I'm posting this here because I see a lot questions about spawning, and I admit freely that 1) I suck at documentation and 2) the little documentation I do write tends to be written like math formulas and code, so it is very hard to understand. So here is some additional info.
Without mods, the starting shop supports between 4 and 6 customers *max* at any given time. Let's say you would like to increase that to between 40 and 60 customers. First, you look at the help info for the Max Spawn Multiplier setting (on the mod webpage, in the config file, or in Configuration Manager rollover).
Multiplier applied to the maximum number of simultaneous spawned customers [up to the number of 'Max Customer Models'] (float, default 1 [no change], Greater than 1 = more models, Less than 1 = less models)
So if you want ten times the customers in your shop then you just set that setting to 10; easy! And if you look at the Max Customer Models setting help text
Number of customer game object models created at game start (requires game reload if changed). The number of spawned customers cannot exceed this number, as the Spawn() method just chooses an inactive model from this list and makes it visible. Note that increasing this value might impact game performance (int, default 100, max 500) then you'll see that the default value for this setting is 100. This means that the maximum number of simultaneous spawns (which is equal to 4-6 times the Max Spawn Multiplier setting), which in our example is 40-60 is still less than the hard max of 100. If you were to set your multiplier to 100 then the [4-6] * 100 = [400-600] is greater than the Max Customer Models setting, so the game would limit the number of customers to 100.
As noted in the help text, you can up the Max Models setting up to 500, and your shop will be even busier than the one in my screenshot for this mod.
Or will it?!? Nope, not without changing the spawn frequency. And this is where it gets confusing. Here is the help text for the Spawn Frequency Multiplier setting:
Multiplier (note: smaller number == faster spawn!) applied to the time interval between customer spawns (float, default 1 [no change], Greater than 1 = less frequent (slower spawn), Less than 1 = more frequent (faster spawn)).
In the game code there is a timer (random number in the range of 5-10 seconds, I think) that represents the delay between customer spawns. The Spawn Frequency Timer is *multiplied* by that timer to calculate the delay. Meaning that if you set it to a bigger number then the delay is longer. Conversely, if you set it to a smaller number then the delay is reduced. So lets say you want to spawn customers twice as fast, then you want to reduce the spawn delay by half, or in our case, multiply it by 0.5. Set it to 0.1 to spawn 10x faster and so on.
Troubleshooting Mod Issues
Before you post on here and say that something is not working, please do the following:
Quit the game.
Move all mod DLLs to a folder outside of plugins. I usually create a <game-dir>/BepInEx/disabled_plugins folder for this purpose.
Copy the Custom Customers DLL back into the plugins folder.
Start the game and see if the issue still occurs.
If so then please send me your savegame and let me know how to reproduce.
If not then repeat steps #3 and #4 with each additional mod until the issue occurs. Then report the issue to the respective mod owner.
If it's definitely this mod then please post your full configuration cfg file along with info on how to reproduce. If I can't reproduce it then I can't debug and fix it; it's that simple. I need you to help me help you all. Thanks!
That's it. Now I'm exhausted and want nothing more to do with documentation for the rest of this week =P dd
hey, if possible, could you make it so that it is exact change for employees aswell, i had an employee trying to give change to a customer that had bought $100,000 worth of cards with $200,000. i was not able to give the change after taking over the employees register and lost all that money and cards. thanks
Hey the customers only spawn once I open the game. After that they spawn even slower then the original cap of the game. I also get this unity error in the console.
[Error :Custom Customers] ** HarmonyPatch_CustomerManager_Start.Prefix ERROR - System.NullReferenceException: Object reference not set to an instance of an object at CustomCustomersPlugin+Spawn+HarmonyPatch_CustomerManager_Start.Prefix (CustomerManager __instance) [0x00024] in <9bf6003d1cda40ec941a25bdd05ad49e>:0
Can't seem to duplicate your issue with that info. Please go ahead and open a bug report here or on GitHub and include the full contents of the config file.
Your BepInEx version will be printed on the first line of your LogOutput.log like this, please let me know what that is: Message:BepInEx] BepInEx 5.4.23.2 - Card Shop Simulator (10/15/2024 10:06:09 PM)
Hello i dont know if this is a bug or not but costumer tend to only spawn on the begining of the day, if this is not considereed bug, please recommend me a settings
So as far as i know there is a maximum customer spawn. Can we circumvent this limit with this mod? As I understood this mod, you can set a number of customers and this number of customers will always spawn
As i understand it, if i increase the multiplier, i will always have more customers. I just wanna get rid of the limit the game CAN spawn, or at least increase it. Do i just increase the limit then?
It seems that the only difference between current customers and max simultaneous customers is spawn frequency. The game's spawn logic isn't any more complex than "if you're not at max yet then spawn another every X seconds". Max models does seem to be the max amount of customers you'll get for that entire day, so maybe that's what you're looking for?
A few folks have reported similar but am unable to reproduce it. This leads me to believe that it is a conflict between mods (or better yet for me, the fault of another mod =P). I recommend you read my sticky post above for guidance and make me a ticket on github if you're sure it's my mod glitching (which I admit is always a good possibility). -- dd
Hi, I have trouble with understanding the < and > parts of the effect description due to my dyslexia, is there a quick guide as to what does what? As some effects are different from others
Hi GirthyGlowWorm. I updated the home page of the mod (and the config file descriptions) to replace the <> with the word equivalents and a little more info. Hope that helps. -- dd
Unsure if its just the first day, but the max spending multiplier doesn't seem to be working. All the customers are avoiding the cards, which is only $2 above market
Max money does not affect they're willingness to spend (though you would think it would). Your best bet is to download my Big Spender mod which increases the odds of them deciding to buy and how many of the item. -- dd
83 comments
I'm posting this here because I see a lot questions about spawning, and I admit freely that 1) I suck at documentation and 2) the little documentation I do write tends to be written like math formulas and code, so it is very hard to understand. So here is some additional info.
Without mods, the starting shop supports between 4 and 6 customers *max* at any given time. Let's say you would like to increase that to between 40 and 60 customers. First, you look at the help info for the Max Spawn Multiplier setting (on the mod webpage, in the config file, or in Configuration Manager rollover).
Multiplier applied to the maximum number of simultaneous spawned customers [up to the number of 'Max Customer Models'] (float, default 1 [no change], Greater than 1 = more models, Less than 1 = less models)
So if you want ten times the customers in your shop then you just set that setting to 10; easy! And if you look at the Max Customer Models setting help text
Number of customer game object models created at game start (requires game reload if changed). The number of spawned customers cannot exceed this number, as the Spawn() method just chooses an inactive model from this list and makes it visible. Note that increasing this value might impact game performance (int, default 100, max 500)
then you'll see that the default value for this setting is 100. This means that the maximum number of simultaneous spawns (which is equal to 4-6 times the Max Spawn Multiplier setting), which in our example is 40-60 is still less than the hard max of 100. If you were to set your multiplier to 100 then the [4-6] * 100 = [400-600] is greater than the Max Customer Models setting, so the game would limit the number of customers to 100.
As noted in the help text, you can up the Max Models setting up to 500, and your shop will be even busier than the one in my screenshot for this mod.
Or will it?!? Nope, not without changing the spawn frequency. And this is where it gets confusing. Here is the help text for the Spawn Frequency Multiplier setting:
Multiplier (note: smaller number == faster spawn!) applied to the time interval between customer spawns (float, default 1 [no change], Greater than 1 = less frequent (slower spawn), Less than 1 = more frequent (faster spawn)).
In the game code there is a timer (random number in the range of 5-10 seconds, I think) that represents the delay between customer spawns. The Spawn Frequency Timer is *multiplied* by that timer to calculate the delay. Meaning that if you set it to a bigger number then the delay is longer. Conversely, if you set it to a smaller number then the delay is reduced. So lets say you want to spawn customers twice as fast, then you want to reduce the spawn delay by half, or in our case, multiply it by 0.5. Set it to 0.1 to spawn 10x faster and so on.
Troubleshooting Mod Issues
Before you post on here and say that something is not working, please do the following:
If it's definitely this mod then please post your full configuration cfg file along with info on how to reproduce. If I can't reproduce it then I can't debug and fix it; it's that simple. I need you to help me help you all. Thanks!
That's it. Now I'm exhausted and want nothing more to do with documentation for the rest of this week =P
dd
After that they spawn even slower then the original cap of the game.
I also get this unity error in the console.
[Error :Custom Customers] ** HarmonyPatch_CustomerManager_Start.Prefix ERROR - System.NullReferenceException: Object reference not set to an instance of an object
at CustomCustomersPlugin+Spawn+HarmonyPatch_CustomerManager_Start.Prefix (CustomerManager __instance) [0x00024] in <9bf6003d1cda40ec941a25bdd05ad49e>:0
max customer models = 200
max customer multiplier = 100
walk speed multiplier = 2
I didnt change anything else
BepInEx is version 0.2.0
Your BepInEx version will be printed on the first line of your LogOutput.log like this, please let me know what that is:
Message:BepInEx] BepInEx 5.4.23.2 - Card Shop Simulator (10/15/2024 10:06:09 PM)
Thanks.
dd
-- dd