Please check description and requirements before reporting a bug or asking a question about the mod as it may've been answered already! Otherwise, post here if you notice anything wacky, such as mismatches between spreadsheets and recipes you notice ingame or a missing recipes.
Change Log: 0.4.14.1 : Added Hexolite Quartz & Chromite to Crusher for 200 / 500 stone respectively. Added Wool retrieval from Cloth & High Quality Cloth to Workbenches. Added Meteorite Fragment retrieval from Meteorite ammo to Production Assembly Lines. Added ingot upgrading from previous ingot tiers to Furnaces. Improved user accessibility to modifying recipes by sorting recipes into files based on the building type targeted. VERY IMPORTANT to overwrite files if asked, or you may see duplicated / missing recipes.
It seems like there might be an overwritten recipe in the crusher when using this mod- with this mod installed there's no Meteorite fragment -> Paldium recipe in either the standard or refrigerated crusher. Removing the mod restores the missing recipe. There might be others too.
You can, but they won't always show up. There needs to be type matching with the target building and the products. You'll also need to learn how PalSchema works. Then you just edit the .json.
Could you explain this a bit more? Like I'm trying to add new stuff to your mod (personal use only), but where did you find the name for the crusher, like "82db66fd_Crusher1" this for example and why is the file named "crusher.json" - cause that isn't the internal name for it, or am I wrong?
The file names don't matter at all, that's just to organize the mod to be more readable for me and others. Likewise, if the entry names (82db66fd_Crusher1) etc don't exist in DT_ItemRecipeDataTable then it is a new entry entirely. This mod was made only to add new recipes, not modify existing ones. Overall the system for recipes is a little complicated and you risk overwriting or being unable to add entries based on things like the recipe target not supporting a certain product or material type. I can't really explain better without knowing what you are trying to do.
It is working fine for me, and presumably the others who commented since the update. I would check carefully the PalSchema installation and make sure everything is how it is said there. Join my discord if you still have problems, it's easier to debug on an instant messaging platform than comments here.
couldnt get the palschema mods to work with other mods (normal paks, logic, ok overhaul etc.) with the ue4ss experimental didnt work ue4ss 3.01 didnt work. so now i used the ue4ss palworld version. and installed it in the ue4ss subfolder in win64 folder and i copied the same files straight in the win64 folder (with all the mods in the mods subfolder) essentially i have it double installed, and it worked!!!!
gameversion: 0.4.15:66880 ue4ss: ue4sspalworld (changed the object thingy to false and opengl to dx11)
now testing begins.... lot of mods to test, but its playing no crashes sofar.
Thank you for the mod. The only issue I noticed is that certain materials now prematurely unlocked (e.g. nails). Not a big deal of course, but would feel more like vanilla if this was resolved!
Great mod, thanks! Also, piece of advice: change count number in spheres ids to double digits (82db66fd_Sphere1 -> 82db66fd_Sphere01; all up to 9) - that way Exotic Sphere will be seen after Ultimate Sphere (because currently it's shown in recipes before Mega Sphere).
When I add Chromite to the crusher, it gets the task, but doesn't seem to have any pals that actually do anything. A pal gets assigned to it but it sits at 0 done. If I choose a normal recipe it works fine.
This is on a dedicated server with the mod installed on both server and client.
Edit: Scratch that, typically it randomly started working as soon as I posted this.
Unfortunately this mod crashes the game on startup since Palworld's update to v0.4.15. Other PalSchema mods seem to be affected too. PalSchema itself doesn't cause the crash, only mods relying on it do. Any clue what they changed and how to fix? Thanks!
EDIT: I was told by the creator of another PalSchema-dependent mod that this is actually an issue of the game's engine shifting some code, breaking old versions of UE4SS. There is a hotfix available here: https://github.com/Okaetsu/RE-UE4SS/releases/tag/experimental-palworld Just replace all the UE4SS files in the Win64 folder (or wherever else they are) and you're good to play again!
I really like the idea! Would love to see it supported on Vortex though since all my other mods are there (including your awesome True Monster Rancher!) so I'll hold off a bit for now, but hoping for a Vortex option in the future!
Hi. There is a little misundestanding with you example for the ue installation. On your picture of the correct way there is a folder called ue4ss but when i download it and open the zip it shows the ue4ss.dll and ini along with the mods folder directly and the dwmapi.dll. Should i follow your example and create a ue4ss folder and place the ue4ss dll, ini and the mods folder inside of it?
It looks like the link I had attached on requirements is out-of-date, so I'm not sure if you mean on PalSchema guide or what but if its not in a ue4ss folder you have the wrong version downloaded. It needs to be the one under experimental release.
37 comments
Please check description and requirements before reporting a bug or asking a question about the mod as it may've been answered already! Otherwise, post here if you notice anything wacky, such as mismatches between spreadsheets and recipes you notice ingame or a missing recipes.
Change Log:
0.4.14.1 : Added Hexolite Quartz & Chromite to Crusher for 200 / 500 stone respectively. Added Wool retrieval from Cloth & High Quality Cloth to Workbenches. Added Meteorite Fragment retrieval from Meteorite ammo to Production Assembly Lines. Added ingot upgrading from previous ingot tiers to Furnaces. Improved user accessibility to modifying recipes by sorting recipes into files based on the building type targeted. VERY IMPORTANT to overwrite files if asked, or you may see duplicated / missing recipes.
See link in description for full spreadsheet
Edit - Either that or I screwed something up bad. It's probably that, yeah...
Edit 2 - I found the problem! It WAS NOT this mod!
Thanks in advance :)
I have the latest expermintal ue4s and palschema
The crusher doesn't show the new recepies from this mod
idk whats im missing, I joined your discord btw
so now i used the ue4ss palworld version. and installed it in the ue4ss subfolder in win64 folder and i copied the same files straight in the win64 folder (with all the mods in the mods subfolder)
essentially i have it double installed, and it worked!!!!
gameversion: 0.4.15:66880
ue4ss: ue4sspalworld (changed the object thingy to false and opengl to dx11)
now testing begins.... lot of mods to test, but its playing no crashes sofar.
whats it the object thingg to false and what file would that be?!
Also, piece of advice: change count number in spheres ids to double digits (82db66fd_Sphere1 -> 82db66fd_Sphere01; all up to 9) - that way Exotic Sphere will be seen after Ultimate Sphere (because currently it's shown in recipes before Mega Sphere).
This is on a dedicated server with the mod installed on both server and client.
Edit: Scratch that, typically it randomly started working as soon as I posted this.
PalSchema itself doesn't cause the crash, only mods relying on it do.
Any clue what they changed and how to fix? Thanks!
EDIT: I was told by the creator of another PalSchema-dependent mod that this is actually an issue of the game's engine shifting some code, breaking old versions of UE4SS.
There is a hotfix available here: https://github.com/Okaetsu/RE-UE4SS/releases/tag/experimental-palworld
Just replace all the UE4SS files in the Win64 folder (or wherever else they are) and you're good to play again!