I've packaged the sprites from this mod as a replacer for the new solar panels ConcernedApe added to the game. You can download those here. Thank you for your support :)
Since the new update has a solar panel, is there any way that the new sprite can be replaced by this one? I like how this looks with my yellog furniture. :))
Yep. The new solar panels added by the game cause a conflict due to the matching item name. It becomes actually unusable. I'm not even sure if you can continue to play on any saves that used this mod previously.
I was thinking of that. It would be pretty easy for me, I would just need to figure out where exactly the solar panel sprite is and format my own sprites for Content Patcher. I'll post an update in the comments here when I get around to it.
Never mind lol. I think I finally figured out how to fix the problems I was dealing with. Sorry about that. However, I would like to know how I could change the timeframe for how long it takes for a solar panel to produce a battery in the PPJA version.
So, I did not make the PPJA version which means I can only guess. Somebody else made it and sent it to me. I assume the timestep is the same as the other version though. Also, this mod is outdated since the most recent update to the game added solar panels.
That's odd, since I don't think I ever saw solar panels since the 1.5 update for Steam. Also, I did try changing some of the values in the config files, but nothing really worked. I actually broke the Automate mod by changing any values lol. For example, this is what's in the Producer's Rule.json:
I assumed "MinutesUntilReady" would be the value to look at. Since 5040 / 24 (hours in a day) / 60 (minutes in an hour) I come up with 3.5, which show in-game as 3 days, 12 hours, which is why I assumed 5040 was the right number. But changing that value seems to just cause things to stop working properly.
If you managed to get them to show up in game at all that is impressive. I was getting an error in the console which prevented me from adding the items to the game because they shared a name with an existing item. That's what encouraged me to look it up and discover my mod was no longer needed.
I was having issues with it working until the pulsing was turned on, but now it works. I'm just trying to figure out the time exactly. Is there any clue to how much exactly equals to a day?
My guess would be that there are 1000 units in an in game hour, but I have no idea. I searched all over the Internet and asked in the SDV modding Discord but never found an answer. I even sent some people PMs on the forums here. No answers here either.
Turning pulsing on or off should be an entirely cosmetic decision. It shouldn't impact whether the machine works or not. Are you sure that changing it actually fixed a problem? I only recommended turning it on to confirm if the machine was broken or not.
One hour = 60 minutes from 6am to 2am, but 1 hour = 100 minutes from 2am to 6am. No bonus now for sleeping early. This is new in 1.4.. https://stardewvalleywiki.com/Oil_Maker
If I counted correctly that should mean that one week is 11,200 minutes, right? Currently the default time setting is 8400. It should be easier to be sure if it has been changed in 1.4 to be consistent as you said. EDIT: Forgot to account for night time. Wiki says it gets dark at 8 PM, so I think that would make the time to produce 6,300 minutes. EDIT: I assume 6 AM is when the time is at 0.
can you pls add installation instructions? i dont know if i must the folders into the mods folder, or if i must put the folder into the mods/customfarmingredux/maschines folder
The install instructions are no different than for any other CFR mod. In case the mod page for that mod doesn't make it clear, these mods install to the /Mods folder.
Not sure if you noticed, but on the download for the PPJA version I mentioned that I didn't make it. Somebody else did, sent it to me, and said I could post it. I have no idea how it works. I haven't even updated Stardew Valley to 1.4 yet.
I believe they don't work during rain or indoors, but I haven't extensively tested that. I'm not sure if they only produce during the day or if they also produce at night as well. I don't know exactly how much time one day or hour is in Stardew Valley from a programming perspective so I took my best guess from what little information I had. That unfortunately means that I could only vaguely guess what value I should put in for time. It seems right, but I can't be certain. I do believe that there is also a bonus to how fast machines work while you sleep which is something I don't like, but I'm not sure if that applies to CFR machines. Overall it is very complicated trying to figure out if the machines take the right amount of time to produce a battery under different conditions. If there were better documentation on CFR and SMAPI I could perhaps have been certain that the machine would always take the exact amount of time that it should, but unfortunately I was not able to find adequate information.
Does this mod work with Automate? I have two panels linked with a chest but batteries remain attached to the panels rather than feeding into the chest. Is there something I need to trigger? Thanks!
I don't use Automate so I have no idea. I think I have read about CFR mods being made compatible with Automate before, but I don't personally know how to do that. It is something you can probably do yourself though.
51 comments
the version 1.0.0 of you, is that the SAME version as the port 1.1.0? only for other mod requirements?
[
{
"ProducerName": "Solar Panel",
"InputIdentifier": null,
"MinutesUntilReady": 5040,
"OutputIdentifier": 787,
"OutputStack": 1,
"OutputMaxStack": 1,
}
]
I assumed "MinutesUntilReady" would be the value to look at. Since 5040 / 24 (hours in a day) / 60 (minutes in an hour) I come up with 3.5, which show in-game as 3 days, 12 hours, which is why I assumed 5040 was the right number. But changing that value seems to just cause things to stop working properly.
If I had to guess I would presume you open the files and replace any text.
Turning pulsing on or off should be an entirely cosmetic decision. It shouldn't impact whether the machine works or not. Are you sure that changing it actually fixed a problem? I only recommended turning it on to confirm if the machine was broken or not.
EDIT: Forgot to account for night time. Wiki says it gets dark at 8 PM, so I think that would make the time to produce 6,300 minutes.
EDIT: I assume 6 AM is when the time is at 0.
i dont know if i must the folders into the mods folder, or if i must put the folder into the mods/customfarmingredux/maschines folder
The problem is, in-game I don't find the solar panel in my manufacturing. (my mod: Mod Update Menu shows it to me as installed).
Do I have to unlock the recipe somehow? and if so how?
Does this mod work with Automate? I have two panels linked with a chest but batteries remain attached to the panels rather than feeding into the chest.
Is there something I need to trigger?
Thanks!