it will be great if you made a second version that you can just change equipment capacity , the speed i mean i cant use the mod with stack config cuz i used another mod
After a week of playing with this mod, I loaded my save and my properties were empty, I opened up logs and had this error spammed:
System.NullReferenceException: Object reference not set to an instance of an object. at ProduceMore.NPCMovementPatches.UpdateSpeedPrefix(NPCMovement __instance) at DMD<Il2CppScheduleOne.NPCs.NPCMovement::UpdateSpeed>(NPCMovement this) at (il2cpp -> managed) UpdateSpeed(IntPtr , Il2CppMethodInfo* )
This mod doesnt work for the current game version, i have no mods other than this one and the mod manager on the phone. i have melon loader at the current version 0.7.0 and it still incompatible, what am i doing wrong if its supposed to work.
Did you update Schedule I since June 8th? This mod isn’t guaranteed to be compatible with game versions below 0.3.6. If that’s not the case, are you running the right mod version for your branch of Schedule I? If you haven’t explicitly checked out a beta through Steam, then the version you need is IL2CPP. If those steps don’t fix it, can you open a bug report and include the MelonLoader log? I want this mod to work for everyone.
Great mod, but with version v0.3.6f3 handlers do not follow available new filters, e.g. when placing ingredients in chem station. I have set in subsequent slots "acid, psycho, posphorus", and the handler put "phosphorus, phosphorus, psycho".
Fantastic mod! Looks very promising. I have two fairly loaded questions...
(Q1) Would Better NPC Mixing be compatible with this? (or does this mod have a semi-equivalent feature to that one / it isn't needed w/ this? 🤔) (Q2) Am I correct in my understanding that this mod effectively accomplishes similar functionality to the following set of mods that I currently use?
I'm considering this change: ProduceMore Custom Mixing Threshold(until this mod implements this)
Better NPC Mixing <--- (Q1) Should I still keep this, or just the other 2? 🤔
(Q2) And aside from my question about Better NPC Mixing, I'm curious if there's anything else I might be missing? I'm not 100% sure how this mod will replace the functionality of them all... 😅
Hi, thanks for your interest in my mod! Version 1.0.3 implements both custom mixing thresholds up to the mixer batch limit, and sped-up employee work animations, so I'd recommend against combining Better NPC Mixing with this mod. The configuration is a little different--work animation acceleration is determined by the corresponding station speed, for instance. But it'll accomplish the same thing.
As for Custom Stack Sizes, Custom Mixing Timers, Custom Cauldron Timers, and Packager Speed, this mod should be able to accomplish the functionality of all of them, once the config is adjusted appropriately.
😮 So now, only ProduceMore can replace all of them? That's excellent! Thank you very much for the detailed reply, I really appreciate it. This sounds perfect, I can't wait to try this out! 😄
i don't know if it is resulted bug because of this mod, but here is the issue on the latest version of the game (0.3.6.f4) i have set every config for 100 for packaging station, tried to unpackage bricks in this case was 5x Bricks. it stuck on 20 and the rest gone, and when i picked up the unpackaged product. i don't have it on my inventory.
update :
not only bricks, but this happened with bags as well, the maximum is 20 and the rest is missing, if there is a 100 of A product and i split 1 to another storage slot this will happened:
99 slot to another 1 -> 99 will be gone and the 1 will increase to 2, and the rest will be missing.
I just tested the mod in isolation, and I didn't observe the bugs you're describing--unpacking product and splitting/combining stacks is working okay. Do you have any other mods that affect stack sizes or employee behaviour?
EDIT: Checked out Nasty mod, and from the description, it sounds like it may be interfering with this mod. Do you still see the bug when you turn that one off?
my god!, thanks for checking it out for me. im happy that it wasnt this mod that causes the issue. i cannot play without this anymore. yes it was caused by nasty mod, i have to change the default stack after updating on nasty mod menu back to 100.
anyway to have the custom stack of money band wrapper reflect the setting? It always shows $100 when i have stacks set to 10000 for example. Niche request
120 comments
i mean i cant use the mod with stack config cuz i used another mod
System.NullReferenceException: Object reference not set to an instance of an object.
at ProduceMore.NPCMovementPatches.UpdateSpeedPrefix(NPCMovement __instance)
at DMD<Il2CppScheduleOne.NPCs.NPCMovement::UpdateSpeed>(NPCMovement this)
at (il2cpp -> managed) UpdateSpeed(IntPtr , Il2CppMethodInfo* )
I disabled the mod and my save loaded normally.
is it possible to change all items prices? can you make one?
(Q1) Would Better NPC Mixing be compatible with this? (or does this mod have a semi-equivalent feature to that one / it isn't needed w/ this? 🤔)
(Q2) Am I correct in my understanding that this mod effectively accomplishes similar functionality to the following set of mods that I currently use?
For stack sizes & manufacturing processes, I currently use:
Custom Stack SizesCustom Mixing Threshold (wait until [#] stack size input before chemist mixes)
Better NPC Mixing (changes chemist coroutine to reduce delay between each ingredient)
Custom Mixing Timers(custom player & NPC mixing timers)Custom Cauldron Timers(custom player & NPC cauldron timers)Packager Speed(Packer speed x20)I'm considering this change:
ProduceMore
Custom Mixing Threshold (until this mod implements this)
Better NPC Mixing <--- (Q1) Should I still keep this, or just the other 2? 🤔
(Q2) And aside from my question about Better NPC Mixing, I'm curious if there's anything else I might be missing? I'm not 100% sure how this mod will replace the functionality of them all... 😅
As for Custom Stack Sizes, Custom Mixing Timers, Custom Cauldron Timers, and Packager Speed, this mod should be able to accomplish the functionality of all of them, once the config is adjusted appropriately.
Thank you very much for the detailed reply, I really appreciate it.
This sounds perfect, I can't wait to try this out! 😄
i don't know if it is resulted bug because of this mod, but here is the issue on the latest version of the game (0.3.6.f4)
i have set every config for 100 for packaging station, tried to unpackage bricks in this case was 5x Bricks. it stuck on 20 and the rest gone, and when i picked up the unpackaged product. i don't have it on my inventory.
update :
not only bricks, but this happened with bags as well, the maximum is 20 and the rest is missing, if there is a 100 of A product and i split 1 to another storage slot this will happened:
99 slot to another 1 -> 99 will be gone and the 1 will increase to 2, and the rest will be missing.
{
"stackSizes": {
"Agriculture": 100,
"Cash": 10000,
"Clothing": 10,
"Consumable": 100,
"Decoration": 100,
"Equipment": 100,
"Furniture": 100,
"Ingredient": 100,
"Lighting": 100,
"Packaging": 500,
"Product": 100,
"Storage": 100,
"Tools": 100
},
"stackOverrides": {
"Acid": 100,
"Phosphorus": 100,
"Low-Quality Pseudo": 100,
"Pseudo": 100,
"High-Quality Pseudo": 100
},
"stationSpeeds": {
"LabOven": 2.5,
"Cauldron": 2.0,
"BrickPress": 5.0,
"ChemistryStation": 2.0,
"DryingRack": 5.0,
"MixingStation": 12.0,
"MixingStationMk2": 5.0,
"PackagingStation": 10.0,
"Pot": 1.0
},
"stationCapacities": {
"DryingRack": 300,
"MixingStation": 100,
"MixingStationMk2": 200,
"PackagingStation": 100
},
"enableStationAnimationAcceleration": true,
"employeeWalkAcceleration": 1.0,
"version": "1.0.3"
}
tried to use "nasty mod" to spawn item it used to work to spawn whatever the stacksize value i select as the max value. now its stopped at 20
EDIT: Checked out Nasty mod, and from the description, it sounds like it may be interfering with this mod. Do you still see the bug when you turn that one off?
It always shows $100 when i have stacks set to 10000 for example.
Niche request