Perfect idea for a mod, however, made my game crash when I attempt to manage any work stations. I use a few other mods and checked thoroughly, the problem disappeared when I deleted this mod.
I updated to the latest version, if I was using the oldest version, then it wouldn't throw the "file not found" error on the "ModManager&PhoneApp" because it wasn't integrated into the original version.
Of course I did download the old version originally and promptly updated it when the version changed.
Try running the latest version without the "ModManager&PhoneApp" and it won't work!
So I installed the "ModManager&PhoneApp" and changed the threshold number to "60" and set a type 2 mixer to 60 and saved.
I then quit and removed the "ModManager&PhoneApp" and restarted the game and the mixer had reverted to a threshold of "20". It refused to load the config file because the mod manager .dll was not there.
So to repeat clearly, this mod REQUIRES the "ModManager&PhoneApp" to work!
and as I said, it was ignored and defaulted to "20" because the ModMan app was removed. I will not use the "ModManager&PhoneApp", so therefore I am unable to use this ChangeThreshold app in its current state.
Please make a version that I can use, i.e. one that does not use the phone app...
i checked this issue deeply, its a new chunk of things, mostly with the new game update i think, mod manager should only be a dependency, i cant work on this sadly as im away from home, ill post a comment when i update it
I don't know for those trojan reports, but it would be nice to have an external configuration, let's say if we use some stack size override mod and we want a custom threshold amount.
Can you please remove that hard requirement for ModManager&PhoneApp as I cannot use it, it breaks two of my other mods and pushes the Quit button off the main screen.
I seriously don't mind changing a number in a settings file...at least give us the choice!
I dont know where did you read that its a requirement, its not, its just an option for whoever wants to use it, the cfg is in userdata and you can change it as you please
I dont know what you all got in mind, the file does not have virus You can go into my github and check my mods by yourself or download this DLL and decompile it to make it redable (Its less than 20 lines) thanks
i was the first to comment about the virus thing and for this im sorry! i am fairly new to using mods in a whole having just moved over to pc from playstation less then a year ago. i was just stating what my computer said when i tried to download the mod is all! though, thank you for a very quick update as well as the explanation i have literally been searching for a mod like this for this game cuz i hate my mixing stations getting all messed up due to 16 product being brought over!! it especially messes up stocked shelves!! but i just downloaded with no problems so thank you again so much! i do see you locked that post due to other reasons but i would be more then happy to delete it!!
If the GitHub Repo is public, could you please link it on the Description page? It would also help with accusations. It's much more trustworthy when the source is directly linked for anyone to see.
Im not gonna use Github for this mod as is my personal one that i use for work and i dont plan to spam it with schedule 1 mods sadly, here is the source code
any plans to make it able to go higher than 20? i use a mod that lets me set stack size to 1000 so it would be nice to be able to set the threshold to at least 100.
Before I try out the mod in my save file, I would like to hear some experience. Does increasing the threshold to 20 makes any problems? I often see the product doesn't arrive in perfect numbers, like it end up with 12 or 16 or something. And I'm just afraid that it will actually slow down the production line or even worse, bug out NPCs because they want to bring 10 and the slot has only 4 slots left. What will happen then? This is just my reasoning why the Dev probably decided to keep the threshold at 10, to reduce possible issues in the pipeline.
53 comments
https://www.nexusmods.com/schedule1/mods/397
You downloaded the oldest version of the mod, maybe thats why? You should use 1.0.2
Of course I did download the old version originally and promptly updated it when the version changed.
Try running the latest version without the "ModManager&PhoneApp" and it won't work!
I then quit and removed the "ModManager&PhoneApp" and restarted the game and the mixer had reverted to a threshold of "20".
It refused to load the config file because the mod manager .dll was not there.
So to repeat clearly, this mod REQUIRES the "ModManager&PhoneApp" to work!
Here is the config file content:
[ChangeMixerThrehold_MaxThreholdCategory]
ChangeMixerThrehold_MaxThrehold = 60.0
and as I said, it was ignored and defaulted to "20" because the ModMan app was removed.
I will not use the "ModManager&PhoneApp", so therefore I am unable to use this ChangeThreshold app in its current state.
Please make a version that I can use, i.e. one that does not use the phone app...
I seriously don't mind changing a number in a settings file...at least give us the choice!
It doesnt affect at all
It doesnt affect at all
UPDATE works fine after update
I dont know what you all got in mind, the file does not have virus
You can go into my github and check my mods by yourself or download this DLL and decompile it to make it redable (Its less than 20 lines) thanks
# THIS FILE WAS CHECKED 4/18/2025 4:30PM AND THIS FILE IS SAFE.
IDK HOW YALL GOT IN YALLS MIND THAT THIS 20LINES OF CODE HAS VIRUS D:D:D:D:D:DDDD
Thanks
Thanks
It would also help with accusations. It's much more trustworthy when the source is directly linked for anyone to see.
using HarmonyLib;
using MelonLoader;
using ModManagerPhoneApp;
using UnityEngine;
[assembly: MelonInfo(typeof(ChangeMixerThrehold.EntryPoint), "ChangeMixerThrehold", "1.0.2", "_peron")]
namespace ChangeMixerThrehold;
public class EntryPoint : MelonMod
{
private static MelonPreferences_Category? _cat;
private static MelonPreferences_Entry? _entry;
public override void OnInitializeMelon()
{
_cat = MelonPreferences.CreateCategory("ChangeMixerThrehold_MaxThreholdCategory", "MixerThrehold - Config");
_entry = _cat.CreateEntry<float>("ChangeMixerThrehold_MaxThrehold", 20, "MaxThrehold", false);
_cat.SetFilePath("UserData/MaxThrehold.cfg");
_cat.SaveToFile();
try
{
ModSettingsEvents.OnPreferencesSaved += LoadAllCategories;
LoggerInstance.Msg("Successfully subscribed to Mod Manager save event.");
}
catch (Exception ex)
{
LoggerInstance.Warning($"Could not subscribe to Mod Manager event (Mod Manager may not be installed/compatible): {ex.Message}");
}
}
public static void LoadAllCategories()
{
foreach (MelonPreferences_Category category in MelonPreferences.Categories)
{
category.LoadFromFile();
}
}
[HarmonyPatch(typeof(Il2CppScheduleOne.Management.MixingStationConfiguration))]
public class MixingStationConfigurationPatch
{
[HarmonyPatch(nameof(Il2CppScheduleOne.Management.MixingStationConfiguration.Selected))]
[HarmonyPrefix]
public static bool Selected(Il2CppScheduleOne.Management.MixingStationConfiguration __instance)
{
if (Mathf.Approximately(__instance.StartThrehold.MinValue, 1f)) __instance.StartThrehold.Configure(1f, (float)(_entry?.BoxedValue ?? 20f), true);
return true;
}
}
}
Does increasing the threshold to 20 makes any problems?
I often see the product doesn't arrive in perfect numbers, like it end up with 12 or 16 or something. And I'm just afraid that it will actually slow down the production line or even worse, bug out NPCs because they want to bring 10 and the slot has only 4 slots left. What will happen then?
This is just my reasoning why the Dev probably decided to keep the threshold at 10, to reduce possible issues in the pipeline.