I don't exactly know what's the cause but it seems that the golden casks are not counted as a machine for Automate after I updated PFM. It works with PFM1.9.3 but it not with the latest one. (Not sure if other casks are affected, however every other machine I had(iridium furnace, diamon charcoal kiln) seems to work fine)
Yes, I did, but it was weird how it DID get fixed when I reverted PFM, so that's why I was also confused. I have (and always had) CCM 1.6.1 before and after updating PFM. I was playing in multiplayer if that might help. I'll maybe try to figure out later but I just wanted to point out this problem if others are encountering it aswell.
[I also restarted the game after noticing the casks were not connecting with automate to revert back the PFM so that mightve fixed it rather than reverting the PFM]
Hey! I would like to make a suggestion, with the improvement of the Preserves Jar, Dehydrator became almost useless, You could reduce the amount of fruits that the machine consumes in the latest upgrades, For example: Iridium Dehydrator 4 fruits, Radio Dehydrator 3 fruits.
Absolutely love this mod and very very patiently waiting for the compat for Wildflour and Visit Mount Vapius mods (so excited)!
Not sure if it would be possible but could the improved kegs play with/piggyback on the Better Honey Mead mod (Better Honey Mead at Stardew Valley Nexus - Mods and community (nexusmods.com)) - the pricing is exactly the same already, but they come out as two different items (MP is named *flower* honey and has the default mead sprite, and BHM is named *flower* mead and has a coloured sprite that inherits the colour of the honey/flower of origin) - would be lovely if MP kegs could also benefit from the inherited colouring - then again this is purely cosmetic so definitely not a priority!
Hello there! Solving the Mead name issue is on my to-do list but, since it is purely cosmetic, I am focusing on compatibility patching first (I am already working on the VMV + Atelier patch) :)
Hello! That is not a problem: it is intentional. The reason is that the Mead created by MPS is much more valuable than the regular Mead, so it needed an adjustment in order not to be absolutely unbalanced :)
Is it possible to have an option to age everything in the Casks? I looked for an Agers file or an option in the Producer config, but I couldn't find one. Thank you for your consideration.
Oh my goodness! Sorry about that. I can confirm the CCM cask everything setting doesn't affect this because I asked here haha. But I will make adjustments to the Agers file. Thank you so much!
Edit: I figured out my problem and it was very much not with your mod. I'm so sorry, and thank you so much for youir time LOL.
I‘ll be honest, I don’t quite remember this haha! Basically I age everything in my regular casks via CustomCaskMod (as the author has made that available as an add-on content pack) and adjusted the aging rate.
i have a question. . . so i figured out how to have the different casks age every object by going into the agers data and changing it to true for age every object but it only ages at the default time of 56 days. How do i change that to match each cask?
Hey there, love the mod! You're doing great, and I don't know how I'll be able to live without the mod in my modlist in the future lol
As for compatibilities, do you think you can implement it with Milk of Myth (Monster Girl Livestock)? I think there's already partial compatibility since the eggs work fine and are processed by the machines, but the milks (and probably truffles) don't seem to work.
Not sure if I'm the only one with my many other mods but dropping a slime incubator changes the machine into a solar panel from Gwen's mod. The base slime incubator is normal, but the radioactive and/or prismatic version becomes a crystal-looking solar panel
Could the animation of machines be disabled for the tapper upgrades? It kinda looks funky when placed next to normal tappers, which I still use since sap from Mahogany Trees already produce daily without progressing to any higher tier.
Alright. I'm pretty sure that vanilla tappers have no animation whatsoever. I do, however, have a mod that modifies Tappers called Tree Overhaul - A Tapper's Dream so I can't be 100% certain.
I have added a line of code that stops the Tappers from wobbling, but I won't be added until the next update (since I have already pushed one today). Hopefully, it will be fixed that way :)
Hi there! I'm certain there's a lot on your plate so no worries if you don't want to, but I'd personally love to see compatibility with the Resource Chickens mod! I play with both this one and that one, and it's a little unfortunate I can't get half my eggs to make mayo due to the upgraded machines. ^^;
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Since release, these changes have been made:
New configuration settings:
New features:
Compatibility patches for:
New translations:
1.6.0
2.0.0
[I also restarted the game after noticing the casks were not connecting with automate to revert back the PFM so that mightve fixed it rather than reverting the PFM]
Also, heavy tapper's spoiler is empty
Thank you for your hard work.
Not sure if it would be possible but could the improved kegs play with/piggyback on the Better Honey Mead mod (Better Honey Mead at Stardew Valley Nexus - Mods and community (nexusmods.com)) - the pricing is exactly the same already, but they come out as two different items (MP is named *flower* honey and has the default mead sprite, and BHM is named *flower* mead and has a coloured sprite that inherits the colour of the honey/flower of origin) - would be lovely if MP kegs could also benefit from the inherited colouring - then again this is purely cosmetic so definitely not a priority!
I also know that Custom Cask Mod has the config option “EnableCaskEveryObject”, but I don’t know if this would apply to the MPS casks.
Try it and let me know <3
Oh my goodness! Sorry about that. I can confirm the CCM cask everything setting doesn't affect this because I asked here haha. But I will make adjustments to the Agers file.
Edit: I figured out my problem and it was very much not with your mod. I'm so sorry, and thank you so much for youir time LOL.Thank you so much!As for compatibilities, do you think you can implement it with Milk of Myth (Monster Girl Livestock)? I think there's already partial compatibility since the eggs work fine and are processed by the machines, but the milks (and probably truffles) don't seem to work.
Not sure if I'm the only one with my many other mods but dropping a slime incubator changes the machine into a solar panel from Gwen's mod.The base slime incubator is normal, but the radioactive and/or prismatic version becomes a crystal-looking solar panel
This is what I'm talking about
ok that part is fixedwhile the crafting menu has it look like this
Also I have some questions about the change of the look of the upgraded beehouses
this is with config set at default and gwen