correctly activating (so don't worry if you catch a random normal fish the first time).
- Disabled artifact spawning on the northern path for now.
- Corrected a secret wood shortcut bug that would create a shortcut to nowhere on non WaFF/WaFFLE farms.
- Corrected an untillable tile when using the cliff removal feature.
- Reworked the foliage around the farm's path to the bus, leading to more visibility and slightly more available land.
-
Version 5.0.1
- Added German translations by CoolRabbit123.
- All current minimaps reworked to remove references to the old forest path.
-
Version 5.0.0
- MODERNIZING OF THE MAP AND ITS FILES
- 5.0.0 is a rework of the map and a rewrite of the majority of its files. That means that since nearly all options were touched, despite all of the testing I did there may be some bugs that went through the net. Please report any issue you may encounter!
- Do not worry thought! The changes to the inner working noticeably slimmed down the mod size and made things immensely easier for me, but will have few visible impact in term of gameplay.
- --------------------
- MAPS MAIN CHANGES:
- >> FOREST EXIT was moved to the southern edge of the map, below the tree stumps. The old path to the forest was completely removed, leaving more usable land behind.
- >> BUS EXIT was changed from a cave entrance to a normal road, in preparation for the future release of an optional path between the farm and the bus.
- >> WATERFALL CAVE tent was changed to a cave entrance, it is no longer possible to completely remove the cave from the farm as the option became obsolete when the Waterfall Cave was made to no longer replace the farm cave by default.
- >> PENS were reworked, all of the obscuring foliage was removed and a third option was added to have a single large pen.
- >> PET HOUSES can now be different between WaFF and WaFFLE. The "Decorative Plants" option was reworked.
- >> CLIFFS removal option was extended to also remove the small cliff south-west of the farmhouse.
- >> FOLIAGE was reworked over the map to increase visibility, the "Remove Foliage" option became obsolete and was removed as a result.
- >> FENCES were removed in multiple places.
- >> BEACH grass will no longer naturally spawn on sea/dry beaches (it can still be planted and grown), more land was made available south-west of the lake/sea beaches.
- >> You shall notice visible changes to the grass/dirt patterns all over the farm.
- >> NORTHERN PATH will now let grass freely grow everywhere except the road itself.
- --------------------
- FIXES:
- >> Removed an untillable stone tile when the shed was located in the Northern Path.
- >> When using NPC Map Location, the shed shall now appear correctly when located on the farm.
- >> Ridges were reworked to fit the new Daisy Niko Tilesheets changes.
-
Version 4.4.1
- THE CONFIG FILE UPDATE PART III
- The large size of the config file was becoming an issue both for users (with players feeling overwhelmed by the mass of options), myself (due to the unhealthy amount of interactions between them) and the mod functioning (as issues were starting to appear with GMCM), as such to compensate for new options being added I believe it is time to start removing/combining some of the least used of them.
- As a first step of the pruning the "Brighter basement", "Clear greenhouse walls" & "Add bushes after size change" are removed as of this update.
- Reorganized the GMCM categories for the config file.
- ---------------------
- NEW OPTION added to the Terrain Features allowing for the removal/size reduction of some cliffs on the eastern side of the farm, thus creating a larger flat area.
- Removed an invasive tree during starting cutscene.
- The Shed will now appear at the correct place on NPC Map Location when it's moved to the farm.
- Reworked some of the french translations.
-
Version 4.4.0
- HOTFIX: Corrected an issue where, when using Waterfall Cave as a custom location, the minecarts inside WaFFLE would incorrectly warp you to the standard cave, stuck inside a wall.
- ---------------------
- THE CONFIG FILE UPDATE PART II
- As a reminder the config file has been reworked to turn multiple options into a per farm type basis, meaning that you can have the same option being different on WaFF & WaFFLE at the same time, allowing for different saves with different setups to coexist! Check 4.3.0 log for complete explanation.
- The following options were changed in the final part of the update:
- >> "Beach type" now has two separate selection boxes, one for each farm.
- >> "Catchable fish" now has two separate selection boxes, one for each farm.
- >> "Add small ridges" can now be on WaFF, WaFFLE, both or none.
- >> "Decorated fountain area" can now be on WaFF, WaFFLE, both or none.
- >> "Dense forested areas" can now be on WaFF, WaFFLE, both or none.
- ---------------------
- WATERFALL CAVE CHANGES
- >> "Additional cave" was added as a new config option (activated on both farms by default).
- >> "Use Waterfall Cave" was renamed as "Main cave replacement" and will be disabled by default on newly created farms.
- >> Now if you disable the cave replacement the Waterfall Cave will no longer simply disappear from the farm. Instead its additional entrances will stay accessible but it'll be treated as a new custom location independent from the farm's cave (it'll lose cave behaviors in the process but you can still plant there and fruits will still be dropped).
- >> If you want to disable the cave replacement to use the custom one instead, everything inside your old cave WONT BE TRANSFERRED INTO THE NEW ONE! Please entirely clean your cave before disabling the cave replacement, you'll have to transfer things manually.
- >> Disabling the "Additional cave" option is now required to ensure that if the Waterfall Cave is disabled all trace of it will be removed from the farm.
- >> New fast travel option added between the two top corners of the cave when using the custom location.
- >> Many tiles were changed to prevent sneaky fruits from being abandoned by bats where you can't see them.
- ---------------------
- COMPATIBILITY IMPROVEMENTS:
- >> The exit to the Backwoods on the Northern Path will change if SV Reimagined III is installed to fit the new design.
- >> Minecart Patcher will link to the secondary cave if Waterfall Forest is not replacing the farm's cave.
- >> French translations added (with the exception of the mailed letter).
- >> A new folder was added within the "synergies" folder to handle translations on the maps themselves. Waterfall Forest translations will no longer be limited to the i18n files but the on-map translations will need to be done on my side.
-
Version 4.3.0
- MOST IMPORTANT: THE CONFIG FILE UPDATE!
- Config file is starting to be reworked to turn multiple options into a per farm type basis, meaning that you can have the same option being different on WaFF & WaFFLE at the same time, allowing for different saves with different setups to coexist!
- For example you may have a save on WaFFLE with two pens, the shed located in the northern path and no Waterfall Cave alongside a save on WaFF with no pen, the shed located on the farm and Waterfall Cave activated. You would be able to jump from one save to the other without the need to change anything in the configs.
- This is a massive amount of work due to how intertwined all of these options are and the amount of writing and testing needed. As such it will require at least another update to finish. PLEASE REPORT ANY ISSUE YOU FIND, NO MATTER HOW SMALL!
- ---------------------
- THE FOLLOWING CONFIG OPTIONS WERE CHANGED:
- >> "Use the Northern Path" can now be on WaFF, WaFFLE, both or none.
- >> "Shed location" now has two separate selection boxes, one for each farm.
- >> "Use the Waterfall cave" can now be on WaFF, WaFFLE, both or none.
- >> "Animal pens" now has two separate selection boxes, one for each farm. On top of that, you can now have an additional pen.
- >> "Southern dirt color" is a new option allowing to change the dark dirt around the twin waterfalls area to the normal lighter one. If left to automatic mode, it'll only change it for the sake of other mods compatibility.
- ---------------------
- COMPATIBILITY IMPROVEMENTS:
- >> SVE: Reworked the warp area of the nexus quest on the farm and created new assets to go with it. Enjoy your new shiny circle of light!
- >> CUSTOM DECORATION AREA: Groundwork was laid to allow for floors and walls into the abandoned shed to be customizable like a normal shed. It won't be finalized in this update thought as my CDA attempts have proven to be too unstable.
- >> RAFFADAX COMPLETE PRODUCTION: In order to prevent RCP from turning all of the dark dirt on the farm into a quarry, the whole zone south of the farm will automatically change into the regular light dirt when that mod is detected. You can force the dark dirt back in the config file.
- >> WAYFARER (CUSTOM NPC LYELL): Waterfall Forest world map will take precedence to prevent visual glitches.
- >> The file structure was changed and a specific folder created to isolate and make compatibility work even easier.
- ---------------------
- Waterfall Cave is so big and full of entrances that unexpected guests have moved in. Fruits will now be dropped in the cave daily by your friendly neighboring bats, even if you chose to go the mushroom way with Demetrius.
- The shed's entrance has been visually reworked. This was done both to try to make it look better and to accommodate potential CDA compatibility in the future.
- For similar reasons the "Empty Wall" option of the roof greenhouse was reworked.
- Floor planks options have changed, "stone" now use actual stone path tiles and a new option was added to leave the floor empty of planks.
- ---------------------
- Started to work on the farm grass to make it look more natural and have less repetition of the same tile. This will take multiple updates to finish.
- Visually reworked the far south-west corner of the farm & corrected foliage issues. The zone cannot be accessed by the player so will have no impact on gameplay.
- If you are adding your own changes to the option maps, know that things may have been changed and moved quite a bit, expecially for the shed one.
-
Version 4.2.0
- New optional SHORTCUT TO THE SECRET WOODS! (Next to Grandpa shrine)
- >> Shortcut will unlock after you visit the woods at least once.
- >> You'll have to go through a ladder so no regular horses can use it. :(
- >> SVE COMPATIBLE! will adapt the warp points automatically if you're using it.
- >> Shortcut works both ways, allows to come back from the woods to the farm.
- ----------
- New BEACH option available: Dry Beach!
- >> Very few water and large sand dunes decently increase the available space on the farm.
- >> An optional pond with its pier can be added to the south-west.
- ----------
- Added automatic detection option for pet house, made default on new farms.
- Added compatibility with the "Fix TVs On Custom Farms" mod. If installed you'll start a new farm with a TV inside your house.
- Reworked some foliage around the shrines and far south above the water.
- Reworked shore tiles for all beaches as well as some minor visual retouching.
- BUGFIX:
- The middle-eastern hill on WaFF will now correctly use the thinner stairs instead of the double ones when the invisible barrier option is in use (this would cause a graphical glitch where the cliffside was cut).
- Beach tiles will now always use the correct dirt sound when you walk out of a wooden bridge.
-
Version 4.1.3
- Added MINECART PATCHER compatibility (will detect if the mod is installed and add the farm cave to the list of cart destinations)
- A config option was added to unlock the fully completed shed no matter your farmhouse advancement. While it can be used as a cheat, it's also a way to circumvent bugs that would prevent the shed upgrades from unlocking the normal way.
- Even if the shed is unlocked via the config, casks still need your farmhouse cellar to be completed for them to work in the shed's basement.
- PET HOUSE:
- - Config changed, added a new "Decorative plants" option (behave like the old "No pet house" option).
- - Changed the decorative plants textures to no longer cause issues during summer.
- - A real "No pet house" option now removes any tile related to pets including the water bowl.
- - If you use no pet house then change back to using another pet house option, watering the water bowl will look visually broken but quitting to the menu and reloading will fix the animation.
- ANIMAL PEN:
- - The animal pen is now disabled by default on newly created farms.
- - When not using the pen, absolutely all adjacent fences will now be removed from the farm.
- - Using the pen and the "Less Foliage" option together will now remove the foliage over the pen fences.
-
Version 4.1.2
- BUGFIX:
- >> The tree stumps will correctly check if they're covered by something and no longer respawn each time you load your save.
- >> All shed's roof greenhouse layouts now have working water sources.
- ---------------
- Two new optional locations have been added to move the shed to:
- >> On the lake shore north of the animal pen.
- >> On the lake shore south of the twin waterfalls.
- Changing location has no impact on the inside of the shed and can be done at any time, as many time as wanted.
- After the first farmhouse upgrade, inspecting the damaged shed's door will now tell you that you are one step closer from completion.
- A third layout is now available for the roof greenhouse, very tree focused.
- Added option to completely remove the planks in the shed's entrance, leaving only a stone floor.
- Slightly reworked the shed entrance back walls.
- ---------------
- WaFF's blocked mineshaft has been removed, it'll no longer tease the player.
- WaFF's damaged minecart is now a shortcut to the mining area.
- Minor visual corrections on WaFFLE.
-
Version 4.1.1
- I had previously broken farming in the Northern Path, you shall be able to plant normally from now on as the path will correctly behave like a farm.
- As this is the only change, you can check the 4.1.0 log to see what was added from 4.0.1
-
Version 4.1.0
- The final upgrade of the abandoned shed, the roof greenhouse, has been implemented.
- Two different layouts and well as non-decorated walls available through config options.
- Added option to lighten the basement.
- Added Flaming Eyelash's seasonal medieval variants of the abandoned shed, based on Gweniaczek's Medieval textures. Big thanks to both of them!
- Default option will auto-detect if Gwen's Medieval Buildings are installed, but you can force select/deselect the medieval shed textures in the config.
- Added config option for Gwen's paths textures in the shed instead of the vanilla wood color.
- Mod will auto-detect if Grape Ponta's interiors are installed and change the shed's walls color accordingly. I'll add more textures support in the future.
- Reworked the statue area after SVE Enchanted Grove quest. A real rework, with a nice looking pentagram, will have to wait for Stardew Valley 1.6 release due to layers issue.
-
Version 4.0.1
- Solved (I hope) the issue with SVE Enchanted Grove quest line. You shall now be able to unlock your farm Nexus.
- Corrected a few problems with the starting farm for new players
- Corrected tiles issues on the Northern Path that would let you walk on water
- A new dedicated file for the sake of mod compatibility shall make handling issues easier in the future
- Random assortment of bug fixes
-
Version 4.0.0
- Update 4.0.0 drops support for the old SV1.5.4 map replacement method (where Waterfall Forest was replacing SV regular maps instead of being its own map type), check article on map upgrade if you are affected
- New optional zone added to the game, located between the farm and the backwoods
- Northern path includes renewable ressources, a new optional building and have different appearances for WaFF or WaFFLE
- Farm building placement unavailable for now (will need Stardew Valley 1.6)
- Abandoned shed will upgrade itself alongside your farm, with the exception of the roof greenhouse that isn't ready as of 4.0.0 release:
- 2nd farm upgrade = ground level accessible (with its own set of options)
- 3rd farm upgrade = basement accessible (act like a cellar)
- Rework of the Config file + default options changed (check the 4th picture on the mod page), you may have to redo some of your config options!
- SVE compatibility option removed, everything is automatic now
- Rework of the World Map recolor support + Added the SVE World Map support for Vibrant Pastoral
- The old wooden bridges on WaFFLE are back as an option
- Added the option to change the catchable fish types on the farm, this will be reworked after SV1.6 release
- The hill in the middle of WaFFLE now has larger stairs, you can now reach the east side of the farm on an horse without the need for shortcuts
- 4.x went through some aesthetic changes compared to 3.x, sorry for the inconvenience if you have already decorated your farm as you may have to do some minor adjustments
-
Version 3.2.1
- Thanks to Pathos Data Layer mod, old missed unbuildable tiles issues were found and corrected
- You can now chose to use the "fake water" version of the spa without the Swim mod being installed
- Wittily Named recolor support added for the World map (doesn't support SVE)
- Corrected version number
-
Version 3.1.8
- Reworked the East side of WaFF, this results in a slightly larger map
- The Date/Weather display will no longer hinder your view of the farm in the top right corner
- The two N/E hills increased in size
- WaFF now has its own little quarry
- Foliage recessed and was made less intrusive
-
Version 3.1.7
- Town bridge tiles will now replace the wooden bridges on WaFFLE. Surrounding areas were reworked to hide tiles connections issues.
- Added Vibrant Pastoral support for world map. Only use if you need it as Vibrant Pastoral won't change the world map when used with NPC Map Location or SVE.
- Chances are high that this will be the final 1.5.6 update.
- Please report any issue as updating v3.x of the map force me to work with older files and increase the chances of porting something that shall not yet be working in SV1.5.6 by accident.
-
Version 3.1.6
- Clothes will now correctly be removed when entering the healing pond (this required the stairs to be slightly moved)
- Disable healing pond water effect if Swim mod is installed to prevent being ejected out of the pond
- Improved Generic Mod Config Menu support
- The outside of the western cave exit has been reworked
-
Version 3.1.5
- Hotfix for WaFF users to prevent the world map from crashing when using Earthy Recolour
- Made the small ridges south of the farmhouse and South-East of the map optional and OFF by default. A mod like "Destroyable Bushes" is needed to get rid of the bushes remaining on an already created farm
- Improved usage of NPC Map Location to show the name of the farm correctly
- Added Earthy Recolour support for the World Map. Remember to activate SVE Improved Compatibility option if you're using SVE without NPC Map Location installed
- Support for the old way of replacing a map (as it existed for SV1.5.4 and below) will be dropped in 4.0.0 so please check the articles to upgrade your map to a custom farm using the SMAPI method
-
Version 3.1.4
- Version archived due to a bug, check the 3.1.5 log instead
- Support for the old way of replacing a map (as it existed for SV1.5.4 and below) will be dropped in 4.0.0 so please check the articles to upgrade your map to a custom farm using the SMAPI method
-
Version 3.1.3
- Added a statue right next to Grandpa shrine. It acts like a Darkshrine and allows to activate/deactivate monster spawning on the farm
- A free Strange Bun will be sent to players by mail in order to immediatly make use of the Darkshrine to correct the monster spawn bug in custom farm types
- A new option was added in the config so that if the sea beach is activated (won't work with lake beach), Crab Pots can now catch sea fishes
- Corrected a tile issue on the sea beach. Automate users rejoice, you can now make an uninterrupted line of Crab Pots from the dock to the eastern shore!
-
Version 3.1.2
- To prevent bugs due to the proximity of the map edge from the beach, both maps were extended to the south
- Added land is not accessible to the player
- Reworked some trees decorations to take into account changes caused by some recolours
-
Version 3.1.1
- Reworked the handling of the maps, now all sizes are available at the same time, no need to do anything in the config file (This will solve invalid farm type issues when upgrading or changing the map size)
- The map size config option will now only apply if using the old 1.5.4 map replacer
- The old smaller shortcut caves are back as a config option
- Quarry ore gen has been increased
- Foliage and decorations were reworked around the eastern shortcut and the quarry, same for some wooden bridge tiles that had layer issues.
- Increased the scope of the SVE Compatibility config option to handle shortcut issues after a certain SVE event
-
Version 3.1.0
- Added fishing rules for the farm to behave like the town.
- Increased the size of the shortcuts and slightly moved the warps so that horses can use them (issues with SVE will be corrected next update).
- Added NPC Map Locations support for the game base color (including SVE World Map). Recolor support will be for future updates.
- Added optional SVE Compatibility option that can be activated to "repair" some issues. More functionalities will be added to it later.
- Reworked some foliage that was on the wrong layer so that they no longer disappear under planted trees.
-
Version 3.0.1
- Changed the way FTM handle tree stumps to ensure they'll always spawn at the right place.
- Added a decorative bushes option when upgrading the map size.
- Temporary "Fix" for the NPC Map Location issue, it will not work on the farm but shall no longer crash.
- Added new area to be affected by the "Less_Foliage" option.
-
Version 3.0.0
- Stardew Valley 1.5.6 update
- A new selectable large map has been added (WaFFLE)
- Farms now use their own custom farm type
- New dependencies added CHECK THE MOD DESCRIPTION!
- To upgrade from the SV 1.5.4 please CHECK THE MOD DESCRIPTION
- Lot of new options added including selectable beach type and associated benefits
- Rework of the CP content file and the associated Options map
-
Version 2.1.0
- Final update until switching to 1.5.5 format
- Reworked all of the foliage with an improved design
- Reduced covered area, hidden tiles, freed more space to build upon
- New config option to disable some of the foliage area
- Corrected cliff tiles mistakes very visible in winter
-
Version 2.0.2
- All of the fences (except the essential ones) can now be disabled in the config
- The ones that normally remain when you disable the animal pen will also disappear if you have both the pen and the fences disabled
- Added all of the invisible animal barriers (if enabled) from the original map that were missing in the last update
-
Version 2.0.1
- Added an optional outdoor spa south of the twin waterfalls
- Corrected textures issues with some retexture mods
- Corrected tree generation issues
-
Version 2.0.0
- Big rework of the map structure
- Animal pen, invisible barriers, dense woods and the fountain are now optional and can be disabled
-
Version 1.2.1
- Corrected erroneous tiles properties that prevented digging & building
-
Version 1.2.0
- Caveless map option included for those prefering using their own cave
- WaFF Cave reworked to prevent issues with Fruit Cave option
- Reworked the maps to try to prevent player going in/out of places incorrectly depending on the farm they're replacing/mods they have installed
- Too many minor corrections and bugfixes for me to even remember
-
Version 1.1.1
- Fixed an issue that could lead the Greenhouse to start misplaced on some maps
-
Version 1.1.0
- Fixed a bug blocking the entrance of the fast travel cave after some SVE events
- Exit of the fast travel cave moved, a currently unused minecart has been added in its place
- All the lightposts around the bridges have been removed
- Reworked the southern lake and the base of the double waterfall
-
Version 1.0.6
- Fixed a bug that would let your horse stuck in a wall when coming back from the Bus Stop
- Some very minor aesthetic corrections
-
Version 1.0.5
- Fixed a bug getting you stuck in water if you were replacing the Beach map
- No matter the map you replace you will now always enter the farm from Marnie's ranch at the same place
- Removed a lamp post that no longer belonged
-
Version 1.0.4
- Fixed a bug preventing the Beach Farm option in the config file from working
- Reworked the area north of the house to offer more building space
- Minor visual embellishments
-
Version 1.0.3
- Made accessing the main island less frustrating for the Eastern Cabin; now each Cabin will be close to a bridge.
- Corrected too many small Tiles mistakes to count.
- Made more area accessible early game.
-
Version 1.0.2
- Additional reworking of the foliage coupled with a few minor aesthetic changes
- Adding missing tiles that would let the background appear
- Reworked the beach bridges, you can now put path tiles on them (Automate users rejoice!)
- Removed misplaced debris at the Forest entrance and in a cliff. If they're already on your map and you can't reach them a Bomb can help!
-
Version 1.0.1
- Initial rework of the foliage
-
Version 1.0.0
- Original Map attempt, now removed from site
-
I'm more than happy with any comments, critics or advice. Please report any issue you have no matter how small, as well as design flaws you noticed.
Starting from the 3.0.0 update you can choose between playing on Waterfall Forest (WaFF) or Waterfall Forest Large Edition (WaFFLE)! The maps now appear as new farm types (when selecting your farm, there will be an arrow showing additional farms).
You can now upload custom layouts on the planner (hover over the gear icon, the option is at the bottom of the list).
Please download and use the following pictures if you want to do so with Waterfall Forest:
WaFF v6.6.1 Layout
WaFFLE v6.6.1 Layout
- Two new selectable bigger maps, adding their own farm type.
- A new additional large cave (Optional - Farm outdoor appearance will change accordingly).
- An optional new zone between the farm and the backwoods & its associated upgradable building
- Multiple features can be disabled (Animal pen, fountain area, dense forest, fences...)
- Multiplayer for up to 8 users!
- Waterfalls!
- All grass is tillable.
- The animal pen, stairs and bridges will prevent animals from going through them. (Optional)
- North and South, cliffs entrances and a cart act as fast travel on the farm.
- Forest forage and renewable tree stumps!
- A Quarry is located South East of each farm.
- An isolated outdoor healing pond (Optional).
- Choose between a Lake Beach (by default) with grass for some sprinkler usage, or a sandy Sea Beach with sea forage and Palm Trees.
- Large Waterfalls!
- A second cave is added to the farm, between the farmhouse and the bus exit, leaving the original cave untouched and compatible with other cave mods!
- The boat, shrine's cliff and large mine (on WaFFLE) are alternate cave entrances.
- Dirt patches in the cave are tillable, offering a poor man's alternative to the greenhouse early game. Their shape make sprinklers impractical as they're not intended to replace the greenhouse.
- This cave will allow you to use casks once the cellar is built (controllable by a settings option).
- Waterfalls... in a cave!
- A path North of the farm linking to the Backwoods (its appearance will change depending on which farm you're using).
- Renewable tree stumps and forage.
- An abandoned shed that will get repaired as you farm improves. In order, each repair will get you access to a large shed (with some floor options), a basement (act like a cellar) and a roof greenhouse (with multiple layouts).
- Unlocking it will first require the second farmhouse upgrade, then the third one and finally completion of the Community Center / Joja Warehouse.
- Waterfalls... or at least you'll see the river giving birth to them on your farm!
- If you're new to modding install SMAPI first. This will create a "Mods" folder where all mods will be installed.
- Follow the instructions for installing Content Patcher and DaisyNiko's Tilesheet.
- Download Waterfall Forest and unzip the content into the Mod folder.
- The config file will only appear after you run the game once with SMAPI but it is highly advised to use Generic Mod Config Menu to configure the mod from within the game!
- The mod shall be fully compatible with Stardew Valley Expanded. Even the Nexus quest that is renowned for not working with custom farms will actually work with Waterfall Forest!
- If you have Raffadax Complete Production installed the map will change the dirt type used at the very south of the map to prevent it from turning into an accidental giant quarry.
Upgrade is easy (just a SMAPI command line) but important as default loading options changed in SV1.5.5. Check the Upgrade guide.
Mods used in the pictures, for the curious:
DaiyNiko's Earthy Recolor
Gweniacziek's Medieval Buildings
dugongkebalik's Simple Foliage
Lumisteria's More Flowery Grass
bblueberry's Greenhouse Entry Begone