Since you mentioned the Cheat Engine tables, would you be willing to let us change the output per machine? For example, if I mix something, could I get 5 products from 1 input?
Something like that is definitely possible, but i dont see a reason to add that to my menu when you can just dupe. I mean, if you could justify a reason to need it I MIGHT add it. Thanks for trying my first mod anyways <3
I guess it means a little less clicking, and it's always nice if I get to feel like a clever drug producer instead of a mere cheater. EDIT: Please add as many pieces of the Cheat Engine table as possible, because I distrust the program and prefer MelonLoader. With the recent malware scandal regarding mods for this game, I want to be safe, not sorry.
Just seeing your edit, would you like to point out any of the features you would like to possibly see in the menu? I will likely look into this in the near future if you do :) (yea i dont blame you about the malware part either. I've been incessantly decompiling mods/updates to ensure I don't get infected.)
Please prioritize anything to do with production, and I'm focused on the mod "Sintrix Menu," which seems to have virtually every code I want, if it didn't require Cheat Engine. Out of the cheats there, the most important one is "Mixing Station: Edit Output Quality & Quantity," which would allow me to mix huge amounts of stuff with minimal effort. However, anything equipment related is important, especially if you can change the quality. I still want to feel like a brilliant drug dealer, even if I'm obviously not.
first new feature ive added (will upload soon after bugtesting); Employee station and route increase (makes routes scrollable to enable adding more than 5, up to 200 stations per employee). will look into the menu next (i havent checked the sinitrix menu on nexus, only the ct on fearlessrevolution)
im losing my mind trying to get this working, i can find the stations and the values of the products/outputs at runtime but I just CANNOT get it to modify them properly. sorry!
It's alright, and I think the developers behind Melonloader would know what to do right now. If you can see the data, it can definitely be modified, but there are probably some limitations with Melonloader that prevent you from forcing those particular scripts to change. Nevertheless, the effort is greatly appreciated.
Just a heads up the game crashes when you try to open the menu while Dealer Self-Supply System is installed (https://www.nexusmods.com/schedule1/mods/552?tab=description). No logs or I'm too much of a melon loader noob to find or enable them ;(
Yea the mods have conflicting code and I don't feel at liberty to try to troubleshoot this since this IS my first mod. I apologize for the inconvenience <3 (i may work in SOME of the functionality of that mod at some point though to appease this if its a common problem <3)
I don't really have any plans to support other mods, but can you share the melonloader log of when it crashes? Is it a stack overflow..? I need more details! <3
Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Repeat 2 times: -------------------------------- at Il2CppInterop.Runtime.IL2CPP.il2cpp_field_static_set_value(IntPtr, Void*) -------------------------------- at Il2CppScheduleOne.Persistence.SavePoint.set_SAVE_COOLDOWN(Single) at DealerSelfSupplySystem.Core.OnUpdate() at MelonLoader.MelonEventBase`1[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].Invoke(System.Action`1<System.__Canon>) at DynamicClass.Trampoline_VoidThisMelonLoader.Support.SM_ComponentUpdate(IntPtr, Il2CppInterop.Runtime.Runtime.Il2CppMethodInfo*) at DynamicClass.Invoker_VoidThis(IntPtr, Il2CppInterop.Runtime.Runtime.Il2CppMethodInfo*, IntPtr, IntPtr*, IntPtr*)
does this help?, because after i turn off to menus it still crashes when i press f9 :(
if it crashes upon pressing F9 when you're NOT using my mod, then it sounds to me like either a seperate mod is causing this issue or perhaps the game needs to be run as administrator? just spitballing, because I cannot replicate this. (Edit; It's the Dealer Self-Supply Mod. I likely will NOT be investigating this for compatibility)
it does for me and everyone else so far. any errors in the melonloader console or anything? (other than the one about not finding the TimeManager, thats normal and happens when you actually load a save)
I was about to release another small update but if this is an active issue I will fix this first.
yes it does. you need atleast 2 of the item to dupe, 1 item in 2 different slots. when you drag one item into the other to stack them, thats when the duplication occurs and its affected by the multiplier. if this explanation still doesnt make sense i could prolly make a short video showing how to use it. thanks for the input anyways! <3
oops... sorry haha. I forgot to add that to the description. I have a habit of watching the melonloader log as the game is starting, the mod tells you the key used to open there when first starting the game haha. But yes, as Khasara mentioned, it is F9.
27 comments
EDIT: Please add as many pieces of the Cheat Engine table as possible, because I distrust the program and prefer MelonLoader. With the recent malware scandal regarding mods for this game, I want to be safe, not sorry.
Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Repeat 2 times:
--------------------------------
at Il2CppInterop.Runtime.IL2CPP.il2cpp_field_static_set_value(IntPtr, Void*)
--------------------------------
at Il2CppScheduleOne.Persistence.SavePoint.set_SAVE_COOLDOWN(Single)
at DealerSelfSupplySystem.Core.OnUpdate()
at MelonLoader.MelonEventBase`1[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]].Invoke(System.Action`1<System.__Canon>)
at DynamicClass.Trampoline_VoidThisMelonLoader.Support.SM_ComponentUpdate(IntPtr, Il2CppInterop.Runtime.Runtime.Il2CppMethodInfo*)
at DynamicClass.Invoker_VoidThis(IntPtr, Il2CppInterop.Runtime.Runtime.Il2CppMethodInfo*, IntPtr, IntPtr*, IntPtr*)
does this help?, because after i turn off to menus it still crashes when i press f9 :(
I was about to release another small update but if this is an active issue I will fix this first.
check this gif, click the link (its my cloud drive, imgur wasnt letting me upload it)
I just realized you haven't even downloaded my mod once yet lol you're a goofy goober :)