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Messages - fidelfc

#1
Hey, the clean OCD is really bugged atm, the pawn picks an item, and keep "hauling" it from side to side.

That's not really the problem, the problem is that this lags the game REALLY hard. And since it triggers every single day, it's making the game impossible.
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#2
Quote from: skullywag on July 08, 2017, 12:11:33 PM
There is no other way to do stack merging, Every mod that does overstacking is doing some version of this. So yeah this is how it works until Tynan adds some other storage mechanism to the game (if he does).

I wasn't criticizing you, i know that the idea of the mod is this now and there are some limitations.

Storage Solutions keeps things neat for me, but i know that they use the normal stack size, so i'll probably mix the two mods.


thanks

#3
Quote from: lorebot on July 07, 2017, 09:10:32 PM
Quote from: fidelfc on July 07, 2017, 08:36:34 PM
I've noticed that in the Extented Storage the pawns will only put the same kind of material in the racks. This creates a lot of wasting space since i use two spots for only one item.

Another thing is that the pawns don't always haul to the existing materials already in the Storage,  wasting even more space.

Are these the way that the storage should be working?

The Extended Storage racks (food baskets, pallets, skips, etc...) take up 2 spaces of floor space, but they allow the items on the rack to stack to far greater amounts than would normally fit in 2 spaces. The pallet for example will hold 575 units of wood, 2 squares of floor space can only hole 150 units so you're more than tripling your storage space.

The way the racks work you normally need to configure each rack to only hold 1 type of item for max efficiency. The latest build does restrict the racks so that your pawns will only load a rack with whatever is put on it first (if you put more than 1 type of item on the rack it doesn't work properly and is a limitation of the coding involved), so you don't technically need to manually configure each rack but I've found it still works best if you do.

Normally I'll only build racks once my normal storage areas are almost full. I then look to see what's taking up the most space and build a rack for that item, flag all of the items for hauling and watch as my haulers load up the rack. Then I look for the next item taking up the most space, etc.... Normally I need to build skips for wood and steel first (skips hold 975 units of stuff so they're even better than pallets but can't hold all the same stuff and have less beauty), then I usually need to build food baskets for my crops (corn, potatoes, rice, etc...), after that it's usually fabrics and other harvestable materials like medicines and such.

You can't really control where your pawns will haul items, but if the racks are set to a higher priority than other nearby storage (they're set to Important by default but you can up that to Critical or lower it to any other level you want) areas the pawns will usually fill them first. If you ever see items in a storage area that you'd rather have on a rack just go in to the storage settings and remove that item from the allowed list of the storage area, flag all the items for hauling, and watch as your pawns take them where you want them to be.

Thanks for the clarification, i still don't like how it works, but at least i know it's intended to work like this.
#4
I've noticed that in the Extented Storage the pawns will only put the same kind of material in the racks. This creates a lot of wasting space since i use two spots for only one item.

Another thing is that the pawns don't always haul to the existing materials already in the Storage,  wasting even more space.

Are these the way that the storage should be working?
#5
Quote from: Reviire on August 07, 2016, 10:49:48 PM
Just to let people know, I'm still working on getting Rimsenal working with CR. Had a big bump though, which in hind-sight was incredibly simple, but Skyarkangel is a legend.

If anyone wants a super early version to test that'd be cool, I don't really know what numbers to put weapon accuracy at.

I'm in for it, i want to try Combat Realism but i've been holding off until this mod is updated.
#6
Outdated / Re: [A14] More Traits v1.3.1.1
August 02, 2016, 03:23:23 AM
Just a suggestion:
What if fat/fit got bonus/penalties in the temperature?
As someone who lost some weight i can say that the difference is noticeable.
#7
Outdated / Re: [A13] EnviroSeed SK v1.1d [5/7/2016]
August 01, 2016, 02:13:36 AM
Just dropped to give my support to the ones that are taking the mod development, the way that the colonists just plant ANYTHING without the need of seed is just too much immersion breaking for me.
#8
I suggestion: There is a way to make the passion icons bigger or colored? It's very hard for me-even in a big monitor- to actually see them, i know is not part of the mod but would be a huge improvement.