Hi, So I use cornucopia which turns some crops into tea bushes and for some reason they get harvested due to the path is there a way to make so it doesn't harvest bushes?
I can’t check by deleting all the mods - I have a lot of expansion mods, but regular chests don’t work with automate, Junimo chests work large chests are also ignored by the mod
Whenever I update a collection I'm playing, automate's config gets generated with default values. That wouldn't be an issue if I wasn't using wooden paths all over the place. So when I join my world after an update, all my stuff gets moved around because wooden paths are active again. Would it be possible, to have all paths disabled by default in future updates and the user decides what they turn on?
Hi! All paths are already disabled by default. It sounds like the collection incorrectly includes a custom config file, or there's an issue with Vortex; I suggest asking on the collection page or in the Vortex support forums.
Hi! I'm having troubles with base game auto-feeder for unknown reason, but I suspect it might have something to do with automate mode :C I haven't been playing on my save for a 6mo or more, I updated all mods, searched through google and nothing has helped me. I have 2 coops, 2 barns, max updated, 12 animals in each. First time I entered the save the auto-feeder was acting weird. It placed in each of my coops/barns a bit of hay (like 4,6 out of 12 space), the next in-game day it stopped working completely :((( I have 3 silo with around 500 hay in it.
I know it might have nothing to do with the mode, but I will be greatful for any help, I don't want my animals to starve but I would like to leave my farm from time to time :'C https://smapi.io/log/4bc85394e2c744018b29bb977ac2258f
[Automate] Something went wrong processing machines: System.NullReferenceException: Object reference not set to an instance of an object. at StardewValley.TerrainFeatures.Bush.IsSheltered() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\TerrainFeatures\Bush.cs:line 183 at Pathoschild.Stardew.Automate.Framework.Machines.TerrainFeatures.BushMachine.<>c__DisplayClass3_0.<.ctor>b__0() in E:\source\_Stardew\Mods.Pathoschild\Automate\Framework\Machines\TerrainFeatures\BushMachine.cs:line 48 at Pathoschild.Stardew.Common.Utilities.Cached`1.get_Value() in E:\source\_Stardew\Mods.Pathoschild\Common\Utilities\Cached.cs:line 33 at Pathoschild.Stardew.Automate.Framework.Machines.TerrainFeatures.BushMachine.GetState() in E:\source\_Stardew\Mods.Pathoschild\Automate\Framework\Machines\TerrainFeatures\BushMachine.cs:line 71 at Pathoschild.Stardew.Automate.Framework.MachineGroup.Automate() in E:\source\_Stardew\Mods.Pathoschild\Automate\Framework\MachineGroup.cs:line 115 at Pathoschild.Stardew.Automate.ModEntry.OnUpdateTicked(Object sender, UpdateTickedEventArgs e) in E:\source\_Stardew\Mods.Pathoschild\Automate\ModEntry.cs:line 320Got this error but idk what it's about tbh
I can't seem to control what gem goes into the crystalarium.
When I attach one next to a chest, it automatically takes the first gem in the chest. Which isnt a problem for me. But I can't seem to put in a different one? Like it takes an amethyst and starts working, but I have a diamond in my hand and I can't seem to put it in so it starts working on that instead. I know I used to be able to do that, I don't know what the issue is. :(
Thats cause the crystalarium doesnt actually put the 1st gem back, it holds it until you break the machine. Thats vanilla. Just break them, empty chest and then place them and only the new mineral in the chest and they will work on the new one.
hi there. when using this mod with the smoker, about half the time the product is a "Smoked Smoked" with a generic fish icon. all fish put in were base game fish (I think the victims were a flounder and a tilapia, while the red mullet produced a smoked red mullet as usual). (read the update below) I googled the issue and this mod page was the first result (seems like someone else had the issue a little while ago and posted on pfmautomate, which I don't have installed right now)
update: did a little experimenting and it looks like it is taking the smoked fish and re-smoking it indefinitely, creating a "smoked smoked" from a "smoked tilapia" or whatever fish it happens to be
here's the log of me just dropping fish into the chest next to the smoker (if it looks funny it's because I was using cjb cheats to make it process quicker for testing): https://smapi.io/log/9f076d4fce0b4c95935838e370241ac7
update again: might be a mod conflict and I'm an idiot. gimme 20 minutes before investing yourself in a response to this
SOLVED: Automate may be slightly incompatible with Stardew Valley Balance Overhaul. The mod causes fish to be re-smoked indefinitely if there is a chest containing coal and smoked fish connected to it.
Automate just applies the machine logic as defined in the game data, so it's technically working as expected. Once Stardew Valley Balance Overhaul fixes the smoked smoked issue, it'll be fixed for Automate too. Thanks for reporting it (and tracking down the cause)!
Sorry if this has been asked: I had a smoker and a chest by it. So far so good, working fine. Then the chest started to fill and I added another chest and moved the fish "in queue" there. And when I checked it again, nothing was happening. As soon as I moved fish to the first chest it started to work again. Tried to check if that was a setting, but could not see one.
(only thing that now comes to my mind is that the coal was in the first chest all the time)
Curious if anyone else is having this issue. I just updated the mod and everything, for some reason the chests aren't collecting from all the crab pots. It's located on Willy's pier, i'm not sure if that makes a difference. It's the only issue i'm having so far, it's working with everything else!
I'm having the same problem with my keg shed. None of them are collecting, but if I manually collect the ones I can reach, it will fill again. My chest isn't full either.
You have old mod versions, which isn't recommended right after a major game update. Does it still happen if you update SMAPI and all your mods to their latest versions?
Ah! I see what happened on my end. Updating Better Chests undid some of my settings, so the chests my tappers and crab pots were hooked up to weren't filtering right.
Sorry, I guess I linked the log from before I updated everything. I linked the new log and noticed something with my large machine config. It seems that it's working properly for everything except for juices and roe. Those seem to get stuck floating.
In my case, the affected items are the casks in the basement. Similarly, if empty, they will fill out, but they don't get collected. If I smash a cask with an axe to remove the wine, it gets filled immediately by the next one.
Does the issue still happen if you temporarily remove Better Chests? If so, try double-checking your settings for that mod or report it on that mod's page.
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Read this before asking for help or reporting an issue. Common questions are answered here.
So I use cornucopia which turns some crops into tea bushes and for some reason they get harvested due to the path is there a way to make so it doesn't harvest bushes?
https://smapi.io/log/07ff21351dfe4b598db7ff9081e1792b
large chests are also ignored by the mod
That wouldn't be an issue if I wasn't using wooden paths all over the place.
So when I join my world after an update, all my stuff gets moved around because wooden paths are active again.
Would it be possible, to have all paths disabled by default in future updates and the user decides what they turn on?
I haven't been playing on my save for a 6mo or more, I updated all mods, searched through google and nothing has helped me.
I have 2 coops, 2 barns, max updated, 12 animals in each.
First time I entered the save the auto-feeder was acting weird. It placed in each of my coops/barns a bit of hay (like 4,6 out of 12 space), the next in-game day it stopped working completely :(((
I have 3 silo with around 500 hay in it.
I know it might have nothing to do with the mode, but I will be greatful for any help, I don't want my animals to starve but I would like to leave my farm from time to time :'C
https://smapi.io/log/4bc85394e2c744018b29bb977ac2258f
If you load the save now, are the feed troughs filled? If not, what if you temporarily remove all mods and try it again?
[Automate] Something went wrong processing machines:
Got this error but idk what it's about tbhSystem.NullReferenceException: Object reference not set to an instance of an object.
at StardewValley.TerrainFeatures.Bush.IsSheltered() in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\TerrainFeatures\Bush.cs:line 183
at Pathoschild.Stardew.Automate.Framework.Machines.TerrainFeatures.BushMachine.<>c__DisplayClass3_0.<.ctor>b__0() in E:\source\_Stardew\Mods.Pathoschild\Automate\Framework\Machines\TerrainFeatures\BushMachine.cs:line 48
at Pathoschild.Stardew.Common.Utilities.Cached`1.get_Value() in E:\source\_Stardew\Mods.Pathoschild\Common\Utilities\Cached.cs:line 33
at Pathoschild.Stardew.Automate.Framework.Machines.TerrainFeatures.BushMachine.GetState() in E:\source\_Stardew\Mods.Pathoschild\Automate\Framework\Machines\TerrainFeatures\BushMachine.cs:line 71
at Pathoschild.Stardew.Automate.Framework.MachineGroup.Automate() in E:\source\_Stardew\Mods.Pathoschild\Automate\Framework\MachineGroup.cs:line 115
at Pathoschild.Stardew.Automate.ModEntry.OnUpdateTicked(Object sender, UpdateTickedEventArgs e) in E:\source\_Stardew\Mods.Pathoschild\Automate\ModEntry.cs:line 320
When I attach one next to a chest, it automatically takes the first gem in the chest. Which isnt a problem for me. But I can't seem to put in a different one? Like it takes an amethyst and starts working, but I have a diamond in my hand and I can't seem to put it in so it starts working on that instead. I know I used to be able to do that, I don't know what the issue is. :(
about half the timethe product is a "Smoked Smoked" with a generic fish icon.all fish put in were base game fish (I think the victims were a flounder and a tilapia, while the red mullet produced a smoked red mullet as usual).(read the update below) I googled the issue and this mod page was the first result (seems like someone else had the issue a little while ago and posted on pfmautomate, which I don't have installed right now)log:
https://smapi.io/log/5e1f6333686b4e7db9584ac790148ed4
please help!
update: did a little experimenting and it looks like it is taking the smoked fish and re-smoking it indefinitely, creating a "smoked smoked" from a "smoked tilapia" or whatever fish it happens to be
here's the log of me just dropping fish into the chest next to the smoker (if it looks funny it's because I was using cjb cheats to make it process quicker for testing):
https://smapi.io/log/9f076d4fce0b4c95935838e370241ac7
update again: might be a mod conflict and I'm an idiot. gimme 20 minutes before investing yourself in a response to this
SOLVED: Automate may be slightly incompatible with Stardew Valley Balance Overhaul. The mod causes fish to be re-smoked indefinitely if there is a chest containing coal and smoked fish connected to it.
(only thing that now comes to my mind is that the coal was in the first chest all the time)
https://smapi.io/log/3ad71f7c56674f5ca9bcb161b990e712
I just updated the mod and everything, for some reason the chests aren't collecting from all the crab pots. It's located on Willy's pier, i'm not sure if that makes a difference. It's the only issue i'm having so far, it's working with everything else!
Smapi log https://smapi.io/log/272012db69a048c69c8a0df1e2aaf0f9
https://smapi.io/log/4e0495358433488aaa4c59dd1ef7970a
SMAPI log parser - SMAPI.io