Got this yellow text spamming from time to time, not sure what cause it. And although it's not game breaking or anything (yet), just curious what it is?
[Content Patcher] Can't apply data patch "Machines Copy Quality > EditData Data/Machines #32" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'Default_OstrichEgg' > 'OutputItem' > '(O)306' doesn't match an existing target [Content Patcher] Can't apply data patch "Machines Copy Quality > EditData Data/Machines #34" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'Default_OstrichEgg' > 'OutputItem' > '(O)306' doesn't match an existing target [Content Patcher] Can't apply data patch "Machines Copy Quality > EditData Data/Machines #41" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'Default_GoldenEgg' > 'OutputItem' > '(O)306' doesn't match an existing target [Content Patcher] Can't apply data patch "Machines Copy Quality > EditData Data/Machines #43" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'Default_GoldenEgg' > 'OutputItem' > '(O)306' doesn't match an existing target
It could be more balanced if it had an option that sets the mod in which the processed product comes out with a lower quality level. That is, if the milk was iridium, the cheese is gold, if it is gold, it is silver, and if it is silver or normal, then let it be normal. I would like to know if anyone follows my idea, although this mod is a QoL one after all, so it is appreciated.
Yes, this is this is what i idel play style since I started playing 1.5ver. Like basically you wouldn't use the best quality and expensive Japanese premium fruits to make jam in reality. Of course you can do this, and the quality produced will be excellent, but it will be a waste to a certain extent, (just like you can't imagine someone turning a really fresh, huge and high-quality winter truffle into truffle oil .) Moreover, there is actually no huge gap in the quality of processed products made from relatively ordinary quality raw materials.
In my case of the early stages of the game, I quite like to choose the star level of the product. The increased profits from processing high-star products into craftsman items may not be very obvious, but you need to use more time and more resources. Machine space. So processing ordinary to silver quality products, and selling gold and iridium products directly is my favorite play style.
However, starting from the third year, when the number of your craftsmen's machines begins to increase and your skills improve, gold-quality products are no longer very precious, but it is very regrettable to directly process them into ordinary-quality finished products. I There began to be an idea that "if there is a corresponding craftsman level skill, the higher the level, the more likely it is to create craftsman items that are close to or the same as the current raw materials, which would be a great pleasure."
Of course, I don't have any ability to design this kind of module. This is just a small wish in my heart. Until I saw your message, although it is not exactly the same, it is still similar to the effect I expected. . It would be perfect if we could customize the chance of an item being crafted into which level.
Also, I would like to ask for help here (if any rules are violated please tell me and I will delete it immediately), unfortunately the reason I downloaded this mod is because I have some unknown reasons (one of the many mods) I The craftsman machine quality of the game has the same function as this module. I couldn't find out which module brought the result, so I tried to use this module to overwrite the original effect but failed. For example, I put Set pale ale to "no bonus", put golden hops in, and it will still produce 100% golden pale ale. This makes me very discouraged and I don't want to continue playing my game until this problem is solved.But the number of mods I downloaded is a bit too much. It is difficult for me to check each one individually. I have tried to turn off dozens of mods that may cause this problem and play the game, but it has not improved. What is the solution? Is there a faster way to find this problem?(I have heard that this parameter is usually related to the "CP" module. I have also tried turning them off, but it still doesn't work)
As an Asian, I'm not a very good English speaker, so I used Google Translate, and I'm sorry if the grammar is really weird/rude and hard to understand.
@damnyou999 Can you upload a SMAPI log? Maybe we can spot the other mod that is altering your machine output.
Also, what you are describing with linking the output chance to your characters' skill sounds doable with the "When" command in Content Patcher.
From the CP guide: You can specify the skill level as an input argument like this: "When": { "SkillLevel:Combat": "1, 2, 3" // combat level 1, 2, or 3} The valid skills are Combat, Farming, Fishing, Foraging, Luck (unused in the base game), and Mining
It works! But only the people who have installed the mod will have the effect of this one, so you can keep the quality of the products but not the other players.
64 comments
Aged roe output is normal quality only
Is there any plans for update?
Thank you for your mod
[Content Patcher] Can't apply data patch "Machines Copy Quality > EditData Data/Machines #32" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'Default_OstrichEgg' > 'OutputItem' > '(O)306' doesn't match an existing target
[Content Patcher] Can't apply data patch "Machines Copy Quality > EditData Data/Machines #34" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'Default_OstrichEgg' > 'OutputItem' > '(O)306' doesn't match an existing target
[Content Patcher] Can't apply data patch "Machines Copy Quality > EditData Data/Machines #41" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'Default_GoldenEgg' > 'OutputItem' > '(O)306' doesn't match an existing target
[Content Patcher] Can't apply data patch "Machines Copy Quality > EditData Data/Machines #43" to Data/Machines: the field '(BC)24' > 'OutputRules' > 'Default_GoldenEgg' > 'OutputItem' > '(O)306' doesn't match an existing target
I would like to know if anyone follows my idea, although this mod is a QoL one after all, so it is appreciated.
In my case of the early stages of the game, I quite like to choose the star level of the product. The increased profits from processing high-star products into craftsman items may not be very obvious, but you need to use more time and more resources. Machine space. So processing ordinary to silver quality products, and selling gold and iridium products directly is my favorite play style.
However, starting from the third year, when the number of your craftsmen's machines begins to increase and your skills improve, gold-quality products are no longer very precious, but it is very regrettable to directly process them into ordinary-quality finished products. I There began to be an idea that "if there is a corresponding craftsman level skill, the higher the level, the more likely it is to create craftsman items that are close to or the same as the current raw materials, which would be a great pleasure."
Of course, I don't have any ability to design this kind of module. This is just a small wish in my heart. Until I saw your message, although it is not exactly the same, it is still similar to the effect I expected. . It would be perfect if we could customize the chance of an item being crafted into which level.
Also, I would like to ask for help here (if any rules are violated please tell me and I will delete it immediately), unfortunately the reason I downloaded this mod is because I have some unknown reasons (one of the many mods) I The craftsman machine quality of the game has the same function as this module. I couldn't find out which module brought the result, so I tried to use this module to overwrite the original effect but failed. For example, I put Set pale ale to "no bonus", put golden hops in, and it will still produce 100% golden pale ale.
This makes me very discouraged and I don't want to continue playing my game until this problem is solved.But the number of mods I downloaded is a bit too much. It is difficult for me to check each one individually. I have tried to turn off dozens of mods that may cause this problem and play the game, but it has not improved. What is the solution? Is there a faster way to find this problem?(I have heard that this parameter is usually related to the "CP" module. I have also tried turning them off, but it still doesn't work)
As an Asian, I'm not a very good English speaker, so I used Google Translate, and I'm sorry if the grammar is really weird/rude and hard to understand.
Also, what you are describing with linking the output chance to your characters' skill sounds doable with the "When" command in Content Patcher.
From the CP guide: You can specify the skill level as an input argument like this:
"When": { "SkillLevel:Combat": "1, 2, 3" // combat level 1, 2, or 3}
The valid skills are Combat, Farming, Fishing, Foraging, Luck (unused in the base game), and Mining
i'm not sure is it the true way to share SMAPI log, first time to do it.