I'm just a LITTLE bit late answering this - but it's a quirk of the script I use to generate the mod - essentially, it adds a blank entry at the end, because it was super fiddly to get it to be valid JSON otherwise.
tl;dr (or "what the hell is JSON") answer: It's harmless.
Hiya, I was trying to code in using the same format for truffle oil to be aged. This was to test if I could further add the items in the CCM age more things mod.
Other than the item names in the code, what else needs to be added in/changed to include pickles, truffle oil, etc?
Not working with automate. Works the very first time when placed, but never again.
Yes I have PFM automate. ------ I moved the chest and it seems to be working again. ------ It won't automate if iridium quality items go before the inferior qualities. Which isn't a problem until you press "organize chest" Just use better chests to filter iridium quality things to a separate chest.
Hey me again, i noticed that these casks are missing the bubbles placing animation. Vanilla casks have yellow bubbles for any item that is placed in them. I also noticed that when Aged Roe is put into these casks, they don't retain the original colour. Since Aged Roe has different colours based on what the colour of the original Roe was. It's a pretty simple fix, here is an example for Copper Cask:
It's this mod: https://www.nexusmods.com/stardewvalley/mods/5767
While it's a simple change, it would mean having to have a separate version just for the flower meads compatibility since it would break meads for those that don't have that mod, they would show as Mead Mead. So it might not be in your interests to do so. With your permission I could just release a little addon for it that overrides the Mead rule of your mod only.
Oh yeah, you're more than welcome to do that. You might have to redo the entire set of configs though, since (presumably) the initial mead entry would override whatever you released as an add-on. Essentially, you'd want to release a "producer configuration." If you don't want to go through the fuss, you can also test it out and send it over to me and I can add it as a file - try to make sure it does what's expected first, though. ;)
Note that there's 4 entries per item to be aged, and they're grouped by cask level, not item type (which it sounds like you noticed.)
If you want to regenerate the whole mess, and assuming you're familiar with powershell, check out the script I have in the "articles" section. I literally run that with the right directory structure, and it builds all the mod .zips for me. All I'd actually *need* is the producer config itself though.
If you do release it on your own, just remember the cc-by-nc-sa terms. :)
i'm facing a little bit technical issues here, could you help?
You see i'm trying to aging the artisan goods called "Floral Coffee" like im doing with another artisan goods, i think its from PPJA more tree mods i installed recently. This artisan good items name is very dependant on what flower name serve as the base (likes wine, meads, pickles, etc i think). But when i tried adding "Floral Coffee" in the ProducerRules.json its broke the mods entirely (the cask is unusable, can't integrate with automate, the finished products became '????', etc). I've been checking few times if there's any typo and such but no avail until decide to remove that codes and things went to normal.
My question is there a way to add items that can have branch sub name like meads, pickles, wine, jelly etc that exist in another mod JA to able processed by this mod? The artisan goods i've added are using one name only but had no idea when the items name could change depends on the base. Here's mine looks like. Just copy and edit few things that already exist. So i'd appreciate if there's a way to add this 'Floral Coffee' like you did with meads, wine, pickles, etc as single but whole rather than adding the sub items one by one. Thanks in advance.
Keep in mind that I haven't messed with this for a while. :D
With that said, it looks like you're doing it almost right. I think what you need to do is add an entry for "Coffee" instead of "Floral Coffee" though - if I'm remembering correctly, the "KeepInputIndex" parameter is what tells it to keep the "type" of an item, e.g. blueberry wine vs. blackberry line vs. whatever.
I am assuming that the base type of the item is coffee, of course. I haven't fiddled with any of the assorted craft-adding mods, so I couldn't tell you for sure though.
If you're still having issues, use your SMAPI logfiles - it should tell you why the mod's borking, but an "invalid" name should NOT cause it to break unless PFM has changed (I've downloaded PFM mods before that cover items that I don't have, and it just gives a warning in the log, not an error.)
Quick edit now that I thought of it: I think that PFM uses a fairly strict JSON parser. You might be breaking it with something as simple as putting that entry past the ```{}``` near the end of the file. I have that there specifically so you just always have a comma after the end of the line (which is important for the script I write to generate these in the first place)
i cant put my wine into it, tried to place next to a chest wont work, and tried to put it by my self (not by automate) and still wont work, everything is fine there's no error log
are you sure you follow the guide that creator n have necessary mods required? then everything is not fine, its not work in the first place in android if that's the case.
43 comments
15:09:19TRACEProducer Framework ModReading content pack: (PFM) Expanded Casks 1.1.0 from d:\steam\steamapps\common\Stardew Valley\Mods\Expanded Casks Default Edition\[PFM] Expanded Casks
15:09:19WARNProducer Framework ModThe ProducerName property can't be null or empty. This rule will be ignored.
here's the whole log
https://smapi.io/log/12788b2265b44ad089e09d6e4890703e
and the error I keep getting in smapi
[Producer Framework Mod] The ProducerName property can't be null or empty. This rule will be ignored.
tl;dr (or "what the hell is JSON") answer: It's harmless.
I was trying to code in using the same format for truffle oil to be aged.
This was to test if I could further add the items in the CCM age more things mod.
Other than the item names in the code, what else needs to be added in/changed to include pickles, truffle oil, etc?
Not working with automate. Works the very first time when placed, but never again.
Yes I have PFM automate.
------
I moved the chest and it seems to be working again.
------It won't automate if iridium quality items go before the inferior qualities.
Which isn't a problem until you press "organize chest"Just use better chests to filter iridium quality things to a separate chest. {
"ProducerName": "Copper Cask",
"InputIdentifier": "Aged Roe",
"InputStack": 10,
"MinutesUntilReady": 20,
"SubtractTimeOfDay": true,
"KeepInputParentIndex": true,
"InputPriceBased": true,
"AdditionalOutputs":
[
{
"InputIdentifier": "Aged Roe",
"MinutesUntilReady": 10080,
"SubtractTimeOfDay": true,
"OutputIdentifier": "Aged Roe",
"PreserveType": "AgedRoe",
"KeepInputParentIndex": true,
"InputPriceBased": true,
"OutputStack": 10,
"OutputProbability": 1,
"RequiredInputQuality": [ 0 ],
"OutputQuality": 1,
"RequiredInputStack": 10,
"OutputColorConfig": {
"Type": "ObjectColor"
}
},
{
"InputIdentifier": "Aged Roe",
"MinutesUntilReady": 10080,
"SubtractTimeOfDay": true,
"OutputIdentifier": "Aged Roe",
"PreserveType": "AgedRoe",
"KeepInputParentIndex": true,
"InputPriceBased": true,
"OutputStack": 10,
"OutputProbability": 1,
"RequiredInputQuality": [ 1 ],
"OutputQuality": 2,
"RequiredInputStack": 10,
"OutputColorConfig": {
"Type": "ObjectColor"
}
},
{
"InputIdentifier": "Aged Roe",
"MinutesUntilReady": 20160,
"SubtractTimeOfDay": true,
"OutputIdentifier": "Aged Roe",
"PreserveType": "AgedRoe",
"KeepInputParentIndex": true,
"InputPriceBased": true,
"OutputStack": 10,
"OutputProbability": 1,
"RequiredInputQuality": [ 2 ],
"OutputQuality": 4,
"RequiredInputStack": 10,
"OutputColorConfig": {
"Type": "ObjectColor"
}
}
],
"Sounds": [ "Ship" ],
"DelayedSounds": [ { "bubbles": 50 } ],
"PlacingAnimation": "Bubbles",
"PlacingAnimationColorName": "Yellow",
},
While it's a simple change, it would mean having to have a separate version just for the flower meads compatibility since it would break meads for those that don't have that mod, they would show as Mead Mead. So it might not be in your interests to do so. With your permission I could just release a little addon for it that overrides the Mead rule of your mod only.
The change is:
"OutputName": "{inputName} Mead",
Note that there's 4 entries per item to be aged, and they're grouped by cask level, not item type (which it sounds like you noticed.)
If you want to regenerate the whole mess, and assuming you're familiar with powershell, check out the script I have in the "articles" section. I literally run that with the right directory structure, and it builds all the mod .zips for me. All I'd actually *need* is the producer config itself though.
If you do release it on your own, just remember the cc-by-nc-sa terms. :)
"OverrideMod": [ "Epsilon.ExpandedCasksPFM" ]
allows me to override only your mead rules without having to have the whole config
You see i'm trying to aging the artisan goods called "Floral Coffee" like im doing with another artisan goods, i think its from PPJA more tree mods i installed recently. This artisan good items name is very dependant on what flower name serve as the base (likes wine, meads, pickles, etc i think). But when i tried adding "Floral Coffee" in the ProducerRules.json its broke the mods entirely (the cask is unusable, can't integrate with automate, the finished products became '????', etc). I've been checking few times if there's any typo and such but no avail until decide to remove that codes and things went to normal.
My question is there a way to add items that can have branch sub name like meads, pickles, wine, jelly etc that exist in another mod JA to able processed by this mod? The artisan goods i've added are using one name only but had no idea when the items name could change depends on the base. Here's mine looks like. Just copy and edit few things that already exist. So i'd appreciate if there's a way to add this 'Floral Coffee' like you did with meads, wine, pickles, etc as single but whole rather than adding the sub items one by one. Thanks in advance.
{
"ProducerName": "Copper Cask",
"InputIdentifier": "Floral Coffee",
"InputStack": 10,
"MinutesUntilReady": 20,
"SubtractTimeOfDay": true,
"KeepInputParentIndex": true,
"InputPriceBased": true,
"AdditionalOutputs": [
{
"InputIdentifier": "Floral Coffee",
"MinutesUntilReady": 5080,
"SubtractTimeOfDay": true,
"OutputIdentifier": "Floral Coffee",
"PreserveType": "Floral Coffee",
"KeepInputParentIndex": true,
"InputPriceBased": true,
"OutputStack": 10,
"OutputProbability": 1,
"RequiredInputQuality": [0],
"OutputQuality": 1,
"RequiredInputStack": 10
},
{
"InputIdentifier": "Floral Coffee",
"MinutesUntilReady": 10080,
"SubtractTimeOfDay": true,
"OutputIdentifier": "Floral Coffee",
"PreserveType": "Floral Coffee",
"KeepInputParentIndex": true,
"InputPriceBased": true,
"OutputStack": 10,
"OutputProbability": 1,
"RequiredInputQuality": [1],
"OutputQuality": 2,
"RequiredInputStack": 10
},
{
"InputIdentifier": "Floral Coffee",
"MinutesUntilReady": 10080,
"SubtractTimeOfDay": true,
"OutputIdentifier": "Floral Coffee",
"PreserveType": "Floral Coffee",
"KeepInputParentIndex": true,
"InputPriceBased": true,
"OutputStack": 10,
"OutputProbability": 1,
"RequiredInputQuality": [2],
"OutputQuality": 4,
"RequiredInputStack": 10
}
],
"Sounds": ["Ship"],
"DelayedSounds": [{
"bubbles": 50
}]
},
With that said, it looks like you're doing it almost right. I think what you need to do is add an entry for "Coffee" instead of "Floral Coffee" though - if I'm remembering correctly, the "KeepInputIndex" parameter is what tells it to keep the "type" of an item, e.g. blueberry wine vs. blackberry line vs. whatever.
I am assuming that the base type of the item is coffee, of course. I haven't fiddled with any of the assorted craft-adding mods, so I couldn't tell you for sure though.
If you're still having issues, use your SMAPI logfiles - it should tell you why the mod's borking, but an "invalid" name should NOT cause it to break unless PFM has changed (I've downloaded PFM mods before that cover items that I don't have, and it just gives a warning in the log, not an error.)
Quick edit now that I thought of it:
I think that PFM uses a fairly strict JSON parser. You might be breaking it with something as simple as putting that entry past the ```{}``` near the end of the file. I have that there specifically so you just always have a comma after the end of the line (which is important for the script I write to generate these in the first place)
i cant put my wine into it, tried to place next to a chest wont work, and tried to put it by my self (not by automate) and still wont work, everything is fine there's no error log
sorry, thanks.