STORY OF SEASONS: Pioneers of Olive Town

STORY OF SEASONS: Pioneers of Olive Town

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ejh1990 Oct 3, 2021 @ 8:09am
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[MOD] Maker overhaul
Mod overview

The first Maker Overhaul mod addresses two common complaints with the game relating to makers:-

  • Makers clutter the farm... this mod further increases the max crafting stack from 10 to 100 for all makers reducing the need for multiple makers.
  • Makers are a time grind... all makers have had crafting time reduced by 80%

The increased stack size limit combined with faster output is ideal for people who just want to build and decorate.

2021-10-12 Update: Now with a mini-extension mod that increases inventory/storage cap of makers, furniture, and appraisible items from 1 to 999.

Screenshots

https://steamcommunity.com/sharedfiles/filedetails/?id=2618236503

https://steamcommunity.com/sharedfiles/filedetails/?id=2618345135

Modified files

This mod changes the following:-

  • MakerMaster (MonoBehaviour)

in the following file(s):-

  • afc8d9893284944173c2048c9b4b9c83.bundle

Mod requirements

The mod requires a patched UnityPlayer.dll. You can do this yourself or download a pre-patched version. Further information can be found in the general modding thread here:-

https://steamcommunity.com/app/1392960/discussions/0/2954915322316376994/

Caution! ALWAYS back up your saves!

By default, your saves are located in:

%AppData%\SOSPoOT

It is highly recommended that you manually back up your saves before playing with mods. It is also strongly advised that you use a different save slot when playing with mods.

Installation instructions

Although a backup version of the changed file(s) is provided, it is strongly recommended that you also manually make a backup of the original file(s).

  1. Ensure that you have all mod dependencies (including patched UnityPlayer.dll) installed.
  2. Download the mod files.
  3. Copy the file(s) in the mod folder into .\STORY OF SEASONS Pioneers of Olive Town_Data\StreamingAssets\aa\StandaloneWindows in the game's install directory.
  4. Overwrite when asked.

>>> DOWNLOAD <<<

Current release, v1.1 for game v1.1.0


>>> MOD EXTENSION DOWNLOAD <<<


Special thanks

Algester -- for providing inspiration for this game mod.
Last edited by ejh1990; Dec 28, 2021 @ 6:40am
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Showing 1-12 of 12 comments
Asami Oct 4, 2021 @ 8:21pm 
Nice one! Gonna try it.
ejh1990 Oct 4, 2021 @ 10:52pm 
Originally posted by Luna:
Nice one! Gonna try it.

Awesome! :)

Let me know if you think anything needs tweaking. When I put that together I did a straight reduction across the board as I hadn't fully catalogued each maker; I have since made enough progress on documentation so it's no longer a complete guess as to which maker does what.

I have also since discovered StackSize in ItemMaster, which I am also thinking about tweaking as it is deeply frustrating having one maker per slot. The only thing holding me back is ItemMaster controls a fair bit and in the event people come along with other mods would likely be overwritten again anyway...

... Although since there aren't any other mods (that I know of) right now, might as well increase anything with a max stack size of 1 to 10.
Asami Oct 4, 2021 @ 11:30pm 
Originally posted by ejh1990:
Originally posted by Luna:
Nice one! Gonna try it.

Awesome! :)

Let me know if you think anything needs tweaking. When I put that together I did a straight reduction across the board as I hadn't fully catalogued each maker; I have since made enough progress on documentation so it's no longer a complete guess as to which maker does what.

I have also since discovered StackSize in ItemMaster, which I am also thinking about tweaking as it is deeply frustrating having one maker per slot. The only thing holding me back is ItemMaster controls a fair bit and in the event people come along with other mods would likely be overwritten again anyway...

... Although since there aren't any other mods (that I know of) right now, might as well increase anything with a max stack size of 1 to 10.

The mod is pretty good!
The reduced time is amazing, but i wonder if there's any possibility to make a mod to freeze time indoors or make the time more slow.
Algester Oct 5, 2021 @ 5:38am 
there's a method to make time move more slowly but it it should be in a TimeScale method at least thats what I saw in Cheat Engine I havent exactly fiddled with it on what it exactly does and how it reacts to the makers
Last edited by Algester; Oct 5, 2021 @ 5:38am
ejh1990 Oct 5, 2021 @ 6:23am 
Originally posted by Algester:
there's a method to make time move more slowly but it it should be in a TimeScale method at least thats what I saw in Cheat Engine I havent exactly fiddled with it on what it exactly does and how it reacts to the makers

TimeScale is definitely a thing, but based on how it is used in Doraemon: Story of Seasons, I think it has more to do with animations. But thanks for the heads-up; I'll give it a quick grep on my Linux machine (while I also give it a look using Everything on Windows).
Yllelder Dec 13, 2021 @ 4:13am 
But isn't there a specific place where all the mods are stored, such as the Steam workshop, or the Nexus Mods page.
ejh1990 Dec 13, 2021 @ 10:32pm 
Originally posted by Yllelder:
But isn't there a specific place where all the mods are stored, such as the Steam workshop, or the Nexus Mods page.

There isn't one set up. I did start attempting to create a mod page to get the ball rolling, but it was such a hassle that it put me completely off. And no Steam workshop support, given that mods aren't really officially a thing. :(

If anyone does feel like mirroring any of my mods, go right ahead. Full permission granted. My only firm request is that the mod permissions are set to be as free possible (which on Nexus might mean having to choose the "custom permissions" option).
Zevkk Dec 28, 2021 @ 5:28am 
FYI; there seems to be a bug with the loot bag RNG with the mod extension. Since they didn't previously stack, it now appears that each bag after the first in the stack now contains the same item that the first bag contained.

For example, one day I decided to turn in 30 timeworn sacks and every single one of them was an iron ingot, when normally it would be rolled for each sack individually.

This obviously makes the museum nearly impossible to finish with the extension enabled and can also lead to some crazy imbalance if you happen to roll something very rare for the basic sacks (like the silver/gold medal or pearl).

Not really sure how you'd fix it "easily" while maintaining the functionality of the extension other than changing the code for the turn-in to run the RNG code then instead of on pick-up. I guess you could also try to do a collection or something for stack or group the stacks by the type of item rolled. That might be more difficult depending on the code; not sure.

Probably best to disable stacking for the sacks until you get a chance to figure it out though.

Timeworn Object
Heavy Object
Shining Object
Last edited by Zevkk; Dec 28, 2021 @ 5:38am
ejh1990 Dec 28, 2021 @ 6:45am 
Originally posted by Zevkk:
FYI; there seems to be a bug with the loot bag RNG with the mod extension. Since they didn't previously stack, it now appears that each bag after the first in the stack now contains the same item that the first bag contained.

For example, one day I decided to turn in 30 timeworn sacks and every single one of them was an iron ingot, when normally it would be rolled for each sack individually.

This obviously makes the museum nearly impossible to finish with the extension enabled and can also lead to some crazy imbalance if you happen to roll something very rare for the basic sacks (like the silver/gold medal or pearl).

Not really sure how you'd fix it "easily" while maintaining the functionality of the extension other than changing the code for the turn-in to run the RNG code then instead of on pick-up. I guess you could also try to do a collection or something for stack or group the stacks by the type of item rolled. That might be more difficult depending on the code; not sure.

Probably best to disable stacking for the sacks until you get a chance to figure it out though.

Timeworn Object
Heavy Object
Shining Object

Yep, you're the second person to have mentioned it. I did mean to fix it when I updated the mod for game patch 1.1.0 but, for whatever reason, it slipped my mind. Doh!

Thank you for the nudge anyhow (otherwise it would have gone unfixed). I have updated the main post with the fixed version (stack mod v2.0). Everything else still stacks apart from those three objects (which have the stack size reverted to 1).

With regards to actually changing the stacking/merging behaviour, I am not sure it is possible. At least not that easily. What can be done, however, is change the potential drops from baddies/puddles/etc so they are the actual objects themselves (rather than a mystery bag). Although that would make the appraisal feature redundant.

Apologies for the issues this caused and thank you again for bringing the issue back to my attention. :)
Zevkk Dec 28, 2021 @ 9:33am 
I think that's also a reasonable compromise. I doubt anyone will really miss the riveting appraisal feature, especially since it doesn't really impact anything, from what I can tell, aside from time padding. You'd probably have to find some way to match up the drop rates as well though.
Last edited by Zevkk; Dec 28, 2021 @ 9:34am
ejh1990 Dec 28, 2021 @ 10:51am 
Originally posted by Zevkk:
I think that's also a reasonable compromise. I doubt anyone will really miss the riveting appraisal feature, especially since it doesn't really impact anything, from what I can tell, aside from time padding. You'd probably have to find some way to match up the drop rates as well though.

Matching up the drop rate is not a problem -- it's in the same bit that you would change what items are dropped in the first place (i.e. swapping out Timeworn/Heavy/Shining Objects for appraised counterparts).

If anyone fancies running with this idea and fleshing out the mod more, DropMaster is the MonoBehaviour of interest. That should be in e2d17df836e326509ef802b5ef154cea.bundle

Since appraised items are clearly predetermined, it should (should, being the operative word) be a case of finding all items where "IdentifiedItemId" is NOT 0, copying the value over the existing "DropItemId" parameter value, then setting "IdentifiedItemId" to 0.
Az Sep 16, 2022 @ 8:49pm 
I noticed you mention you have Linux as well. If you play this game on Linux, do you have issues with the DLC not showing up in the menu or in game? If not how did you get it to work?
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