Polyfill
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SeshMenu

by Renji

Your game version

0.4.7f12newest0.4.6f132 reports
Works so far

No errors so far, but part of it is gone from the game.

1 report on 0.4.7f12, newest 4 hours ago.

I want this fixed

Use these versions

  1. Polyfill 0.13.12

    Newest reported, 1 report so far. Get Polyfill

  2. Mod 3.1.0

    1 of 1 report.

At game start

Parts missing

1 of 1 report.

Ingame

No errors

1 of 1 sessions.

Report
1
Session
1
Hours played
0
Last report
4 hours ago

Good to know

  • One report so far. Could still change.

Player reports

No reports on this game version yet.

1 · Your log

Drop Latest.log hereMelonLoader/Latest.log

The log stays on your PC.

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Other game versions

Click to switch.
0.4.7f12Works so far1 report0.4.6f13Works so far2 reports

History

Changes only.
  1. 31 Aug 2026

    First report Mod 3.1.0, game 0.4.6f13.

    Parts missing

By Polyfill version

Which verdict each release of Polyfill gave this mod, on each game version and mod version it was reported with.
Game0.11.70.11.160.13.12
0.4.7f12not reportednot reportedParts missing
0.4.6f13Parts missingParts missingnot reported

A dot means nobody reported that build under that release. Two marks in one cell mean reports disagreed.

CSV
All 3 rows
GameModPolyfillStateReportsFirst reported
0.4.7f123.1.00.13.12Parts missing116 Oct 2026
0.4.6f133.1.00.11.16Parts missing105 Sep 2026
0.4.6f133.1.00.11.7Parts missing131 Aug 2026

For mod authors

Technical details. Players can skip this.

To get to "Works"

Works so far
  • Open: 4 names missing

    Fix them in a mod update. Show them

  • Done: No errors ingame

    1 session.

4missing1bridged0interface clones0errors0old versions only
Showmod 3.1.0 (newest)game 0.4.7f12API

Missing 4

  • no candidatemember

    Il2CppScheduleOne.Law.LawManager::get_DISPATCH_OFFICER_COUNT()

    Nothing on this build to point it at.

    method missing, with nothing on this type to point at

    would-change-meaningOne number became two. 0.4.6 replaced the single dispatch count with a pair of bounds, OfficerDispatchMin and OfficerDispatchMax (LawManager.cs:15 and :17), and the game now draws between them. Answering the old getter with either bound is a guess about which one the mod meant, and answering the setter would write one bound and silently leave the other - a mod raising the count would get a range it did not ask for. The mod author has to choose, and that choice is behaviour rather than a version difference.

    3 reports

  • no candidatemember

    Il2CppScheduleOne.Law.LawManager::set_DISPATCH_OFFICER_COUNT(Int32)

    Nothing on this build to point it at.

    method missing, with nothing on this type to point at

    3 reports

  • no candidatemember

    Il2CppScheduleOne.PlayerScripts.Player::get_Energy()

    Nothing on this build to point it at.

    method missing, with nothing on this type to point at

    no-successorThe way in to PlayerEnergy, and gone with it - 0.4.6 removed the energy system whole. There is no other member holding a stamina value to point this at.

    3 reports

  • no candidatetype

    Il2CppScheduleOne.PlayerScripts.PlayerEnergy

    Nothing on this build to point it at.

    type no longer exists in Assembly-CSharp

    no-successorThe energy system was taken out. 0.4.5f2 has the whole MonoBehaviour - CRITICAL_THRESHOLD, MAX_ENERGY, SPRINT_DRAIN_MULTIPLIER, EnergyDuration_Hours (PlayerEnergy.cs:11-25) - and 0.4.6 has no file under ScheduleOne.PlayerScripts that mentions energy at all. The one place the word survives is Equippable_Cuke, the energy drink. Nothing can stand in for a system that is gone: a shell would answer, and the player would still never get tired.

    3 reports

Bridged 1

  • bridgedmember

    Il2CppScheduleOne.PlayerScripts.Health.PlayerHealth::get_MAX_HEALTH()

    Polyfill pointed this at its successor when the game started.

    3 reports

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