Schedule I

Schedule I

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Syrus 3 月 31 日 下午 6:27
Packager loading bay function?
So I can assign my packager to unload deliveries straight to storage but only at the bungalow. I went to do this at the warehouse and barn but the loading bays are not assignable at these locations.
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目前顯示第 1-15 則留言,共 22
Luicati 3 月 31 日 下午 7:21 
same bug for me at both barn and docks
Syrus 4 月 1 日 上午 3:29 
引用自 Luicati
same bug for me at both barn and docks
Not sure if it's a bug or just not implemented yet. Haven't seen anyone say they have gotten it to work for the other two locations. I see a lot of people having issues I have not had. So will see I mite ask about it on discord or see if it's been brought up already. Most likely has.
Frensesia 4 月 1 日 上午 3:39 
Wait what !? you can get the handlers to empty the delivery vans?
RubyCante 4 月 1 日 上午 3:43 
引用自 Frensesia
Wait what !? you can get the handlers to empty the delivery vans?
yes you can, with paperclip mode, select handler, the connection select the orange square/loading bay on the ground then to your select storage rack, though i don't think you can filter where each item go, so it's just got piled up in 1 storage rack
Roge 4 月 1 日 上午 3:45 
Yup, I can confirm it only works with the bungalow.
Frensesia 4 月 1 日 上午 3:58 
引用自 RubyCante
引用自 Frensesia
Wait what !? you can get the handlers to empty the delivery vans?
yes you can, with paperclip mode, select handler, the connection select the orange square/loading bay on the ground then to your select storage rack, though i don't think you can filter where each item go, so it's just got piled up in 1 storage rack
Just tested it and Bungalow is the only place i can do it. For some reason i never even tried to get the handlers to deal with the delivery vans :D
sinru 4 月 2 日 上午 9:35 
引用自 RubyCante
引用自 Frensesia
Wait what !? you can get the handlers to empty the delivery vans?
yes you can, with paperclip mode, select handler, the connection select the orange square/loading bay on the ground then to your select storage rack, though i don't think you can filter where each item go, so it's just got piled up in 1 storage rack

I thought I had to select the van instead of the orange square, thank you so much for this :mhwgood:
sinru 4 月 3 日 上午 1:24 
引用自 sinru
引用自 RubyCante
yes you can, with paperclip mode, select handler, the connection select the orange square/loading bay on the ground then to your select storage rack, though i don't think you can filter where each item go, so it's just got piled up in 1 storage rack

I thought I had to select the van instead of the orange square, thank you so much for this :mhwgood:

And yep, turns out it only works in Bungalow. Really need to fix this ASAP for me to keep playing :(
Vistresian 4 月 3 日 上午 2:11 
I would be quite thrilled if this was added for the barn's slots- or at least loading bay 2 since the employees like standing directly over the top of the first one.
Wanker 4 月 3 日 上午 5:48 
2
2
For some reason even in barn its allowing only to select loading bay at Bungalow. Managed to get it working by editing save file - TVGS/Schedule I/Saves/<steam_id>/SaveGame_1/Properties/Barn/Employees/<employee name>/Configuration.json. Under routes key you can manually set SourceGUID, not sure if its same across all games or unique per save. Barns loading bay 1 - 2085e976-98c0-48ac-988f-e9ecd439c537, bay 2 - ce91d111-05e3-4e2a-aa42-89b1143fdbd9. Otherwise it can be found out with MelonLoader + UnityExplorer mod. Save files are loaded on game start, so game must be restarted after save file modification.
Adrian 4 月 3 日 下午 1:43 
引用自 Wanker
For some reason even in barn its allowing only to select loading bay at Bungalow. Managed to get it working by editing save file - TVGS/Schedule I/Saves/<steam_id>/SaveGame_1/Properties/Barn/Employees/<employee name>/Configuration.json. Under routes key you can manually set SourceGUID, not sure if its same across all games or unique per save. Barns loading bay 1 - 2085e976-98c0-48ac-988f-e9ecd439c537, bay 2 - ce91d111-05e3-4e2a-aa42-89b1143fdbd9. Otherwise it can be found out with MelonLoader + UnityExplorer mod. Save files are loaded on game start, so game must be restarted after save file modification.
I can confirm this worked for me and that those GUID's are also the same for me.

I assigned two storage racks as destinations but no 'from'. I could then clearly see where to add the GUID's in the JSON file (they're just empty strings). A shame a hack is needed but much appreciated, thank you.
I went to the files but idk how to know the GUID's of the loading bays at the dock warehouse, anyone have them? Thanks.
Niki 4 月 5 日 上午 10:40 
2
@Tutifrutilandia
Docks Warehouse

Loading Dock
fad922aa-287f-4366-beef-672890624a2e
Loading Dock 1
6f583c51-e982-4fb2-9713-952da5174d01

Be aware that they both show up as Loading Dock 0 in the clipboard manager

Also for some reson in unity explorer these loading docks show up as a child of barn, ig sloppy copy paste but it should still work
引用自 Niki
@Tutifrutilandia
Docks Warehouse

Loading Dock
fad922aa-287f-4366-beef-672890624a2e
Loading Dock 1
6f583c51-e982-4fb2-9713-952da5174d01

Be aware that they both show up as Loading Dock 0 in the clipboard manager

Also for some reson in unity explorer these loading docks show up as a child of barn, ig sloppy copy paste but it should still work

thanks
frobinrobin 4 月 6 日 下午 12:47 
If anyone works out the "FilterItemID's" then tag me please!

I tried both

"FilterItemIDs": ["addy"]

and

"FilterItemIDs": ["{\"DataType\":\"ItemData\",\"DataVersion\":0,\"GameVersion\":\"0.3.3f15\",\"ID\":\"addy\"}"]

But it just clears the routes completely - probably can't parse them.
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