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

    • The Game freezes when using another mod and Auto Forager at the same time.

      • This is likely caused by the other mod adjusting the player's magnetism to large values. For the time being you can go into the Auto Forager config file and disable "Use Player Magnetism"

    • 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. Khasara
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    I'm not noticing any issues related to this entry in SMAPI, but I thought I would share it. These are items Ostrich Egg and Blackberry respectively. Only mods I have installed I can think of that might interfere are Blue Eggs and Golden Mayo (Now with extra Ostrich), Seasonal Berries, and Vanilla Forage Fruit Trees for 1.6.

    [Auto Forager] Already found an item with ItemId [296] with category [Category.BushBlooms] when trying to add category [Bush Blooms]. Please verify you don't have duplicate or conflicting content packs.
    [Auto Forager] Already found an item with ItemId [410] with category [Category.BushBlooms] when trying to add category [Bush Blooms]. Please verify you don't have duplicate or conflicting content packs.
    1. Jag3dagster
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      Thank you for sending these along. I can safely say they are safe to ignore. This warning is a bit of a red herring stuck around from back when I Auto Forager used content packs instead of the apis from other mods.

      Basically it's just saying that the item has already been tagged as a foragable and won't be re-tagged. But it shouldn't affect functionality of those items in general as they are still actually be tracked as foragables. So yeah, feel free to ignore them.

      Anyways, happy foraging!
  3. Jennarafficorn
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    Is the ten tile radius a hard maximum now that can't be changed? I have infinite magnetism and I would like to still be able to shake the entire map at once. 
    1. Jag3dagster
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      It currently is a hard limit to prevent game freezes. With infinite magnetism you weren't getting game freezes or hitches? Do you have a super beefy computer that you play on?

      Also, that is the only real change in 3.7.2, you can continue to use 3.7.1 with your infinite magnetism without issue.
    2. Jennarafficorn
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      Thank you for the reply! I will go back to 3.7.1. 

      I suppose my computer is a bit overkill for Stardew. I'm running 911 mods without issue.
  4. tomfinfur
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    My game freezes when I try to use this with Easy Cleaner. Oddly enough though the log doesn't show any reason why it's freezing.
    1. Jag3dagster
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      Thank you for reporting this issue!

      The conflict here is the player magnetism. If your mod cranks it up, then too many objects are being checked for interactions every tick. I will try to add in some safeguard logic to my Auto Forager to prevent these sorts of conflicts in the future.

      If you go into the config and switch "Use Player Magnetism" to false that should resolve your issue for the time being.
    2. Jag3dagster
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      This should be fixed with Auto Forager 3.7.2, forageable radius should now be forced to at most 10 tiles instead of the previous (almost) infinite
    3. tomfinfur
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      thanks for the reply. it was the magnetism once I capped it at 20 everything started working fine.
  5. Qianguang
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    中文翻译(chinese translation).I just share the chinese translation i'm using.
    {
      "Action.Dig.Future": "挖掘",
      "Action.Forage.Future": "采集",
      "Action.Shake.Future": "摇晃",

      "Category.Animal": "动物",
      "Category.Beach": "海滩",
      "Category.BushBlooms": "灌木果实",
      "Category.CustomBushes": "自定义灌木",
      "Category.Desert": "沙漠",
      "Category.Fall": "秋季",
      "Category.Minerals": "矿物",
      "Category.Mushrooms": "蘑菇",
      "Category.Other": "其他",
      "Category.Special": "特殊",
      "Category.Spring": "春季",
      "Category.Summer": "夏季",
      "Category.Unknown": "未知",
      "Category.Vanilla": "基本",
      "Category.Winter": "冬季",

      "Key.Bushes": "灌木",
      "Key.Forageables": "可采集物品",
      "Key.FruitTrees": "果树",
      "Key.WildTrees": "野树",

      "Link.Bushes.Text": "灌木设置>",
      "Link.FruitTrees.Text": "果树设置>",
      "Link.WildTrees.Text": "野树设置>",
      "Link.Forageables.Text": "其他采集设置>",

      "Log.ContentPack.LoadError": "无法加载内容包: {{packPath}}。请检查该文件是否存在语法错误。",
      "Log.DisabledConfig": "{{subjects}}未被交互,因为 [{{configName}}]配置项当前已禁用。",
      "Log.Eod.Stat": "\t[{{amount}}] {{subjects}}",
      "Log.Eod.TotalStat": "[{{amount}}] 总采集数",
      "Log.FruitNotReady": "果树在有{{amount}}个果实可用之前不会被摇晃。这可以通过{{configName}} 配置项进行设置。",
      "Log.MissingHoe": "{{subject}}不会被采集,因为玩家的物品栏中没有锄头。可以通过禁用{{configName}}来关闭此设置。",
      "Log.MissingToolMoss": "苔藓不会被采集,因为玩家的物品栏中没有工具。可以通过禁用{{configName}}来关闭此设置。",
      "Log.Wrapper.ManifestError": "无法获取{{name}} 清单以验证已安装的版本。将在不使用{{name}} 功能的情况下继续运行。",
      "Log.Wrapper.ModFound": "找到{{name}} -正在加载 {{subject}}",
      "Log.Wrapper.OldVersion": "{{name}}的版本是 {{currentVersion}}。{{minimumVersion}}功能需要最低版本{{name}},请考虑更新。",

      "Message.AutoForagerToggled": "自动采集器 {{state}}",
      "Message.MissingHoe": "缺少锄头。没有锄头,你不能采集{{subject}} 。",
      "Message.MissingToolMoss": "缺少工具或者近战武器。没有工具或近战武器,你不能采集苔藓。",

      "Note.ShakeWalnutBushes": "这些核桃是末期游戏内容并且很难找到;启用该选项将会降低该部分游戏内容难度。",

      "Option.ElevateDebugLogs.Name": "增强游戏日志功能",
      "Option.ElevateDebugLogs.Tooltip": "将游戏日志集成到SMAPI 控制台",
      "Option.FruitsReadyToShake.Name": "摇晃果树所需的最少成熟果实数",
      "Option.FruitsReadyToShake.Tooltip": "自动采集器摇晃果树前,果树应有的最少成熟果实数。",
      "Option.IgnoreMushroomLogTrees.Name": "忽略蘑菇树桩附近的附着苔藓的树木",
      "Option.IgnoreMushroomLogTrees.Tooltip": "不采集那些长在蘑菇树桩附近的树上的苔藓(因为这些苔藓可以影响蘑菇树桩产出蘑菇的品质)。",
      "Option.IsForagerActive.Name": "启用自动采集器(本模组)",
      "Option.IsForagerActive.Tooltip": "自动采集器(本模组)将会摇晃数目和灌木以采集物品。",
      "Option.RequireHoe.Name": "采集姜、远古斑点(古物地格)、种子地格是否需要锄头?",
      "Option.RequireHoe.Tooltip": "玩家是否需要在物品栏中拥有锄头,当采集姜、远古斑点(古物地格)、种子地格时。",
      "Option.RequireToolMoss.Name": "采集苔藓是否需要工具或者近战武器?",
      "Option.RequireToolMoss.Tooltip": "玩家是否需要在物品栏中拥有工具或者近战武器,当采集苔藓时。",
      "Option.ShakeDistance.Name": "摇晃距离",
      "Option.ShakeDistance.Tooltip": "摇晃灌木的距离,当'使用玩家磁力距离'未启用时。",
      "Option.ToggleAction.Name": "采集{{subject}}?",
      "Option.ToggleAction.Description.Reward": "{{action}} {{subject}}以得到{{reward}}.",
      "Option.ToggleAction.Description.Reward.Note": "{{action}} {{subject}}以得到{{reward}}. NOTE: {{note}}.",
      "Option.ToggleForager.Name": "键位绑定",
      "Option.ToggleForager.Tooltip": "所绑定的键位用于启用、关闭本模组的自动采集功能。",
      "Option.UsePlayerMagnetism.Name": "使用玩家磁力距离",
      "Option.UsePlayerMagnetism.Tooltip": "当寻找要采集、摇晃的物品时是否使用玩家当前的磁力距离。",

      "Page.Bushes.Title": "灌木",
      "Page.Bushes.Description": "为采集下列物品摇晃灌木:",
      "Page.Forageables.Title": "可采集物",
      "Page.Forageables.Description": "采集下列物品:",
      "Page.FruitTrees.Title": "果树",
      "Page.FruitTrees.Description": "采集下列水果:",
      "Page.WildTrees.Title": "野树",
      "Page.WildTrees.Description": "为采集下列物品摇晃野树:",

      "Reward.Blackberries": "黑莓",
      "Reward.Buried.Items": "埋藏的物品",
      "Reward.Buried.Seeds": "埋藏的种子",
      "Reward.GoldenWalnuts": "金核桃",
      "Reward.Mushrooms": "蘑菇",
      "Reward.Salmonberries": "美洲大树莓",
      "Reward.TappedTree": "树木副产品",
      "Reward.TeaLeaves": "茶叶",

      "Section.Advanced.Text": "高级选项",
      "Section.Bushes.Text": "灌木设置",
      "Section.FruitTrees.Text": "果树设置",
      "Section.General.Text": "常规选项",
      "Section.TogglePages.Text": "分类设置",
      "Section.WildTree.Text": "野树设置",

      "State.Activated": "已启用",
      "State.Deactivated": "已关闭",

      "Subject.ArtifactSpot": "远古斑点/古物地格",
      "Subject.BlackberryBushes": "黑莓灌木",
      "Subject.Bushes": "灌木",
      "Subject.BushBloomSchedules": "bush bloom schedules",
      "Subject.GingerRoots": "姜",
      "Subject.MushroomBoxes": "蘑菇盒",
      "Subject.MushroomLogs": "蘑菇树桩",
      "Subject.SalmonberryBushes": "美洲大树莓灌木",
      "Subject.SeedSpot": "种子地格",
      "Subject.SpawnableForageIds": "spawnable forage ids",
      "Subject.Tappers": "树液采集器",
      "Subject.TeaBushes": "茶苗",
      "Subject.WalnutBushes": "核桃灌木"
    }
    1. Jag3dagster
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      Thank you for the contribution. I have updated the mod with these translations.
  6. Khasara
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    Hello, thank you for this mod! I was curious, would it be possible for the mod to also include trash cans? If playing vanilla/no expansions sure there's not too many, but once you start adding the various new towns and places they add up. Another thought was auto-gathering panning spots. It would be awesome it was possible, and understandable if its not. Thanks for reading!
    1. Jag3dagster
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      I've had the panning spots requested a couple times, I need to do some research into them to figure out if there is a good way to detect them and also make sure that the loot isn't just thrown back in the water.

      As for trash cans, there is a downside to getting caught rummaging through trash cans so I'd have to think through how to handle that.

      Definitely not impossible, just some more logic to consider.
  7. MoonlightSwitch
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    Dear Author,
    Hello! I'm a player from China.

    Your mod has brought me so much joy in the game! I've created a Chinese translation for your mod using AI assistance, and I've proofread and corrected some translation errors. Would you kindly allow me to share this translation with the community?
    Thank you for creating such wonderful content, and I'm looking forward to hearing from you!

    Warm regards

    (Please forgive me if my message sounds a bit formal – this translation was also created with AI assistance, and I'm still working on improving my English skills. I sincerely apologize for any awkward phrasing!
    Thank you for your kindness and understanding.)
    1. Jag3dagster
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      Hello, I'm so happy to hear that you are enjoying the mod so much.

      I always welcome translations for my mods and always give credit to translators. Feel free to post them here as a code block, direct message them to me or even make a pull request on GitHub. Whatever is easiest for you.
  8. lapziblue
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    hey i cant forage the mahogany and mossy seed on ground. can u check what wrong with it?
    here my log:
    https://smapi.io/log/f1524651e29943f0a592cdccd05268f1
    1. Jag3dagster
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      From the logs you sent I only see instances where the trees didn't have those seeds available.
    2. lapziblue
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      the seed already on the ground like all seed on the ground cant forage? I remember i can auto forage seed on ground in past save. We cant do that now?
    3. Jag3dagster
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      Hm, if it worked in the past it was unintentional or indirectly added by a mod. But no, seeds that were shaken off of a tree but then left to long won't be 'reforaged' from the ground. Unless a mod has defined that seed as a regular forageable.
    4. lapziblue
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      oh thanks
  9. 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. : )
    3. Jag3dagster
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      Forageable minerals should now be supported. Thank you for your patience.
    4. Crisolstice
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      Perfection.
  10. veldashok
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    Experienced a small issue with stardew expanded: trees added by SVE that have tappers on them that are auto foraged do not restart their foraging after the first time. The temporary workaround I found was to replace the tapper every time I harvested it, and the permanent workaround I found was to disable auto foraging of tappers altogether in this mod's config. SVE's trees don't appear to have meta data when I use lookupAnything, so I'm not even sure the auto forage mod is totally at fault. At the same time, I appear to be the only person publicly having this issue from my research.

    Love this mod, its one of my favorites and instantly became a must-have for all future playthroughs. I just managed to fix this issue and wanted to share having found the issue. 
    1. Jag3dagster
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      Thanks for the kind words and the heads up. I'll take a look the next chance I get.
  11. Cr00kshanks
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    Hello this isn't really an error but I'm not really sure why this happens.  I get many messages like
    "05:18:07INFOFarm Type ManagerAn area's item list contains a complex item definition that did not match any loaded items." and when I remove autoforager I don't get these messages.  I don't know if it's something that's still happening in the background when I don't have auto forager installed, or if autoforager just doesn't explicitly recognize some mods?  It's certainly not game breaking but I don't really understand it.  https://smapi.io/log/a5f617efb0be4486a9e671a6b676d73a
    1. Jag3dagster
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      This isn't about Auto Forager having issues. Auto Forager isn't the one sending these messages, but it does interact with Farm Type Manager's API. So it could be something about the loading process that happens during the API execution that causes these errors to pop up. I'd recommend following up with Esca over on the FTM mod page. They should be able to shed some more light on what is causing the message.