It's automatically compatible with all flowers and all greenhouses from all mods. Please only make compatibility requests for mods which you have already tested to be incompatible.
I switched to this mod from Honey Fruit Trees because it no longer works with PFMAutomate since the 1.6 update.
I really like your mod so far.
I was wondering if you would consider adding a function that allows you to make honey from plant fruit (like strawberries) and forage fruit (like crystal fruit/hazelnuts)?
Additional Tree Equipments should already support custom honey sources. I can see about adding support for the other features as well.
Machine Progression System unfortunately uses Producer Framework Mod. PFM does not use vanilla game code for finding flowers, it instead uses its own internal system that is difficult to modify without causing lots of bugs or breaking PFM packs. I do not currently have plans to support any PFM packs, though in the long term, I will probably look into it when I have the time.
Adaptable Bee House uses Producer Framework Mod, which hijacks machines in a way that does not work well with vanilla machine data. PFM does not use the base game's code, and instead uses its own self-contained system that is difficult to modify without causing many other bugs. At some point, I will probably look into improving support, but for now, the answer is "no".
seems to be a compat issue with Better Greenhouse, bees dont generate honey in winter when set to 'indoor only', if change to 'anywhere' it works. on Lookup Anything i can see the time period of drops keep resetting every day
[Better Beehouses] Mod crashed when editing asset 'Data/Machines', which may cause errors in-game. Error details: NullReferenceException: Object reference not set to an instance of an object. at BetterBeehouses.framework.MachineEditor.EditSeason(MachineOutputRule rule, MachineData data) in C:\Users\Wren\source\repos\BetterBeehouses\BetterBeehouses\framework\MachineEditor.cs:line 52 at BetterBeehouses.framework.MachineEditor.EditData(MachineData data) in C:\Users\Wren\source\repos\BetterBeehouses\BetterBeehouses\framework\MachineEditor.cs:line 37 at BetterBeehouses.framework.MachineEditor.Edit(IAssetData asset) in C:\Users\Wren\source\repos\BetterBeehouses\BetterBeehouses\framework\MachineEditor.cs:line 24 at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditors[T](IAssetInfo info, IAssetData asset, List`1 editOperations)
Hello, is it necessary to edit something in ''config.json'' for this mod to work? I saw that we can use apiaries with plants in pots, but in my case, it doesn't work :(
Thank you for the post about the floors - mine started working now when I removed the floors.
(For more info, I do have Automate with Crystal Path connectors, but beehouses weren't working on normal Stepping Stone path tiles. After removing the tiles, I am seeing the Bees fly to the flowers now, when they were previously just sitting at the houses. I thought it was supposed to be that way & couldn't figure out why I got Wild Honey a whole season.)
I love this mod so I can plant flowers in pots and still have bees :) Thanks
I can confirm that this is still an issue, my pots didn't work when they were placed on a floor. When I removed the floor under the flower pot the beehouses found the flower instantly.
I might be dumb, the mod works without errors, but I'm not getting bees to come out anymore. Aerospace says it's been retired. Do they not come out anymore? Either way, great mod and thank you
219 comments
I really like your mod so far.
I was wondering if you would consider adding a function that allows you to make honey from plant fruit (like strawberries) and forage fruit (like crystal fruit/hazelnuts)?
Thanks you
Machine Progression System unfortunately uses Producer Framework Mod. PFM does not use vanilla game code for finding flowers, it instead uses its own internal system that is difficult to modify without causing lots of bugs or breaking PFM packs. I do not currently have plans to support any PFM packs, though in the long term, I will probably look into it when I have the time.
NullReferenceException: Object reference not set to an instance of an object.
at BetterBeehouses.framework.MachineEditor.EditSeason(MachineOutputRule rule, MachineData data) in C:\Users\Wren\source\repos\BetterBeehouses\BetterBeehouses\framework\MachineEditor.cs:line 52
at BetterBeehouses.framework.MachineEditor.EditData(MachineData data) in C:\Users\Wren\source\repos\BetterBeehouses\BetterBeehouses\framework\MachineEditor.cs:line 37
at BetterBeehouses.framework.MachineEditor.Edit(IAssetData asset) in C:\Users\Wren\source\repos\BetterBeehouses\BetterBeehouses\framework\MachineEditor.cs:line 24
at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditors[T](IAssetInfo info, IAssetData asset, List`1 editOperations)
(For more info, I do have Automate with Crystal Path connectors, but beehouses weren't working on normal Stepping Stone path tiles. After removing the tiles, I am seeing the Bees fly to the flowers now, when they were previously just sitting at the houses. I thought it was supposed to be that way & couldn't figure out why I got Wild Honey a whole season.)
I love this mod so I can plant flowers in pots and still have bees :) Thanks
I don't intend to integrate it.