There is currently no way for him to do such himself, as ALL has no function for it. The mod that adds taxes can check if mailReceiver has the `ALLCondition_WineHouse` string in it, since that is the conditional flag set when you buy the place.
I am silently (patiently) cheering you on, i think this is going to be so awesome! I lurk around this site often but i have never really posted much. I have to say though, I really like the concept of this mod especially the map expansion. I'm actually holding off on starting a new game since the 1.1 update came out cause I want to start it with your mod cause it looks so cool. keep up the good work!
Please tego, if you read this, would you think about either developing more (if it's not happening already) or at least giving a progress update or replying?
Don't worry, it's not dead, it's just there are still some thing that need to be done before releasing. It's Christmas now (Merry Christmas!), after that I hope to be back to work with the mod.
I made a pretty big overhaul of your expansion maps from stardew expansion (connected hills to railroad via warp, changed the map layout around a lot, fixed a few issues, changed the cave warp to a warp to the railroad party, connected the hilltop farm part to the bottom via a slope, blocked off the aspengrove and riverbank warps(both) for now) I am gonna overhaul the busstop 2 into something else now and then maybe work on the other maps Right now I am doing it just for me, but I wanted to ask you if I can have permission to release this with credits to you for the maps. This does NOT include the farm in any way (hills still warps to the secret forest but the west warp now goes to BusStop2) to make it more compatible with other farm mods. (Also because I use Omnifarm, lol) I renamed all the files (and might just change the forest warp later) to make it compatible with your new release when it rolls around. I made this because honestly, the two caves, the aspengrove and the riverbank were all pretty to look at but that was pretty much it. They didn't have any practical use.
I am now debugging the first version of the mod. Since my break was so long it's going to be a little bit poorer that I planned but I want to release something or else I'll have motivation issues.
What do you mean by "undesirable effects"? If you mean bugs, I'm working hard (annoying Ento) fixing them. Anyway, just two bugfixes and an interior and the mod is released. Here's a little something:
The biggest undesirable would be bushes and such remaining as they previously were, rather then updating to the new placements. EntoFramework 1.7, to be released with ALL 1.3 will include a command to repair the bushes.
What I mean is if one were to start a game prior to the release then add your mod to it, what the scale of issues might be. This could range from nothing, to graphical glitches to straight out crashing on load. When I used your old map mod, it was possible to add it to a game in progress with out issue (granted I would usually start a new game, so there was not much testing). As you are adding SO MUCH MORE (thanks!), I was curious what might happen to any in progress games (I have been holding off on starting a Tego+longevity+more crops mod until all three were updated). Entoarox's response has now covered my question Please continue the great work. I can't wait to get chance to use your expansion.
Other than what Ento said, there is a minor, minor bug at the gas station. There are two employees and they generate on certain days. If you start the day after an employee should have generated, his sprite might not be present, but you could still interact with him. It fixes itself after a week (at most), so I'm not gonna rework anything and I'll let you speak with ghosts. I don't play much now, mostly I just mod, but I thought of starting a new save with these exact mods. The mod is almost finished! Any moment now.
No worries on that, any ALL mod is safe to use with a existing savefile, there will just be some small issues at times (trees inside fences, bushes in undesired places), but between the new EntoFramework command and your axe, you should be able to fix all that. You will simply be missing any debris added by the mod on existing locations, since there is no way to identify if the debris is new..
Well I was just reminded that ALL and Ento's Framework have to be updated before the release. Sooo any moment after those two get an update UPDATE: The mod should be released within an hour.