Immersive Farm 2 Remastered Map Guide (SVE 1.15.11)
Immersive Farm 2 Remastered map guide
Quick answer: IF2R 1.15.11 replaces the Standard Farm with a 163 × 156 tile SVE farm. At character creation, choose the Standard Farm slot—the content pack renames that option to Immersive Farm 2 Remastered. If Grandpa’s Farm is installed, IF2R’s map patches are disabled.
Install both bundled folders: [CP] Immersive Farm 2 Remastered and [FTM] Immersive Farm 2 Remastered. This release requires SVE, Content Patcher, Farm Type Manager 1.19 or later, and SMAPI 4.1.7 or later.
The new-game opening event
IF2R replaces the Bus Stop introduction with event 60367. Robin tours the repaired stone bridge, backyard pet area, fences, power, water, and farmhouse improvements before Lewis gives the usual starting guidance.
Robin quotes a total renovation cost of 103,500g, but this is story dialogue only. The event contains no money-removal command, creates no debt, and leaves the player with the normal starting funds.
Main map exits and landmarks
| Feature | Farm tile or area | Destination or result |
|---|---|---|
| North exit | x 39–41, y -1 | Backwoods at (14,39). |
| South forest exit | x 63–65, y 78 | Cindersap Forest at (69,1). |
| East exit | (162,43–46) | Pelican Town at (0,54). |
| Secret Woods exit | (29–31,113) | Secret Woods at (67,1); the return path leads to Farm (30,111). |
| Greenhouse | Map anchor (41,45) | IF2R greenhouse unless disabled by config or another greenhouse mod. |
| Farm Cave | Entrance near (136,95) | Expanded Farm Cave and the connected Deep Cave. |
| Grandpa’s Shed | Door at (144,33) | Custom_GrandpasShedRuins; the exterior changes after event 2554906. |
| Hot spring | Pool entrance at (18,92) | Changes into swimwear and restores energy and health while bathing. |
There is no separate location named “Forest Mine” in IF2R 1.15.11. The map’s mining areas are the southwest quarry and the Deep Cave.
Bus Stop and Town routes
The main northern Bus Stop connection uses Farm tiles (89,17–20). A second northeastern connection uses (127–129,28) and returns from the patched Bus Stop path to Farm (128,30). The far-east edge provides a separate direct route into Town.
These multiple exits are intentional. If one path appears blocked, check that IF2R is active on a Standard Farm and that Grandpa’s Farm is not installed alongside it.
Minecart network and quarry boat
The minecart system uses a 13 × 12 transit cave:
- The central entrance at Farm
(76,7)leads toCustom_MinecartCave. - The west cart connects the cave with Farm
(4,27). - The east cart connects the cave with Farm
(126,94), beside the Farm Cave area.
Set Remove_Minecart_System to true to remove all three farm-side minecart structures. The separate boat shortcut connects the northwest dock at (15,51–52) with the southwest quarry dock at (8,148–149).
Greenhouse capacity
The IF2R greenhouse is a 41 × 43 map. Its central crop plot is exactly 15 × 15, or 225 tiles. Nine Iridium Sprinklers in a 3 × 3 pattern occupy nine tiles and water the remaining 216 crop tiles.
The map also marks 12 separate perimeter dirt plots for fruit trees—four across the top and four down each side. The old count of 13 fruit-tree spots does not match the 1.15.11 map.
Remove_Objects_From_Greenhouse clears static plants, boxes, flowers, and barrels. Disable_IF2R_Greenhouse leaves the greenhouse available for a different compatible map pack.
Farm Cave and Deep Cave
The expanded Farm Cave is 37 × 25 tiles. Its northeast passage at (32–33,6) opens the 55 × 40 Custom_DeepCave. The Deep Cave returns through (20–21,9).
- The Deep Cave can produce Ghostfish, Stonefish, and Cave Jelly; Cave Jelly has a listed 6% fishing chance.
- Farm Type Manager adds geodes and mineral forage to four cave zones, with later-year pools appearing from years 2, 3, and 4.
- From year 3, one limited Prismatic Shard can spawn at
(31,18). - From year 4 onward, a separate 0–1 daily Prismatic Shard roll is enabled in the cave’s mineral zones.
The normal Demetrius fruit-bat or mushroom choice still applies to the Farm Cave. Set Disable_Farm_Cave to true when another cave overhaul should control the map.
Southwest quarry
The quarry occupies the southwest terrain around x 17–49, y 137–153. Its base Farm Type Manager settings attempt 4–10 ore or stone spawns per day, add 1% extra-spawn scaling per Mining level, and allow uncollected nodes to remain for up to five days.
Clearing rocks and debris creates more valid empty tiles, but it does not change the configured daily 4–10 roll. The default pool unlocks Copper and Geodes at Mining 2, Iron and Frozen Geodes at Mining 5, gem nodes at Mining 6, Magma Geodes at Mining 7, and Gold at Mining 8. The IF2R quarry table gives Iridium and Mystic nodes a weight of zero.
Forage, hardwood, meteorites, and giant crops
- The general farm forage zone spawns 1–3 items per day; the hilltop zone spawns 2–5; the mushroom-stump zone spawns 2–4 outside winter.
- Forage settings add 2% extra-spawn scaling per Foraging level.
- Eight fixed hardwood stumps respawn in the southeast stump area when their tiles are clear.
- A persistent meteorite at
(77,117)blocks the northern route until broken with a Gold Pickaxe or better. - Tile
(79,99)receives a Giant Cauliflower on Spring 1, Giant Melon on Summer 1, Giant Pumpkin on Fall 1, and a Meteorite on Winter 1. These seasonal objects have a 27-day lifetime.
The FTM file contains monster spawn definitions, but MonsterSpawnEnabled is false in this release, so those definitions do not turn the default IF2R farm into a Wilderness Farm.
Grandpa’s Shed on IF2R
The shed door is built directly into the northeast IF2R map. It starts as Custom_GrandpasShedRuins; the standard SVE restoration quest handles the materials and interior, while IF2R swaps the farm exterior after completion event 2554906.
This means the restored cellar and upstairs greenhouse are SVE Grandpa’s Shed content, not an extra IF2R-only building. Their capacity should be read from the matching SVE shed map rather than inferred from the IF2R overview image.
Configuration options that change the map
| Option | Default | Effect |
|---|---|---|
Farm_Sandbox_Layout | false | Uses a more open map without the six preset crop fields, static fences, and decorative shed building. It can be enabled on an existing IF2R save. |
Farm_Light_Debris | false | Reduces starting debris. It must be enabled before creating the save. |
Dirt_Crop_Field_1 through 6 | false | Changes each preset field from grass to dirt. |
| Fence-removal options | false | Remove the backyard, animal-area, shed-front, or field-edge static fences independently. |
Remove_Minecart_System | false | Removes the three minecart structures and their farm lights. |
Mist_Effects | true | Adds rain and storm mist; disable it if rainy-day performance is poor. |
Disable_IF2R_Greenhouse | false | Allows another greenhouse map to take over. |
Disable_Farm_Cave | false | Allows another Farm Cave overhaul to take over. |
If the Standard Farm appears instead
- Confirm both the CP and FTM IF2R folders are installed.
- Confirm SVE, Content Patcher, and Farm Type Manager loaded without errors.
- Use the Standard Farm slot; IF2R does not add a ninth independent farm-type button.
- Remove Grandpa’s Farm when using IF2R. The IF2R conditions intentionally stop its map from loading when Grandpa’s Farm is detected.
- Check for duplicate old SVE or IF2R folders after an update.
Version: Stardew Valley 1.6.15.24356 / Stardew Valley Expanded 1.15.11.