It sounds like the mod still works, I'll need to check it out again! I loved this back when I used it, it feels like an organic challenge added to the game that's stifling but fair.
I hope you can make a visible craftable version of the Pipes and Wires that'll work the same. I can see this working on the mobile version that way in the future. Or a craftable battery operated and solar versions of the machines.
This might seem silly, but I'm having an issue. I am able to place pipes and whatnot, but I cannot find the pumps anywhere in the game. What am I missing?
Hi, I'm having an issue with one particular machine not working properly. It'll accept the input, but the amount of time needed to complete just never goes down unless I take out the entry in the content.json Literally all of the other machines I have work, but this one won't for some reason.
Would it be possible to add support for buildings to require electricity? I'm thinking of the Industrial Furnace mod in particular (but there are probably others that would fit well).
I've been pulling my hair out trying to make a complete config to bridge this and Industrialization. No matter what I do, I can't seem to get the Solar Generator to function only during the daytime. It won't stop providing power at the correct time with mustHaveSun, mustBeWorking and mustBeOn keep producing power outside of the WorkingTime specified in the PFM config for the machine (it sort of counts as on, just stopped; mousing over the machine shows the time left but it doesn't move until it's supposed to), and there is no input item so the others don't apply. I've changed the Solar Generator so that it updates perpetually, like most machines, as opposed to only running once per day (which doesn't play well with Automate).
On further inspection, it's the same for Solar Panels from the Simple Electricity System mod, they keep going all night.
Well that's to be expected from time to time. Once I saw I was up to parity with your similar item I started to relax. lol. I tried digging through the code but didn't see anything that looked like a reevaluation of those utility conditions in the function that updates with the in-game time. Did I just miss it?
Yeah, that was a confusing part. In the context of the options presented in the description of this mod, mustHaveSun looks like a daily rainy/sunny check as opposed to an hourly time check. An onlyDay specifier or explicit time specifiers would be more straight-forward.
Edit: Thank you for the directions, found the relevant logic. Looks like it's just an issue of missing documentation (onlyDay, onlyNight, and onlyMorning aren't mentioned in the description tab).
I am using Simple Irrigation/Simple Electric/Pipe Irrigation... do I need the solar panel to power the water pumps? If so, how do I get the recipe to build solar panels? If not, how do I power objects that are piped together?
I figured out the power things, didn't realize kiln/furnace produce power. But I have placed a water pump and piped it to those power sources and out to crops with the appropraite colors, still cant seem to get it to turn on.
Solar panel is a recipe reward from the big weekly quest board (shows up Fall of Year 1) but you can't get the quest until you've unlocked almost everything else from Vanilla.
Love adding complexity to the game and this an amazing addition, I was wondering how the electricity and irrigation interacts with the utility bills of Longevity (https://www.nexusmods.com/stardewvalley/mods/649). It has calculations based off sprinklers and machines producing products.
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The entry in the content.json looks like this:
?"Industrial Distillery": {
"electric": -5,
"mustBeFull": true,
"mustBeWorking": true
},
Video of what's going on: https://youtu.be/BBaXdM50Ihk?
SMAPI log
I'm thinking of the Industrial Furnace mod in particular (but there are probably others that would fit well).
On further inspection, it's the same for Solar Panels from the Simple Electricity System mod, they keep going all night.
Edit: Thank you for the directions, found the relevant logic. Looks like it's just an issue of missing documentation (onlyDay, onlyNight, and onlyMorning aren't mentioned in the description tab).