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CyanFire

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CyanFire

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109 comments

  1. Traev
    Traev
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    Hi, I am using Cornucopia and the copper kegs will not take the Soybeans, is there a place i can add those to be accepted?
  2. ahryse
    ahryse
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    I saw there's supposed to be compatibility with Sensible Juices, but the copper kegs I have won't take juices. Any insight?

    Thank you for all your great mods! They're a must in my playthroughs. :D
  3. millicentnankivell
    millicentnankivell
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    Hey! Love this mod so far! I was just wondering if there was any chance this mod will eventually work with the Automate mod?
  4. gaylord56
    gaylord56
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    hey so ive enabled prismatic kegs but how do i get the prismatic bar? is that a dffernet mod?
  5. Lee2356
    Lee2356
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    Hi dev. Can I Use to make mod patch with Mineral Drinks, But I don't how to use JA with this mod
  6. wordldown
    wordldown
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    Hi, sorry to bother you, but how can I provide translation services for this mod? Should I just send the translation file here or should I make a mod and upload it to nexusmods and link it to your mod?
  7. Auror27
    Auror27
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    quick question, how do i get prismatic keg recipe?  i already click the prismatic option in the config.
    but Clint dont sell the prismatic keg recipe
    1. Auror27
      Auror27
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      found it, i just reload the game
  8. taququr
    taququr
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    I install your artisan mods of upgraded kegs, jars, and cask. And they all work great. There's a feature in the cask mod, which is the ability to change the quantity of min and max item to put in the cask. Will you add this feature into your other mod (kegs and jars)?
    1. CyanFire
      CyanFire
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      Nope that won't ever be possible due to the complexity of the rules for those machines
  9. zyh2077
    zyh2077
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    Your mod: (CP) Upgraded Kegs - Quality Bonus \ UpgradedKegs \ i18n should translate the corresponding key values "config. Enable PrismaticCasks. description" and "config. Enable PrismaticCasks. name" as "config. Enable PrismaticKegs. description" and "config. Enable PrismaticKegs. name", right?
    1. CyanFire
      CyanFire
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      Yeah, fixed in new version
    2. zyh2077
      zyh2077
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      Sorry, I'm here again. I don't know how the 'Config' was automatically generated, but your 'PrismaticKeg' recipe 'PrismaticKegRecipe': '(BC) CF. UpgradedKegSCP_KegIridium 1 388 600 725 200 PrismaticBar 15', where 'PrismaticBar' should be 74, I have already tested it. You should make changes from the source file so that 'Config' can generate this recipe properly.
    3. CyanFire
      CyanFire
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      No the way i have it set up is correct, prismatic kegs are intended for use with Prismatic Tools which adds prismatic bars. 74 is prismstic shards
    4. zyh2077
      zyh2077
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      It turned out that the Prismatic Tools module was needed to see the "Prismaticbar". I just installed it and it only displayed normally. Previously, the "Prismaticbar" was a prohibition sign on a recipe.
  10. andand123321
    andand123321
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    It seems to conflict with the Machine Progression System. After learning the recipe from Clint, it is rolled back and does not take effect in the game.
    JAR CASK KEG has no obvious effect
    https://www.nexusmods.com/stardewvalley/mods/21720


    [Upgraded Casks] 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 UpgradedCasks.ModEntry.<OnAssetRequested>b__6_0(IAssetData asset) in D:\StardewProjects\UpgradedCasks\ModEntry.cs:line 605
       at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditors[T](IAssetInfo info, IAssetData asset, List`1 editOperations)
    [Upgraded Casks] 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 UpgradedCasks.ModEntry.<OnAssetRequested>b__6_0(IAssetData asset) in D:\StardewProjects\UpgradedCasks\ModEntry.cs:line 605
       at StardewModdingAPI.Framework.ContentManagers.GameContentManager.ApplyEditors[T](IAssetInfo info, IAssetData asset, List`1 editOperations)