Is it intentional for the Automators to act like an Ender Chest?
Because if it is, I found several problems.
Impossible to pick up once placed down. After placing your second Automator, the content of the first Automator gets immediately copied to you second Automator. This makes it impossible to pick up the chest if you ever made a mistake with its placement.
Conflict with machines inputs. Since the automated stuff have the same container, it can be tricky when you have a system of machines where different machines accept the same input.
Dupe glitch with Carry Chest. If you place a second automator and then "carry" it. You can get all the items from the first automator, place the second automator again and see that its content from the previously copied content when its initially placed down is still there.
Other Expanded Storage mod is now impossible to use. The Ender Chest mechanic gets copied to every content added using the Expanded Storage framework, this makes the other expanded storage chest impossible to be used since you now basically have 1 storage container.
I really love this mod, but it kinda breaks the game atm.
All automators sharing the same inventory is caused by Expanded Storage.
You can fix this by adding the line ""furyx639.ExpandedStorage/GlobalInventoryId": null," to the "content.json" file in the "Automators.Content" folder. Before you change the file you should empty your automators, because their inventory will be lost once you load the game after modifying the file!
This fix only works for singleplayer, in multiplayer farmhands can only access automators placed by the host while the farmhand was offline.
The global inventory id was added in 1.6.. Its missing from the file because it wasn"t required in former versions of Expanded Storage.
Hey, I made an alternate sprite for this that has a look based on hoppers rather than autograbbers, with a tube down meant to look like it connects to flooring like those from the pipes mod, they also have 2 ExpandedStorage /frames so they can like hoppers. Also tweaked the recipe to use hardwood to be more similar to hoppers (50 hardwood, 10 refined quartz, 5 gold, 2 iridium, and 1 battery, giving each material the highest cost any other machine has for that material). I was thinking of making hoppers part of the recipe instead of a battery, but that'd be too late game. Maybe I'll change it to use an autograbber instead of a battery and just 10 hardwood, which would make the autograbber require level 10 farming again and make them much more expensive and balanced. I'll see how it goes.
Maybe I'll mess around with it again and make a version that looks like a mix of a hopper and an autograbber. That version could be used for an alternate harsher recipe that requires both an auto-grabber and a hopper to make an Automator to strictly limit automators to the late game. I don't know if I'll make it if it's just for me, but I'll definitely do it if you want them to make a setting or version of this mod for people who prefer that.
I could also make them look more like dwarven chests, barrels, and machines from the volcano if you'd like that too. You could have them as alternate versions or settings in your mod.
Hey guys, I finally updated it! Been away from Stardew for a while. I also made a change to the recipe so that it doesn't use Dwarf Gadgets any more. They now require 1 diamond, 3 gold, 5 iridium, and 5 battery packs. I still wanted it to be expensive, but farmable. It also unlocks at farming level 9 now instead of 10, as normally nothing new is supposed to unlock at levels 5 or 10. Hope you all enjoy!
This is absolutely one of my favorite mods, and even if you don't have the time or inclination to update it for 1.6, I just wanted to thank you for making it! I still use it on my 1.56 save, and it really does add the perfect level of difficulty to using Automate. Thank you again!
This mod seems to be broken in 1.6. It stops automate from working on normal chests but then the automator item is missing completely, you don't get the recipe and you can't even spawn on in through cheats
Hi, thanks for your great mod! But I can't get recipe. I am already level 10 farming when I first installed the mod and no errors accured in SMAPI log. Is there any way to get the recipe?
31 comments
Because if it is, I found several problems.
After placing your second Automator, the content of the first Automator gets immediately copied to you second Automator. This makes it impossible to pick up the chest if you ever made a mistake with its placement.
Since the automated stuff have the same container, it can be tricky when you have a system of machines where different machines accept the same input.
If you place a second automator and then "carry" it. You can get all the items from the first automator, place the second automator again and see that its content from the previously copied content when its initially placed down is still there.
The Ender Chest mechanic gets copied to every content added using the Expanded Storage framework, this makes the other expanded storage chest impossible to be used since you now basically have 1 storage container.
I really love this mod, but it kinda breaks the game atm.
You can fix this by adding the line ""furyx639.ExpandedStorage/GlobalInventoryId": null," to the "content.json" file in the "Automators.Content" folder.
Before you change the file you should empty your automators, because their inventory will be lost once you load the game after modifying the file!
This fix only works for singleplayer, in multiplayer farmhands can only access automators placed by the host while the farmhand was offline.
The global inventory id was added in 1.6.. Its missing from the file because it wasn"t required in former versions of Expanded Storage.
Is just used like automate so can store item ? or literary different system from automate?
I use like this
chest (with hop)--automator--keg
nothing happen
chest--automator--keg (with pale ale ready to pick)
But my pale ale vanish, I think it store in chest, but nothing
need help??
Also tweaked the recipe to use hardwood to be more similar to hoppers (50 hardwood, 10 refined quartz, 5 gold, 2 iridium, and 1 battery, giving each material the highest cost any other machine has for that material).
I was thinking of making hoppers part of the recipe instead of a battery, but that'd be too late game.
Maybe I'll change it to use an autograbber instead of a battery and just 10 hardwood, which would make the autograbber require level 10 farming again and make them much more expensive and balanced.
I'll see how it goes.
Feel free to use these sprites however you want.
Maybe I'll mess around with it again and make a version that looks like a mix of a hopper and an autograbber. That version could be used for an alternate harsher recipe that requires both an auto-grabber and a hopper to make an Automator to strictly limit automators to the late game.
I don't know if I'll make it if it's just for me, but I'll definitely do it if you want them to make a setting or version of this mod for people who prefer that.
I could also make them look more like dwarven chests, barrels, and machines from the volcano if you'd like that too. You could have them as alternate versions or settings in your mod.
I also made a change to the recipe so that it doesn't use Dwarf Gadgets any more. They now require 1 diamond, 3 gold, 5 iridium, and 5 battery packs. I still wanted it to be expensive, but farmable.
It also unlocks at farming level 9 now instead of 10, as normally nothing new is supposed to unlock at levels 5 or 10.
Hope you all enjoy!