About this mod
I do not know if this works, use at your own risk. If it doesn't work, feel free to edit it. Explanation within.
- Requirements
- Permissions and credits
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Translations
- Mirrors
- Changelogs
I had rebuilt this mod from the ground up. I had been in the process of drafting a whole new experience that would keep to the original spirit of this mod, making sure casual and new players could enjoy a nice cellar, while also giving a suitable challenge for long term and hardcore players with the Cove and Cave. The new goal was to have a super map (the Cove) that you could unlock more of as you completed major milestones in game. Something I believed I could've achieve, but definitely needed to wait for the update to see how coding it would work. I had expanded the original Hideaway Cove map, since I now had plenty of experience with map making, and made it look more cohesive, created seven different Hideaway Cave maps to correspond with a different collectible/skill each day-giving players a reason to visit the caves on certain days-, and I'd made the Cellar more configurable to allow for more personalisations.
And all of this ended up tossed out in a lapse of memory. I do not know if I will ever return to the SDV modding scene. I still am creating stuff for SDV, NPC retextures, but it's mostly as a personal hobby now and not with the intention to ever play this game or publish it as a mod. I hate to say it, but this is the second time this mod has caused me such potent stress and I cannot continue. I kept this to myself, because I thought if I gave myself time to process and work through it, I'd be able to bounce back like I've done before, but the longer I've stayed away from these mods, the more relieved I've felt and coming back to check on my mods just makes me anxious. However, I do not want to continue ghosting y'all, especially since there are so many talented modders in this community who could probably make something out of this.
Which is why I've unhidden this mod. Feel free to do whatever you want with these files, with or without credit to me. I'll even be including a zipped file that contains the corrupted files from what I could salvage of my mishap. Maybe someone will be able to restore them and use them, to which they are free to do whatever they want with them, full permission. Goodbye everyone, thanks for supporting this mod the way y'all did.
- - - Overview: - - -
It wasn't all depression, however, as I was able to incorporate basically everything I wanted to into this mod. It brings me great joy to see it finally finished (or as finished as it can be, unforeseen bugs and errors notwithstanding).
It's been a good run for this laptop, had it for seven years, though it was made in 2011, lol. I'm proud of it for lasting me through uni, as it was intended to do, and through two years of grad school. As I take this final semester off, I will think fondly of the time we shared, the viruses you know doubt got/had, the strange sound you'd make randomly in the middle of the night scaring me half to death... Most importantly, the pictures and unfinished 3 am fics stored on you that will never see the light of day and will promptly be forgotten. You've done good Lamal, you've done great. I'mma miss you buddy :(.
Sorry, if you clicked on this spoiler thinking you were going to get some deep lore or hidden details on this mod. Instead, you got my mini laptop send-off.
I was heavily inspired by Wren's Expanded Greenhouse mod and DaisyNiko's Oasis Greenhouse mod, as well as Jen's Cozy Cellar Mod. The inspiration came from my intense joy realising Wren's Expanded Greenhouse came with a nifty warp from the greenhouse to the cellar; from appreciating the lovely feeling of a somewhat furnished cellar thanks to Jen's Cosy Cellar; and from the absolute awe I felt from exploring DaisyNiko's Oasis Greenhouse, realising that the Greenhouse came not only with its own cellar but a tiny underground area that connected to the mine system! I saw each of these mods and decided that I had to combine them all into one, as best as I could.
Version 2.0.0 for SDV 1.5.4+ (PC) :
Made a lot of changes to the Cellar, namely in terms of size and layout!
- For the first floor, the "living" space has been expanded to accommodate all of casks that appear, so you will no longer need No Clip Mod to reach the last row.
- Esca's Modding Plugin (EMP) updated, so now the Kitchen has functionality! Rearranged the room for space to place Mini Fridges as well.
- The right side of the room HAS NOT BEEN CHANGED so previously placed big-craftables/furniture will not be affected with this update.
- The Second Floor's first room has also been slightly expanded, placed big-craftables/furniture should not be affected either with this update.
- Changed how warps to extra maps worked from Cellar:
- Instead of warps appearing when requirement levels are met, warps will always be on the map but visually blocked off until requirements are met
- Added a Cave-only warp, so Cove can be disabled and the mine still accessible. Warp for the Cove will appear in the second room on the second floor.
- Instead of warps appearing when requirement levels are met, warps will always be on the map but visually blocked off until requirements are met
- Making note of visual changes, such as removing the kitchen bar in lieu of a dining set up and getting rid of the fire hazard that was the lounging area. Opened up the hallway leading to the main storage area.
The Cove has gone through some changes as well!
- Cove now works like Greenhouse/the Island, allowing all year crop and tree growth/harvest! Thanks to KamuiYuuma for the suggestion!
- The fences have all been uniformed, placement of stumps have been shifted so as to allow trees to be planted in their spots and prevent their regrowth.
- Made use of the Island Tilesheets to finally make the grass-to-beach transition visually smooth. Fixed a few other visual discrepancies within the layers.
Version 1.0.0 for SDV 1.4.5 (Mobile) :
- Replaces the Cellar, but does NOT have the extra Cove and Cave maps. I cannot figure out how to add them and frankly, other than being an extra foraging area, not sure if there will be plans to add the Cove specifically. The ability to plant crops and fish is due to the 1.5 update and framework mods updating for it. This has been the bane of my existence for the past several weeks. To compensate, the entire Cellar has been expanded and reworked. More space, more personality, and plenty of possibilities!
- The only config options are to enable/disable Immersive Farm's Greenhouse warp, though this has been UNTESTED as I haven't the slightest clue where to find the Greenhouse in SVE. If anyone can confirm it works, visually and functionally, that would be awesome. Wren's Expanded Greenhouse doesn't need a warp as that feature didn't exist until the Massive update that occurred this year. Grandpa's Farm does not need a warp because it is an SDV 1.5 feature of SVE only.
- The cellar has been completely remade, with two (2) distinct floors:
- The First Floor is the main cellar itself, with a completely furnished and somewhat functional living space. There is a bunch of space for your initial casking needs on this floor as well! Hint: Try interacting with some of the objects scattered around! You can also find little bits of story here and there upon interacting with some objects.
Spoiler:Show- Of note, there are two warps that can be accessed, the ladder takes you to the Greenhouse* (if you have it unlocked) and the trapdoor in the small storage room takes you to the second floor!
- The warps to the Greenhouse should be compatible with any Greenhouse mod, with the exception of Wren's Expanded Greenhouse! I have included a config setting to turn my Greenhouse warp spot off, to use theirs OR you can turn their warp off in their config and mine will still work. If you turn mine off and keep hers on, do not worry, the warp will map to my ladder's location!
Spoiler:Show - Of note, there are two warps that can be accessed, the ladder takes you to the Greenhouse* (if you have it unlocked) and the trapdoor in the small storage room takes you to the second floor!
- The Second Floor is just more space divided into two rooms. Use it as extra storage or place more casks/kegs/big-craftable machines here to have a little factory going on!
Spoiler:Show - The Cove features almost everything you could ask for! Two (2) fishing areas to catch separate types of fish, two (2) decently sized farmable plots- made with the 1.5 sprinkler update in mind, large stumps for hardwood gathering, one (1) of each forage tree for some extra tapping, re-growable trees for wood on the beach, and forage opportunities all over!
Spoiler:Show- Of note, there is a trail of minecart rail tracks leading somewhere between the cliffs!
Spoiler:Show - Of note, there is a trail of minecart rail tracks leading somewhere between the cliffs!
- The Cave features a quarry area that scales with you as you level up in mining!
- Of note, there is a minecart that is connected to the minecart system (if you have it unlocked), however, it can only take you to places and not back.
- If Cave is only enabled, access back to the Cellar is through this Mine Elevator Spoiler:Show
Spoiler:Show
- The First Floor is the main cellar itself, with a completely furnished and somewhat functional living space. There is a bunch of space for your initial casking needs on this floor as well! Hint: Try interacting with some of the objects scattered around! You can also find little bits of story here and there upon interacting with some objects.
- Decorations of the seasonal and weatherly variety! These can optionally be turned on or off individually by categories. All decorations are static so if seeing some of them stuck in one spot breaks your immersion, you can turn them off:
- Butterflies: Butterflies are a Cove feature and will show up based on the weather (Sunny or Windy) and season (Spring, Summer, and Fall). They are morning/late afternoon critters. Spoiler:ShowButterflies will appear between 0800-1400 (8am-2pm) every day given that it is Spring, Summer, or Autumn, during Sunny or Windy weather.
- Moths: Moths are a Cave feature and will only be visible at night, all year round no matter the weather. Spoiler:ShowMoths will appear between 2000-0200 (8pm-2am) every night.
- Birds: Birds and squirrels are a Cove feature only and work just like the butterflies, except they are early afternoon/evening critters. Spoiler:ShowCritters will appear between 1000-1800 (10am-6pm) every day given that it is Spring, Summer, or Autumn, during Sunny or Windy weather.
- Scenic Decorations: These decorations are purely scenic, featuring potted plants (seasonal) and benches for sitting and otherwise lift the atmosphere. You will find them in the Cove only.
Spoiler:Show - Clutter Decorations: On the flip side, we have clutter, decoration with the purpose of adding life to the map, making it feel a bit lived in! These decorations are for both Cove and Cave. These decorations also feature a bit of story, just a smidgen. :D
Spoiler:ShowCove clutter decorations will only be visible during the seasons of Spring, Summer, and Autumn. Cave clutter decorations will always be visible. - Mini Plot: There is a tiny, minuscule plot of land with decorative crops that change per season. If you would like another small area for extra farm space, you can toggle this option to "true" to get rid of the object crops, to make room for actual crops.
Spoiler:Show
- Butterflies: Butterflies are a Cove feature and will show up based on the weather (Sunny or Windy) and season (Spring, Summer, and Fall). They are morning/late afternoon critters.
There are some visual issues here and there due to the limitations of the game plus Tiled.
If you stand next to the chair, the rock will appear on top of your farmer due to layering.
Sometimes forage or grass will spawn awkwardly onto placed decor objects.
Edit 25 Sep 2021: Fixed the rug blocking the entrance.
Added Russian translations by ChopaRumTur
Fixed a couple graphical errors in Cellar.
Compatibility Patch for Stardew Valley Expanded. I had not realised the maps had so much empty space, so needed to create specific warps for both Immersive Farm's Greenhouse and Grandpa's Farm large layout Greenhouse. The config has been updated as well to match the new options. I also added fireplace flame animations to the fireplace at night for a smidgen more realism, at the suggestion/request of commenter Amethyst2021. The fireplace is still unable to be turned on or off, but I've also added an option in case you want it to come on based on:
- Weather Based (rainy, stormy, and snowy days)
- Season Based(Spring Early mornings (0600-0900, 6am-9am), disabled in Summer, Autumn kicks in earlier at night (1700-0200, 5pm-2am), and Winter all day/night long)
- Night Based (2000-0200, 8pm-2am).
Also added some new picture previews below in the features: Under the First and Second-floor bullet points.
I had forgotten to make the Cove and Cave areas optional, so that's been added to this update. Plus! Two extra options to "unlock" the areas as you play, idea courtesy of commenter Shiro26395! The options are:
- The Immediate option... immediately unlocks the Hideaway Cove and Caves when Cove and Cave are, respectively, enabled in the config.
- The Simple option unlocks the Cove by having Farming, Foraging, and Fishing skills at least level 5 (no profession requirement), as well as the Crafts Room and Fish Tank completed in the Community Center. The Cave unlocks by having Combat and Mining at least level 5 (no profession requirement), as well as the Boiler Room and Vault completed in the Community Center. You also have to be past Year 2.
- The Advanced option unlocks the Cove by reaching at least 7 hearts with Robin and having a completed community centre, while the Cave unlocks when Clint's heart level is at least 7 hearts. The caveat is that the cove and cave are only accessible based on your daily luck. When the spirits are in good humour, the cove will be accessible and when the spirits are happy, the cave will be accessible.
I could potentially add more options if suggested (and feasible), but I figured these three (four including disabling the Cove/Cave altogether) would offer enough leeway to make things more/less challenging without getting too extremely complicated.
As of now, there is no plan to add Cove maps to Mobile Hideaway. Will continue to look into adding the Cave, however.
Might add colour-corrected versions of the Gate.png to match popular recolour mods.
- Content Patcher: To replace and add all the maps and map patches
- TMXL Map Loader: For warps to work correctly
- Farm Type Manager: For forage and quarry spawning
- PyTk: Needed for planting capabilities
- Esca's Modding Plugin (EMP): Needed for fishing locations to actually catch fish
Extract zipped files and place content in your Mods folder. Can either keep my [Hippo] Hideaway Cellar folder as is or take out the [CP] and [FTM] folders and place them in your Mods folder. DO NOT take any files out of those folders! If anything warns you of "overwriting", you're extracting it wrong!
I highly suggest not uninstalling this mod if you have unlocked it and started using it. Seeing that it drastically changes the map and adds a bunch of data via FTM, I cannot confidently say that your saves won't be affected upon removal.
Many Greenhouse mods, but specifically ones made more recently with this update, so as not to cause issues down the line:
Oasis Greenhouse by DaisyNiko
Wren's Expanded Greenhouse by tlitookilakin (swyrl)
Spacious Greenhouse by mintgal
Jen's Simple Greenhouse by Jen
Stylish Greenhouse by twistfaria
Modest Maps Greenhouse by Nikubus (Inkubus??)
For more aesthetic reasons, I suggest Recolour and/or Reshade mods (especially Kaya's Flower Valley for some extra vibes!). If you have a wall/floor replacer (like Hojicha's Walls and Floors) or an interior mod replacer (like DustBeauty's Rustic Town Interior), the cellar and its floors will reflect that (except the mine area, since no one really touches the mines).
Some tilesheets can and have to be manually replaced within the desired folders (such as critters.png and craftables.png) to match the rest of your farm's aesthetic :)
I also suggest Winter Grass by CatCattyCat, as there isn't a smooth way to transition from the grass area to the beach area. I placed a lot of grass and bushes to help smooth some of the jarring texture out but it is still pretty noticeable, especially in the winter when foliage is dead. :')
DustBeauty: Rustic Country Town Interior, Rustic Country Walls and Floors, Industrial Furniture Set, Wildflower Grass Field, Industrial Kitchen and Interior, Stardew Foliage Redone- Foliage Only
Mi and Magmatica's Country Furniture
Cometkin: Better Crops and Foraging, Better Artisan Goods, Better Gems and Minerals, Better Resources, Better Fishing and Beach Foraging
vamoosi's Rosier Colored Glasses recolour
Illuzio's Natural Color- Reshade
Kaya's Spouse Sprinkler
clairedwolf's Asian Fantasy Scarecrows
Other mods shown are utility mods, specifically for modding and not necessarily for gameplay. Feel free to ask me about any other mods I used for this project!
All of the people in the #Making-Mods discord channel of the SDV Discord server. Specifically, I want to call out: Vert, Harvzblack, shekurika, Draylon, Lumina, HEXus, and MJA1981 for oh so painstakingly dragging me through this project. Tiled has been my enemy since I began modding for SDV and between it and CP, I wanted to trash this project so many times in rage. Draylon, Harvzblack, shekurika, and Vert in particular were the only reason anything got done in Tiled, helping me troubleshoot errors from Tiled maps, with Vert coming up with the nifty conditions for making the greenhouse warp work. HEXus and MJA1981 were always there to answer my insignificant (and sometimes non-mod related) questions. Lumina and shekurika, bless their SOULS, kept me together when CP insisted on being difficult for me and basically had to deal with the brunt of my depressive swings.
Finally, a BIG thanks to Pathos and Esca, who helped me learn how to use their frameworks to actually make things function correctly.
Edit 13 Sep 2021: HUGE respects to Pathoschild, Vert, and mouse who conversed with me for almost an hour trying to brainstorm how to make a specific, uber niche dynamic-based token condition sort... that I never actually used as it was just... oh so overly complicated. Still, I hit those three with some very specific questions (that mostly boiled down to "Learn C# and do it there" at which I said Absolutely Never, No.) and the effort they put into assisting me through some of those doozies was phenomenal, so special shout outs to those three!