Little message to let you know that the development is not dead ! I currently have a lot of things happening on my side, and don't have many time for the mod development, but things are progressing nonetheless.
I started to work on the mono version, and I'll be able to develop a working multiplier for this version ! Their will also be better logs for troubleshooting.
I'll have more time in the end of may, Until then, thanks for downloading and providing feedbacks :D
Hi, I can't change baggies and jars stacks, I changed value from 3 to 6 and even 9 but still it's not changing, I had the same problem with ingredients but when I changed it from 10 to 20 it worked. I tried to get this mod in separate file in mods file it didn't work, I tried to remove one file at a time separately from mods file and see if I just need one and it didn't work as well. Edit: I had to increase value of packaging to 30 Edit 2: Now i can't change stacks for product seeds and soil... Edit 3: I had to change growing value to 100 for it to even work bruh
Any help would be appreciated - when I run, the stacks do not change and the melon loader says its working but is setting things from 10 to 10 or 20 to 20... Any ideas? EDIT - figured it out. The JSON and DLL file need to be in the Mods file, not in a file together in the Mods file.
Cash doesn't work. I first changed the 1 to 10. When that didn't work, I moved it down to 2. No difference. I edited the file both before loading the game and after loading the game before I changed them.
Mod works great for me, but for my friend Melonloader states that "config file not found"
I checked their files and mods and it very much is in there and Melonloader seems to be installed correctly, any ideas how to fix this or something we may have missed?
It works for everyone else in the multiplayer session
Tested it with them being solo and it still didn't work
I was playing the game with this and alot of other mods to the point where i bought the Bungalow and equipment for cooking meth and this mod just randomly stopped working. Baggies were normally with this mod stacked 60 in one slot, but now they are 20 in one slot. I even tried to reinstall this mod and look at the melonloader console, but i just saw that the mod is succesfully loaded and some other stuff that is apparently related to the cash stacks not multiplying problem.
I'm having an issue with the ingredient/consumable multipliers as well as missing delivery items.
With ingredients and consumables each set to 5, base quantity of 20 items were stacking to 500 instead of 100. Tested individually, with Consumable at 1 and Ingredients at 5, Cuke remained at its base of 20 while Bananas stacked to 500. The reverse was also true, Consumables at 5 and Ingredients at 1 produced stacks of 500 Cuke and 20 Bananas. It appears that for those 2 multipliers specifically it is multiplying twice. With them set to 4, the stack size of Cuke/Bananas was 320 which would be a base of 20 multiplied by 4 (80) and multiplied by 4 again to reach 320. Other tested multipliers seem to be fine.
A delivery order from the gas mart with 200 cuke/banana/mouthwash/viagor and a small amount of trash bags and jars arrived with only the trash bags and jars following empty spaces where the other ordered items should have been. The delivery summary also showed the correct ordered quantities.
My game is not on any alternate or beta branches nor has it ever been. I didn't see any useful information in the MelonLoader log, no red errors and the only lines mentioning "Better Stacks" are the initial assembly declaration and 3 instances of "[Better Stacks] Transpiler called" each followed by a number of "Opcode:" entries that I do not know how to read/interpret. That section attached in spoiler.
180 comments
Little message to let you know that the development is not dead !
I currently have a lot of things happening on my side, and don't have many time for the mod development, but things are progressing nonetheless.
I started to work on the mono version, and I'll be able to develop a working multiplier for this version !
Their will also be better logs for troubleshooting.
I'll have more time in the end of may, Until then, thanks for downloading and providing feedbacks :D
Edit: I had to increase value of packaging to 30
Edit 2: Now i can't change stacks for product seeds and soil...
Edit 3: I had to change growing value to 100 for it to even work bruh
EDIT - figured it out. The JSON and DLL file need to be in the Mods file, not in a file together in the Mods file.
Known issues
- Cash stacks can't be modified
&
Next steps
- Cash stack limit, at least for the mono version
I checked their files and mods and it very much is in there and Melonloader seems to be installed correctly, any ideas how to fix this or something we may have missed?
It works for everyone else in the multiplayer session
Tested it with them being solo and it still didn't work
Can it be automate stacking? I am asking because will it work with employee?
When importing an item it does not stack all the way, i need to stack them each time i pick them...
Thank you
What does "growing" include? And does packaging include packed product or is that listed as product?
I was playing the game with this and alot of other mods to the point where i bought the Bungalow and equipment for cooking meth and this mod just randomly stopped working. Baggies were normally with this mod stacked 60 in one slot, but now they are 20 in one slot. I even tried to reinstall this mod and look at the melonloader console, but i just saw that the mod is succesfully loaded and some other stuff that is apparently related to the cash stacks not multiplying problem.
Is this on my end or is this problem in the mod?
My game is not on any alternate or beta branches nor has it ever been. I didn't see any useful information in the MelonLoader log, no red errors and the only lines mentioning "Better Stacks" are the initial assembly declaration and 3 instances of "[Better Stacks] Transpiler called" each followed by a number of "Opcode:" entries that I do not know how to read/interpret. That section attached in spoiler.
[20:02:13.697] [Better Stacks] Transpiler called
[20:02:13.698] Opcode: ldarg.0, Operand:
[20:02:13.699] Opcode: call, Operand: IntPtr Il2CppObjectBaseToPtrNotNull(Il2CppInterop.Runtime.InteropTypes.Il2CppObjectBase)
[20:02:13.699] Opcode: pop, Operand:
[20:02:13.699] Opcode: ldc.i4.1, Operand:
[20:02:13.700] Opcode: conv.u, Operand:
[20:02:13.700] Opcode: sizeof, Operand: System.IntPtr
[20:02:13.700] Opcode: mul.ovf.un, Operand:
[20:02:13.700] Opcode: localloc, Operand:
[20:02:13.700] Opcode: stloc.1, Operand:
[20:02:13.701] Opcode: ldloc.1, Operand:
[20:02:13.701] Opcode: ldarg.1, Operand:
[20:02:13.701] Opcode: call, Operand: IntPtr Il2CppObjectBaseToPtr(Il2CppInterop.Runtime.InteropTypes.Il2CppObjectBase)
[20:02:13.701] Opcode: stind.i, Operand:
[20:02:13.702] Opcode: ldc.i8, Operand: 1214648060752
[20:02:13.702] Opcode: conv.i, Operand:
[20:02:13.702] Opcode: ldarg.0, Operand:
[20:02:13.702] Opcode: call, Operand: IntPtr Il2CppObjectBaseToPtrNotNull(Il2CppInterop.Runtime.InteropTypes.Il2CppObjectBase)
[20:02:13.702] Opcode: ldloc.1, Operand:
[20:02:13.702] Opcode: ldloca.s, Operand: System.IntPtr (0)
[20:02:13.703] Opcode: call, Operand: IntPtr il2cpp_runtime_invoke(IntPtr, IntPtr, Void**, IntPtr ByRef)
[20:02:13.703] Opcode: stloc.2, Operand:
[20:02:13.703] Opcode: ldloc.0, Operand:
[20:02:13.703] Opcode: call, Operand: Void RaiseExceptionIfNecessary(IntPtr)
[20:02:13.704] Opcode: ret, Operand:
[20:02:13.711] [Better Stacks] Transpiler called
[20:02:13.712] Opcode: ldarg.0, Operand:
[20:02:13.712] Opcode: call, Operand: IntPtr Il2CppObjectBaseToPtrNotNull(Il2CppInterop.Runtime.InteropTypes.Il2CppObjectBase)
[20:02:13.712] Opcode: pop, Operand:
[20:02:13.713] Opcode: ldc.i4.0, Operand:
[20:02:13.713] Opcode: conv.u, Operand:
[20:02:13.714] Opcode: stloc.1, Operand:
[20:02:13.714] Opcode: ldc.i8, Operand: 1214648059120
[20:02:13.714] Opcode: conv.i, Operand:
[20:02:13.714] Opcode: ldarg.0, Operand:
[20:02:13.715] Opcode: call, Operand: IntPtr Il2CppObjectBaseToPtrNotNull(Il2CppInterop.Runtime.InteropTypes.Il2CppObjectBase)
[20:02:13.715] Opcode: ldloc.1, Operand:
[20:02:13.715] Opcode: ldloca.s, Operand: System.IntPtr (0)
[20:02:13.715] Opcode: call, Operand: IntPtr il2cpp_runtime_invoke(IntPtr, IntPtr, Void**, IntPtr ByRef)
[20:02:13.715] Opcode: stloc.2, Operand:
[20:02:13.717] Opcode: ldloc.0, Operand:
[20:02:13.718] Opcode: call, Operand: Void RaiseExceptionIfNecessary(IntPtr)
[20:02:13.718] Opcode: ret, Operand:
[20:02:13.725] [Better Stacks] Transpiler called
[20:02:13.725] Opcode: ldarg.0, Operand:
[20:02:13.725] Opcode: call, Operand: IntPtr Il2CppObjectBaseToPtrNotNull(Il2CppInterop.Runtime.InteropTypes.Il2CppObjectBase)
[20:02:13.726] Opcode: pop, Operand:
[20:02:13.726] Opcode: ldc.i4.0, Operand:
[20:02:13.726] Opcode: conv.u, Operand:
[20:02:13.727] Opcode: stloc.1, Operand:
[20:02:13.727] Opcode: ldc.i8, Operand: 1214648056240
[20:02:13.727] Opcode: conv.i, Operand:
[20:02:13.728] Opcode: ldarg.0, Operand:
[20:02:13.728] Opcode: call, Operand: IntPtr Il2CppObjectBaseToPtrNotNull(Il2CppInterop.Runtime.InteropTypes.Il2CppObjectBase)
[20:02:13.728] Opcode: ldloc.1, Operand:
[20:02:13.728] Opcode: ldloca.s, Operand: System.IntPtr (0)
[20:02:13.729] Opcode: call, Operand: IntPtr il2cpp_runtime_invoke(IntPtr, IntPtr, Void**, IntPtr ByRef)
[20:02:13.729] Opcode: stloc.2, Operand:
[20:02:13.729] Opcode: ldloc.0, Operand:
[20:02:13.729] Opcode: call, Operand: Void RaiseExceptionIfNecessary(IntPtr)
[20:02:13.730] Opcode: ret, Operand:
BUT (And this is important) The bug only appears in the tutorial quest, I started the mod in a running save, there it worked fine
Edit: After some testing and removing mods from my modslist i figured it wasnt the Stack mod causing the freeze it was the Silkroad mod.