I installed this mod but when I start the game the nodes are unavailable. As in they're not there anymore. Tried removing both One Hit Resources and Fast Pickup and the nodes don't appear until the next in-game day.
Hi. You're making extremely useful mods. I'm really glad. They really forgot about quality of life in this game. It's seems they took too serious making remake of PS1 version 😁
I have a suggestion. What's also missing is exchange of materials mechanic at Gotsumon and Tyrannomon store from 5 -> 1 only. It takes hours to exchange these low material like digiSand e.g. Do you think it is possible to make a mod giving the additional choice of output like ten times more 50 -> 10?
Not sure if it's just a me issue but with breakNodeFullInventory = true It just doesn't give any items from the node (can't even seem to get cards) and breaks the node, even if my inventory is empty.
The config file should auto-generate the first time you launch the game with the mod installed and should be in Game Directory > BepinEx > config. Once the file generates, you can edit it directly in a text editor.
So I did notice something about this mod that might be detrimental for completionists. I think this mod only makes one check when gathering from a resource point, thus only getting a maximum of one card per node, which is not ideal for collecting cards. As much as I like this mod, I had to turn it off so that the multiple checks at resource nodes can potentially give me multiple cards per node more frequently, rather than just 1 per node, but rarely.
Is there a way to force each node to make X amount of checks based on how many times that node can normally be excavated? Or better yet, just guarantee a card per check?
That's interesting because, as far as I know that's the approach the mod takes. As far as I understand, the code I'm running in the mod does exactly that (i.e. asks the node "how many times can you give resources", calls "gimme a set of items" that many times).
That being said, I'm definitely new to this so no telling lol. Thank you so much for the feedback though!! I'll take a look as soon as I can :) It looks like the modders are currently trying to get some better tools so it might have to wait until then so I can get an even better view of the source code.
So you guys were absolutely right! Apparently the game handles pulling materials from nodes and running your card chances in separate parts of the code. I've pushed an updated version of the mod that should take those rolls into account.
I just tested the new change, and can confirm that it is properly checking for multiple card drops, submitted a picture for proof. Thank you for your hard work!
I found an interesting bug with the new version: if you harvest a node with full material storage you'll still roll for cards. Combine this bug with the FastPickup mod and you'll get the card collector achievement in less than 30 minutes. Thanks!
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I tried to install the mod and play the game offine yet the game didn't start.
Any solution?
I installed this mod but when I start the game the nodes are unavailable. As in they're not there anymore. Tried removing both One Hit Resources and Fast Pickup and the nodes don't appear until the next in-game day.I have a suggestion. What's also missing is exchange of materials mechanic at Gotsumon and Tyrannomon store from 5 -> 1 only. It takes hours to exchange these low material like digiSand e.g. Do you think it is possible to make a mod giving the additional choice of output like ten times more 50 -> 10?
breakNodeFullInventory = true
It just doesn't give any items from the node (can't even seem to get cards) and breaks the node, even if my inventory is empty.
Is there a way to force each node to make X amount of checks based on how many times that node can normally be excavated? Or better yet, just guarantee a card per check?
That being said, I'm definitely new to this so no telling lol. Thank you so much for the feedback though!! I'll take a look as soon as I can :) It looks like the modders are currently trying to get some better tools so it might have to wait until then so I can get an even better view of the source code.
I pushed a new update that fixes the bug and adds a config variable if folks want to break the node still at a chance for a card.