Please also share any error messages found in your log file (found in Farthest Frontier\MelonLoader\Latest.txt). This will help a lot with finding the problem.
This is the most important mod in the game, big thanks to CeeByl. (Alongside the desirability radius mod)
I noticed this mod allows increased grocers (max workers) count. I have searched everywhere (Steam, Google) for days and am still unclear if more grocers = more taxes.
Can anyone confirm that more grocers = more taxes is true and therefore this mod really helps with tax revenue?
I am Brazilian. I can't install any mods because MelonLoader doesn't work. I tried installing different versions, some don't even load, while others the files show errors during loading. What do I do?
The workers doesn't take the meat anf fish in cellar i reset the market or disabled the storage meat and fish in the cellar is doesn't work htey ghost the meat If someone has a solution i take all of it !
question: every time i load up my game, the Market only seems to have 2 workers (out of 6 possible positions) in it and I always have to add 4 more workers to it. (newest game version with newest Melonloader version)
it's not a big deal but if this can be fixed, i'd appreciate it ☺
In order to changes to take effect game session must be restarted for every new market and after each load worker has to be re added can you take a look ?
Thanks for looking into it, because it also doesn't work for me. I can change the radius but not the number of workers. It's the same for the compost yard overhaul. I got it working one time and increase the worker number to 8 for tier 2 by freshly installing the .Net 6.0 but then I installed the compost yard overhaul and it broke it.
I figured it out. It seem that the mod just takes a long time to detect the market and compost yard. After a few minutes, it will change the number of workers to the right one.
I'm not able to duplicate this issue. Using both the market overhaul and compost overhaul, I can update the number of workers. It takes a few seconds after loading the map (10~15s) but it eventually updates.
If it's still happening, can you tell me what melonloader version you're using, and what markets this is happening with (all tiers, only tier 1, 2, etc)?
Right now, I'm having a problem using this mod at the same time as Compost Yard Overhaul. Only the Market takes the mod, and the compost remains Vanilla. I hope you can help me or fixit.
48 comments
Please also share any error messages found in your log file (found in Farthest Frontier\MelonLoader\Latest.txt). This will help a lot with finding the problem.
I noticed this mod allows increased grocers (max workers) count. I have searched everywhere (Steam, Google) for days and am still unclear if more grocers = more taxes.
Can anyone confirm that more grocers = more taxes is true and therefore this mod really helps with tax revenue?
About tax, I can't look at the code directly, but it seems like it's based on number of houses in radius, not grocers.
https://ibb.co/Scx7C1C
The workers doesn't take the meat anf fish in cellar i reset the market or disabled the storage meat and fish in the cellar is doesn't work htey ghost the meat
If someone has a solution i take all of it !
See ya and GG !
question: every time i load up my game, the Market only seems to have 2 workers (out of 6 possible positions) in it and I always have to add 4 more workers to it.
(newest game version with newest Melonloader version)
it's not a big deal but if this can be fixed, i'd appreciate it ☺
I figured it out. It seem that the mod just takes a long time to detect the market and compost yard. After a few minutes, it will change the number of workers to the right one.
If it's still happening, can you tell me what melonloader version you're using, and what markets this is happening with (all tiers, only tier 1, 2, etc)?
Right now, I'm having a problem using this mod at the same time as Compost Yard Overhaul. Only the Market takes the mod, and the compost remains Vanilla.
I hope you can help me or fixit.