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 - Sixdd

#16
Unfinished / Re: [WIP] Deep Storage
February 02, 2019, 05:05:06 AM
I've found a workaround for the clothing rack issue for now, just use multiple racks with decreasing priorities, they still deliver to the ground but if you have a stockpile surrounding the clothing racks it will get flagged to be hauled to the rack eventually. This behavior is also present for the other storages, I just didn't notice before. So aside from that oddity and animal/robots not hauling directly to the DSUs it seems like it's working pretty well.

The odd thing about the robots in that the ones from Misc Craftable Robots (I think that's the name) work fine but the ones from Misc Robots++ will only haul to standard stockpiles, which makes no sense because they both rely on the same mod for their funtionality. Also I noticed that an android from the Android Tiers mod also showed up in the contents tab of a clothing rack when he walked over it, not sure what sort of filtering that requires but it's pretty odd behavior I think.

I'll keep testing things out, with over 200 mods in my normal list I'm bound to find more oddities :D
#17
Releases / Re: [1.0] Better Loading Mod
February 01, 2019, 04:35:43 AM
Wow, I don't think I've ever seen Rimworld take that much memory. Are you running RuntimeGC, that can clear up memory issues quite well.
#18
Unfinished / Re: [WIP] Deep Storage
January 30, 2019, 11:28:25 PM
@LWM The meat rack works great, is the fabric hamper in the works? I ask because I noticed the textures are there for it. I added it in myself but the texture is all wonky and like "squished" or something. Can't wait for future updates! How is the cold going btw?

EDIT: I just noticed that if you have a DSU on a power conduit it shows the conduit in the contents view of that storage. Is the conduit going to be counted as a stack in the storage or is it just a visual thing?

EDIT AGAIN: Just noticed that the "Big Shelf" doesn't have the Contents tab.

Another Edit:  So I've filled a clothing rack with clothes and now my colonists are trying to deliver more clothes to it but they instead drop the new stuff on the floor in front of the rack, there are other clothing racks directly next to the one they are trying to deliver to, with identical settings, but they don't deliver anything there.
#19
Releases / Re: [1.0] Better Loading Mod
January 30, 2019, 08:51:35 PM
@2.71828
How much RAM you got in that thing, a potato? More importantly how many mods are you using, I use around 200 and I've never seen Rimworld take more than 2GB total.
#20
Is there any way to make the food decompiler thingy suck down full stacks at a time? I have one making the sound effect non-stop because I have 20 pawns and at least a dozen animals all eating from this system and the sound effect gets annoying after about 20 hours. Even still this mod is great, thank you for creating it :D
#21
For what it's worth @ShEsHy the B19 version that Adalah217 posted works perfectly fine on 1.0, I have used it in several games since 1.0 came out and had no issues that I can recall.
#22
Unfinished / Re: [WIP] Deep Storage
January 29, 2019, 10:33:29 PM
What... you mean you've never raised an army of racoons to do your bidding?
#23
Unfinished / Re: [WIP] Deep Storage
January 29, 2019, 07:39:56 PM
I think the problem was that the bulk of my haulers were raccoons, I'm now at a point where I have hauler bots and they do seem to be able to take things straight to deep storage's.
#24
Unfinished / Re: [WIP] Deep Storage
January 29, 2019, 05:28:36 AM
Everything seems to be working but one thing that I noticed is that stockpile priorities don't seem to be working properly. As an example, I have a pallet that is set to only allow cotton and has Critical priority, there is also a stockpile next to the pallet. Rather than new cotton going to the pallet it is being dumped in the stockpile. I'm also having a similar problem with Skips, everything that is assigned to a skip instead goes to the stockpile. If I use the Haul Urgently tool, from Allow Tool mod, on the things in the stockpile then pawns will take things to the proper place, the pallets and skips.

Hope this info helps, loving the mod :D
#25
Releases / Re: [1.0] Better Loading Mod
January 29, 2019, 04:53:54 AM
Just tried this about an hour ago, loading the game went just fine but loading a save with ~200 mods crashed the game. I'll try again later today and post the output log.
#26
Releases / Re: [1.0] No Job Authors
January 29, 2019, 01:26:44 AM
This looks great, finally my dead pawns half-finished projects can be completed :)
Out of curiosity, what decides a finished item's quality?
#27
Unfinished / Re: [WIP] Deep Storage
January 26, 2019, 04:28:33 PM
Sounds good, I'll be waiting patiently :)
#28
Unfinished / Re: [WIP] Deep Storage
January 26, 2019, 02:01:49 PM
Ok, here is my modlist. And yeah I have Rimworld Search Agency so that is most likely the culprit.

Linky
#29
Keep it up Ohu, this is getting better every update. I can't wait for the day when I can fly my very own aircraft to the next town over and blast my 1980's rock music at those losers :)
#30
Unfinished / Re: [WIP] Deep Storage
January 25, 2019, 04:10:05 AM
So I'm having some issues and hoping they can be resolved. First, I really like the mod, Extended Storage has problems these days so a good replacement is sorely needed. The problem I seem to be having is that once the first item (or stack in the case of stackables) is in the storage tile it doesn't accept any more items. I have tried tweaking the max stack value in the xml but nothing seems to work. Worth noting is that I am using Stack XXL, could that be the problem? If more information is needed I'll be happy to provide it.

EDIT: After doing some more testing I've found that the issue seems to affect the pallet, skip, weapon locker, and clothing rack. In each test I placed the building with godmode on, set the storage to accept everything that it can store and watched as pawns deliver to the storage. In each test pawns deliver one stack of an item to each slot on the storage device (pallet, skip, weapon locker, clothing rack) and then refuse to stack additional items on the storage device. In one test, with the food basket I did notice that it does store multiple stacks, but specifically only one stack of each item and only two stacks per slot total. After seeing this I edited the xml to change the number of stacks it can store to 32 (just for testing) and it still held only 2 stacks per slot. I am almost positive that there is a mod interaction going on here as I did manage to get at least the weapon locker to store two weapons with only this mod active, but it still refused to hold more than two after editing the xml to store 8. At this point I'm at a loss as to what more I could do but if more information is needed, I'll provide it.