Is this mod still maintained? Yep. The original author is no longer active, but I'm keeping it compatible with game/SMAPI updates and fixing critical issues. It's a "keeping the lights on" priority for other improvements though.
How do I get help / report an issue? Post a comment below! Please upload your SMAPI log and add a link to your message (even if you don't see any errors). This has useful info like what versions you have, which mods are installed, what happened in the game, etc.
Since I maintain many mods for other mod authors, I can't always answer every question here (often I'll be busy handling SMAPI or my own mods). If you can answer someone else's question, that's always appreciated!
Not sure if this has been brought up before, but this mod essentially removes the main use-case for gates: directing farm animals. I use gates to cordon off a section of grass, allowing animals in to feed when the grass has fully grown and closing the area off when it's been grazed and needs time to regrow. With this mod, it is no longer possible to leave a gate open to allow animals to pass through, since gates automatically close when you leave their range. Is there a workaround for this?
pretty sure the main use case for gates is to prevent animals from escaping and getting killed/stuck, in your case you can just close the animal door and they won't exit their barn/coop
Depending on your layout, one option might be using a mod like Extended Reach to open gates from further away. AutoGates should only open/close gates as you approach, it won't change gates that are further out.
Seems that is out of date. He needs Automatic Gates, which has a delay config and also can have tiles excluded meaning he can dedicate certain gates to not have auto function.
Yes, exactly! I was using the mod "Automatic Gates", with this mod you can keep open/close the gates as you want, just right click. This mod "Auto Gate" doesn't allow.
Sometimes if I reload quicksave then I have to enter and exit a building for the doors to turn automatic. Also when I first wake up and exit the house. I have to at least once enter some building first before the doors turn automatic.
I am having the same issue, (All of a sudden, without any warning, without installing anything else, no conflict with any other mod.) the gates won't open until I go through a building door, then they start being automatic.
I know you look after many other mods, so there is no rush to do it, but this is such a handy mod that I was wondering if you could tell me when the update will be here?
Thankyou.
P.S : I thought it was an error on the game so I did a fresh install of the game, all my mods and saves and now there is no smapi log. I removed this mod as there is no point having autogates if they are not working correctly, but I very quickly realised how useful it was and I will be looking out for the update. It has only been a hour without it and I already miss having it.
Thanks for this, and wanted to report this one is working smooth and flawlessly on the android version so far. Had trouble with similar mods opening the gate but being inconsistent on closing it.
Does anyone else has this problem? It doesn't work if I place the gate on an already placed fence instead of just the gate (not sure if I have a mod that lets me put a gate on a fence directly or not)
Hi! If you place a normal gate (i.e. not on top of a fence), do the gates on the fence start working too? If so, it's probably just not detecting the new gates, since the location's list of placed objects didn't change.
Log Error Report: (Doesn't appear to effect gameplay however)
https://smapi.io/log/accbc47b127b4048ad0fecb3923fb0e8 __ 23:23:12ERRORAutoGateThis mod failed in the Player.Warped event. Technical details: NullReferenceException: Object reference not set to an instance of an object. at AutoGate.ModEntry.ResetGateList() in E:\source\_Stardew\Mods.Teban100\AutoGate\ModEntry.cs:line 105 at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args, Func`2 match) in SMAPI\Framework\Events\ManagedEvent.cs:line 126
77 comments
Yep. The original author is no longer active, but I'm keeping it compatible with game/SMAPI updates and fixing critical issues. It's a "keeping the lights on" priority for other improvements though.
How do I get help / report an issue?
Post a comment below! Please upload your SMAPI log and add a link to your message (even if you don't see any errors). This has useful info like what versions you have, which mods are installed, what happened in the game, etc.
Since I maintain many mods for other mod authors, I can't always answer every question here (often I'll be busy handling SMAPI or my own mods). If you can answer someone else's question, that's always appreciated!
This mod "Auto Gate" doesn't allow.
I know you look after many other mods, so there is no rush to do it, but this is such a handy mod that I was wondering if you could tell me when the update will be here?
Thankyou.
P.S : I thought it was an error on the game so I did a fresh install of the game, all my mods and saves and now there is no smapi log. I removed this mod as there is no point having autogates if they are not working correctly, but I very quickly realised how useful it was and I will be looking out for the update. It has only been a hour without it and I already miss having it.
Had trouble with similar mods opening the gate but being inconsistent on closing it.
https://smapi.io/log/accbc47b127b4048ad0fecb3923fb0e8
__
23:23:12ERRORAutoGateThis mod failed in the Player.Warped event. Technical details: NullReferenceException: Object reference not set to an instance of an object.
at AutoGate.ModEntry.ResetGateList() in E:\source\_Stardew\Mods.Teban100\AutoGate\ModEntry.cs:line 105
at StardewModdingAPI.Framework.Events.ManagedEvent`1.Raise(TEventArgs args, Func`2 match) in SMAPI\Framework\Events\ManagedEvent.cs:line 126