Well, the .dll file is essentially the mod. So if you don't have any .dll files, then you don't have any proper mods. And of course it can't load what isn't there
I apparently didn't use the correct download button. One contained a dozen files and the other just two files including the .dll. Everything seems to be working now.
Can support be added for Advize's Farm Expansion mod? http://www.nexusmods.com/stardewvalley/mods/130/ I don't know if it's already supposed to be included, but when I tested it in-game the automation wasn't working. 0.2.4 Custom Farm extensions are now supported for collecting from animals as well as machines inside buildings on those new locations (outside already worked) And in the config file, is it possible to add something like a true/false exception for specific items like dinosaur eggs to be collected, but not turned into mayonnaise?
I absolutely love this mod. I have a request though, would it be possible to ignore having two chests next to each other? I wanted to have my kegs and jars process items from certain chest but it ends up mixing it together when I put two chests together.
Fantastic mod. Absolutely wonderful. I am, however, having a... strange problem. At least, I can't see anyone else having it, so I assume it's strange. The chests in both my Barn and Coop only collect when I load my save; every day after loading, I have to collect manually. Not that big of a deal, but I was wondering if anyone else had this problem, or if there was a solution. I'd upload my save file, but I'm getting a "does not have an allowed extension" error... EDIT: Sorry, forgot to mention: my other SMAPI mods: Better Random Number Generator Calendar Anywhere Event Notifications Barn Door Automation Faster Paths Fishing Mod (set to completely eliminate the fishing mini game, which I just can't seem to get the hang of after 400+ hours of play) Automatic Gate Opener Get Dressed Gift Taste Helper Colored Chests Mod Jiggly Jumino Bundles Loved Labels No Friendship decay NPC Map Locations Shipment Tracker Skull Cave Saver Slower Fence Decay Chest Label System Health Bar Mod Configurable Improved Sprinkler Mod CJB Show Item Sell Price And my ItemCollectionConfiguration.json file contents: Code: { /* Default: true. If true, animals will be petted each day. If false animals will not be petted each day. */ "PetAnimals": true, /* Default: 5. The amount of friendship each animal gains when you collect milk/wool from it. If no chest is in the barn/coop where the animal lives, no items will be collected. */ "AdditionalFriendshipFromCollecting": 5, /* Default: true. If true sound will be muted for a short time while all animals get processed. If false, there will be quite a cacaphony of bleats, moos and clucks. */ "MuteAnimalsWhenCollecting": true, /* The machines from which their finished product should automatically be collected. If it's a machine you can put items in, it will also look for items to put in afterwards */ "MachinesToCollectFrom": "Keg, Preserves Jar, Cheese Press, Mayonnaise Machine, Loom, Oil Maker, Recycling Machine, Crystalarium, Worm Bin, Bee House, Strange Capsule, Tapper, Statue Of Endless Fortune, Furnace, Seed Maker, Statue Of Perfection, Crab Pot, Charcoal Kiln, Mushroom Box, Lightning Rod, Slime Egg-Press", /* These machines or items are considered a connection. If a machine is not connected to a chest (either by being directly adjecant or by being adjecant to another machine which is machine connected) nothing will happen. For example, you could add Fence and Gate if you want those to be considered for connections as well. */ "ItemsToConsiderConnectors": "Keg, Preserves Jar, Cheese Press, Mayonnaise Machine, Loom, Oil Maker, Recycling Machine, Crystalarium, Worm Bin, Bee House, Strange Capsule, Tapper, Statue Of Endless Fortune, Furnace, Seed Maker, Statue Of Perfection, Crab Pot, Charcoal Kiln, Mushroom Box, Lightning Rod, Slime Egg-Press, Chest", /* Default: false. If set to true, when looking for connections not only directly adjecent items will be considered, but diagonally adjecent items as well. */ "AllowDiagonalConnectionsForAllItems": false, /* The following floor tiles are considered connector. be careful, if you have lots of these floors, your whole farm might connect to the same chest and the mod might accidentally add items to your machines you'd rather keep. by default only Wood Paths are enabled (few people seem to use them). Use these to connect your machines to chests or add another type of flooring of your liking by adding numbers from below comma separated into the list. For example using something like this: "FlooringsToConsiderConnector": [ 3, 7, 8 ], would mean Wood Path, Crystal Path and Cobblestone Path will be connected as well. Floor types: Wood Floor = 0; Stone Floor = 1; Weathered Floor = 2; Crystal Floor = 3; Straw Floor = 4; Gravel Path = 5; Wood Path = 6; Crystal Path = 7; Cobblestone Path = 8; Stepping Stone Path = 9; */ "FlooringsToConsiderConnectors": [3, 4, 7 ], /* The names of the game locations where machines are searched for. The full list of possible locations is as follows: FarmHouse Farm FarmCave Town JoshHouse HaleyHouse SamHouse Blacksmith ManorHouse SeedShop Saloon Trailer Hospital HarveyRoom Beach ElliottHouse Mountain ScienceHouse SebastianRoom Tent Forest WizardHouse AnimalShop LeahHouse BusStop Mine Sewer Desert Club SandyHouse ArchaeologyHouse WizardHouseBasement AdventureGuild Woods Railroad Summit FishShop BathHouse_Entry BathHouse_MensLocker BathHouse_WomensLocker BathHouse_Pool CommunityCenter JojaMart Greenhouse SkullCave Backwoods Tunnel */ "LocationsToSearch": "Farm, Greenhouse, FarmHouse, FarmCave, Beach", /* Default: true. If true, all buildings (Barns, Coops etc) will be checked for machines as well. If false, the inside of those buildings will be ignored. */ "AddBuildingsToLocations": true, /* Default: 0. Allowed values: 0 - 5000. If set to a number higher than 0, each time machines are processed the sound is muted for this amount of milliseconds. For 2 seconds you would therefore write 2000. Please note that this will mute your sound every 14 seconds (when the in game time updates) and you might not hear other sound clues, as such I only recommend this if you're running a lot of loud machines and only as long as you have materials to power them (especially furnaces are very loud if several get activated at once). As an alternative, consider just setting your sound in the game options a bit lower. As the time needed to process all machines heavily depends on your computer, if you do use this option, I recommend trying 1000 milliseconds and gradually increasing it by 250 milliseconds until you find a suitable duration. */ "MuteWhileCollectingFromMachines": 0, /* Default: true. If true, the mod is enabled. If false, the mod will not do anything. */ "EnableMod": true, }
Is there anyway to get this to work with: Bus Stop Storage? Tested with different machines that work in my home/farm but none work in this area.
I put your mod into my mods folder, extracted it and ran the game. The mod didn't work, I even checked my ModdingAPI console and it doesn't even show loading the mod... Is there something I did wrong?
You just need to add BusStopStorage to the "LocationsToSearch" list in ItemCollectorConfiguration.json.
Tried that and nothing happened. Placed a chest and several preserve jars and nothing. I got the Railroad location to work with no problem but not the Bus Stop one.
Are you using the SMAPI version or the map replacement version? I forgot there were two. For the SMAPI version you need to add BusStopStorage to the list, for the replacement version I think it would be WizardHouseBasement and MaruBasement_Custom.
I'm using the SMAPI version. Tried multiple times with getting it to work, using either the preserve jars or the kegs. Added BusStopStorage to the location, just like I did Railroad, and it wouldn't work. The Railroad area worked just fine afterward. There are two .xnb files , one reads BusStopStorage and the other one joshhouse_custom. Wonder if I have to add both for it to work.
It was working fine for me with 25 kegs and 10 or so jars, and I only added BusStopStorage, though I only used the main area just inside and not the larger rooms through the trap doors. Those might be joshhouse_custom.
Hmm, you may be right, I was trying inside the trap door areas. Will give a go with adding both of them and post with the results. Thanks
This happens to me, too. Everything is collected only on the first day. I have to manually collect unless I reload the game. We have a lot of the same mods, so idk if they're conflicting or ..
Hi, I'm trying to use your mods,I putthe mods inside the folder "mod" but when I start SMAPi, it says that the mods don't exist. Please help me!!!