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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.
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).
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).
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. :)
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.