Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Sarge

#1
Unfinished / Re: [1.0,1.1] Deep Storage (functional)
April 20, 2022, 10:31:39 AM
I think I got it (LWM's Deep Storage) working/found a way around the problem, let me rather say it's working consistently in my current settlement.

It appears there's some issue LWM's<->Combat Extended.

When I find a pawn stuck in the infinite loop of adding and removing an item into one of the LWM's storage units it appears it is by a pawn with a new/uncompleted CE loadout gearing.

So what I do is, whenever I assign the first loadouts, whenever I change a pawn's loadout or whenever I find a pawn stuck in the loop I click the Rearm button for that pawn and babysit them through equipping themselves. The might want to do other tasks in between equipping so keep clicking until they are completely done and then they never get stuck in the loop again:



https://www.reddit.com/r/RimWorld/comments/ootezm/storage_mods_for_13/
#2
Unfinished / Re: [1.0,1.1] Deep Storage (functional)
January 17, 2022, 09:01:15 AM
Cheers Canute, appreciate it as always.

Extended Storage - People are reporting the same infinite loop problem
Infinite Storage - Kills immersion for me in the same way as increasing stack and storage container capacities to ridiculous sizes. AT least this one charges you for it, but still, storing things in a powered black hole doesn't do it for me.


I used that same search in Steam, as you can imagine as well as trying on here and of course Google and Reddit and while I know I'm not particularly good at finding stuff, well, I couldn't find anything which eventually lead me to asking here.

So, right back to square 1. Any other suggestions?
#3
Unfinished / Re: [1.0,1.1] Deep Storage (functional)
January 17, 2022, 08:01:49 AM
LWM's Deep Storage has a bug where pawns go into infinite loops of adding removing items from this mod's storage containers and stockpiles. The internet and Steam is full of reports of it for some time.

I thought it would be simple to grab an alternative mod but they all seem to be dependant on having this mod as well  :-\

Having to have massive areas to store stuff on the floor... this mod makes a massive difference for me and seemingly many others. Is there a functional alternative?
#4
Releases / Re: [1.3] Marvin's Stuff
January 17, 2022, 07:41:18 AM
Sorry, I didn't know if it was better know if it would be better to necro this thread or start a new one not being sure in which sub-forum and probably getting that wrong.

I can't seem to find a working/updated mod that prioritises hauling perishables and frankly I am shocked that I'm not finding a lot more people requesting/begging for it because I find the micromanagement of doing this manually a massive pita. That surely means there is one and I just suck at finding it, right?

Could someone point me in the right direction, please?
#5
Mods / Re: Fueling Stoves Properly and Help Tab
November 11, 2020, 11:26:59 AM
Thanks Canute. Yeah I do the same in terms of a wood stockpile but I seem to always play on masochist mode meaning I seldom to never have wood in the stockpile cause people are dying, getting raided, animals are mad and my mother-in-law is annoying all at the same time all the time. :(

Please make my fuel properly mod :P
#6
Mods / Fueling Stoves Properly and Help Tab
November 11, 2020, 09:47:40 AM
Hi Guys

I am posting here because I probably suck at searching and I eventually gave up. I can't find a RimWorld Discord server where I could ask and I can't find the info I'm looking for.

I am losing my mind with fueled stoves in areas with very low wood supply. My pawn will go grab the nearest wood, even if it's just 1 piece, refuel the oven and start cooking even though it is obviously not enough, so it burns out which resets the cooking (F) and then just run and grab the next whatever amount of nearest wood and repeat the process again. If there is no wood in the stockpile and the sparse trees don't supply enough to complete a cooking action the pawn can potentially repeat this until all the available wood lying on the map is depleted and not complete a single cooking action.

If he/she knows how many ingredients to use then he/she also knows how much wood is needed to cook it.

If this is driving me nuts, it has driven a modder nuts who's made a fix for this. I can't find it, can someone please point me to it?

Then, the Help Tab. Where has it gone? I can't find it. I managed to find a version 1.0 or something by the original author but I can not find 1.2's and there's no point in using wiki for stuff you need to know about mod content.

Pl0x halp. Thanks kindly in advance.
#7
I love your mods and modding approach Lulu! That quote from Tsunamy in your OP is spot on and I could not have said it any better.
#8
Quote from: Mehni on February 08, 2019, 07:17:26 AM
I'm sure the forums have a search function, yeah

It sure does. Forums have had search functions for fuck long, so I used it. I might not be particularly good at it, but I'm not an idiot.
#10
Mods / [MOD REQUEST] Use ingredients wisely
February 08, 2019, 05:26:48 AM
It's getting pretty annoying when pawns use ingredients that are fresh instead of ingredients that are about to expire. I just had a cook use mushrooms that were harvested less than 2 game hours before instead of peaches that are 3 hours away from expiration - to cook meals. This kind of thing happens all of the time.

Might someone please consider creating a mod that forces pawns to be 'smart' about this and prioritise ingredients closer to expiration first?
#11
Might someone consider making a stand-alone mod to have rain wash away (clean) at least blood and vomit from un-roofed areas? Please.

Not only does this just make sense to happen but will probably help clean up some system resource allocations.
#12
Releases / Re: [1.0] Religions of Rimwold
February 08, 2019, 04:54:01 AM
Quote from: Silas_ on February 07, 2019, 09:27:04 AM
Quote from: Sarge on February 06, 2019, 05:49:32 AM
Ah cool. Perhaps over time it can create a history where the church is one of (if not the absolute) the most corrupt ordinances to have ever been established. Committing crimes the length of one's arm under the guise of being holy and righteous; fear mongering and manipulating the state, fraud and tax evasion behind the mask of tax exemption for the church, oh and of course all the sex crimes.

You can probably tell that I'm a fan of organised religion.

Your mod has potential for all kinds of interesting in-game drama and interaction, depending if you're planning to take it beyond mere flavour.

Calm down.

Piss off.
#13
Releases / Re: [1.0] Religions of Rimwold
February 06, 2019, 05:49:32 AM
Ah cool. Perhaps over time it can create a history where the church is one of (if not the absolute) the most corrupt ordinances to have ever been established. Committing crimes the length of one's arm under the guise of being holy and righteous; fear mongering and manipulating the state, fraud and tax evasion behind the mask of tax exemption for the church, oh and of course all the sex crimes.

You can probably tell that I'm a fan of organised religion.

Your mod has potential for all kinds of interesting in-game drama and interaction, depending if you're planning to take it beyond mere flavour.
#14
Releases / Re: [1.0] SimpleSidearms (1.3.2)
January 23, 2019, 12:24:43 PM
The latest version v1.3.2 is 468kb but v1.3.1 is 6.08mb. This is confusing (me), which one am I supposed to use?
#15
Mods / Re: B19 Minimap
September 27, 2018, 11:11:02 AM
Thanks kindly.