Unofficial mod updates

While furniture options were added with 1.5, I'm with you and I don't see how that removes the interest/need for something along the lines of Custom Furniture. I hope the custom furniture framework is fixed. It would be great. I sent the author a message to find out more information -- here's hoping he replies since he hasn't said responded to posts requesting information.
I'm completely with you. I even had created my own test furniture packs back in October, but because they rely on CF, are useless now, especially if Platonymous decides they're done with the CF mod. I would love for all those amazing furniture packs other modders created to not go to waste.
 
The new update made some big changes to UI scaling. Updating the code for 1.5 UI would be a lot of effort that I'd wait for the original author to update
I'd like to add that this problem is non-existent in co-op games. I just joined a friend's farm and your version of the mod works flawlessly in any zoom range. I changed nothing. But when I jump to my single-player save, it has the zoom issues. Do you have any idea what the problem could be?
 

LadyMuse15

Greenhorn
I'm completely with you. I even had created my own test furniture packs back in October, but because they rely on CF, are useless now, especially if Platonymous decides they're done with the CF mod. I would love for all those amazing furniture packs other modders created to not go to waste.
I hope Platonymous will let someone take over for him or someone will design a similar mod to take its place. I've developed a couple of mods for personal use on SDV and I'm working on mods for another game, but I'm not sure at the level to look into anything as indepth as custom furniture. Wish I was.
 

jrabal3

Newcomer
Someone mentioned an update for Farmhouse Redone and I would just like to second that request. Please and thank you!
 

di-lyn8

Greenhorn
Hey guys!

EDIT: I've updated the mod following @Pathoschild guidelines, and using the updated source code available here - My code is committed there as well.

I've updated the attached file in this post for anyone referencing it.

Changes/Fixes in this update:

-Supports SDV 1.5.1, SMAPI 3.8.2;
-Fixes Golden Walnuts issues by avoiding the collection of those - My previous version still wrongfully collected 3 Golden Walnuts (Sorry!), they where at: Captain's Room (1) and Volcano Forge (2);
-Changes the Minimal harvest formula to allow a value higher than 1, up to the established Max value for the crop - increased per Farmer Level / Max Increase parameter;
-Grabs Ginger on all Island locations - New 1.5 forage item



My Previous/Original post follows:

I'm sorry for showing up just now, I've been trying to get my account validated since yesterday hahaha.

I've been following @Strobe and Deluxe Auto-grabber and I managed to get it to work with 1.5 without the need to replant any crops, with Global Forage set to ON and without causing issues with Golden Walnuts, I've uploaded my version below, it uses the source from here: https://github.com/Pathoschild/smapi-mod-dump/tree/1a8bafc1b62b8cb99f59384a0e9679366339803e/source/Deluxe%20Auto-Grabber/DeluxeGrabber

TL/DR:
-This version will not cause the DivideByZero Exception and will work 100% to collect global forage, it will not attempt to collect Golden Walnuts in the Island maps.
-This version does not yet attempt to grab new items from 1.5, if you guys could provide me a list of new item Id's of the new forageable items, I'd be glad to make this update.

I'd like to get in touch with @Strobe to make sure I'm using the same source he's using and collaborate to fully update the Mod, if you get this, PM me plz :)

Long story/Technical details:
-The DivideByZero Exception is caused by the maxHarvestIncreasePerFarmingLevel property of the Crop object being returned as 0 for Coffee beans and perhaps other Crops too. I don't know the previous version values (if anyone knows, let me know), so right now I've changed it so it either uses the existing value or, if it is zero, reverts to 1. This Exception literally stops the processing of the grabber on the start of each day, hence why we didn't get all the fruits from trees or forageable items, but still got a few.

-The Golden Walnuts are collected from a Bush Object, the original mod author coded Bushes to be collected when blooming, but made the types of berries static in code, so, in Sping, it collects Salmonberries, and in Fall, it collects Blackberries. However, this causes an issue with the new Golden Walnuts, because they are also collected from Bushes (the first one you get and a few others) but are neither Salmonberries nor Blackberries. If you are in either Spring or Fall, the previous code would just create the respective berry in your global grabber and delete the Walnut - So some of your Berries would actually be the Golden Walnut. - In case you already played in 1.5 with your savefile, you cannot get the Walnuts to be placed back, however, you can spawn them with CJB Item Spawner or, if you want, get a previous save from 1.4.5 and load into that one, your Golden Walnuts will be correctly in place when using this version of Deluxe Auto-Grabber.

I hope this can be helpful and I'd like to get your feedback, I plan on updating the mod to gather the new items and work better with the Islands, but for now, this will be functional.
@Frogfrag is there anyway to make it so that the global forager DOESN'T pick up certain items? For example, ideally, I'd like to have a separate auto-grabber that picks up truffles near my barn, but with the current setup all the truffles go to the global auto-grabber.
 

pxlybius

Tiller
i second/third/whatever the need for a custom furniture update! all custom furniture content packs broke, the game will be unable to save if any custom furniture is placed into the world, and the catalogue menu force-closes once you get to custom items. i know that custom furniture was integrated with furniture anywhere a while ago which is now a feature in vanilla, but the custom furniture framework is still necessary to add any custom furniture items. with 1.5 making beds actual furniture, it would be cool be able to add custom beds, but honestly just an update that would allow all of the same basic stuff as before still usable would be fine too.
 
Hey guys!

EDIT: I've updated the mod following @Pathoschild guidelines, and using the updated source code available here - My code is committed there as well.

I've updated the attached file in this post for anyone referencing it.

Changes/Fixes in this update:

-Supports SDV 1.5.1, SMAPI 3.8.2;
-Fixes Golden Walnuts issues by avoiding the collection of those - My previous version still wrongfully collected 3 Golden Walnuts (Sorry!), they where at: Captain's Room (1) and Volcano Forge (2);
-Changes the Minimal harvest formula to allow a value higher than 1, up to the established Max value for the crop - increased per Farmer Level / Max Increase parameter;
-Grabs Ginger on all Island locations - New 1.5 forage item



My Previous/Original post follows:

I'm sorry for showing up just now, I've been trying to get my account validated since yesterday hahaha.

I've been following @Strobe and Deluxe Auto-grabber and I managed to get it to work with 1.5 without the need to replant any crops, with Global Forage set to ON and without causing issues with Golden Walnuts, I've uploaded my version below, it uses the source from here: https://github.com/Pathoschild/smapi-mod-dump/tree/1a8bafc1b62b8cb99f59384a0e9679366339803e/source/Deluxe%20Auto-Grabber/DeluxeGrabber

TL/DR:
-This version will not cause the DivideByZero Exception and will work 100% to collect global forage, it will not attempt to collect Golden Walnuts in the Island maps.
-This version does not yet attempt to grab new items from 1.5, if you guys could provide me a list of new item Id's of the new forageable items, I'd be glad to make this update.

I'd like to get in touch with @Strobe to make sure I'm using the same source he's using and collaborate to fully update the Mod, if you get this, PM me plz :)

Long story/Technical details:
-The DivideByZero Exception is caused by the maxHarvestIncreasePerFarmingLevel property of the Crop object being returned as 0 for Coffee beans and perhaps other Crops too. I don't know the previous version values (if anyone knows, let me know), so right now I've changed it so it either uses the existing value or, if it is zero, reverts to 1. This Exception literally stops the processing of the grabber on the start of each day, hence why we didn't get all the fruits from trees or forageable items, but still got a few.

-The Golden Walnuts are collected from a Bush Object, the original mod author coded Bushes to be collected when blooming, but made the types of berries static in code, so, in Sping, it collects Salmonberries, and in Fall, it collects Blackberries. However, this causes an issue with the new Golden Walnuts, because they are also collected from Bushes (the first one you get and a few others) but are neither Salmonberries nor Blackberries. If you are in either Spring or Fall, the previous code would just create the respective berry in your global grabber and delete the Walnut - So some of your Berries would actually be the Golden Walnut. - In case you already played in 1.5 with your savefile, you cannot get the Walnuts to be placed back, however, you can spawn them with CJB Item Spawner or, if you want, get a previous save from 1.4.5 and load into that one, your Golden Walnuts will be correctly in place when using this version of Deluxe Auto-Grabber.

I hope this can be helpful and I'd like to get your feedback, I plan on updating the mod to gather the new items and work better with the Islands, but for now, this will be functional.
I've noticed with this mod that crops like cranberries and coffee beans only return one harvestable item per plant, when they are supposed to produce multiples. I ended up using Junimo Huts for those. Is that what you were talking about regarding the DivideByZero Exception? However, the grabber works just fine otherwise. It didn't collect golden walnuts but I had already gotten the bush ones anyway by the time I installed the mod.
 

Zephyren

Greenhorn
Okay, here is the first pass. This mod patches the load and save routines so, please, test on a backup save, just in case.

I have added hooks so this mod will work with Change Professions. It is working, but it needs a little more tweaking to finish it up. I am also looking to add the Artisan Valley alcohol machines (Still and Infuser) to the bonus offered by the Winery building.

I noticed the code makes reference to a "Big Keg" and "Huge Keg", were they ever accessible in the game?
I'm going to try this out right away, thanks a lot for all the work you do!

The big and huge kegs were only ever planned but never implemented in game, the sprites are in the mod folder i believe but they were never a functional thing.
 

waffles

Farmhand
I think I remember seeing that Platonymous may abandon CF since it's now a part of Stardew. Custom Furniture packs definitely don't work without it, but I came across something interesting if someone is capable of recreating it. I have a furniture mod called "Christmas - The Decorating" which does not use CF or CP, and seems to load with no issue, and are purchasable from Robin. So it clearly adds furniture without replacing anything. I'm looking into it myself, but as I'm new to modding, someone with more exp might be better with this?

EDIT: After updating SDVE, the shop now closes when hovering over the item....not compatible anymore, it seems :(
huh.. where was this mentioned? I think It's Furniture Anywhere by Entoarox that's now dropped (along with the addon for CFA by pathos) because it's integrated on 1.5. It says so on the Furniture Anywhere page. I haven't seen any update on CF's page as to whether or not the mod will be abandoned
 
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2xpeter

Cowpoke
I've noticed with this mod that crops like cranberries and coffee beans only return one harvestable item per plant, when they are supposed to produce multiples. I ended up using Junimo Huts for those. Is that what you were talking about regarding the DivideByZero Exception? However, the grabber works just fine otherwise. It didn't collect golden walnuts but I had already gotten the bush ones anyway by the time I installed the mod.
Oh yeah that's a good point. I wonder if the code for harvesting plants on the junimo huts can be adapted to auto grabber
 

YaraStar

Farmhand
no,hold mouse right just to open/close AnimalDoor,nothing to do with tools
You could try to play the game with Joy of Efficiency: https://www.nexusmods.com/stardewvalley/mods/2162 It will open the doors around 6 am and close your animal doors automatically around 7 pm in the game time :)
I play with very few mods- Automate, Lookup Anything, aaaaand was using AutoAnimalDoors. So am just wondering if this new version of AutoAnimalDoors can't be 'automatic' anymore, how can it be automatic in Joys of Efficiency?

I looked at Joys of Efficiency and it does look neat, but way too many features than I'd be comfortable using. I'd use the animal doors, and maybe that auto gate ;) My question though- does it cause any lag at all? If I disable all of the features I'm not wanting and just use the one or two I need that's cool, but don't want any lag.
 

Flyff

Tiller
I play with very few mods- Automate, Lookup Anything, aaaaand was using AutoAnimalDoors. So am just wondering if this new version of AutoAnimalDoors can't be 'automatic' anymore, how can it be automatic in Joys of Efficiency?

I looked at Joys of Efficiency and it does look neat, but way too many features than I'd be comfortable using. I'd use the animal doors, and maybe that auto gate ;) My question though- does it cause any lag at all? If I disable all of the features I'm not wanting and just use the one or two I need that's cool, but don't want any lag.
I run that with a 10 radius function check perfectly on my old computer, I guess it's fine if you only play with the animal door function
 
huh.. where was this mentioned? I think It's Furniture Anywhere by Entoarox that's now dropped (along with the addon for CFA by pathos) because it's integrated on 1.5. It says so on the Furniture Anywhere page. I haven't seen any update on CF's page as to whether or not the mod will be abandoned
You might be right that's it's Furniture Anywhere that I may be thinking of. I hope I'm incorrect that CF isn't abandoned, then, because it really is a mod I love to use! Thanks for the clarification :)
 

mingus

Newcomer
Just a note about Casks Everywhere. It works great with Automate, with a small caveat if also using the CJB Cheats mod. Iridium quality items require an overnight stay in the casks, or to remove the items manually and place them back into the chest feeding the casks for each improvement. @Pathoschild has stated that this will be fixed in the upcoming release of CJB Cheats 1.26.1.
I was about to ask about this, glad to know there's a work around for now!
 
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