[19:27:20.323] [Dealer_Tracker] Dealer Tracker mod initialized! [19:27:20.330] [Dealer Tracker] MelonPreferences Loaded from UserData/DealerTracker.cfg [19:27:20.344] [DealerSelfSupplySystem] System.NullReferenceException: Object reference not set to an instance of an object. at DealerSelfSupplySystem.Core.OnPreferencesSaved() at MelonLoader.MelonBase.PrefsSaved(String path) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\MelonBase.cs:line 487 at MelonLoader.MelonEvent`1.<>c__DisplayClass1_0.<Invoke>b__0(LemonAction`1 x) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 183 at MelonLoader.MelonEventBase`1.Invoke(Action`1 delegateInvoker) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 143 error in console
Any possibility of a Mono version? Seems like most modders are switching over to the alternate, and I have decided to take my save that way now. Really missing this mod though! No worries if not :)
No worries! Mono is the alternate version of the game. There is the IL2CPP version and an alternate mono version now. There are mods that only work for one or the other and it seems like the modding discord wants to focus on the mono version. I decided to switch back to the main/IL2CPP build of the game for now, as it seems like that is where most of the mods are for the time being. But I guess mods are easier to code in the mono/alternate.
Ahh ok, right! Now that you've mentioned I checked out the game and there is indeed an alternative version. The author says he might change to it for good. If it happens I'll definitely check it out.
Also I don't have anything to do with the Discord people anymore, for they have banned me for sharing the nexus link in the chat, and then writing the mods to question the reason (the rules said you cannot share mods directly only nexus links)..
1) alternate - Less performant than the default version, but less prone to crashes. 2) beta - Hosts the beta version of Schedule 1. May be unstable. 3) alternate-beta - Hosts the beta version of Schedule 1 in alternate mode. May be unstable 4) legacy - An older version of Schedule 1
Which one is the last one, the Mono u said, please? Thanks!!!!
Yea, thanks! True, it was a misunderstanding on my end, for I thought dealers work the same way as players and if I have a jar, I can only sell the jar as one. Turns out they can break it down and sell it anyways.
well, im using a ton of mods yes. but no, i have never used an extra dealer slot from my mod. 5 stacks of 20 bricks = 2000 product. it all fits in standard inventory
Hey bro, awesome work!! Would it be possible to scale the UI element? I play on my TV (sitting 2.5m away) and with the current settings the UI is barely readable.
I moved the Dealer's Overlay, and somehow it disappeared after some time. F10 says it's 'Visible', but I can't see it. I had a bug where the resolution was set to 'Full HD' instead of '2K'. Is there a reset button or any way to reset the position to default?
Yes it would be amazing if we could see the ammount of product (jars being 5, bags being 1 ect) in a total number such as 2 jars 1 bag being a total of 11 product remaining
I've updated the mod with types and units. Now if your dealer has 3 products (OG, Granddaddy, Meth) in different servings (2 jars of OG, 2 jars of Granddaddy, 8 baggies of Granddaddy, 1 jar of Meth) then you get to see "3 types (Total: 13 units)" because he can sell 13 times even though the total number of buds and crystals are 33.
I mean, that's exactly how it works now. Not product count, but servings. Because if he has a brick and 3 baggies, he can still sell 4 times max. For the detailed product count you can always open up the dealer menu in the phone
Thanks for the report! Just to confirm—does disabling only this mod (while keeping the 20-player mod enabled) restore your FPS back to normal? That would help rule out any conflicts or other mods affecting performance. Also, does the issue happen immediately when loading the save, or does it worsen over time? Any specific actions that seem to trigger the FPS drop (e.g., automation, AI movement, etc.)?
Yes. When the mod was deleted from both systems, the FPS was restored to its normal values.
The effect was instant on both players when it applied. There was no specific action that caused it that I am aware of. - We spawned in at my barn with automation fully in play, so maybe loading into a zone with tasks starts it?
We both left the zone by 100ft+ and the FPS was still affected.
As of after writing my initial message, the FPS issue has since resolved after closing some of my background tasks. - I sometimes play this game while editing in Davinci with little-to-no FPS impact, however, closing Davinci fixed the FPS issue. -- Last time this happened, neither me or my friend had any taxing tasks open in the background, so that can be ruled out.
Great to hear it got resolved! The mod queries the dealers' inventory every 5 seconds, so I thought if you are playing with 20 people all using the mod, maybe it can affect performance, haven't tested that. Let me know if you still experience something weird :)
I'd like to mention, when I was looking for new mods, I saw a "Press F1 To Sleep Anywhere" mod, and in the comments, someone said the mod lags their game. I did not test that mod to verify their claim, but since it happens to me, I'll assume it's valid.
Seeing that this issue encompasses more than just your mod, I'm thinking the could be stemming from a few sources:
The game isn't fully compatible with all mods at this stage of development. - Could just be a bug?
The way MelonLoader is integrating the mods into the game.
The files that certain mods are modifying are causing this performance issue.
Not sure if you want to test that mod for yourself to see if the bug happens to you or to see if you're able to look at what the .dll modifies and compare it to your mod to check if they both modify a same file, possibly leading to a cause?
Interesting observation! If multiple mods that affect sleeping mechanics are causing FPS drops, it could point to how the game handles certain modifications. I haven’t tested that mod myself, but if it’s modifying similar files, there might be some overlap.
37 comments
[19:27:20.323] [Dealer_Tracker] Dealer Tracker mod initialized!
error in console[19:27:20.330] [Dealer Tracker] MelonPreferences Loaded from UserData/DealerTracker.cfg
[19:27:20.344] [DealerSelfSupplySystem] System.NullReferenceException: Object reference not set to an instance of an object.
at DealerSelfSupplySystem.Core.OnPreferencesSaved()
at MelonLoader.MelonBase.PrefsSaved(String path) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\MelonBase.cs:line 487
at MelonLoader.MelonEvent`1.<>c__DisplayClass1_0.<Invoke>b__0(LemonAction`1 x) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 183
at MelonLoader.MelonEventBase`1.Invoke(Action`1 delegateInvoker) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 143
Also I don't have anything to do with the Discord people anymore, for they have banned me for sharing the nexus link in the chat, and then writing the mods to question the reason (the rules said you cannot share mods directly only nexus links)..
I saw there are:
1) alternate - Less performant than the default version, but less prone to crashes.
2) beta - Hosts the beta version of Schedule 1. May be unstable.
3) alternate-beta - Hosts the beta version of Schedule 1 in alternate mode. May be unstable
4) legacy - An older version of Schedule 1
Which one is the last one, the Mono u said, please?
Thanks!!!!
Will be fixed once I get back to the game :)
Will check out if you tell me what you are using
Yes, it is planned. However I'm not sure when the next update is coming, for free time is getting scarce
The config for the mod is under [GameFolder]/UserData/DealerTracker.cfg
Default Coordinates are 100, 100. Try setting those, or delete the file.
It would be cool if you could see how many items they still have in their slots.
The remaining items they have is the "Products" counter. Right now it shows the stacks only.
Or you mean like instead of 4 or 5 (stacks) you'd like to see total product count like 70-100?
2 jars 1 bag being a total of 11 product remaining
Now if your dealer has 3 products (OG, Granddaddy, Meth) in different servings (2 jars of OG, 2 jars of Granddaddy, 8 baggies of Granddaddy, 1 jar of Meth) then you get to see "3 types (Total: 13 units)" because he can sell 13 times even though the total number of buds and crystals are 33.
We usually play in 80FPS+, but with this mod added, we were 30FPS.
Right now, in a fully automated barn system, I'm in 12FPS on a system with a 4080S/R9-9900X.
The effect was instant on both players when it applied. There was no specific action that caused it that I am aware of.
- We spawned in at my barn with automation fully in play, so maybe loading into a zone with tasks starts it?
We both left the zone by 100ft+ and the FPS was still affected.
As of after writing my initial message, the FPS issue has since resolved after closing some of my background tasks.
- I sometimes play this game while editing in Davinci with little-to-no FPS impact, however, closing Davinci fixed the FPS issue.
-- Last time this happened, neither me or my friend had any taxing tasks open in the background, so that can be ruled out.
Thank you for the response, by the way.
Seeing that this issue encompasses more than just your mod, I'm thinking the could be stemming from a few sources:
- Could just be a bug?
Not sure if you want to test that mod for yourself to see if the bug happens to you or to see if you're able to look at what the .dll modifies and compare it to your mod to check if they both modify a same file, possibly leading to a cause?
I've just downloaded the file to double check and everything is fine: