Stardew Valley
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  1. Jag3dagster
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    Locked
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    Frequently reported issues and potential work arounds:

    • Auto Forager is not appearing in Generic Mod Config Menu when accessed from Title Screen

      • THIS SHOULD BE SIGNIFICANTLY IMPROVED WITH v3.5.0
      • Close and reopen Generic Mod Config Menu
      • Wait a second or two after getting to the Title Screen to allow Auto Forager to finalize initialization
    • Experiencing Significant Lag when attempting to pick up anything

      • If you have "Stack Everything Redux" installed, try updating to version 1.1.1 or later
    • Twig (seed) / Worm (artifact) spots are being dug up when you don't expect them to be

      • Auto Forager will look for a Hoe anywhere in your inventory, not just if one is selected
    • Moss is being harvested from trees when you don't expect it to be

      • Auto Forager will look for any Tool or Melee Weapon anywhere in your inventory, not just if one is selected

    If you continue to have issues please send your logs along with your post: https://smapi.io/log
  2. yunnjunn195
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    hi, i think we have a bug here
    when i set the Generic mod config menu keybinding and it's like this :
    [game] An error occurred in the base update loop: InvalidOperationException: Collection was modified; enumeration operation may not execute.
       at System.Collections.Generic.Dictionary`2.ValueCollection.Enumerator.MoveNext()
       at GenericModConfigMenu.Framework.SpecificModConfigMenu.SaveConfig(Boolean playSound) in C:\Users\space\Programming\StardewValley\StardewValleyMods\GenericModConfigMenu\Framework\SpecificModConfigMenu.cs:line 678
       at GenericModConfigMenu.Framework.SpecificModConfigMenu.<>c__DisplayClass33_0.<AddDefaultLabels>b__5(Element _) in C:\Users\space\Programming\StardewValley\StardewValleyMods\GenericModConfigMenu\Framework\SpecificModConfigMenu.cs:line 617
       at SpaceShared.UI.Container.Update(Boolean isOffScreen) in C:\Users\space\Programming\StardewValley\StardewValleyMods\SpaceShared\UI\Container.cs:line 75
       at SpaceShared.UI.RootElement.Update(Boolean isOffScreen) in C:\Users\space\Programming\StardewValley\StardewValleyMods\SpaceShared\UI\RootElement.cs:line 29
       at GenericModConfigMenu.Framework.SpecificModConfigMenu.update(GameTime time) in C:\Users\space\Programming\StardewValley\StardewValleyMods\GenericModConfigMenu\Framework\SpecificModConfigMenu.cs:line 463
       at StardewValley.Game1.updateActiveMenu(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 4795
       at StardewValley.Game1._update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 4010
       at StardewValley.Game1.Update(GameTime gameTime) in D:\GitlabRunner\builds\Gq5qA5P4\0\ConcernedApe\stardewvalley\Farmer\Farmer\Game1.cs:line 3185
       at StardewModdingAPI.Framework.SCore.OnPlayerInstanceUpdating(SGame instance, GameTime gameTime, Action runUpdate) in SMAPI\Framework\SCore.cs:line 1084
    1. Jag3dagster
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      Do you mean the keybind to open GMCM? Or the keybind to toggle the Auto Forager on and off?

      Could you send me your logs?

      https://smapi.io/log
  3. CawCrowche
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    Hi! I thought I'd begin saying thank you for making this mod, it's such a nice quality of life time saver and I love using it! I wanted to ask though if there was a way to disable the background smapi logs that appear about 'forgeables' when starting up the game? It's a pretty small thing, so it's not a big deal - it just takes up a lot of space in the logs during startup, which makes trying to find other information like mod updates and other potential issues harder. I know other mods have made options for this in the config, where users can disable or enable debug messages... But I don't know if that's possible to implement with this mod. I just thought I'd ask in case it was! Either way though, thanks for the wonderful mod!
    1. Jag3dagster
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      Thank you for the kind words. 

      I can certainly look into limiting the log spam. In the mean time, you can always use the https://smapi.io/log log parser to filter out log information that you don't care about when trying to track down specific issues
    2. Jag3dagster
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      A new toggle has been added to elevate debug messages. This option is disabled by default which should be the functionality that you are looking for.
    3. CawCrowche
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      Thank you for making the time to do that, I really appreciate it! All the work put into this mod is really cool to see😊
  4. undrained
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    Hi! I’ve been wanting to use this mod for a while, but still haven’t since I’m not sure if it collects crops that are ready to harvest. If it does, is there a configuration to toggle off this option?
    Thanks!
    1. Jag3dagster
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      This mod does not automatically harvest crops. 

      And anything that you don't want to forage can be individually turned off via the Generic Mod Config Menu
    2. undrained
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      Amazing!! Thank you so much, I’ll be downloading this asap then 💕
    3. Jag3dagster
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      Enjoy!
  5. tikamin557
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    Thanks to your help, the problem was solved.
    I will hide the text because I thought it would be too long and would get in the way.
    Spoiler:  
    Show

    Hello!
    The problem seems to occur when used at the same time as Fishing Pond Facilities, but we do not know the cause.
    [Content Patcher] Can't apply data patch "(CP) Fishing Pond Facilities > Include assets/json/Locations_and_Fish_Data.json > EditData Data/Locations #2" to Data/Locations: the field 'Custom_FishingPondFacilities_4_warp_MountainLake' doesn't match an existing target
    If Auto Forager is not installed, this code works fine, but if Auto Forager is installed, the above error occurs.

    Logs when the game was launched with only the minimum required mods for verification.
    [SMAPI.log]
    If Auto Forager is excluded from there, the error will not occur.
    [SMAPI.log]

    Looking at the logs, it seems that the Fish data changes that are supposed to be applied later are being loaded before the location data is added... I don't understand why this is happening.
    Any advice on how to solve this or what to do about the problem would be appreciated.

    The contents of the code in json, read with "Include".
    (Excerpts from the section related to the error.)
    Spoiler:  
    Show

    Add custom map data to Data/Locations.
    {
      "Action": "EditData",
      "Target": "Data/Locations",
      "Entries": {
          "Custom_FishingPondFacilities_4_warp_MountainLake": {
          "DisplayName": "{{i18n:MapName_FishingPondFacilities_4_warp_MountainLake}}",
          "ExcludeFromNpcPathfinding": true,
          "CreateOnLoad": {
          "MapPath": "Maps\\Custom_FishingPondFacilities_4_warp_MountainLake",
          "AlwaysActive": false,
          },
              "Fish": [
          { "Id": "(O)136", "ItemId": "(O)136" },
          { "Id": "(O)142", "ItemId": "(O)142" },
          { "Id": "(O)153", "ItemId": "(O)153" },
          { "Id": "(O)700", "ItemId": "(O)700" },
          { "Id": "(O)702", "ItemId": "(O)702" },
          { "Id": "(O)RiverJelly", "ItemId": "(O)RiverJelly" }
              ],
          "Music": [
          {
            "Id": "Daytime",
            "Track": "{{DayOutdoorMusic}}",
            "Condition": "ANY \"SEASON spring summer, TIME 600 2000\" \"SEASON fall, TIME 600 1900\" \"SEASON winter, TIME 600 1800\""
          },
          {
            "Id": "Nighttime",
            "Track": "{{NightOutdoorMusic}}",
            "Condition": "ANY \"SEASON spring summer, TIME 2000 2600\" \"SEASON fall, TIME 1900 2600\" \"SEASON winter, TIME 1800 2600\""
          },
              ],
          "MusicContext": "Default",
          "MusicIgnoredInRain": true,
          }
      }
    },
    //For some reason, the following code seems to be loaded before the above code.
    //That's why they say Target doesn't match, but why?
    {
      "Action": "EditData",
      "Target": "Data/Locations",
      "TargetField": [
    "Custom_FishingPondFacilities_4_warp_MountainLake",
    "Fish"
      ],
      "Entries": {
          "FPF_4_warp_MountainLake_Legend": {
              "Chance": 0.1,
      "Season": 0,
      "CuriosityLureBuff": 0.1,
      "CatchLimit": 1,
      "IsBossFish": true,
      "Precedence": -100,
      "IgnoreFishDataRequirements": true,
      "CanBeInherited": false,
      "UseFishCaughtSeededRandom": false,
      "Condition": "DAY_OF_MONTH 22 23 24 25 26 27 28,WEATHER Here Rain Storm GreenRain,!PLAYER_HAS_CAUGHT_FISH Current 163",
      "Id": "(O)163",
      "ItemId": "(O)163",
    }
      },
      "When": { "Ts_FPF_Legendary fish again": "false" }
    },





    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    I use translation tools to read and write English. I apologize if the meaning is not understood or if there are strange expressions.
    1. Jag3dagster
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      Thank you for reporting this. I will look into it and see if I can figure out what is causing this.
    2. tikamin557
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      Thank you very much!
      Best regards.
    3. Jag3dagster
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      Alright so after some investigation and help from Pathoschild it looks like the warning is popping up because there is a token in the file that isn't initialized when the file is loaded at game start, the token gets initialized at save load time.

      The warning is a false flag. Everything should operate as expected once you load into your save and actually start playing the game.

      If you want the warning to go away, you can reach out to the author of Fishing Pong Facilities and ask them to set a default value for their file tokens, but again, you can also just ignore the warning.
    4. tikamin557
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      Oh! It was a problem for the CP person.
      Thank you for going out of your way to have Pathoschild contact me.
      I am the author of Fishing Pong Facilities!
      Thanks to you, we now know what we need to fix and have successfully eliminated the error message!
      Thank you very much for all your help!
    5. Jag3dagster
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      Oh! Sorry I didn't realize you were the author!
      I'm glad that you were able to figure out a way to resolve the warning!
      It has been a pleasure! Enjoy your modding!
  6. NyxMuirinn
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    this mod has become essential to me, so thank you.

    I was wondering if it would be possible to add digging up ginger as an option?
    1. Jag3dagster
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      Thanks for the kind words!

      You're in luck, it is already an option! By default it requires a Hoe to be in your backpack. If you don't want that restriction there is an option to disable it. 

      If you're using Generic Mod Config Manager then you can toggle those settings at any time from the title menu or from the settings menu with the button at the very bottom. 

      If you aren't using GMCM then go into your Stardew Valley/mods/AutoForager folder and open the config. Json file, there should be an option called "RequireHoe" set that to "false" and you should be good to go once you start up your game.
    2. NyxMuirinn
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      I have the hoe in my hot bar, that's why I was asking so it must be another setting :D 
    3. Jag3dagster
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      Hmm that's odd. I just confirmed that I was able to harvest Ginger from Ginger Island as expected. Could you send me your logs? https://smapi.io/log
    4. NyxMuirinn
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      found it, it was automatically turned off in the forage option settings at some point. maybe when I updated.
    5. Jag3dagster
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      How weird! Glad it was just a simple toggle. Enjoy the mod!
  7. EchoInvader
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    Hello,

    It's seem when you auto forage the tappers, the timer for the next produce won't start until the next day.

    Example what would normally happen when you harvest tappers that produce saps you will get the saps again tomorrow but with the auto forage you wont get it tomorrow but instead the day after tomorrow. Same with other produces with the tappers.

    lt:dr , you will get the produce one day late.
    1. Jag3dagster
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      This was fixed with 3.5.2, thanks for the report.
  8. EdenIsAnxious
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    Hey, I wanted to make a comment about a minor thing. WIth the mod installed, it's picking up the beach crates (My farm is the Everfarm mod, could be same for beach farm) on the beach section of my farm. I can place them down like normal and scythe them for the loot- but it is a bit tedious. It also allows for a minor duplication glitch as I can put the crate down, move to have Auto Forager pick it up again, and have a small chance for it to double with a certain Foraging perk. My log is attached below.

    https://smapi.io/log/18f785868b1745689a365eba41608870
    1. Jag3dagster
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      Thanks for the heads up. I have a fix for this ready for the next update. I'll let you know once it has been pushed live.
    2. Jag3dagster
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      This should no longer be an issue as of 3.6.0 that was just pushed out.
  9. KoboldScout
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    The new update causes loading issues. As in my game literally can't start up. From the smapi log it seems like it's incompatible with Cape Stardew. It doesn't seem to recognize the items from that mod. Not sure if this is something that needs to be fixed on your mod or the other. Version 3.4.3 had a couple of issues with it but nothing to this degree. It went from 2 or 4 notices to a few hundred between the updates.   
    1. Jag3dagster
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      Cape Stardew has a lot of items that only get loaded if specific other mods are included. So What you're seeing likely Farm Type Manager saying that those specific mods aren't installed, which isn't a big deal, so nothing to worry about there.

      As for not loading I'm unsure of what would fully prevent it from loading. Having lots of mods loaded can definitely take some time to start up, but I haven't experienced any full stops. Could you explain more about what happens?

      I assume you see the SMAPI console window pop up, does Stardew Valley itself *never* pop up? How long are you waiting for? 

      As for the logs you sent, everything seems to show that Auto Forager has fully loaded successfully.
    2. KoboldScout
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      I can try installing those mods to see what happens but it was never an issue before the update. Stardew Valley itself starts but the save won't load because of something with how the new autoforager interacts with either the game itself or possibly the farm type manager. If I reinstall 3.4.3 it takes the normal 5ish minutes to start but with the new auto forager I waited 40 minutes and nothing. Notably all of those info and debug notifications at the end don't happen in the older version and that seems to be what's causing it. Both Cape Stardew and the Farm Type Manager were always present as they are. The only thing that has changed has been this mod.
    3. KoboldScout
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      Cape Stardew had an update so I installed a couple of the item mods as well and now it is running. I don't know which of those two fixed it or if it was something else entirely but it's working now so whatever.
    4. Jag3dagster
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      No clue, but I'm glad glad that you're able to load in now. Enjoy the mod!
  10. Crisolstice
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    I have noticed my character is collecting eggs automatically now. Hope it's collecting mine mushrooms and quartz, and farm cave fruits too. Your mod is one of the best QoL I have in this game. Thank you very much, sir. You're a gentleman and a scholar.
    I think I've already suggested, but, id be cool if you add an auto trash can without npc bad reaction.
    1. Jag3dagster
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      Quartz and other minerals are not yet supported. They're coming in a future update.

      But mushrooms and fruits should all be supported now, let me know if you experience otherwise. 

      When you say auto trash can you mean like rummaging through trash cans in town right? 

      Thanks for the kind words, I'm happy to hear you're enjoying the mod!
    2. Crisolstice
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      Excited for that.
      Mushroons and fruits are working fine.
      Yes, town trash. English is not my main language, sorry for the misunderstood.
      It's a must have for a lot of players. : )
  11. postacollect47
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    Hello!

    When I "auto-forage" artifact spots, I'm getting the LITERAL artifact spot in my inventory; like, the three little wiggly worms.  When I go into the config menu and turn "Forage any Artifact Spot" off, I once again get the normal actual stuff.  Nothing is showing up in my smapi log, but I can upload it if you need it.

    Also, I don't have Joys of Efficiency anymore, but I must still have a mod that auto-forages artifact spots, because they're still popping up for me like normal.  But with the above situation.  With "Forage any Artifact Spot" toggled on, wormies.  Without, regular whatever.

    Just wanted to let you know :)
    1. TaranGitsum
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      I am seeing this problem as well. As of 5/18/24.
    2. Jag3dagster
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      Interesting, yeah please send along your logs. I have an idea about what is happening but looks could help me verify. Thanks so much.
    3. Jdciet
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      I have the same problem.But also nothing in my smapi log.
    4. Jag3dagster
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      Please send it to me anyways, I'm not looking for errors necessarily.
    5. Jag3dagster
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      3.5.1 was just pushed and should prevent this issue going forward.

      It was likely caused by some other mod that was using Farm Type Manager to place down additional Artifact / Seed Spots so they were getting recognized as forageable objects instead of the special cases they were meant to be.

      Normal functionality should be expected with 3.5.1