Kudos to you sir, i was looking to get that mod fixed for a couple of days, finally i can start a new game >;3
Stardew Valley 1.2 was released out of beta today, and ItemCollector seems to be broken with that version. See attached SMAPI error log.
@maddy99: I submitted a pull request to update ItemCollector for Stardew Valley 1.2, and created an unofficial update until you have time for an official one.
Jebus, you're on the stick. I'll take a look and get it merged and released. In the meantime, gogo unofficial unofficial release~ Edit: And updated releases and original post~
How can i make the ItemCollector mod stop attempting to draw items to process from connected chest to kegs?I set "InsertItems" to false in the "ItemCollectorConfiguration.json" but it doesn't seem to work.
You can remove everything under "AcceptableObjects" and "AcceptableCategories" and it won't put anything into kegs anymore, but should still draw finished items from the kegs. "InsertItems" seems to be broken (or possibly a removed old config, I don't know).
To be honest, I remember intending the InsertItems to be pretty much what you're expecting. In hindsight I don't know if I ever actually used the flag once created, and looking at the code, that seems to reflect that. I'll try to get a fix out for it in the next day or two.
First, I love this mod... my farm depends on it! However, I updated my SDV to the new 1.2.26 (PC) and updated to SMAPI 1.12. Most of my mods seem to work, but there are a couple that don't, this one included. I downloaded the one linked a couple posts up (post #266) 'FarmAutomation.ItemCollector 0.4' and I'm finding it's not pulling items into the connected chests as before. Here is the error: ------------------------------------- [18:44:50 ERROR SMAPI] A mod failed handling the PlayerEvents.InventoryChanged event: System.NullReferenceException: Object reference not set to an instance of an object. at FarmAutomation.Common.ItemFinder.<>c.<HaveConnectorsInInventoryChanged>b__12_0(ItemStackChange i) at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate) at FarmAutomation.Common.ItemFinder.HaveConnectorsInInventoryChanged(EventArgsInventoryChanged inventoryChange) at FarmAutomation.ItemCollector.ItemCollectorMod.PlayerEvents_InventoryChanged(Object sender, EventArgsInventoryChanged e) at StardewModdingAPI.Framework.InternalExtensions.SafelyRaiseGenericEvent[TEventArgs](IMonitor monitor, String name, IEnumerable`1 handlers, Object sender, TEventArgs args) in \source\_Stardew\SMAPI\src\StardewModdingAPI\Framework\InternalExtensions.cs:line 79 [18:44:50 DEBUG AutoGate 1.0] {X:14 Y:52} [18:44:50 DEBUG AutoGate 1.0] {X:22 Y:53} [18:44:50 DEBUG AutoGate 1.0] {X:29 Y:54} [18:44:51 ERROR FarmAutomation Mod: Item Collector] an error occured with the automation mod: System.NullReferenceException: Object reference not set to an instance of an object. at FarmAutomation.ItemCollector.ItemCollectorMod.TimeEvents_TimeOfDayChanged(Object sender, EventArgsIntChanged e) [18:44:51 ERROR SMAPI] A mod failed handling the TimeEvents.TimeOfDayChanged event: System.NullReferenceException: Object reference not set to an instance of an object. at FarmAutomation.ItemCollector.ItemCollectorMod.TimeEvents_TimeOfDayChanged(Object sender, EventArgsIntChanged e) at StardewModdingAPI.Framework.InternalExtensions.SafelyRaiseGenericEvent[TEventArgs](IMonitor monitor, String name, IEnumerable`1 handlers, Object sender, TEventArgs args) in \source\_Stardew\SMAPI\src\StardewModdingAPI\Framework\InternalExtensions.cs:line 79 [18:44:55 ERROR FarmAutomation Mod: Item Collector] an error occured with the automation mod: System.NullReferenceException: Object reference not set to an instance of an object. at FarmAutomation.ItemCollector.ItemCollectorMod.TimeEvents_TimeOfDayChanged(Object sender, EventArgsIntChanged e) [18:44:55 ERROR SMAPI] A mod failed handling the TimeEvents.TimeOfDayChanged event: System.NullReferenceException: Object reference not set to an instance of an object. at FarmAutomation.ItemCollector.ItemCollectorMod.TimeEvents_TimeOfDayChanged(Object sender, EventArgsIntChanged e) at StardewModdingAPI.Framework.InternalExtensions.SafelyRaiseGenericEvent[TEventArgs](IMonitor monitor, String name, IEnumerable`1 handlers, Object sender, TEventArgs args) in \source\_Stardew\SMAPI\src\StardewModdingAPI\Framework\InternalExtensions.cs:line 79 [18:44:58 ERROR FarmAutomation Mod: Item Collector] an error occured with the automation mod: System.NullReferenceException: Object reference not set to an instance of an object. at FarmAutomation.ItemCollector.ItemCollectorMod.TimeEvents_TimeOfDayChanged(Object sender, EventArgsIntChanged e) [18:44:58 ERROR SMAPI] A mod failed handling the TimeEvents.TimeOfDayChanged event: System.NullReferenceException: Object reference not set to an instance of an object. at FarmAutomation.ItemCollector.ItemCollectorMod.TimeEvents_TimeOfDayChanged(Object sender, EventArgsIntChanged e) at StardewModdingAPI.Framework.InternalExtensions.SafelyRaiseGenericEvent[TEventArgs](IMonitor monitor, String name, IEnumerable`1 handlers, Object sender, TEventArgs args) in \source\_Stardew\SMAPI\src\StardewModdingAPI\Framework\InternalExtensions.cs:line 79 ------------------------------------- The other mod that's still not working is Loved Labels, but I can live with that for now as I don't have a lot of animals. I have no clue what the error means. haha
I finally had a chance to go back through all the links and stuff I could find on this mod, and I finally found an update that works on my SDV 1.2!! Silly me, it was in the big, bold link at the beginning of this thread! Could have sworn I had checked that already... ah well. It works!!! https://github.com/maduin81/FarmAutomation_Unofficial/releases/tag/v0.5.0.0
All the other mods I use are minor compared to this one. Going through the config file and adding Stone Floor to the path section and seeing where all it will collect from, I now have chests collecting my sapped trees, collecting my honey, in my coop collecting all the eggs, in my barn collecting the milk (and possibly the wool... didn't get that far yet), collecting my lightening rod batteries... this makes things so much easier! Love this mod!
Latest version of SMAPI (v1.14.1) throws up warnings with this mod. Code: [13:04:05 WARN SMAPI] FarmAutomation Mod: Item Collector used GameEvents.GameLoaded, which is deprecated since SMAPI 1.12. This will break in a future version of SMAPI. [13:04:05 WARN SMAPI] FarmAutomation Mod: Item Collector used TimeEvents.DayOfMonthChanged, which is deprecated since SMAPI 1.14. This will break in a future version of SMAPI. [13:04:05 WARN SMAPI] Interaction Helper used TimeEvents.DayOfMonthChanged, which is deprecated since SMAPI 1.14. This will break in a future version of SMAPI.
Big thanks to Maddy and Pathos for maintaining and updating this mod. It's very fun to setup automated machine systems. It really takes the tediousness out of many different repetitive tasks. I got 2 questions though: 1) What happened to the Barn Door automation mod that the original author also made? Somewhere in this thread, Maddy said something about copying the new FarmAutomation.Common.dll from this and replacing it in that mod's folder. Will this work for SDV 1.2.x and the newest SMAPI? 2) Besides being able to connect up objects with walkways/paths, what's the difference between this mod and Automate (http://community.playstarbound.com/threads/automate.131913/) ?
@dooka The Barn Door automation you're looking for is in the releases of the unofficial github (source) and the one you're looking for in specific was the release before the hotfix made to the SDV 1.2 update (source). As for the differences with Automate and Item Collector, Automate needs the machines to be attached to the chest. They cannot connect to each other and still work. So with Automate your setup would have to look like this: Code: recycling machine ⇅ worm bin → chest ⇄ crab pot But it cannot look like this like it can with Item Collector: Code: Chest ⇄ Furnace ⇄ Furnace ⇄ Furnace Another limit is that the chest can only be attached to up to 8 machines maximum, while Item Collector can work with, theoretically, limitless machines.
@Xuomi Thanks for the answers, especially the second question as that clears up all the differences between the two mods. However, I'm still wondering whether this version of Barn Door Automation works the newer versions of SDV and SMAPI, but I guess I can test it out myself.