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  1. Pathoschild
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    STOP!
    Read this before asking for help or reporting an issue. Common questions are answered here.
    What happened to the "Don't take the last item" checkbox?
    Unfortunately that option isn't compatible with Stardew Valley 1.6. Automate now defers the low-level machine logic to the game code, which makes it compatible with any other mods using the new machine data (e.g. for new custom machines). That also means it can no longer control which items are taken out of the chest by a machine. I have ideas on how to re-add it in the future, but it'll be a bit complicated so there are no guarantees.
    The workbench doesn't use all connected chests?
    Workbenches are crafting stations, not machines which do something. Automate in general has no effect on manual actions you perform yourself. You can install Workbench Helper for that though. (You can safely use both mods together.)
    Some machines stopped pushing output to chests?
    If you have Better Chests installed, check if temporarily removing that mod fixes it. If so, double-check your Better Chests settings or ask for help on that mod's page.
    How does fairy dust work with Automate?
    Fairy dust is applied when a machine starts processing input. Adding fairy dust to a chest won't affect machines that are already processing their input, due to how Automate works to minimize performance impact.

    You can decide which machines use fairy dust via the "Min minutes for fairy dust" option in Generic Mod Config Menu. For example, setting it to 30 means a machine which would finish in 20 minutes anyway won't use fairy dust.
    Known issues:

    • When a shipping bin is moved, Automate won't update connections to it until the next day. You can pick up & put down a chest in the same location to fix it.
    • When a multiplayer farmhand constructs a building, machines inside it may not be automated until the next day.
    • Automate may cause lag in some specific cases, mainly when a large number of machines have output ready but are all connected to a chest that's full. You can free some space in the chest to fix that.
    Before asking for help or reporting a bug:

    • See the frequently asked questions first!
    • When asking for help here, please upload your SMAPI log and add a link to your message (even if you don't see an error). This has useful info like what versions you have, which mods are installed, what happened in the game, etc.
  2. sumirechen
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    https://smapi.io/log/2455b04e4a38429395bae633e8490109

    Hey! Love your mod—it’s one of my must-haves, and I can’t play without it. But I’m having an issue where it doesn’t work with the GeodeCrusher. Any chance you could take a look? Thanks again for making such an awesome mod!
    1. Pathoschild
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      Hi! That's a bug with the Better Things mod. It changes geode crushers so they can break open mystery boxes, but the geode crusher will fail if the next mystery box drop isn't an object-type item (since machines can only produce objects).

      You can disable the "Better Geode Crusher" option in the Better Things config to fix that until the author is able to release a fix.
  3. KodaKadenza
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    Hello Pathoschild, happy automate user here, but I seem to have come across either a logic bug or something deleting drops information:

    I have been playing a 'Stuck on the farm' run for a few in game years now and using automate with gravel tiles to try and automate tree item collection. All I appear to be getting in the attached storage chest is seeds (pine, maple, oak and the green rain tree seeds) and moss. (It is collecting tapper products and hazelnuts properly as well)

    When shaking trees it is possible to also get mystery boxes, clothing, decorations and books, but while the automate is enabled for wild trees, nothing special drops when they shaken. Curious if automate should be delivering these items and if not, why is it destroying them before the tree shake? (I've tested and the items do drop when shaken if automate for wild trees is off...It appears to stop special drops even if the gravel next to it is not connected to a storage. Bare chest next to a tree did not seem to produce special drops either.) I do not know if this behavior is happening with any other thing that can drop these 1.6 additions (like berry bushes) but it might be?

    (Updated yesterday to latest version and spent another year to be sure)

    Thank you for this mod by the way, it is super handy for everything else in my various challenge runs and has saved me a lot of hand strain. :-)
    1. Pathoschild
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      Hi! Automate applies the SeedDropItems field in the game's Data/WildTrees asset. It sounds like another mod is overriding the drops a different way (e.g. Harmony) instead of changing the tree data. If that mod changes the data instead, it should work with Automate and other mods automatically.

      Note that each tree only drops items once per day when shaken (if it has any). So if you want to test shaking trees manually, you'll need to disconnect the trees from their chests and then sleep in-game so each tree resets its has-drops flag overnight.
    2. KodaKadenza
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      Hmm... I took a look in WildTrees.json at the SeedDropItems lists and it appears to only have the items I was receiving in chests when the trees were connected by automate...(So no bugs there, working as intended to gather seeds and hazelnuts)

      What I couldn't find is how it decides when to drop the extra bonus items like clothing and xp books. Is automate able to access or touch these drops in any way? I find it a bit odd that they only seem to be able to drop when automate is completely disconnected from the tree. (No enabled gravel tile in this instance and no chests near them... The day after disabling gravel tiles or turning off wild tree collection, the drops resume...) 

      I looked at the other mods I run and nothing appears to interact with trees at all (except Safe lightning I guess, but I just added that a few minutes ago). I can give you the list if it would help though:

      [SMAPI] Loaded 13 mods:
      [SMAPI]    Automate 2.3.5 by Pathoschild | Lets you automate crafting machines, fruit trees, and more by connecting them to chests.
      [SMAPI]    Console Commands 4.2.1 by SMAPI | Adds SMAPI console commands that let you manipulate the game.
      [SMAPI]    Content Patcher 2.7.2 by Pathoschild | Loads content packs which edit game data, images, and maps without changing the game files.
      [SMAPI]    Experience Bars 1.4.5 by spacechase0 | Shows experience bars in the top-left corner.
      [SMAPI]    Generic Mod Config Menu 1.15.0 by spacechase0 | Adds an in-game UI to edit other mods' config options (for mods which support it).
      [SMAPI]    Lookup Anything 1.51.1 by Pathoschild | View metadata about anything by pressing a button.
      [SMAPI]    No Fence Decay 1.6.2 by Cat | Makes all fences and gates last forever.
      [SMAPI]    Real Clock 1.2.4 by thimadera | Updates the clock every minute instead of every 10 minutes and adds more clock options
      [SMAPI]    Safe Lightning Updated 1.1.1 by rokugin | Stops lightning from destroying things, optionally removes strikes and sounds.
      [SMAPI]    Save Backup 4.2.1 by SMAPI | Automatically backs up all your saves once per day into its folder.
      [SMAPI]    SkipFishingMinigame 0.7.4 by DewMods | When a fish bites, just hook the fish and skip the bobber bar minigame
      [SMAPI]    UI Info Suite 2 2.3.7 by Annosz | Adds a useful information to the user interface. Based on Cdaragorn's excellent UI Info Suite.
      [SMAPI]    Visible Fish 0.4.2 by shekurika | Shows fish in the water
    3. KodaKadenza
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      Another player and I have figured out that It seems that something about the way Automate works interferes with being able to call 'trySpawnRareObject' afterwards. I don't know if this is something that can be fixed without changing how automate treats trees, so I guess I will just continue to chop trees for their drops. (And keep a small automated grove for my field snacks and moss soup supply, heh)

      The only thing I could think of was to basically do a full shakedown of the trees like a player would and just leave the drops on the ground? Or if it is the pulling of SeedDropItems, add another toggle like you have for the moss to switch that to manual? Some of the drops appear to only be obtainable by chopping though.

      Thanks for listening and the replies. If nothing can be done, that's alright too. At least we know roughly what's going on now. :-)
    4. Pathoschild
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      Good catch, I didn't notice that new method in Stardew Valley 1.6. That's fixed in the upcoming Automate 2.4.0; thanks for reporting it!
  4. Ripjawwolffang
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    https://smapi.io/log/6fae82043b964df7bf1fa0f57251b11f

    Hey I can't seem to get a this working and my furnace won't work at all on android. Love it on the PC and I've had it working in the past. Any idea what's causing this?
    1. Pathoschild
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      Hi! The log shows an error in Producer Framework Mod. Do the furnaces work if you remove that mod?
  5. downlerd
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    my farm is the beach map, im not able to connect a chest to the crab pots in the ocean water. is there a work-around or is this a bug?
    1. Pathoschild
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      Hi! A machine and chest need to be adjacent to each other to connect. That means you can't connect it along the shore (since there's an empty tile where you can't place anything); you can only connect them at the docks. Once you have one crab pot + chest connected there, you can just connect more crab pots to each other to link them all together.

      You can press U in-game to view the automation overlay; the machine will be highlighted in green when it's connected.
  6. GSC90
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    Hello.

    I am using version 2.3.5

    This works fine with the recycling machine but only when awake, if I sleep multiple days in a row it will only process one ítem per day instead of 24 as it should.

    Thanks
    1. Pathoschild
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      Hi! Automate doesn't change how machines work, it just collects their output and refills them when they're ready. In particular, the game doesn't run machines overnight; they just subtract the overnight time when the new day starts.
  7. assassinnet
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    Hello i enjoy your mod so much. Just wondering if anyone have run in to the issue with the geode crusher not crushing even tho there is stuff in the chest. i play this mod on multiplayer with my gf and tried to get it to run but seem to stop after a while. we don't use better chests mod but we do use convenient inventory mod.

    Thx for the great mod you have made :D
    1. Pathoschild
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      Hi! Can you cause the issue again, then upload your SMAPI log (see instructions on that page) and post a link here?
  8. Norishman88
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    Hello, 
    I love this mod! Thank you so much for upkeeping it. 
    Curious if you have thought to adding abillity to automate the collection of Sapodilla fruit that grows on wild trees in Cornucopia Mod? It seems to me that automate will collect tree seeds but not this particular fruit. 
    1. Pathoschild
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      Hi! Based on this Sapodilla Tree article, it seems you collect sapodilla fruit by putting a tapper on the tree? Automate just applies the tapper machine settings from the game's Data/Machines asset; so it should already work with any custom tree like that in theory. Do you have a tapper on the tree connected to a chest?
  9. goblinkate
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    Hi! I am on Android. I made two automations (chains of, chest to machine) and they still work, but when I want to do new ones they don't work. If I add machines to existing chains they don't work either, even if they are the same as the original ones that are grabbing from chests (furnace to furnace). If I break a chain to built it elsewhere they stop working. Reinstalled the mod, turned it off in settings (config menu)... Ideas? 

    Thanks a lot! 

    Edit: figured out that new automations do work but only next day from placing them do they start working. Still sucks. 
    1. Pathoschild
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      Hi! Can you do this to provide more info?

      • In your game folder, open smapi-internal/config.json and set this field:"VerboseLogging": [ "Pathoschild.Automate" ],
      • Start a new save.
      • Place a chest next to the shipping bin.
      • Post a screenshot of the chest + bin.
      • Enter this command in the SMAPI console window: automate summary
      • Upload your SMAPI log (see instructions on that page) and post a link here.

  10. SchyGuy13
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    Sorry if this is a dumb question. I noticed that the overlay shows the doorway of every building as a connector point. I made a shed, put some machines in there and connected the chest outside to the doorway, ran connectors to the machines in the shed, and it doesn't seem to work. Is this working as intended, or is there a trick to daisy chaining buildings? Thank you!
    1. Pathoschild
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      Hi! Building doorways shouldn't act as connectors. Can you post a screenshot of what you see with the overlay?
  11. SilverRose13
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    Alright, I checked the faq and none of it covers the issue I seem to be having. Attached is the log but it seems-and right now the only machine I have is the seed maker-the seed maker is not finding the Input. This is the line specifically, but obviously the log is there.

    [Failed to automate machine 'SeedMaker' at Farm (tile: 109, 20). An error occurred while setting its input.]

    https://smapi.io/log/00ff1a83b3f4463fa7073b87987ffc32
    1. Pathoschild
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      Hi! There are two parts to that error:
      Failed to automate machine 'SeedMaker' at Farm (tile: 109, 20). An error occurred while setting its input. Machine paused for 30s.

      System.NullReferenceException: Object reference not set to an instance of an object.
      at <location in code>
      The second part is the actual error. The error was thrown by the base game code, but that code was patched by multiple mods:

      • Direct patches: Extra Machine Config, and Machine Control Panel.
      • Indirect patches: BarleyZP's Allergies, Copper Still, Convenient Inventory, Custom Tapper Framework, Extra Animal Config, Production Framework Mod, and QOL Essentials.

      To narrow it down:

      • Does the error still happen if you remove the two mods under 'direct patches'? If not, can you re-add one to see which mod causes it?
      • If so, what if you remove the ones under 'indirect patches'?