Stardew Valley

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StephenKairos-Teban100

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Teban100

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70 comments

  1. Pathoschild
    Pathoschild
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    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 The original author is no longer active, but I'm keeping it compatible with game/SMAPI updates and fixing critical issues.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!
  2. HoodieSticks
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    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?
    1. Shoes4Clues
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      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
    2. Pathoschild
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      Unfortunately not. This mod is really about making gates automatic, so it won't work for your use case if you need some gates to be non-automatic.
    3. HoodieSticks
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      Closing the barn door isn't really feasible. I mostly use pigs, and pigs don't produce truffles indoors.
    4. Pathoschild
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      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.
    5. Echelon
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      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. 
  3. HelenaMsUncreativeName
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    Is this 1.6 compatible? <3
    1. Bassline88
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      Works fine on my end
    2. Pathoschild
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      Hi! The mod was already updated for 1.6 with the alpha version under 'optional files', but I just posted the non-alpha update for 1.6.
  4. xaught
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    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.
  5. RagnaxErudon
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    Your mod has helped me so much, thank you!!
  6. breakbec
    breakbec
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    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)
    1. breakbec
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      (The fence mod I have doesn't let me add the gates with the look inteded without placing it on the fence instead of standalone)
    2. Pathoschild
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      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.
  7. YaTebyaNashel
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    That's a great QoL mod, thanks for maintaining it.
  8. Zefferis
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    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
    1. Pathoschild
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      Fixed in the upcoming AutoGate 1.3.1. Thanks for reporting it!
  9. Stormilli
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    The gate does not automatically open on my farm when I approach it (I had to manually open and close it). 
    Here is my log:  https://smapi.io/log/e7eec7cae5e44d44806d9e1dc75d7cbd
    1. Pathoschild
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      Can you create a zip of your save folder and full Mods folder, upload it to a site like litterbox (with a 3-day expiry), and post the link here?
    2. Drullo321
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      I have the same issue but I found the culprit, also used by the Stormilli in his log:
      https://www.nexusmods.com/stardewvalley/mods/1180

      If I run a small / core mod (SMAPI log) setup with No Fence Decay enabled, it does not work. Without that mod everything else works fine. I'm familiar with Skyrim modding, so I assume that one modification overwrites the other here as both obviously modify the gates.

      In Skyrim modding you would have to create a "compatibility" patch for those issues but I have zero experience in Stardew Valley modding, maybe there is a workarround for this problem, please let me know ;)




    3. Pathoschild
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      Stardew Valley mods run code in-game instead of overwriting data attributes like Skyrim mods, so mod conflicts are much less common. AutoGate and No Fence Decay work fine together when I try them. Can you create a zip of your save folder and that small/core Mods folder, upload it to a site like catbox, and post the link here?
    4. Drullo321
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      Sure thing

      Savegame https://files.catbox.moe/dx1k1q.zip
      Mods https://files.catbox.moe/wfmlb3.zip (contains SMAPi base mods, Fast Animations, Skip Intro, Auto Gate, CBJ Item Spawner)

      I did some further testing after your description how SV/SMAPI mods work. It seems I wrongly accused the other mod. However i made some interesting observations / issues with Auto Gate only. I tested it with the above mod setup only.

      The provided test game contains three gates in front of the farm house. SV lets you either place gates as standalones or ontop of existing fences.

      1. The left and right double gates were placed ontop of existing fences. Auto Gate simply doesn't work on them (No opening, no sound, nothing, like vanilla)
      2. The middle gate was placed as standalone gates plus added fences to the left and right. It most often works, the sound / interaction is there.
      a) If it opens successfully and automatically for the first time beeing on the same map, it will 100% open each time you approach the gate from all angles as long as you don't reset the map (e.g. enter/leave farm house)
      b) I'm not quite sure what is the issue but sometimes when approaching the gate, the opening sound plays but the gate won't open. I tested this by enter/leave farmhouse and approach the gate vertically from the direction of the farm house at different intersections (middle of the gate, left part of the gate, right part of the gate)
    5. Pathoschild
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      Those should all be fixed in the upcoming AutoGate 1.3.0. Thanks for reporting them!
  10. Pathoschild
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    Hi! I'm maintaining this mod going forward while the author is away. There are a lot of changes in today's AutoGate 1.2.0 update; if you previously reported a bug/issue and it still happens, please post a new comment. Make sure to read the pinned post above first!
  11. Vindie
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    Please update this mod!! I need it back :(