hey there, great mod would it be possible to add an option where, once the cloning process is complete, you get double the items and the machine resets ? this way i don't need to break the machine in order to make it stop working, and would work wonderfully with Automate
The current implementation can't make the machine stop, but there are option so you can take the item back immediately, or when switching minerals, you always get the old one back.
yeah, i noticed those options, and they would work perfectly under normal circunstances in my case, because i use Automate, i cram several machines together on a 4x5 fenced area with only a chest or two working as input / output because of this, i dont have access to the machines to reset them (maybe i will try a mod that increased my Reach, but i am trying to stay away from that)
What you want can be done with PFM. You can configure any other big craftable with rules that take a object and produce 2 of the same object. But you would need a rule for each object you want to place inside it.
[Custom Crystalarium Mod] This mod failed in the GameLoop.SaveLoaded event. Technical details:NullReferenceException: Object reference not set to an instance of an object. at CustomCrystalariumMod.DataLoader.<>c__DisplayClass11_1.<LoadContentPacksCommand>b__2(KeyValuePair`2 b) in C:\Projetos\Stardew Valley\ModSolution\CustomCrystalariumMod\DataLoader.cs:line 91 at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext() at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source) at CustomCrystalariumMod.DataLoader.LoadContentPacksCommand(String command, String[] args) in C:\Projetos\Stardew Valley\ModSolution\CustomCrystalariumMod\DataLoader.cs:line 92 at CustomCrystalariumMod.CustomCrystalariumModEntry.OnSaveLoaded(Object sender, SaveLoadedEventArgs e) in C:\Projetos\Stardew Valley\ModSolution\CustomCrystalariumMod\CustomCrystalariumModEntry.cs:line 94 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
not sure what to do here, or what caused them to both not work. Here is my smapi log: https://smapi.io/log/1546537e0d214e869f6a2c34350feb0c
You have a Big Craftable loaded in your game with a null name. I'll update both mods to avoid the error. but until then you can try to find which mod is loading the offender object.
Here’s another french translation, this time for Custom Crystalarium.
If it’s easily doable for you, could you also make translatable the GCMC menu ?
Thank you for your mod ! :)
{ "CustomCrystalarium.Letter": "Fermier(ère) @, ^ Nous levons l'interdiction de placer un tesson prismatique à l'intérieur du cristalarium. Des études récentes ont montré que c'était sûr et que cela fonctionnait bien. ^ Au début, nous pensions que les champs électromagnétiques du tesson interagiraient négativement avec le cristalarium et pourraient être nocifs pour les personnes à proximité. Mais ce n'est pas le cas, cela prend simplement beaucoup plus de temps pour que le tesson soit cloné. ^ Nous sommes également heureux d'annoncer qu'avec une \"aide externe\", vous pouvez ajuster le cristalarium pour copier une variété d'objets, pas seulement des gemmes et des minéraux. Il est même possible d’ajuster le temps de copie actuel des minéraux et des gemmes. ^^ - Association de la Technologie de Ferngill", "CustomCrystalarium.Letter.Title": "Tesson prismatique dans le Cristalarium", "CustomCrystalarium.Dialogue.BlockChange": "Impossible de changer l'objet." }
I found out you can put the prize tickets in there as well, but I don't see it in the config options for the time it takes to clone it. is there a way to change it?
does this work with the generic mod config menu? if not can somebody give me a link on a tutorial on how to edit this?? nvm... also i think something is wrong with the date posted but i dont really care
Hi, could you please check the function of the crystalarium? It works well but does not maintain the quality of the inserted items. Is it intentional? Or can it not be maintained in 1.6? Could you take a look at it?
229 comments
would it be possible to add an option where, once the cloning process is complete, you get double the items and the machine resets ?
this way i don't need to break the machine in order to make it stop working, and would work wonderfully with Automate
in my case, because i use Automate, i cram several machines together on a 4x5 fenced area with only a chest or two working as input / output
because of this, i dont have access to the machines to reset them (maybe i will try a mod that increased my Reach, but i am trying to stay away from that)
You can configure any other big craftable with rules that take a object and produce 2 of the same object. But you would need a rule for each object you want to place inside it.
[Custom Crystalarium Mod] This mod failed in the GameLoop.SaveLoaded event. Technical details:NullReferenceException: Object reference not set to an instance of an object. at CustomCrystalariumMod.DataLoader.<>c__DisplayClass11_1.<LoadContentPacksCommand>b__2(KeyValuePair`2 b) in C:\Projetos\Stardew Valley\ModSolution\CustomCrystalariumMod\DataLoader.cs:line 91 at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext() at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source) at CustomCrystalariumMod.DataLoader.LoadContentPacksCommand(String command, String[] args) in C:\Projetos\Stardew Valley\ModSolution\CustomCrystalariumMod\DataLoader.cs:line 92 at CustomCrystalariumMod.CustomCrystalariumModEntry.OnSaveLoaded(Object sender, SaveLoadedEventArgs e) in C:\Projetos\Stardew Valley\ModSolution\CustomCrystalariumMod\CustomCrystalariumModEntry.cs:line 94 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args) in SMAPI\Framework\Events\ManagedEvent.cs:line 101
not sure what to do here, or what caused them to both not work. Here is my smapi log: https://smapi.io/log/1546537e0d214e869f6a2c34350feb0c
I'll update both mods to avoid the error. but until then you can try to find which mod is loading the offender object.
Here’s another french translation, this time for Custom Crystalarium.
If it’s easily doable for you, could you also make translatable the GCMC menu ?
Thank you for your mod ! :)
{
"CustomCrystalarium.Letter": "Fermier(ère) @, ^ Nous levons l'interdiction de placer un tesson prismatique à l'intérieur du cristalarium. Des études récentes ont montré que c'était sûr et que cela fonctionnait bien. ^ Au début, nous pensions que les champs électromagnétiques du tesson interagiraient négativement avec le cristalarium et pourraient être nocifs pour les personnes à proximité. Mais ce n'est pas le cas, cela prend simplement beaucoup plus de temps pour que le tesson soit cloné. ^ Nous sommes également heureux d'annoncer qu'avec une \"aide externe\", vous pouvez ajuster le cristalarium pour copier une variété d'objets, pas seulement des gemmes et des minéraux. Il est même possible d’ajuster le temps de copie actuel des minéraux et des gemmes. ^^ - Association de la Technologie de Ferngill",
"CustomCrystalarium.Letter.Title": "Tesson prismatique dans le Cristalarium",
"CustomCrystalarium.Dialogue.BlockChange": "Impossible de changer l'objet."
}
About the GCMC, yes, it can be done.
I found out you can put the prize tickets in there as well, but I don't see it in the config options for the time it takes to clone it. is there a way to change it?
if you use the clone every object option, than the default time is used.
if not can somebody give me a link on a tutorial on how to edit this??
nvm... also i think something is wrong with the date posted but i dont really care