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  1. mushymato
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    Machine Control Panel 1.1.1 is incompatible with StardewUI 0.4.0, please update to Machine Control Panel 1.1.2
  2. marilynsinister
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    Hello!

    Thank you for the wonderful mod!

    I just have a little problem. I need to make dandelion juice for the raccoon family, but the mod won't let me do it. He writes that there is no permission for this subject.
    What can be done to solve this problem?

    Thanks!
    1. mushymato
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      Double check if you disabled the juice making rule on the keg, if it all seems correct try temporarily disabling this mod and file a bug report with a log https://smapi.io/log 
    2. marilynsinister
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      No. All rules are checked and anyway I can't make a dandelion juice. Ok, thank you!
  3. Krisnakamodo
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    1I've always dreamed of this priority mod because I hate putting machines close together and ...
  4. krikea
    krikea
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    Potentially silly question, if I update and overwrite the original folder (like Stardrop wants) will I have to redo all of my machine settings? Or does the mod keep a log of my save's specific settings?

    THANK YOU for this awesome mod, it really changed my gameplay <3
    1. mushymato
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      Machine settings go in your save file, meaning that they are per farm and you are free to delete and reinstall this mod as you like. 
    2. krikea
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      awesome, thank you so much for the quick reply!
  5. queermoth
    queermoth
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    just so you know, this mod is broken with 1.6.9 :> no rush just wanted to make sure you were aware!
    1. mushymato
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      Aye sorry I forgot this one, ty for reminder.
    2. queermoth
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      thank you for a speedy update! 
  6. NARCOAZAZAL
    NARCOAZAZAL
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    Thanks a lot for the quick update!
  7. Kalmek
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    Wait-waitwaitwait- I've been looking for a mod ike this FOREVER. That litterally was the only thing missing for a true centralized automation factory,.
    I DID manage to bug the hopper filtering mod maker to make a usable makeshift woraound this, but THIS is the real deal.

    Now, hafta ask.Is the config per machine TYPE, or per machine. That makes ALL the difference ( please let it be per machines). cause that way i could have my machine  makes everything just by being conected to a singe network.
    1. mushymato
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      It's per machine type, so you can only change settings for all kegs/cheese press/whatever at once. This is also why you are allowed to open the machine select menu from anywhere, since it's not tied to particular instances. 

      I did consider per location during development, but couldn't think of a use case for it in my own game so I tabled it. If you could describe a use case in detail then I may implement it in the future. 
    2. Kalmek
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      Right. The idea here is to make a vast centralize network of machines to fully 100% automate your farm. EVrything works on it's own, not manual input ever.

      For instance. let's take juicers. You connect all your trees ( let's say oranges and apples) to a junimo chest.

      And in you shed, you put another junimo chest conected to a bunch of juicer. Normally, the machines would only take apples ( first item on the list) and never do orange juice until they run out of apples. Now, what I would like would be to have one machine make apple the other orange.

      Now, of course the best would be to have the config per individual machines. it having a per-location( i suppose by that you mean map) would also prove interesting.
      You could have a ''orange room'' and an ''apple room'' which would both be connected to a junimo chest, and each be specifically producing everything to their respective fruit (like, orange room would make juice, jam, wine,etc, and apple room would do the same, but for apple only). Still a massive gain of efficency compared toward vanilla, though a per-machine would be perfect ( if that is even possible thou).

      Does that make sense? Ultimately, i want my farm to be able to automatically produce EVERYTHING.
      And obsessive farmer dream come true.
      Pretty sure it's something everyone would like.
    3. mushymato
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      I think per machine would be too much fussing about when you have few hundred kegs setup and running in the mid/late game.

      As for moving items between groups of machine, I suspect this is something better done in a junimo chest++ type of mod, to decide what items get to go where.

      I am consider implementing per location settings, but I need to figure out the UX first hmm.
      Thanks for describing the use case, much to think about.
    4. Kalmek
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      If it would tank performance, I get it.
      But i still think a per-machine approach would be great, ESPECIALLY if you could access each machine the same way the mod LookUp evrything does it. Point and press a key. No need to sort though all the machine through a menu, you;d get automatically to it.
      That being said, no clue as to how it would be doable. The only mod I did were cutscene mods, so i dunno about coding.

      At any rate, take your time. This could be revolutionary.
      Like i said, there IS a workaround with the filtered hopper chest, but it DOES reuqire a bunch of hoppers chest and all for EVERY singe machine. which take up a lot of space ( chest-hopper-chest-machine-chest-hopper-chest junimo)
  8. Bambloots
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    Is this compatible with Junimate too? Or is it exclusive for Automate?
    1. mushymato
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      Yes Junimatic is supported, it's the automation mod I use in my own save.
    2. Bambloots
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      Perfect! Thanks so much for answering
  9. kiravir
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    I absolutely love this mod, but there is a bit of an issue with the recycling machine menu going wayyyy over the border due to one of my mods (Fennec Foxes adds foxes that drop piles of stuff, which can be converted into the recycling machine into a lot of stuff, including a random artifact... which means a lot of possible outputs):

    

    Would it maybe be possible to set the mod so that past x items lenght it continues the list on another row?
    1. kiravir
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      Also I'm getting a bunch of errors in SMAPI related to MCP, here is the log.
    2. mushymato
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      Wow I did not expect there to be so much stuff, need to revamp UI here.
      For the errors, can you tell me which machine you interacted with and what mods added/edited that machine?
    3. kiravir
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      I actually don't remember but I'll try to check smapi every time I interact with any machine to see what's triggering the errors.
    4. mushymato
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      Both problems should be fixed in 1.0.3
    5. kiravir
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      I am... sad to report that it got worse instead... ;_;
      Now when in-game I cannot open the MCP menu at all, or rather it opens but then the specific machines menu don't open, and it throws a lot of errors in SMAPI when I try to open any MCP menu (not sure if it's useful, but I tried it through accessing it by going into options --> mod options --> MCP --> wrench icon).
      SMAPI log: here
    6. mushymato
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      I forgot to test without EMC oops, fixed in 1.0.4
  10. Branwen
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    This mod was needed already years ago. Thank you! This is great!
  11. IchiXIV
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    Hi! My mod crashed in-game. Not sure if I do anything wrong. Haven't tried in game yet.
    Edit: Tried it already, seems like there is no issue.

    https://smapi.io/log/b2c0c59ef03d42d5b2df963f3386c868
    1. mushymato
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      I couldn't reproduce this error since it's related to other mod's data edits, but I made a hotfix to try and catch this issue. If you can please send another log after updating to 1.0.1
    2. IchiXIV
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      Seems like there's no error after 1.0.2. Here's the log just in case:
      https://smapi.io/log/ae34c2d917114ee2bdf3b3cf434af46c