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RVRepairVan changelog

All notable changes to RVRepairVan are documented in this file. The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

  • Talking to Mrs. Ming could show an option that did nothing when you clicked it, leaving the questline stuck. The same could happen with Donna and Marco.
  • When the game is slow handing over an NPC’s dialogue, the mod waits for it now. If it never shows up at all, the NPC just says their line out loud and the step still goes through.
  • Runs on Schedule I 0.4.6f11.
  • Needs S1API 3.1.1, up from 3.0.5. Update it along with the mod.
  • The built-in translations are now always visible on disk: next to _template.en.json the mod also writes one template per shipped language - e.g. _template.de.json with the complete German text - into UserData/DooDesch/Localization/RVRepairVan/. Want to tweak a line? Copy the template to de.json, keep the lines you change, done. The templates refresh on every game start, so they always match the installed version.
  • Translation mods: translations can now also be installed as their own code-less mod packages shipping Mods/Localization/RVRepairVan/<language code>.json - so a community translation is one mod-manager click away instead of manual file copying. Per line, your own file in UserData/DooDesch/Localization/ still wins over an installed translation mod, which wins over the built-in texts. How to publish one: https://github.com/DooDesch-Mods/ScheduleOne-L10n/wiki
  • Bring your own translation: the mod now also loads translation files from UserData/DooDesch/Localization/RVRepairVan/<language code>.json. A few lines are enough to fix wording you don’t like, and a full file adds a whole language the mod never shipped. Your entries always win over the built-in English/German.
  • To make that easy, the mod writes _template.en.json into that folder on startup, listing every translatable string. Copy it, rename it to e.g. fr.json, translate the values, restart - done. Full guide: https://github.com/DooDesch-Mods/ScheduleOne-L10n/wiki
  • The localization layer now lives in its own open-source project, ScheduleOne-L10n, so other mods can use the same system (and share the same Language setting).
  • German translation. The whole questline - journal entries, objectives, all of Donna’s/Mrs. Ming’s/Marco’s dialogue and the quest items - is now available in German.
  • Automatic language pick: German systems get German, everything else gets English (the game itself has no language setting, so the OS language decides).
  • A shared Language setting (under DooDesch in MelonPreferences.cfg / the Mod Manager UI) to force a language: auto, en or de. Other DooDesch mods will use the same setting as they pick up translations.
  • The quest marker now tracks Marco, Mrs. Ming and Donna as they move around town, instead of freezing at wherever the target happened to be standing when the objective updated. Following the marker now leads you straight to the right person even while they walk their daily route.
  • Multiplayer co-op now works end to end and has been verified in a real two-player session: both players can play through the entire repair questline together. The previous build shipped co-op as experimental; this release fixes the issues that kept it from working.
  • The joining player now gets the repair quest from Donna and sees the same quest progress as the host, instead of having no dialogue option or a different quest state.
  • Both players can see, pick up, carry and hand in the errand items (Ming’s crate, Marco’s package). The quest advances no matter which player makes the delivery, and the pay-instead fallback still applies if the item is lost.
  • The dead-drop marker now points to a valid drop for the joining player; previously the marker could lead to nothing on the client.
  • Giving Marco samples to lower the price works for the joining player too, and the discount stays in sync for both players.
  • Quest items are now reliably removed from the joining player’s inventory once they are handed in.
  • Giving Marco a packaged sample no longer fails with “That ain’t packaged” while you are holding sealed product. The check now reads your inventory instead of the in-hand item, which the game empties while a conversation is open.
  • Each sample’s discount is now based on the value of the single package you hand over, rather than scaling with how many were left in the stack.
  • The quest marker (the wrench) could end up pointing nowhere after returning to the main menu and reloading a save; it now re-points to the right target once the world finishes loading.
  • You can now choose which packaged product to give Marco: the dialogue lists each packaged product you are carrying together with the discount it would give.
  • Marco actually consumes the sample you hand him now (the matching smoke/snort/eat animation and effects), instead of just taking it.
  • Marco pays more for cleaner product and less for junk: the per-sample discount is scaled by quality (Trash 0.6x up to Heavenly 2.0x).
  • Experimental host-authoritative co-op support. Single-player is unaffected; co-op has only had limited testing, so please report any multiplayer issues.
  • Marco now shows a persistent “What can I bring to lower the price?” reminder once you have earned his trust (after the package favour). It explains that bringing packaged product lowers the bill, so players who skipped the dialogue still know how to keep progressing and afford the repair. It appears whenever you are not currently holding product to hand over (when you are, the “give a sample” action is shown instead).

A ground-up rebuild on S1API with a full story questline, real items, save-bound persistence and a repair cinematic.

  • “Back on the Road” questline (default QuestMode = Questline): the RV is wrecked in the intro, then Donna points you to Mrs. Ming, who sends you on a dead-drop crate errand, who refers you to Marco the mechanic at the docks.
  • Native S1API dialogue: real in-conversation choices and replies (no more floating worldspace-only bubbles).
  • Referral pricing: Marco charges $50,000 up front, dropping to $10,000 once you tell him “Mrs. Ming sent me”. Optional packaged-sample discounts cut the bill further, down to the repair-price floor.
  • Real carried items in dead drops (Ming’s Crate, Marco’s Package) cloned from in-game items so they have a proper inventory icon and in-hand model. Lose one and the NPC charges a $500 recovery fee to continue.
  • Repair cinematic when you pay: the screen fades to black, repair sounds play, Marco grunts as he works, then it fades back and he tells you it is done. Plays in both Questline and Simple mode.
  • A wrench quest icon in the journal/HUD tracker.
  • Settings: QuestMode, BasePriceNoReferral, BasePriceWithReferral, MinSampleDiscount, MaxSampleDiscount (plus the existing Enabled, RepairPrice).
  • Persistence is now bound to the game save (via the S1API save system): progress is written when the game saves and read on load, so it stays in sync with the world. Finishing the quest without saving (or after a crash) correctly reverts, instead of leaving the quest stuck or the RV unrepairable.
  • “Simple” mode (QuestMode = Simple) repairs directly at Marco for the flat RepairPrice and now also plays the repair cinematic.
  • Repair sounds route through the game audio mixer, so they respect the in-game volume settings.
  • Delivered quest items now correctly leave the inventory.
  • The quest reliably starts once the RV is actually wrecked and the intro has passed, and never flickers on an intact RV.