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9ate7six

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42 comments

  1. ArmandoTinajero
    ArmandoTinajero
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    I just tried the latest version, the stacks dropped to 10 for everything, and changing the config file doesn't work. It was working fine before, I'm going to check my mod list to see compatibility. 
  2. Markuzkiller
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    Can the mixing time be changed, i know It's for balance and stuff, but i don't want to wait 5 IRL mins to craft 100 units of anything

    Also, can you add support for Mod Manager - Phone App?

    With all the different settings, i think it's a solid and mostly required feature
    1. 9ate7six
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      Try my Custom Mixing Timers Mod -

      https://www.nexusmods.com/schedule1/mods/851

      Set to 1 (lowest right now) for MixTimePerItem, so you can do batches of 60, in 1 IRL minute.
    2. 9ate7six
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      Mod manager Phone app supported in new update. Please enjoy
    3. Markuzkiller
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      Already downloaded the update, gonna test it now

      Do you think you can do the same for the packing station? I'm using 100 unit stacks, as a result the workers take TOO LONG packing the product
    4. 9ate7six
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      lab ovens, chem stations, packaging stations, and general botanist activity are planned for a BetterNPCs mod to support larger stack sizes. The waitTimePerItem is the slowest part of their routine.
    5. Markuzkiller
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      What is this new mod ETA?
      My Handles take the entire in-game day to pack 100 units of product, either in baggies or jars
    6. ArmandoTinajero
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      I use this with BetterEmployees Better Employees at Schedule I Nexus - Mods and community
      It has a packaging speed option, while we wait for his new mod, I recommend you use this.
  3. iiTzSamurai
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    Anyway to make it only effect the stack size the mixer is mixing at a time and not the amount of product you can put in the mixer?

    right now I have a stack size of 999, all my mixers are stacked with 999 product . Meth/gasoline etc… is at 999 and the mixer only mixes x20 of the 999. I tried to use this mod to mix x60 at a time but the mod messed with my stack size of product I was able to put in the mixer too and reduced the 999 to 60
    1. 9ate7six
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      hmmm 999 should work.. looking into this. Thank you for feedback.
    2. iiTzSamurai
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      999 does work, I mean I want to put 999 items in the machine while it only mixes 60 at a time lol. I have a hard time explaining things sorry
    3. 9ate7six
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      ohhhh worddd. lol hmmm maybe custom mixing sizes as a parameter for this mod? that way some folks can keep it default and some can use the stacksize and others can pick whatever?
  4. MollyPresely
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    no virus?
    1. 9ate7six
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      safe punjabi no virus
  5. AJSatt
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    The lab oven still doesn't accept the increased stack limits for the output. I was wondering if this was a possible fix or if its like, hard-coded into the lab oven
    1. 9ate7six
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      can definitely take a look into this! thanks for bringing to my attention
    2. 9ate7six
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      I'm having hard time patching lab ovens and cauldrons to respect our custom stack sizes. I'm looking into the logistics of it, but I need to investigate further.
  6. ArmandoTinajero
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    Works perfectly, thank you
    1. 9ate7six
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      <3
  7. Boolyman
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    Is there a way in the config to keep the stacksize change, but not have the mixer process more?  I feel like that function is unrelated to stacksize, and should be it's own optional mod, if anything.
    1. 9ate7six
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      I've been thinking about this too. Maybe I can split the mods up, or make separate downloads for them in the file manager. I'll look into it this evening.
    2. 9ate7six
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      I actually just patched drying racks to respect the custom stack size, so I think I'm going to leave the logic in there. If there is enough need for JUST stack sizes + default mixer/dryingrack values, I'll make a separate file we can download here too.
    3. Exiadreth
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      Yeah I second that feature as well. Having huge stacks on mixers is counterproductive in a full automatic build.
    4. Specifii
      Specifii
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      I third the mixer process feature
  8. Exiadreth
    Exiadreth
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    .
  9. Petii10
    Petii10
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    Mod does not work, these errors are shown in melon loader:
    [16:44:00.819] [CustomStackSizes] System.TypeLoadException: Could not load type 'ScheduleOne.ObjectScripts.MixingStation' from assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
       at System.Reflection.CustomAttribute._CreateCaObject(RuntimeModule pModule, RuntimeType type, IRuntimeMethodInfo pCtor, Byte** ppBlob, Byte* pEndBlob, Int32* pcNamedArgs)
       at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder`1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes)
       at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeType type, RuntimeType caType, Boolean inherit)
       at System.RuntimeType.GetCustomAttributes(Boolean inherit)
       at HarmonyLib.HarmonyMethodExtensions.GetFromType(Type type)
       at HarmonyLib.PatchClassProcessor..ctor(Harmony instance, Type type, Boolean allowUnannotatedType)
       at HarmonyLib.PatchClassProcessor..ctor(Harmony instance, Type type)
       at HarmonyLib.Harmony.CreateClassProcessor(Type type)
       at HarmonyLib.Harmony.<PatchAll>b__11_0(Type type)
       at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action)
       at HarmonyLib.Harmony.PatchAll(Assembly assembly)
       at HarmonyLib.Harmony.PatchAll()
       at CustomStackSizes.CustomStackSizesMod.OnInitializeMelon()
       at MelonLoader.MelonBase.LoaderInitialized() in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\MelonBase.cs:line 447
    ...
    [16:44:04.416] [CustomStackSizes] System.TypeLoadException: Could not load type 'ScheduleOne.ItemFramework.ItemDefinition' from assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
       at CustomStackSizes.CustomStackSizesMod.OnSceneWasLoaded(Int32 buildIndex, String sceneName)
       at MelonLoader.MelonEvent`2.<>c__DisplayClass1_0.<Invoke>b__0(LemonAction`2 x) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 192
       at MelonLoader.MelonEventBase`1.Invoke(Action`1 delegateInvoker) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 143
    1. 9ate7six
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      Thank you for the traceback - looking into this
    2. 9ate7six
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      Are you trying to run on IL2CPP? I will have support for the standard branch of the game soon.
    3. Petii10
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      no im not using IL2CPP
    4. 9ate7six
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      Awesome - any other mods you have installed?
    5. Petii10
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      Now it is working fine !!! You are awesome
  10. GreenSpirit6r
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    Would it be possible to get the drying rack to do more than 20 at a time?
    1. 9ate7six
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      I just patched NPC logic with Harmony for DryingRacks - Please test 1.0.5 at your earliest convenience. Thank you