I changed the id to 74 (prismatic shard) yet it doesn't work. im holding the prismatic shard, I'm opening the chest while i'm holding it... and nothing. How do i fix this?
Configured my chests to use a Dwarf Gadget and that works wonderfully. However, I've run into an odd hiccup that I'm not sure is a bug or not? In SVE's new Frontier Farm map, I'm unable to designate a chest in the Bat/Mushroom cave. Holding the Dwarf Gadget and clicking the chest just opens it. If I remove that chest and move it outside, I can again designate it for automate. No idea what's going on with that.
Hello there, it seems like the mod doesn't prevent chests from connecting to other machines but still allows for chests to be converted with a hopper. I'm having this error in smapi :
ERRORAutomateChestsMod crashed on entry and might not work correctly. Technical details:System.Exception: Cannot assign method return type Pathoschild.Stardew.Automate.IAutomatable to __result type Pathoschild.Stardew.Automate.IAutomatable for method Pathoschild.Stardew.Automate.IAutomatable Pathoschild.Stardew.Automate.Framework.AutomationFactory::GetFor(StardewValley.Object obj, StardewValley.GameLocation location, Microsoft.Xna.Framework.Vector2& tile) at HarmonyLib.MethodPatcher.EmitCallParameter(MethodInfo patch, Dictionary`2 variables, LocalBuilder runOriginalVariable, Boolean allowFirsParamPassthrough, LocalBuilder& tmpObjectVar, List`1 tmpBoxVars) at HarmonyLib.MethodPatcher.<>c__DisplayClass37_0.<AddPostfixes>b__1(MethodInfo fix) at HarmonyLib.MethodPatcher.AddPostfixes(Dictionary`2 variables, LocalBuilder runOriginalVariable, Boolean passthroughPatches) at HarmonyLib.MethodPatcher.CreateReplacement(Dictionary`2& finalInstructions) at HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo) at HarmonyLib.PatchProcessor.Patch() at AutomateChests.ModEntry.Entry(IModHelper helper) in D:\Git\StardewMods\AutomateChests\ModEntry.cs:line 36 at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in SMAPI\Framework\SCore.cs:line 1766
Can you give more information? It looks like you spend a hopper to convert a chest into an automatable chest, and then interacting with this altered chest retreived the hopper and reverts it back to nomal. Is this correct? In this case, any way to make the conversion semi-permanent? For instance, the chest only reverts to normal if you pick it back up by using a tool on it, in which moment it spits out the hopper. But as long as its on the ground it should be permanent.
I would also like/support a feature change/addition as suggested. Some special action to remove the hopper conversion/addition on the chest.
At first I thought that the hopper was just an item in the chest and if a chest contained a hopper then the chest was automatable. Otherwise no. Had no watch the video more closely.
Indeed. Otherwise you have to re-activate the chest using the hopper every time you want to check the chest. Also unsure what would happen if your bag is full when that happens.
This is a great mod idea, just needs a bit more polish.
when you interact with the chest while holding a hopper, a flag gets put on the chest to have it tracked as an automatedchest, which re-enables it being considered a valid storage container in Automate.
When you interact with the chest with an *empty* hand, you get the hopper back and it loses flag and is no longer eligible as a container. So opening the chest with tools out or other items wont take the hopper out and it continues being tracked as an automated chest
That makes much more sense, thanks for clarifying. If I can make a suggestion, make configurable the item required to transform the chest. I'm just thinking, although a Hopper makes sense practically, maybe something like a Galaxy Soul would also make sense thematically (given the color scheme, which btw looks awesome), so could be an interesting alternative.
Hey the config has changed and now I have no idea how to make it an item not a big craftable? When I put in the item ID it just doesn't work And I just noticed that breaking an empty automated chest just deletes the item you spent on it.
(Also please add the option to hold a key to remove the item because it is very frustrating to accidentally keep removing it.)
Hello, I love the mod since it makes Automate much more balanced. However it doesn't work with 1.6's new big chests, so I made a PR to fix it: https://github.com/SinZ163/StardewMods/pull/1. Please take a look, thanks.
This is great, the regular Automate mod is too overpowered. The only thing that would make it better is if clicking with an empty hand didn't remove the item. Having to hit it with a tool or shift-click or something to stop it happening accidentally would be great.
Thanks for the mod, makes automate feel a tad more balanced. However, it would be really nice to have an option to only remove the Hopper when holding down a key, to prevent accidental removals.
39 comments
ERRORAutomateChestsMod crashed on entry and might not work correctly. Technical details:System.Exception: Cannot assign method return type Pathoschild.Stardew.Automate.IAutomatable to __result type Pathoschild.Stardew.Automate.IAutomatable for method Pathoschild.Stardew.Automate.IAutomatable Pathoschild.Stardew.Automate.Framework.AutomationFactory::GetFor(StardewValley.Object obj, StardewValley.GameLocation location, Microsoft.Xna.Framework.Vector2& tile)
at HarmonyLib.MethodPatcher.EmitCallParameter(MethodInfo patch, Dictionary`2 variables, LocalBuilder runOriginalVariable, Boolean allowFirsParamPassthrough, LocalBuilder& tmpObjectVar, List`1 tmpBoxVars)
at HarmonyLib.MethodPatcher.<>c__DisplayClass37_0.<AddPostfixes>b__1(MethodInfo fix)
at HarmonyLib.MethodPatcher.AddPostfixes(Dictionary`2 variables, LocalBuilder runOriginalVariable, Boolean passthroughPatches)
at HarmonyLib.MethodPatcher.CreateReplacement(Dictionary`2& finalInstructions)
at HarmonyLib.PatchFunctions.UpdateWrapper(MethodBase original, PatchInfo patchInfo)
at HarmonyLib.PatchProcessor.Patch()
at AutomateChests.ModEntry.Entry(IModHelper helper) in D:\Git\StardewMods\AutomateChests\ModEntry.cs:line 36
at StardewModdingAPI.Framework.SCore.LoadMods(IModMetadata[] mods, JsonHelper jsonHelper, ContentCoordinator contentCore, ModDatabase modDatabase) in SMAPI\Framework\SCore.cs:line 1766
In this case, any way to make the conversion semi-permanent? For instance, the chest only reverts to normal if you pick it back up by using a tool on it, in which moment it spits out the hopper. But as long as its on the ground it should be permanent.
At first I thought that the hopper was just an item in the chest and if a chest contained a hopper then the chest was automatable. Otherwise no. Had no watch the video more closely.
Also unsure what would happen if your bag is full when that happens.
This is a great mod idea, just needs a bit more polish.
When you interact with the chest with an *empty* hand, you get the hopper back and it loses flag and is no longer eligible as a container.
So opening the chest with tools out or other items wont take the hopper out and it continues being tracked as an automated chest
If I can make a suggestion, make configurable the item required to transform the chest.
I'm just thinking, although a Hopper makes sense practically, maybe something like a Galaxy Soul would also make sense thematically (given the color scheme, which btw looks awesome), so could be an interesting alternative.
For Galaxy souls, set the config to:
And I just noticed that breaking an empty automated chest just deletes the item you spent on it.
(Also please add the option to hold a key to remove the item because it is very frustrating to accidentally keep removing it.)
Released now, along with adding support for the chest upgrading.