This mod is incredible, thank you very much! I am having one issue, not sure if it's from this mod or a different mod or the game itself. But the room at the top of the stairs to the left, my handlers don't go into for some reason?
I have cauldrons in there each with a supply shelf, and a central gasoline shelf. The handler that unloads the gas van to the gas shelf doesn't work, the one that brings dried leaves to the cauldron shelves doesn't work, and the one who puts the ingredients into cauldron doesn't work. If I manually fill the cauldron the chemist will come run it just fine.
The handlers are paid and otherwise functional, they just say there's nothing to do even if there are items on their source shelf and open spots on the destination. It only applies to the upstairs room to the left of the stairs, all others work fine.
Is this any known issue? Can I determine if it's from this mod or something else causing it?
after looking into it more and testing some things.. it seems it works if I start a brand new game.. so is there a way I can get it to work with the game i have been working on already?
There's not any real reason you should have to start a new game. Check your save file in "%appdata%\..\LocalLow\TVGS\Schedule I\Saves" and look at the manor property. See if it exists and if its json file has
"IsOwned": true,
If so set it to false, or better, just delete the whole "Manor" file under the "Properties" folder. I'm guessing you used the old mod that set the manor to being owned which made the doors accessible and a few other things. If you used that in the path the property is already owned which is why you wouldn't be able to purchase it from Ray (though you should still be able to place things at the property if you own it)
hi, mod worked fine when i installed mid save on 0.3.5.f but since moving to beta 0.3.6 the mod will not work. Doesnt show in properties in appdata folder, melon launcher console showing errors only for this mod out of the 9 i have installed. Please could you fix this? Loved using the mod in 0.3.5
Hello. I'm unable to run this mode everytime I wanw to start the game, the mod doesn't show in the mod menu and this pops up: [Il2CppInterop] Class::Init signatures have been exhausted, using a substitute! Unhandled exception in coroutine. It will not continue executing.
Ich habe folgendes Problem im Multiplayer wenn mein Kollege auch den Mod an hat und ich der Horst bin sieht er keine Gegenstände mehr, keine Drogen, kein Koks oder Benzin, erst wenn er den Mod deaktiviert erscheint alles wieder
I have the following problem in multiplayer when my colleague also has the mod on and I am the Horst he can no longer see any objects, no drugs, no coke or petrol, only when he deactivates the mod does everything appear again
Hello, my wife an i are looking into adding a custom area to build however we cant find anything on how do do that, what did you do to add grids etc to the manor?
Unfortunately what you're trying to do in adding a brand new area has never been done and can be VERY complex depending on how much functionality you're trying to give that area, especially when it comes to employees. You'd need to do everything this mod (which took over a month to create) does and more.
If you look up the schedule 1 modding discord you can find a write-up I did on Properties.
S1API also contains a lot of helpful stuff ported-from/inspired-by ManorMod that can help you to do things more easily, but what you're describing is not something I could tell you how to do quickly in this post section. You'll need to learn to mod Schedule 1 and do some deep research and iteration.
I'll be honest, unless you're both devs, this is generally speaking (and unfortunately) not a family project you're describing.
Hallo, ich benutze Google Translate und versuche, dich so gut wie möglich zu verstehen. Hast du Probleme, einem Netzwerkspiel beizutreten, auf dem die Mod läuft? Habt ihr beide die Mod installiert? Habt ihr beide überprüft, ob ihr die richtige Version der Mod für eure Spielinstallation habt?
302 comments
I have cauldrons in there each with a supply shelf, and a central gasoline shelf. The handler that unloads the gas van to the gas shelf doesn't work, the one that brings dried leaves to the cauldron shelves doesn't work, and the one who puts the ingredients into cauldron doesn't work. If I manually fill the cauldron the chemist will come run it just fine.
The handlers are paid and otherwise functional, they just say there's nothing to do even if there are items on their source shelf and open spots on the destination. It only applies to the upstairs room to the left of the stairs, all others work fine.
Is this any known issue? Can I determine if it's from this mod or something else causing it?
I put the DLL in my mods folder and tried it on the non beta and alt versions of this game and still nothing.
"IsOwned": true,
If so set it to false, or better, just delete the whole "Manor" file under the "Properties" folder. I'm guessing you used the old mod that set the manor to being owned which made the doors accessible and a few other things. If you used that in the path the property is already owned which is why you wouldn't be able to purchase it from Ray (though you should still be able to place things at the property if you own it)
I have the following problem in multiplayer when my colleague also has the mod on and I am the Horst he can no longer see any objects, no drugs, no coke or petrol, only when he deactivates the mod does everything appear again
If you look up the schedule 1 modding discord you can find a write-up I did on Properties.
S1API also contains a lot of helpful stuff ported-from/inspired-by ManorMod that can help you to do things more easily, but what you're describing is not something I could tell you how to do quickly in this post section. You'll need to learn to mod Schedule 1 and do some deep research and iteration.
I'll be honest, unless you're both devs, this is generally speaking (and unfortunately) not a family project you're describing.