Hello again, just wanted to make an update about the mod. Got it to work with your latest trick. Not sure what's different this time, nor do i care about that.
All i know for sure is that a combo with your 20 slots racks + increased stack limit is something else.. Seeing 40kg product per rack is a sight to see!
Thank you for the mod & all the help. Will thumb you up once i'll be fully grown here.
Hey, thanks for the awesome update! Glad to hear it’s working now — sometimes mods just need a bit of cooperation from the mod gods 😄 And yeah, seeing those 40kg racks in action is definitely a satisfying sight! Really appreciate the kind words, and I’m happy I could help you get it going. Enjoy running your empire
03 May 2025, 11:11AMWell it seems i'm heading towards somekind of rabbithole lmao Now i have backpack mod (should be the clean one) which gives me extra 12 slots, when we combine that with players own 8 slots.. then it's only natural that we want 20 slot racks. Right?
Do you think i need to get rid of that 12 slot mod before trying yours once more, will there be a conflct otherwise? I'm also unsure what happens to my bricks if i now revert racks 12 slots ---> 8 slots will all the "excess" bricks just vanish? No idea how this works..
Hey! Yeah, it's easy to fall into the rabbit hole with all these mods 😄 About your setup: if your current backpack mod gives 12 extra slots and you're using racks with 12 slots to match, it does make sense to aim for 20-slot racks to keep things tidy. But regarding conflicts—if the mod you're trying to use also changes player inventory or storage mechanics, there could be issues. It's hard to say without knowing how both mods handle slot allocation under the hood. If you're unsure, the safest way to test is in a fresh save. I recommend using the CDXX mod: 👉 https://www.nexusmods.com/schedule1/mods/89 It lets you spawn money and items, so you can quickly test how changes affect your inventory or racks. Also, if you revert racks from 12 slots to 8 and there are more than 8 bricks in them, there's a risk the extras might disappear or glitch out—again, depends on how the mod handles overflow. Best to back up your save or test first. Feel free to add me on Discord if you want to figure it out together: flaxx__
Thanks for the tips! Prob will test that CDXX mod. Good to know i can find you on Discord also.
Still gonna leave this here in the absence of better ideas: is there a way for you guys to make a mod that let's player see the amount/ maybe product details on each property they have stashed? Is this even something that can be done?
Better yet, is there already a mod for this that's simply hidden from me? Questions,questions..
Well it seems i'm heading towards somekind of rabbithole lmao Now i have backpack mod (should be the clean one) which gives me extra 12 slots, when we combine that with players own 8 slots.. then it's only natural that we want 20 slot racks. Right?
Do you think i need to get rid of that 12 slot mod before trying yours once more, will there be a conflct otherwise? I'm also unsure what happens to my bricks if i now revert racks 12 slots ---> 8 slots will all the "excess" bricks just vanish? No idea how this works..
Ok now you have a new battle ahead.. I challenge you to figure this out for me. My experience with mods is about 36 minutes, so i'm kinda legend in these circles. I cannot get this to work.
The path is what you said is needed, at least the Schedule I -UserData-Inventory Expansion part at the end. I copy pasted your thingy and no matter what, it resets after i close the game and the racks are default size. No bigger ones, ever. Nada.
When i changed one line: "storagerack_large": etc... slots 20 rows 4 you know what i'm talking about.. that stays there but still seeing default racks in game.
When i open storageslot.json at the top it says version:4? Is that a bad thing? I couldn't download any older versions of your mods.
Also i have another mod called MassTransferMod_Il2Cpp, if that helps? That one works but i NEED this mod of yours since they go hand in hand imo.
I would post my storageslot.json to you, but it doesn't look like yours.. all the rows are, how do you say it in english..? The text shows vertically there unlike yours. I don't know how would i manage to copy all of that here. I can try if you feel that helps. Solve this and make my weed empire thrive even more!
Did the files in Schedule I\UserData\Inventory Expansion\ get generated by the game, or did you create them yourself? If you created them manually, please delete them, then launch the game, exit back to the main menu, and only after that edit the storageslot.json file. Version 4 is just the internal config version for the mod. When updates are released, it automatically increases and tries to update your file with minimal data loss (your saved settings should remain intact). Also, just to confirm: Did you install MelonLoader or BepInEx? This mod only works with MelonLoader – it won’t function at all if you're using BepInEx.
I have Melonloader installed. And the files generated by themselves, after that i changed the lines.
But i think we're good here, i found another mod that gives me 12 slots. So far it's good enough for me. If my kingdom really gets out of hands, i might need the 20.
But if you're in the verge of figuring what is the problem here, surely i'll listen.
Although i'm not sure how to even proceed from here.. Yeah...Have melonloader, didn't touch storageslot.jsonbut only after they generated there, the path is Schedule I\UserData\Inventory Expansion\ also i currently have few other mods installed and everything works fine.
It was just odd that that this one didn't. I bet it's some weirdness with my Windows.. i dunno
But like i said it's fine if you're not in the mood of figuring this out, i'll get along. Also i'm extremely happy you responded! You modding people seem to have a nice community here.
It doesn’t matter if the JSON is written all in one line or spread out like this — as long as the commas are in the right places, it will work. This format here is just easier to read. If it still doesn't work, try checking the console window when the game starts and look for any errors or log entries. You should see lines like: [01:40:28.909] Inventory Expansion Mod loaded! [01:40:28.930] [Inventory Expansion] Default configuration written: defaultslot.json [01:40:28.950] [Inventory Expansion] StorageEntity patched successfully. [01:40:29.013] ✅ All inventories have been updated.
If something is missing or there's an error there, it might help to track down the issue. But again, if your current solution with 12 slots works for now, that’s totally fine too! Just wanted to offer a bit more help if you’re curious to dig deeper. :)
You can choose your own values for slot number and rows. There’s no maximum, but the downside is that the Done button gets pushed further down and can eventually end up off-screen.
Right now, the game seems to have a hard limit of 20 storage slots. Anything beyond that gets ignored or may cause issues. To unlock the rest, we'd need to patch or bypass that internal limitation – either by modifying the game's UI and logic or identifying where that limit is enforced in the code. I'm currently investigating ways to get around it!
Thanks a lot for your kind words! I'm really glad you're enjoying the mod. :) It's still a work in progress, but I appreciate the feedback and hope to make it even better over time! If you run into any issues or have suggestions, feel free to share them.
Yeah, I’ve already tried almost everything to increase the slot limit too. The game seems to have a hardcoded cap around 20 slots—going beyond that usually leads to bugs or even crashes, just like you experienced. I’m still looking into possible workarounds, but so far it looks like we’d need a deeper patch into the game’s UI or inventory logic. If I find something stable, I’ll definitely share it!
Does this work with alternative beta and multiplayer? Also, any negative effects when removing your mod? I've seen that some others may have drawbacks so I wanted to check
Yes, the mod does work in multiplayer. However, if not everyone has it installed, the extended storage will only work for you—other players won’t see or be able to interact with the extra slots. So it’s definitely recommended that everyone in the session uses the mod for a consistent experience. I haven’t tested what exactly happens to items stored in the extended slots if you remove the mod, but most likely, those items will just no longer be visible or accessible until the mod is reinstalled.
I'm having a problem where the config files aren't created after launching and loading in game :c
It's possible that having installed this beforehand has blocked that from occurring due to the directory for where they might install changing: https://www.nexusmods.com/schedule1/mods/368 Is it possible to add a download for just the config files please?
The mod always generates a default config file named defaultslot.json every time the game is restarted. You can find it here:
Schedule I\UserData\Inventory Expansion You can simply edit this file and rename it to:storageslot.json The mod will then use your custom settings instead of the default. In future updates, this file may be regenerated or expanded, especially when new inventories (like the Dealer or Safe) are added. So it’s a good idea to check for changes and re-download the latest mod version if needed. Let me know if you need help setting it up!
As I mentioned, due to the aformentioned mod that I linked, the UserData folder has changed locations. To be specific, it's now been relocated to:Schedule I\MLLoader\UserDataAs a result, I believe it is preventing the defaultslot.json from properly being added on game start like it should. I believe it could still work if I could just get the configuration file to manually add into the new location. The other mods with config files have been working but they were also added before the aformentioned one that relocated the UserData file. I have looked all over for the file and did a search for the name but nothing comes up. It was not added.
EDITED So, I did some more testing and discovered that the aformentioned dependency for the linked mod is what's causing the configuration files not to appear, as I suspected. Nothing conflicted, per se, it's just that the expected file location moved and so they cannot be added. Regardless though, I've found that the mod doesn't work. I've tested it with and without the aformentioned mods installed (and tested with the configuration files, too, once the aformentioned problem mods were removed) and saw no difference when it came to inventory slots/rows even after having configured the storageslot.json. I even tried only having the storageslot.json in there without the other (in case it conflicted) and still it didn't work. So ~ not sure what's going on just even with the configuration files it doesn't work for me nor my friend who I asked to try as well.
Just to clarify: the mod you're using (Grumpy's BepInEx x MelonLoader Pack) changes the default UserData path, which is why your config files like storageslot.json or defaultslot.json aren't showing up where you'd normally expect. Please note that my mod was created specifically for the current version of MelonLoader (0.7.0 Beta). I don't officially support alternative loaders like the one included in Grumpy's pack. That said, it might still work if everything is placed correctly. Make sure your config files go here: Schedule I\UserData\Inventory Expansion\ Even though the defaultslot.json is usually generated automatically, you can try adding it manually if it's missing. Here’s the correct version: { "storagerack_small": { "slots": 4, "rows": 1 }, "storagerack_medium": { "slots": 6, "rows": 2 }, "storagerack_large": { "slots": 8, "rows": 2 }, "shitbox": { "slots": 5, "rows": 1 }, "van": { "slots": 16, "rows": 2 }, "suv": { "slots": 5, "rows": 1 }, "pickup": { "slots": 8, "rows": 2 }, "sedan": { "slots": 5, "rows": 1 }, "coupe": { "slots": 4, "rows": 1 }, "palletstand": { "slots": 5, "rows": 1 }} I’ll try to help where I can, but full compatibility with that mod loader setup isn’t guaranteed.
First, thank you for continuing to correspond. And, yes, that is the original problem.
However, I have also tested the mod withoutGrumpy's BepInEx x MelonLoader Pack and the mod still didn't work for me, unfortunately, but it did properly generate the defaultslot.json and the storageslot.json. And I did try to updated version that you just uploaded.
Are there any existing mods that you're aware of that may be otherwise conflicting? I don't have many mods installed but could Schedule One Enhanced possibly conflict? It edits stack limits but not slots/rows like yours.
The other mods I have (listing just in case they end up being relevant but I don't think they conflict) are: Top Shelf Bonus, More Cash Per Slot, Deal Optimizer, and Always Show Distances On Compass
There can be issues when using Dealer Self-Supply System — specifically, the Self-Supply UI might stop closing properly when my mod is installed. That’s a known conflict. However, I personally use IncreasedStackLimit and it works without any problems, so that one should be fine. From the mods you listed, I don’t see any obvious conflicts — they should all work alongside mine without issues. Just to be sure: the mod is designed to expect the storageslot.json file to be located exactly here: Schedule I\UserData\Inventory Expansion\storageslot.json If it's not in that location, the mod won’t be able to read it and will fall back to default values.
I've tried putting it as close to that as possible since the UserData was relocated:[...]Schedule I\MLLoader\UserData\Inventory Expansion\storageslot.json However it doesn't work like this with me manually adding in the configuration file (and, yes, I edited the values to differ from the default ones). The BepInEx being installed makes it impossible for it to be in the exact pathing you specified yet the other mods I use that make use of configuration files have no problem working. I've also tried removing the mods that were causing the problem and still couldn't get it to work for some reason (although i did that before the newest version that you just released).
Update: I think I see the problem now. This isn't a mono mod but an Il2cpp one. I use the alternative beta version which requires mono builds. I did origianlly ask if this mod worked with alternative beta but I guess you didn't see or forgot to answer that part and I either forgot to follow up on it or took your no negative response about it as an all clear xD
I actually just tried using Grumpy’s BepInEx x MelonLoader Pack myself and noticed that the MelonLoader console doesn’t show up at all — is that the case for you too? If the console doesn't open, that usually means mods aren't being loaded properly. I'd recommend trying with a clean install of the game and using the official MelonLoader version from here: 👉 https://melonwiki.xyz/#/?id=requirements That setup should give you the console on launch, and make sure everything loads as expected. As for your other question — yes, I’ve shared this mod with several friends, and it works perfectly for them too, just like it does for me. So you're definitely not cursed 😅 — it’s likely just something with the setup.
The last update only sets 1 row at everything, maybe the limit to the dealer is what causes it. As there's already good dealers expansion mods, set it to just storage furniture, or at least, a diferent version without the dealer part for the ones already got those. Also if you can add the wall rack would be perfect.
+1 on a version that only affects furniture/vehicles (and not dealers). This is currently creating a conflict with a full featured dealer mod that I use.
+1 also to adding wall rack and the display cabinet support.
Dealer support has been removed in version 1.2.0 to avoid conflicts and issues. The mod now focuses only on storage containers like racks, trunks, and safes. Everything should now work as expected again.
I am still seeing just 1 row when I expect 4. I downloaded v1.2.0 and I decided to check the version of the file (Properties | Details) and it says 1.1.1 on the 1.2 download. I am also using the mod that gives the dealer more slots.
Hey Caza77, sorry about the confusion — I forgot to update the version number properly in the file details, which is why it still shows 1.1.1 there, even though it’s actually version 1.2.0. You can double-check that you have the correct/current version by looking at the MelonLoader console when you start the game — it will show the loaded version there. Also, you can open the storageslot.json file. If you see "version": 3 at the top, then you're using the correct version. If not, just delete the storageslot.json, start the game again, and it will generate a new one — then you can modify that file as needed. Let me know if you need help!
Yes I got the correct one, but I figured out that the safe still bugged, not sure if its because I have to take and put it back or buy a new one, or is it bugged showing only one row instead of 2. Tell me if you see the same or I will asume its because it was placed before the update. Also the last comment was for cchampio1978, to see if that could help him.
Yeah, the issue with Safes only using 1 row is a known bug — unfortunately, if I try to fix it directly, it ends up shifting other UIs around and messing with their layout. So it's a bit tricky to handle without causing new problems.
I am having the same problem. No matter what I numbers I set for storageslot.json, I have 8 total boxes. I tried 8 slots of 4 rows on the large storage rack, and when I boot the game I have 4 rows and only 2 slots per row.
Try using this instead: json "storagerack_large": { "slots": 20, "rows": 4} Explanation:
slots is the total number of boxes shown on the rack (maximum is 20).
rows defines how those slots are split vertically.
So for example, if you set slots: 15 and rows: 4, you'll get a layout like this: 4 | 4 | 4 | 3 – that’s 4 rows with the slot count distributed top to bottom.
Glad to hear it helped! 😊 Let me know if you run into anything else or have ideas for improvements—always happy to keep tweaking and making things better!
58 comments
just wanted to make an update about the mod. Got it to work with your latest trick.
Not sure what's different this time, nor do i care about that.
All i know for sure is that a combo with your 20 slots racks + increased stack limit is something else..
Seeing 40kg product per rack is a sight to see!
Thank you for the mod & all the help.
Will thumb you up once i'll be fully grown here.
Glad to hear it’s working now — sometimes mods just need a bit of cooperation from the mod gods 😄
And yeah, seeing those 40kg racks in action is definitely a satisfying sight!
Really appreciate the kind words, and I’m happy I could help you get it going.
Enjoy running your empire
Hey! Yeah, it's easy to fall into the rabbit hole with all these mods 😄
About your setup: if your current backpack mod gives 12 extra slots and you're using racks with 12 slots to match, it does make sense to aim for 20-slot racks to keep things tidy. But regarding conflicts—if the mod you're trying to use also changes player inventory or storage mechanics, there could be issues. It's hard to say without knowing how both mods handle slot allocation under the hood.
If you're unsure, the safest way to test is in a fresh save. I recommend using the CDXX mod:
👉 https://www.nexusmods.com/schedule1/mods/89
It lets you spawn money and items, so you can quickly test how changes affect your inventory or racks.
Also, if you revert racks from 12 slots to 8 and there are more than 8 bricks in them, there's a risk the extras might disappear or glitch out—again, depends on how the mod handles overflow. Best to back up your save or test first.
Feel free to add me on Discord if you want to figure it out together: flaxx__
Good to know i can find you on Discord also.
Still gonna leave this here in the absence of better ideas: is there a way for you guys to make a mod that let's player see the amount/ maybe product details on each property they have stashed?
Is this even something that can be done?
Better yet, is there already a mod for this that's simply hidden from me?
Questions,questions..
Hi, I put the mod in the folder and when I enter the game the inventories remain the same, do I need to activate them somehow?
Schedule I Inventory Expansion.dll
into your
Mods/
folder.UserData/Inventory Expansion/
:storageslot.json
– this is where you customize storage sizes.defaultslot.json
– reference only; not used for loading.📝 How to Use:
storageslot.json
with your preferred values (slot count and row count).Now i have backpack mod (should be the clean one) which gives me extra 12 slots,
when we combine that with players own 8 slots.. then it's only natural that we want 20 slot racks. Right?
Do you think i need to get rid of that 12 slot mod before trying yours once more, will there be a conflct otherwise?
I'm also unsure what happens to my bricks if i now revert racks 12 slots ---> 8 slots will all the "excess" bricks just vanish?
No idea how this works..
The path is what you said is needed, at least the Schedule I -UserData-Inventory Expansion part at the end.
I copy pasted your thingy and no matter what, it resets after i close the game and the racks are default size. No bigger ones, ever. Nada.
When i changed one line: "storagerack_large": etc... slots 20 rows 4 you know what i'm talking about.. that stays there but still
seeing default racks in game.
When i open storageslot.json at the top it says version:4? Is that a bad thing? I couldn't download any older versions of your mods.
Also i have another mod called MassTransferMod_Il2Cpp, if that helps? That one works but i NEED this mod of yours since they go hand in hand imo.
I would post my storageslot.json to you, but it doesn't look like yours.. all the rows are, how do you say it in english..? The text shows vertically there unlike yours. I don't know how would i manage to copy all of that here. I can try if you feel that helps. Solve this and make my weed empire thrive even more!
Schedule I\UserData\Inventory Expansion\
get generated by the game, or did you create them yourself?If you created them manually, please delete them, then launch the game, exit back to the main menu, and only after that edit the
storageslot.json
file.Version 4 is just the internal config version for the mod.
When updates are released, it automatically increases and tries to update your file with minimal data loss (your saved settings should remain intact).
Also, just to confirm:
Did you install MelonLoader or BepInEx?
This mod only works with MelonLoader – it won’t function at all if you're using BepInEx.
And the files generated by themselves, after that i changed the lines.
But i think we're good here, i found another mod that gives me 12 slots.
So far it's good enough for me. If my kingdom really gets out of hands, i might need the 20.
But if you're in the verge of figuring what is the problem here, surely i'll listen.
Although i'm not sure how to even proceed from here..
Yeah...Have melonloader, didn't touch
storageslot.json
but only after they generated there, the path isSchedule I\UserData\Inventory Expansion\
also i currently have few other mods installed and everything works fine.It was just odd that that this one didn't.
I bet it's some weirdness with my Windows.. i dunno
But like i said it's fine if you're not in the mood of figuring this out, i'll get along.
Also i'm extremely happy you responded! You modding people seem to have a nice community here.
I'm sticking around :)
If you want to try again with the mod, you could use the following
storageslot.json
{
"version": 4,
"storages": {
"storagerack_small": {
"slots": 20,
"rows": 4
},
"storagerack_medium": {
"slots": 20,
"rows": 4
},
"storagerack_large": {
"slots": 20,
"rows": 4
},
"safe": {
"slots": 20,
"rows": 4
},
"shitbox": {
"slots": 20,
"rows": 4
},
"van": {
"slots": 20,
"rows": 4
},
"suv": {
"slots": 20,
"rows": 4
},
"pickup": {
"slots": 20,
"rows": 4
},
"sedan": {
"slots": 20,
"rows": 4
},
"coupe": {
"slots": 20,
"rows": 4
},
"palletstand": {
"slots": 20,
"rows": 4
},
"table": {
"slots": 20,
"rows": 4
},
"cabinet": {
"slots": 20,
"rows": 4
},
"dealer": {
"slots": 20,
"rows": 4
}
}
}
It doesn’t matter if the JSON is written all in one line or spread out like this — as long as the commas are in the right places, it will work. This format here is just easier to read.
If it still doesn't work, try checking the console window when the game starts and look for any errors or log entries. You should see lines like:
[01:40:28.909] Inventory Expansion Mod loaded!
[01:40:28.930] [Inventory Expansion] Default configuration written: defaultslot.json
[01:40:28.950] [Inventory Expansion] StorageEntity patched successfully.
[01:40:29.013] ✅ All inventories have been updated.
If something is missing or there's an error there, it might help to track down the issue.
But again, if your current solution with 12 slots works for now, that’s totally fine too! Just wanted to offer a bit more help if you’re curious to dig deeper. :)
https://media.discordapp.net/attachments/914638277968023613/1362441814606352404/image.png?ex=68026851&is=680116d1&hm=f7757edc5a9f9ece6b37e8dac011c8431decdb990bef0b30b74dddbe13500afb&=&format=webp&quality=lossless&width=1328&height=749
pretty good mod, tho ;)
It's still a work in progress, but I appreciate the feedback and hope to make it even better over time! If you run into any issues or have suggestions, feel free to share them.
The game seems to have a hardcoded cap around 20 slots—going beyond that usually leads to bugs or even crashes, just like you experienced.
I’m still looking into possible workarounds, but so far it looks like we’d need a deeper patch into the game’s UI or inventory logic. If I find something stable, I’ll definitely share it!
If you end up using it just add me to the credits 😄
Also, any negative effects when removing your mod? I've seen that some others may have drawbacks so I wanted to check
However, if not everyone has it installed, the extended storage will only work for you—other players won’t see or be able to interact with the extra slots. So it’s definitely recommended that everyone in the session uses the mod for a consistent experience.
I haven’t tested what exactly happens to items stored in the extended slots if you remove the mod, but most likely, those items will just no longer be visible or accessible until the mod is reinstalled.
It's possible that having installed this beforehand has blocked that from occurring due to the directory for where they might install changing: https://www.nexusmods.com/schedule1/mods/368
Is it possible to add a download for just the config files please?
defaultslot.json
every time the game is restarted.You can find it here:
Schedule I\UserData\Inventory Expansion
You can simply edit this file and rename it to:
storageslot.json
The mod will then use your custom settings instead of the default.In future updates, this file may be regenerated or expanded, especially when new inventories (like the Dealer or Safe) are added. So it’s a good idea to check for changes and re-download the latest mod version if needed.
Let me know if you need help setting it up!
Schedule I\MLLoader\UserData
As a result, I believe it is preventing the defaultslot.json from properly being added on game start like it should. I believe it could still work if I could just get the configuration file to manually add into the new location. The other mods with config files have been working but they were also added before the aformentioned one that relocated the UserData file. I have looked all over for the file and did a search for the name but nothing comes up. It was not added.EDITED
So, I did some more testing and discovered that the aformentioned dependency for the linked mod is what's causing the configuration files not to appear, as I suspected. Nothing conflicted, per se, it's just that the expected file location moved and so they cannot be added. Regardless though, I've found that the mod doesn't work. I've tested it with and without the aformentioned mods installed (and tested with the configuration files, too, once the aformentioned problem mods were removed) and saw no difference when it came to inventory slots/rows even after having configured the storageslot.json. I even tried only having the storageslot.json in there without the other (in case it conflicted) and still it didn't work. So ~ not sure what's going on just even with the configuration files it doesn't work for me nor my friend who I asked to try as well.
UserData
path, which is why your config files likestorageslot.json
ordefaultslot.json
aren't showing up where you'd normally expect.Please note that my mod was created specifically for the current version of MelonLoader (0.7.0 Beta). I don't officially support alternative loaders like the one included in Grumpy's pack. That said, it might still work if everything is placed correctly.
Make sure your config files go here:
Schedule I\UserData\Inventory Expansion\
Even though the
defaultslot.json
is usually generated automatically, you can try adding it manually if it's missing. Here’s the correct version:{ "storagerack_small": { "slots": 4, "rows": 1 }, "storagerack_medium": { "slots": 6, "rows": 2 }, "storagerack_large": { "slots": 8, "rows": 2 }, "shitbox": { "slots": 5, "rows": 1 }, "van": { "slots": 16, "rows": 2 }, "suv": { "slots": 5, "rows": 1 }, "pickup": { "slots": 8, "rows": 2 }, "sedan": { "slots": 5, "rows": 1 }, "coupe": { "slots": 4, "rows": 1 }, "palletstand": { "slots": 5, "rows": 1 }}
I’ll try to help where I can, but full compatibility with that mod loader setup isn’t guaranteed.
However, I have also tested the mod without Grumpy's BepInEx x MelonLoader Pack and the mod still didn't work for me, unfortunately, but it did properly generate the defaultslot.json and the storageslot.json. And I did try to updated version that you just uploaded.
Are there any existing mods that you're aware of that may be otherwise conflicting? I don't have many mods installed but could Schedule One Enhanced possibly conflict? It edits stack limits but not slots/rows like yours.
The other mods I have (listing just in case they end up being relevant but I don't think they conflict) are: Top Shelf Bonus, More Cash Per Slot, Deal Optimizer, and Always Show Distances On Compass
However, I personally use IncreasedStackLimit and it works without any problems, so that one should be fine.
From the mods you listed, I don’t see any obvious conflicts — they should all work alongside mine without issues.
Just to be sure: the mod is designed to expect the
storageslot.json
file to be located exactly here:Schedule I\UserData\Inventory Expansion\storageslot.json
If it's not in that location, the mod won’t be able to read it and will fall back to default values.
[...]Schedule I\MLLoader\UserData\Inventory Expansion\storageslot.json
However it doesn't work like this with me manually adding in the configuration file (and, yes, I edited the values to differ from the default ones). The BepInEx being installed makes it impossible for it to be in the exact pathing you specified yet the other mods I use that make use of configuration files have no problem working. I've also tried removing the mods that were causing the problem and still couldn't get it to work for some reason (although i did that before the newest version that you just released).Update:
I think I see the problem now. This isn't a mono mod but an Il2cpp one. I use the alternative beta version which requires mono builds. I did origianlly ask if this mod worked with alternative beta but I guess you didn't see or forgot to answer that part and I either forgot to follow up on it or took your no negative response about it as an all clear xD
If the console doesn't open, that usually means mods aren't being loaded properly.
I'd recommend trying with a clean install of the game and using the official MelonLoader version from here:
👉 https://melonwiki.xyz/#/?id=requirements
That setup should give you the console on launch, and make sure everything loads as expected.
As for your other question — yes, I’ve shared this mod with several friends, and it works perfectly for them too, just like it does for me. So you're definitely not cursed 😅 — it’s likely just something with the setup.
As there's already good dealers expansion mods, set it to just storage furniture, or at least, a diferent version without the dealer part for the ones already got those.
Also if you can add the wall rack would be perfect.
This is currently creating a conflict with a full featured dealer mod that I use.
+1 also to adding wall rack and the display cabinet support.
storageslot.json
by setting"enabled": false
You can download the updated version v1.1.1
I am also using the mod that gives the dealer more slots.
You can double-check that you have the correct/current version by looking at the MelonLoader console when you start the game — it will show the loaded version there.
Also, you can open the
storageslot.json
file. If you see"version": 3
at the top, then you're using the correct version.If not, just delete the
storageslot.json
, start the game again, and it will generate a new one — then you can modify that file as needed.Let me know if you need help!
Tell me if you see the same or I will asume its because it was placed before the update.
Also the last comment was for cchampio1978, to see if that could help him.
Schedule I Inventory Expansion.dll
into your
Mods/
folder.UserData/Inventory Expansion/
:storageslot.json
– this is where you customize storage sizes.defaultslot.json
– reference only; not used for loading.📝 How to Use:
storageslot.json
with your preferred values (slot count and row count).json
"storagerack_large": { "slots": 20, "rows": 4}
Explanation:
- So for example, if you set
Hope that helps!slots
is the total number of boxes shown on the rack (maximum is 20).rows
defines how those slots are split vertically.slots: 15
androws: 4
, you'll get a layout like this:4 | 4 | 4 | 3
– that’s 4 rows with the slot count distributed top to bottom.Let me know if you run into anything else or have ideas for improvements—always happy to keep tweaking and making things better!