Not Keeper's Needs - FIX
⚪ Last updated 2022Preview

🔍 Analysis
- 👍 3.0% endorsement rate — high engagement, a strong quality signal
- 🏆 #58 of 129 Miscellaneous mods in this game by downloads
📋 About This Mod
Attempt to fix the "Not Keeper's Needs" Mod. Most functionality seems to be restored, but if you encounter any unexpected behaviour, please report it, and I will try and look into it.
Description
Attempt to fix an existing mod (Not Keeper's Needs). For more information of what this mod does please check here or read this article. Since the original mod is not actively maintained anymore, is broken after recent patches and seems to have some (minor) bugs, I have decided to try and take a look and see whether I could improve this.
Installation
Works the same as the original Not Keeper's Needs mod, but to prevent people from having to click over there, the identical instructions:
-
[]Install this mod like any other mod for QModManager.
[
]Configure the mod using NKN-Configurator.exe in your mod folder, or manually by editing the config.txt.Compatibility
The mod is compiled with the newest DLL's: Graveyard Keeper 1. 404 with all DLC installed. Not sure if the latter is really relevant but I thought I'd mention it for completeness.
Initial Changes
Apparently the UnityEngine Input class was moved to UnityEngine. InputLegacyModule so I had to add an additional assembly reference to that DLL to get it to compile again. This was also (most likely) the culprit in breaking the Sprint feature as well as any other features that require the Input class (which is used to detect key presses).
A list of either known "'bugs" or inconsistent "features". Each assigned a status, either
-
[] Open, no work done yet
[
]Awaiting Input, meaning I looked into it and am awaiting input on how to proceed[]Won't Fix, meaning it was either not broken after all or an available fix is not deemed desirable
[]Fixed, meaning it will be deployed on the next release
[]Released, meaning it is actually available in the latest version
Timescale switching (Released (in 0. 1. 1))
Seems to be broken according to (now archived) this post
Because of some strange behaviour in the original version (0. 1) of the mod, I think that this would be the most logical values to use (imo) for TimeMult, so that you can still switch back to the default value by pressing the button again:
- []0. 1 - if you want to slow down time, since that toggles between 0. 1 and 1.
- 1 - if you want to speed up time, since that toggles between 10 and 1.
A fix has been released in version 0. 1. 1, so that it now allows you to toggle between 1 and the value of TimeMult, regardless of the value of TimeMult.
A new fix has been released in version 0. 1. 2, so that the default value, which used to be 1, is now configurable through the config variable TimeMultDefault.
Manually changing config.txt (Won't Fix)
There have been problems when manually changing the configuration values in config.txt according to this post. However, it was also mentioned that using the NKN-Configurator.exe should fix this. Because NexusMods does not like fresh .exe files, for now you can download it from the original mod.
I have tested this before starting the game, with the game running but before loading a save and after loading a save. As I expected, during the former test the changes had effect, and during the latter two they didn't. So this is not a bug. Just press the F6 (default) key to reload the configuration file if you are in game.
Orb multiplier + additional orbs feature (Released (in 0. 1. 1))
Seems to be broken according to according to this post. I have tried it out myself and do seem to get some extra orbs when fiddling around a bit with the configurati
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[] Open, no work done yet
📊 Mod Details
- Game
- Graveyardkeeper Mods
- Author
- AntiFTW
- Version
- 0.1.3
- Downloads
- 7,096
- Endorsements
- 212
- Category
- Miscellaneous
- Created
- 10/30/2021
- Updated
- 8/29/2022
🔧 How to Install Graveyard Keeper Mods
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Visit the official mod page for specific installation instructions for this mod.
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