Anon's Unofficial Contributions to Pony Pony Paradise
By dogposterCreated: 2026-05-30 04:45:33
Updated: 2026-06-06 03:17:16
Unofficial Pony Pony Paradise Anon Contribution Pack v0.2 - Polished enough for Release?
This is not an official release and is in active development. I am not the original developer of Pony Pony Paradise. Use at your own risk.
Download Contribution Pack v0.2
https://u.pone.rs/ahcsqpfd.zip
Paradise Toolset 1.0.5 Vibecoded Slop for Editing Maps and locations
https://u.pone.rs/fchsmxjw.zip
If you want to test the idea behind short_desc here is a text file with all short_desc and location ids that can be pasted into the ponyville specific instructions in the dynamic location prompt. https://u.pone.rs/sagpehgp.txt
This new release is mainly for the developer of the VN to review with the intention of adding to the core game. If you're another anon playing with it, make a copy of your main game folder before copying over the data directory and don't overwrite your original saves.
Hastily Written Notes: Doesn't include your core bgm so copy the data folder into a copy of your existing data folder so that the new core location.jsons and backgrounds replace the old ones while sitting next to the original music. Sweet Apple Acres has its original background back.
All the new locations are in the custom directory for review convenience but they should be moved to the core directory for testing/review. Instead of duplicating music for exteriors/interiors I use the music property to link to the companion location which only works if the main location with the folder is in the core directory.
A lot of location ids from the original contribution pack have been changed, though of course nothing from the main game or dlcs.
4 night residences, the CMC's bedrooms and the Carousel Boutique guest room have been set to true. General sleepover spots also wired up for new locations.
I have reviewed/written AI descriptions for every single Ponyville location including core, new locations, and existing dlc. I also included a short_desc property with future intention of having an option for all of them to be always in context alongside the valid location id in dynamic mode. These descriptions will be a clear behavior change in the AI if they added to the core game so it would be best to warn anons that they'll need to remove it from their prompt if they don't want it or complain about issues in the thread.
i added the id and region property to every location.json.
In the ponyville region folder is an extra folder with the original map wired up in two ways, one with the original hotspots and the other with some extra hotspots on trees to represent the park or residential areas. You had mentioned the possibility of having an option to switch between the old map. The easiest way to do that would probably be to just have an embedded secondary folder in the ponyville folder with its own map.pngs and the desired region.json I provided.
Everything is built on the assumption of the current version of the game so horsepital vs ponyville_horsepital and townhall vs ponyville_townhall is assumed to be the way it is. If you haven't done anything with that scrumboy issue, no changes are needed. If you are uniting them, you'll need to fix (or ask me to fix) both those hotspots/locations from this pack as well as any music properties linking to them elsewhere in the pack.
All locations names in Ponyville have been rewritten for consistency. I do believe some of this is hardcoded in the game so not all work. This has the downside of breaking the natural language of the night residence dialogue of you settle down in location name or whatever it is. So I added a dialog_name property that could be used instead of the pure name in those occasions. e.g. see sweetie belle's bedroom location.json
From what we discussed on the thread, I moved other anon's dlc we would be adding to the core mixed with my own contributions. A separate dlc folder is included with most of the rest of the dlc with descriptions added and links to the new map locations.
If you want to try it early, make an entire new copy of your PonyPonyParadise folder before installing and install it into the copy. Don't overwrite any of your original save files. Some Location IDs may change in future releases, breaking old saves that are saved in that location.
WHAT IS THIS
This is a pack of ongoing experimental contributions to the Pony Pony Paradise game. I didn't create this with the intention of it becoming a mod pack and would rather work together on deciding what pieces of it would be worth adding to the core game, what should be a downloadable location, and what should be scrapped. I will be releasing the redesigned map in its fully broken down layer structure and instructions on how to mimic the font so anyone can make their own map mod.
WHAT THIS PACK INCLUDES
NEW MAP FOR CORE GAME
The main pitch of this pack is a new map in order to support the recently added ability in the core game to merge hotspots together.
FULL DESCRIPTIONS FOR ALL OF PONYVILLE
Every location in Ponyville has its description property filled out which is fed to the AI by default to know what is in the current location. All hand reviewed and edited from AI vision outputs over 20 hours put into it.
NEW AND ADDITIONAL ROOMS AND EXTERIORS
PREFIXED/RENAMED ALL RELEVANT CORE MAP LOCATIONS
"Rarity's Bedroom" is now "Carousel Boutique - Rarity's Bedroom"
This is an experiment and might not be in a format you will agree with. The main idea is that as the number of locations grows, the "all locations list" becomes an disorganized mess if you don't prefix rooms with the related location. It's also not entirely working due to some core locations having hardcoded names that don't respect the name property. No ids or folder names were changed.
OVERWRITING CORE MAP LOCATION IMAGES
Some core locations have new crops
My preferred playstyle is to adjust all of the portrait sliders to all be an even ~70% regardless of how many characters are on the screen. I think it would be cool to move toward a polished visual novel feeling where the location crops generally match the size of the sprites on screen. This does leave behind the immersion of being able to see full locations. For something like the original Sweet Apple acres Image, I was thinking about the idea of an establishing_shot data folder. When the AI response is generating the first scene for a location, there could be a check an establishing_shot property in location.json and do a fade in to that image while the AI is generating that scene, then fade again to the proper location background once it's ready. I'll post this idea on the Scrumboy in the future (or try implementing it myself when ppp is open sourced) if I can collect enough establishing_shots to make it worthwhile.
WIP REVISIONS OF DOWNLOADABLE LOCATIONS (OTHER ANONS' WORK)
This pack also plays around with renaming the downloadable locations by other Anons and connecting some of them to the new map.
ISSUES FOR VN ANON TO LOOK INTO (also posted on Scrumboy)
- What's up with townhall vs ponyville_townhall as well as horsepital vs ponyville_horsepital? townhall is the correct id but has no folder. horsepital is the correct id and but it's json links to image data in ponyville_horsepital's folder. Can these be single townhall and horsepital folders for consistency?
- Dehardcode Ponyville location names. The game should respect the name property from location.json for all core locations.
- I'm including a transparent foreground.png for the cmc clubhouse interior. While I could technically remove some foreground elements that ponies could overlap, I think it would be cooler if you rendered any foreground.png on top of any ponies in the scene. For instance, the CMC would properly appear behind the ladder in their clubhouse. I can make more foreground.png files for other locations if this is implemented.