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  1. mushymato
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    FAQ/Notes

    2.0 Update


    The entire mod has been rewritten to use StardewUI with sml/framework, which should make the mod more resilient to future StardewUI updates. Much of the menu has been redesigned as part of this, I will not be offering any "legacy" mode for the UI.

    Save data format changed slightly (specifically, how Machine Control Panel handles null Ids in the data). If you are upgrading from 1.3.4, some rules may become invalid and toggled back on as a result.
  2. Intrebute
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    I installed this mod for a server. Whenever I try to change settings, it says only the host player can change settings. Is there a way to let other players to change settings? Or is that hard-coded into the mod?

    It's kind of annoying to have to get the host to change settings every time I want to change something.
    1. mushymato
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      It's implemented like this because savedata is host only. To enable it for other players I would need to implement additional netcode and introduce some mutexes to avoid a bad state arising from 2 people trying to update settings at the same time. For now it's out of scope.

      This is the current multiplayer message stuff, which sends one way readonly messages so that farmhands can at least also see rules.
  3. scott0896
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    Hi,

    Thank you for the mod, its what i've been looking for. I've ran into an issue where the inputs and rules pages on some machines are blank. Is there anything you can suggest that could fix it on my end as it appears to work for others. I've disabled content patcher but that didn't fix it. I also can't see an option to disable prefetch mentioned in previous comments. 

    Thanks in advance 
    1. mushymato
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      You will have to tell me which machines specifically and post a log https://smapi.io/log

      Prefetch has been removed as of 2.0.0, it is no longer a factor.
    2. scott0896
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      Of course,

      Here's the log - https://smapi.io/log/477dbfd903244b03bc7235ddd883d7f2 

      I have since turned content patcher back on as it didn't appear to fix my issue.

      The Machines I have nothing come up when clicking on them are: 

      Fish Smoker
      Bait Maker
      Slime Incubator 

      I checked progression mode so that i could see all the machines and these are the ones that are showing as blank. I'm not sure if there are other factors in play but i noticed that dehydrator was only showing grapes and not all fruit. 

      Really appreciate you having a look 
    3. mushymato
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      Should be fixed in 2.0.1
    4. scott0896
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      Amazing, Thank you!
  4. Grisgant
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    After updating to 2.0.0, I can't seem to interact with shops anymore.

    Getting this error when trying to interact. I'd have to go back to the previous version.
    1. mushymato
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      The seed info incompatibility is back :(

      I'll fix this in 2.0.1
    2. mushymato
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      Should be fixed in 2.0.1
    3. Grisgant
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      That was quick, TYSM!
  5. sesshi7
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    Would it be possible to target individual machines? For example, having a row of kegs in which half process wine and the others process juice. 
    1. mushymato
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      I didn't implement the mod this way, because it seems very hard to manage once you have sheds full of kegs.

      The new per location setting is a middle-ground. It allows you to have a wine making shed and a juice making shed.
    2. sesshi7
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      Ah, makes sense. Thanks
  6. 2470928704
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    下载后没有文件,只有一个不确认的文件 188633.crdownload
    1. 2470928704
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      没有更多的问题了!文件刚刚弹出!
  7. TwistedSisler
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    Sorry if this is a stupid question, but does this allow you to add additional inputs to machines that wouldn't normally have them? Like could I add new inputs/outputs for the recycling machine for example, or is it just an on/off toggle of ones that already exist? Also, does this work with mods like Animal Husbandry that adds new items?
    1. mushymato
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      It doesn't let you add additional inputs, that's in realm of making a new mod.
      Modded items and machines are supported, but not PFM.
    2. TwistedSisler
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      Thank you! I suspected that's what this was, but wasn't 100% sure. Basically what I'm trying to do is come up with a clever way to obtain the meats from Animal Husbandry without having to grow them, which is a bit strange, or lose my animals to obtain them. I was thinking it would be cool if I could just add inputs of animal products that would output the meat, or something to that effect. But anyway, that's neither here nor there lol, thank you!
    3. mushymato
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      Yea it's out of scope for this mod, which is about controlling rules not adding new ones.
      You can make a content patcher mod to do what you want https://stardewvalleywiki.com/Modding:Machines
  8. ShilohAreles
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    I'm sorry if I missed it/misunderstood something/someone asked already -- but is there a way to configure the inputs individually by quality? For example, once you obtain the artifact book that increases their sell price, dino eggs are better sold as is if silver quality and above, over turning into mayo -- so I'd like to prevent it from putting those quality dino eggs (only) in and only processing any normal quality eggs I get -- however the quality toggle seems to be universal for all inputs as far as I can tell
    1. mushymato
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      Not right now no, the quality toggle is only for all inputs.
  9. PhilmAt11
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    I can't seem to find the mill in the list of machines. Does this support modifying recipes for the mill and I'm just missing it? I think I've got a conflict with one of my mods that's preventing me from getting cornucopia molasses from the mill and was hoping this would help me correct it.
    1. mushymato
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      The mill is not a machine, it's a building. It's not currently supported.
  10. 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)
    5. malyandrum
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      +1000 for this, I’m dying to have an efficient smelting automated operation going. I want all bars to have their own dedicated furnaces, but I can’t for the life of me make it work. Using filtered hopper chests kinda works but when the coal feeds back into the ore inputs, all the coal goes to the first chest. I don’t want to have to have a chest full of coal before the next ore type gets any coal! I can’t work this one out, and being able to turn on individual settings per machine would make it amazing.

      the ux could be similar to this logic:
      default: follow group settings

      grouped: a number of groups allowed to share settings. I would use 1 for copper (rest disallowed), 2 for iron, 3 for gold etc. that way when I make furnace groups, I can just quickly set them all to the appropriate group ID.

      individual: unique settings (this would be kinda useless though imo, makes more sense to focus on groups)

      this would be absolutely amazing if the groups could be modified from anywhere, like chests anywhere. But that’s asking a lot haha!
    6. PhilmAt11
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      Piling on with a "me-too" here. I would love to see a way I could hook up my gem chest (as an example) to a row of crystalariums and have the first in line doing jade, the next emeralds, then diamonds, and then on down the line for all the gems I care about. Right now I can do this will separate chests for each crystalarium, but then it's far less space efficient and more manual splitting/collecting. Even having groups I have to assign would be great. Have everything default to group 0 maybe or whatever the equivalent is and then anything I want to not have the default machine config would be a separate group.
    7. Pikachuforever
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      A case where a per machine use would be great for me is the preserving bin. I've got a mode which keep quality, so I want only the silver/gold/iridium vegetables to be turn in pickles. BUT I'd also like the egg fish to be preserve, without consider quality ! Same for mayo maker. I'd like only silver/gold/iridium eggs to turn in mayo... AND the dinosaur egg (all quality)

      I dont' know if this is possible, or if it's help you. I just hope to have been understandable, because i'm not english...
  11. agrestial
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    Hello, thanks for the great mod that makes so many other mods work better!

    Wanted to let you know--when I updated this and Stardew UI this morning, my game stopped at the same spot in the SMAPI log each time and just crashed to desktop before starting up. I rolled Stardew UI back to the previous version, and got the game to start up again, but this mod wasn't working at all, wouldn't generate a Config File, didn't show up in GMCM, and the key wouldn't work to pull up any Machine Control Panel. Rolled this mod back to the previous version and it works again.

    Here is my SMAPI log: https://smapi.io/log/196e57dab04e4c5482467988d4a10835

    Thanks again for the work you do!
    1. mushymato
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      You may have ran into the rare harmony AVE issue, which doesn't log to console. I don't have any problem with you using old version (and this mod didn't make use of any StardewUI 0.6.0 features yet) but you can probably try updating both this mod and stardewui later to see if it still crashes.
    2. agrestial
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      Thanks for the reply! Rolling back this and Stardew UI to previous versions worked for the game to fully start up and let me play. Unfortunately, my USB keyboard and mouse disconnected and stopped working at 1:10 AM in game and I lost the whole day (for the third time in a row), but re-downloading and installing the latest versions worked this time for the game to start up and have this mod working in GMCM again. Not sure what the harmony AVE issue is, but whatever was causing SMAPI to crash with the latest update of this and Stardew UI seems to have stopped.