Hi, i love using this mod for multiply the resources, but is it possible to change the donation point? Because it still revert to actual value of donation points even before checking the box it shows the money multiples.
Request Please add another option to increase crafting results from specific stations like Furnace, Anvil II, etc... (+ DLCs stations). Could have a list where you can tell what stations are affected, by ID or some such...
I dont know if its intentional or a bug but faith multiplier also multiplies the crafting costs, making it redundant unless you keep going back to the menu to return it to x1 whenever you want to craft something.
I wonder if you set multiplyer to a fraction for example 0.5 (provided its posible) does it actually reduce tech points earned compared to nonmodded? If not,then is it possible to mod technology points requirement to cost more(basicly multiply lets say every tech cost 10x)?
I can confirm that on the craft speed mod, as long as you don't go to 0 it'll take a single float so .1, .2., .3, etc. I have my fields on .8 at the moment to keep from overflowing with seeds. XD
I use all your mods and they are great updates and new additions. It's made Graveyard Keeper a new experience since its release. I'm not sure if it's on my end, as I use all your mods, but I was wondering if it is possible to take seeds out of the resource multiplier and add crops to it. Might not be possible, just wanted to ask. Thanks again.
EDIT: So I looked through the code on GitHub and I see what needs to be done, but my C# knowledge is apparently severely lacking. The main problem I'm having is the references not being connected when I try to build the project.
i found a bug where if i try to craft quality fish filets at the table in your house it just dose not terminate the craft. as in it gives me the fish filets keeps the progress and dose not go away. so i can keep crafting filets even though i had put in one and they are done instantly as it keep the progress i had made leading to a endless flood of fish filets if i hold the craft button.
Hello, good mods by you and thanks for loader too...
... BTW i often see text "javascript-event-strippedfalse" instead of "=true/false" in te config.ini desciption of your mods pages (those are typos, it's written instead option entry full name too (replaces/erases text))...
with ResourceMultiplier above 1, when deconstructing items like garden with sticks, it creates tons and tons of sticks, I had it set to only a 5 multiplier and just deconstructing 1 gave me insane amounts of sticks. I also have Where's Ma Storage which makes stack size 999, and I was getting like 10+ full stacks of sticks. I had to drop ResourceMultiplier to 1 just to avoid that insanity
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The author has locked this comment topic for the time beingPLEASE POST BUGS IN THE BUGS SECTION
(With more info than "me install mod; mod does not work.")
Post a link to your most recent log file immediately after the issue you're experiencing.
Log file is located within the BepInEx folder.
You will need to upload the log(s) to Pastebin and provide the URL.
BEFORE YOU DO THAT
- Update game to latest available on Steam. Looking at you pirates.
- Update ALL mods
- Check the mod config
FINALLY
- If I see a bug report / or a log that clearly indicates you failed to do the above, the report will be deleted.
Because it still revert to actual value of donation points even before checking the box it shows the money multiples.
Please add another option to increase crafting results from specific stations like Furnace, Anvil II, etc... (+ DLCs stations).
Could have a list where you can tell what stations are affected, by ID or some such...
If not,then is it possible to mod technology points requirement to cost more(basicly multiply lets say every tech cost 10x)?
EDIT: So I looked through the code on GitHub and I see what needs to be done, but my C# knowledge is apparently severely lacking. The main problem I'm having is the references not being connected when I try to build the project.
... BTW i often see text "javascript-event-strippedfalse" instead of "=true/false" in te config.ini desciption of your mods pages (those are typos, it's written instead option entry full name too (replaces/erases text))...