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Psiae

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Psiae

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  1. Psiae
    Psiae
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    1.0.1-alpha.2

    Changelogs:

    • compat: compatibility with Manor Lords version 0.8.029a
    • compat: compatibility with UE4SS version 3.0.1-355-gdab5e68
    • bug_fix: (hopefully) fixed a bug where the speed modifier is being applied to militia being rallied into combat due to the game not clearing the task.
  2. MalpeloII
    MalpeloII
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    Is there a chance of linking it up with Mod Configuration Menu?
    1. Psiae
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      No, maybe I will make dedicated UI for this mod.
  3. KingMeatuis
    KingMeatuis
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    Needs a update for beta 0.8.017 crashed upon loading into the game on new or old saves
  4. nguyenlong311
    nguyenlong311
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    Thank you for the great mod. 

    To make the game immersive, I changed very little. 

    transport to 1.1 speed
    hand cart to 1.2 
    harvest and sowing to 1.3  
    It's so cool to watch everyone walking at different speed naturally.  
    I had some fatal errors but as long as I don't click that fatal error window and keep on playing I'm ok to play and save.   
    Thanks again.  Out of curiosity.  Do we have to respeed the game every time we load the saved game? 
  5. Psiae
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    1.0.0-alpha06

    Changelogs:

    • bug_fix (???): Attempt to fix "Inconsistent ThreadID" error during Visit mode
    • bug_fix: Visit mode should not reset settings

    If you have question, ask it in the community discord server: discord server
  6. Psiae
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    1.0.0-alpha05

    Changelogs: 

    • bug_fix: attempt to fix potential crash when unloading the game
    • changed: mod will now terminate the game whenever there are unexpected variables with message window.
      
    If you have question, ask it in the community discord server: discord server
  7. gdwitt
    gdwitt
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    This mod makes the game 10X more fun. It's great to see the animations of the buildings go up. It's no fun to wait 1 year for them to do it. I wish it didn't affect the movement of military units as the engagements and bandits are hard to handle. k.speedy.setTransportTaskWorkSpeedMultiplier and k.speedy.setConstructionTaskWorkSpeedMultiplier seem to cause this.
    1. Psiae
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      Every single multiplier command may cause it, the reason is already written in the Description page since this mod is first released, read Mod Notes and k.speedy.tickWithDefaultSpeed command.
  8. Psiae
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    chBeta.v1.0.0-alpha01 is out.

    compatibility patch over v1.0.0-alpha04 for Manor Lords version 0.7.991.
    commands remain the same.

    this mod loader is now required: https://www.nexusmods.com/manorlords/mods/229

    edit: seems to be compatible with 0.7.995
  9. money012
    money012
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    Thank you for your hard work on the mod. 
    I'm on version 0.7.975 and I'm using this mod very actively. However, after changing all the values and restarting the game, all the speeds are reset. Is there any way to save the settings?
    1. Psiae
      Psiae
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      I don't think that is a good Idea on technical side, alternatively you can use MLConsoleCommands to run a command listed in a txt file and run it each time you start the game.
    2. money012
      money012
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      Thanks for your reply. Do you know the command to load txt file using MLConsoleCommands? I am Asian and it is hard for me to type the command every time.
    3. Psiae
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      k.enterCommandsFromFile filePath
  10. Haze221
    Haze221
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    Wonder if you could add a command for faster animal/fish regeneration rate
    1. Psiae
      Psiae
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      you meant reproduction rate ?, I think so, might have to wait until the game release the stable (non-beta) version though.

      said feature will probably works independently by artificially spawning them according to the vanilla logic, so it's effectively speed-up.
    2. Psiae
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      can you confirm whether you want more frequent breeding or larger quantity ?.
  11. Psiae
    Psiae
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    This mod is not yet compatible with 0.7.987 (beta)

    edit: compatibility patch uploaded