This mod is just a template for the vanilla machines, It won't require update for Stardew Valley 1.6. It will be updated because there are some changes to the honey machine that might make it easier to configure, but the old configuration will also works.
This mod is a content pack template for PFM, with the vanilla machines configured to have the same behavior they have without PFM. The rules serve as example of how PFM work and as a base for customization.
Can someone please help me understand what this mod does? I found it while trying to use google to figure out how, if it is even possible, to make custom-labeled products. Example: I named my farm Lunarwilds, and would like to be able to make the wines I produce from kegs and preserves jars be labeled "Lunarwilds orange wine" or "Lunarwilds blackberry jelly" and such. I don't THINK this mod is what I'm looking for?
Yes, this mod does what you want. But you need to learn how to do what you want here: https://www.nexusmods.com/stardewvalley/mods/4970?tab=description
Basicly, the property you want to add/edit is this: "OutputName": "{farmerName}'s {inputName} {outputName} from {farmName}", //The Name of the object. This will replace the basic output name. It accepts 4 tags that are dynamically replaced. Default is null.
PFM explicitly block some machines it's not compatible, but new machines added with 1.5 were not accounted for. So they will not be blocked on PFM, and may or may not work properly. They also were not added on this content pack.
I'm wondering if this could be used to create Upgraded Casks that process 10, 25, 50 and 100 items at once like someone else already made Upgraded Kegs and Jars based off this?
Or are Casks somehow different and not changeable? Thanks :)
PFM does not handle casks, so this mod also does not have configuration for it.
There is another mod that let you change caks. Custom Cask Mod: https://www.nexusmods.com/stardewvalley/mods/2642 But it only let you change which items can go in the cask, how much time it takes to age, and where the cask work. I do plan to let people turn other objects into cask, and that would let people create casks that take less time. But I'm currently working on it.
Is there any way you could possibly add the incubators for the coop, barn and most importantly, the slime hutch to the content pack as well? I'd honestly just take the Slime incubator if youcan't be bothered with the other two, but I can see them being useful in the future as well.
When 2 content packs for the PFM make changes to the same thing what is prioritised? I am using this mod (so that I can easily tweak anything to my liking) and Quality Artisan Products so that I don't have to manually change all those settings. Will QAP override this mod's defaults, or should I use the producer rules in QAP and manually overwrite the entries in this mod. (I don't have a save further than day 3 at the moment so I can't easily test this).
If I remember correctly the content pack that load earlier will have priority. There is a property you can add to say a mod have priority over another. So for the rules you edited and want to be sure they are the ones used, also add this: "OverrideMod": [ "IdOfTheMod.ToOverride" ], //If defined, this rule can override rules with the same producer/input combination from the mods in the list. Otherwise the first one to be loaded will be used.the id for the mod can be found on it's manifest.
No need to use both just use this code with this mod, no need for the other quality artisan bullshit, which does this exact thing:-"KeepInputQuality": true
53 comments
This mod is just a template for the vanilla machines, It won't require update for Stardew Valley 1.6.
It will be updated because there are some changes to the honey machine that might make it easier to configure, but the old configuration will also works.
The rules serve as example of how PFM work and as a base for customization.
But you need to learn how to do what you want here:
https://www.nexusmods.com/stardewvalley/mods/4970?tab=description
Basicly, the property you want to add/edit is this:
"OutputName": "{farmerName}'s {inputName} {outputName} from {farmName}", //The Name of the object. This will replace the basic output name. It accepts 4 tags that are dynamically replaced. Default is
null.
Working?
PFM explicitly block some machines it's not compatible, but new machines added with 1.5 were not accounted for. So they will not be blocked on PFM, and may or may not work properly. They also were not added on this content pack.
, "Workbench", "Tapper", "Singing Stone", "Drum Block", "Flute Block", "Statue Of Endless Fortune"
, "Slime Ball", "Staircase", "Junimo Kart Arcade System", "Prairie King Arcade System" };
Or are Casks somehow different and not changeable? Thanks :)
There is another mod that let you change caks. Custom Cask Mod:
https://www.nexusmods.com/stardewvalley/mods/2642
But it only let you change which items can go in the cask, how much time it takes to age, and where the cask work.
I do plan to let people turn other objects into cask, and that would let people create casks that take less time.
But I'm currently working on it.
I'd honestly just take the Slime incubator if youcan't be bothered with the other two, but I can see them being useful in the future as well.
So for the rules you edited and want to be sure they are the ones used, also add this:
"OverrideMod": [ "IdOfTheMod.ToOverride" ], //If defined, this rule can override rules with the same producer/input combination from the mods in the list. Otherwise the first one to be loaded will be used.
the id for the mod can be found on it's manifest.Where exactly do i add the rules?
"KeepInputQuality": true
Like
{ //Beer
"ProducerName": "Keg",
"InputIdentifier": "262",
"MinutesUntilReady": 1750,
"OutputIdentifier": "346",
"KeepInputQuality": true,
"Sounds": [ "Ship", "bubbles" ],
"PlacingAnimation": "Bubbles",
"PlacingAnimationColorName": "Yellow"
},
Thanks to Digus!
Might do some test and add it to this mod.
https://www.nexusmods.com/stardewvalley/mods/2642