There are no super new ideas =) Mostly optimizations and code corrections. Fixed a bug with profit calculation (wrong formula was earlier). The update is a bit delayed as I am far away from my computer. If you have any ideas and suggestions, write in this post. We will discuss and if anything we will add to the mod.
I installed this mod 1.0.3 dLL in my mods folder and the log says it's loaded and I don't see any errors related to RLMAPP. But, in the game, when I hit escape or use the phone... then hit F5... nothing happens, i.e. no initial menu comes up. I have two other mods that use F3 and F6 but no others that uses F5 or any function keys. What might be preventing the interface from coming up? I don't have anything that I know of mapped on my PC to F5 either (and it does work when I used it to refresh a folder).
EDIT: It initially says it's loaded but further down in the logs, there are no entries about other initializations the mod would be doing (which other mods have).
I have several mods that add apps to the phone, including this one, but I can't see all of them. Is there any way of adjusting this or should I just use the version that doesn't add the phone app?
As I know they haven't come up with the option of multiple desktops on the phone yet. I was planning to add a button to open an application if suddenly it doesn't fit in the phone. This will probably be in 1.0.4 There's a lot of code in there right now and I'm afraid to change anything XD
I don't know if it is just me but there seems to be a mismatch of production cost on the recipe vs mixer/site.
My product that is a 2-stage mix meth + addy (9$) + horse semen (9$) should have a production cost of 18$ but on the recipe it shows a production cost of 52$. so the there are 2 profit calculations.
on the mixer; cost 18 | sell price 141 | profit 123 on the recipe; cost 52 | sell price 141 | profit 89
the base meth somehow also have the wrong production cost meth market price 70, production cost 70, profit 0. I don't understand how the production cost of 1 meth is 70 and 0 profit.
I think there is a formula error somewhere or I am just wrong.
I'll check, because the mixer has its own formula for calculating (effects etc. etc.), but the formula in the recipes is a bit different, I wanted to correct it, but I forgot a bit.... There are a lot of factors not taken into account in the recipe. In 1.0.4 corrected.
I would love to enjoy this mod, but the math is wrong for basically everything, nullifying the point of having it in the first place. The Products screen calculates everything as having a profit of $20 automatically, meth is somehow a production cost of $70 (Acid $40, Phos $40, Normal Pseudo $80 = $160 for x10 Meth, or $16 per Meth is what it should be), and the mixer only shows the cost of the mixed ingredients, without taking the drugs into account at all.
First of all, all data and prices are taken from the products (game files) they alas do not take into account anything there, there is just the price of the finished product and that's it. Pseudo, seed, etc., are not taken into account because the cost affects it indirectly. Namely the product made of simple pseudo and the product made of good pseudo will cost the same, only the quality changes.
Because of this, it's useless to consider it, basically. If the price depended on the quality, it would all be taken into account
my mix currently of: gdp + donut, energy drink, para, viagra has effects of antigravity but mixer dont show that & i dont think the sell price is that high as it indicated
Can you send a screenshot or code from the mixer. The code is better. I'll check it out. Is it showing incorrectly here as well? - https://schedule1.tools/mixer
Love the mod, thank you, I really appreciate it. Is there any way to add a search option? I believe you would be the first, I have looked everywhere for a recipe list with search.
128 comments
There are no super new ideas =) Mostly optimizations and code corrections. Fixed a bug with profit calculation (wrong formula was earlier).
The update is a bit delayed as I am far away from my computer.
If you have any ideas and suggestions, write in this post. We will discuss and if anything we will add to the mod.
EDIT: It initially says it's loaded but further down in the logs, there are no entries about other initializations the mod would be doing (which other mods have).
I was planning to add a button to open an application if suddenly it doesn't fit in the phone. This will probably be in 1.0.4
There's a lot of code in there right now and I'm afraid to change anything XD
My product that is a 2-stage mix
meth + addy (9$) + horse semen (9$) should have a production cost of 18$
but on the recipe it shows a production cost of 52$.
so the there are 2 profit calculations.
on the mixer; cost 18 | sell price 141 | profit 123
on the recipe; cost 52 | sell price 141 | profit 89
the base meth somehow also have the wrong production cost
meth market price 70, production cost 70, profit 0.
I don't understand how the production cost of 1 meth is 70 and 0 profit.
I think there is a formula error somewhere or I am just wrong.
Pseudo, seed, etc., are not taken into account because the cost affects it indirectly. Namely the product made of simple pseudo and the product made of good pseudo will cost the same, only the quality changes.
Because of this, it's useless to consider it, basically.
If the price depended on the quality, it would all be taken into account
my mix currently of: gdp + donut, energy drink, para, viagra has effects of antigravity but mixer dont show that & i dont think the sell price is that high as it indicated
The code is better. I'll check it out.
Is it showing incorrectly here as well? - https://schedule1.tools/mixer
NEW MIXER