Event Driven Automation

⭐ — (79 endorsements) 📥 3,695 downloads 📌 v1.16.15 📅 4/27/2026
🟢 Updated this month

By glowbomb12 · Gameplay Mechanics

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 9/29/2026 📅 Created: 4/27/2026
⚠️ Install Order · 2 steps
1🛠️ SMAPI — Stardew Modding API Download ↗
2🛠️ Content Patcher — Content Patcher (framework) Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 2.1% endorsement rate — high engagement, a strong quality signal
  • 🏆 #31 of 263 Gameplay Mechanics mods in this game by downloads

📋 About This Mod

Event Driven Automation is an event-driven version inspired by Pathoschild's Automate. Machines react to SMAPI events instead of being polled every frame, which eliminates the per-tick overhead that causes lagspikes on dense farms. Also I

Description

After having constant 1 second lagspikes because I had like 20 machines running on the farm (my pc is not a potato), I got tired enough of it and decided to make my own reimplementation of the mod so i can even have 537 furnaces running at once (yes it was loud when they all started on the same tick) without anything noticeably laggy. The result was having machines NOT be polled mapwide every "x" interval and instead have each machine react to specific SMAPI events, therefore making this mod be called "Event Driven Automation".

Because I was essentially remaking the Automate mod's features and mechanics from scratch due to the entirely different concept the mod runs with, I decided to just throw in a bunch of ideas and features that I thought would expand the idea of automation into a good few directions.

To use this mod, you do the same as the original: Place a chest down next to a machine and the machine will pull raw mats from the chest and push products into it. Of course you'll have to wait for each game tick/clock update (10 mins unless you have the Running Late mod or a similar mod enabled and have it set to every minute) to happen before the state is updated and the machines actually push/pull.

Let me know of any bugs, unintended behaviors, and missing features so they can be attended to as best as I can.

Requirements

Install

Config

Install Generic Mod Config Menu to mess around with the mod's settings.

Compatible Mods

  • []Producer Framework Mod[/]

    []Extra Machine Config[/]

    []Chests Anywhere[/]

    []Combine Machines Continued[/]

    []Mergable Machines[/]

    []Deluxe Grabber Fix & Deluxe Grabber Redux[/]

    []Machine Upgrade System/Machine Progression System[/]

    []Machine Control Panel[/]

    []Custom Bush[/]

    []Stardio[/]

    []Mushroom Propagator[/]

    []Better Junimos[/]

    []Fishnets[/]

    []Aquarism[/]

    Incompatibilities

    Do not run with Automate enabled. Both mods will try to automate the same machines, producing doubled pushes/pulls and confused states.

    Features

    - All SV 1. 6 data-driven machines + Bush, Fruit Trees, Wild Trees, Fish Pond,

    Junimo Hut, Crab Pot, Mill, Hay Hoppers, Auto Grabbers, Garbage Cans, Slime Hutch, Fish Nets (Fishnets mod, catch collection + auto re-bait).

    - MACHINE GROUPS :D

    - Chest and machine priority system (High/Medium/Low/Disabled, input + output independently) by hovering over the chest or machine and pressing either I or O to cycle the respective priority.

    - Stone Chest with Firewall / Stockpile / Bulk Mode / Type Filter behaviors (plus optional directional flow).

    - Chest-to-chest bridge: face a regular or Junimo/Qi chest and press the configured keybind (or hold Shift for the far side) to make one of its 4 sides auto-push into, or auto-pull from, whatever chest is touching it there - no machine needed in between.

    - 20-color smart output routing with 20 categories (Animal Products, Forage & Mushrooms, Artisan Goods, Crafting, Equipment, Museum Items, etc.), configurable as a click-to-toggle grid in GMCM. Optional strict mode keeps rule-bound chests reserved for matching items only.

    - Gift-safe protection for chests you want excluded from pulls (exact names AND substring keywords).

    - Per-save config.

    - F8 overlay with segmented tiles, per-group colors, fill bars, priorities, and other bits of info, including a tooltip on hover showing the recipe a machine is running and time remaining.

    - Optional "Ship from chests" mode: automatically moves items sitting in chests connected to a shipping bin into the bin itself, without needing a machine in between.

    - Diagnostic "unautomated machines" overlay on a separate keybind (default unbound).

    - API for other mods to register custom machines/containers or query state.

    - XP is granted to the player nearest to the machine by default but can be configured.

📊 Mod Details

Game
Stardew Valley Mods
Author
glowbomb12
Version
1.16.15
Downloads
3,695
Endorsements
79
Category
Gameplay Mechanics
Created
4/27/2026
Updated
9/29/2026

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