![]() ![]() turn off the mod, then load that save and undraft the pawns. You can force this by pausing, drafting any pawns where their state says they're 'Hauling", save. If you want to remove or turn off this mod you need to first make sure no one is performing or going to do a hauling job. This mod should be compatible with most other mods but let me know if you have any problems. If any other mods overwrite the JobDriver for hauling this mod will throw tile reservation errors. This overwrites the builtin JobDriver_HaulToCell. This issue isn't fixable by changing mod order unfortunately, I'll have to work with the mod creater on a solution. If you have wall lights against your stash take that tile out of your stockpile zone to prevent pawns from going into a loop of trying to haul over and over. It looks like there might be a conflict with a wall light mod if your stash runs against the wall light. ![]() I'm working on a system where they can share with eachother which tile they plan on placing new loot on which should fix that issue and prevent the need for Stack Merger by Fluffy Example: If you get a pod drop with new loot and two pawns pickup some before any is placed, they might pick different spots in the stockpile to haul to. You may still see your pawns haul to different stacks, this will happen if there are no stacks, or full stacks in the stockpile and two or more pawns try to haul new items at once or if an animal is hauling. Haulers no longer reserve the haul-to tile meaning multiple pawns can haul to the same tile at once. Haulers will check for an existing stack to add it's item to. Instead of hauling to random tiles your pawn should always haul to a stack if it has room on it HugsLib is a library that provides shared functionality to other mods. Important: This mod should be loaded right after Core to work properly. To figure out if it is workable, or will just fuck us all to death. So now, for Romance Diversified, I wait with baited breath LT-Doormat will help keep our compound nice and neatĪnd from what I understand Additional Joy Objects is a treat. So we definitely will have Expanded Prosthetics and Organ Engineering We're gonna lose some limbs and such, it's guaranteed, I'm fearing, RuntimeGC's just for addressing some late game performance probsĪnd to fix a retarded design decision, Billy's Improved Load Transport Pods (And I don't think I could do this without it) Of course a number of hair mods that aren't important enough to tellīut Colony Manager is super fucking swell I have Zombie Apocalypse but I don't think I'll use it this time, guysĭitto for Packed Lunch, not quite as useful as I first surmised Heat map lets me make sure nobody accidentally cooks (or freezes) Headgear frame is nice but really purely just for looks Hardworking animals will make our pets all haul their weightĪnd SS Damage indicators makes combat really great I have Refugee stats, but for this, I don't think it appliesīalanced Neutroamine Production, so we can grow our medsĪnd Simple Sidearms so closing to melee doesn't make gunners instantly deadĪC Enhanced Crafting, for managing our craftsĪnd JTReplace walls is nice because the old way was quite daft ![]() Set-up Camp's a must have for all your caravaning guys See Deep Ores, because it's a QOL issue and no brainerĪnd Allow Tool just prevents me from going ever more insane-er Where's the Gravel fixes an annoying artwork flubĪnd RT Fuse, cause spacers should know circuit breakers, bubĪ Dog Said will help keep our pets healthy and super fitĪnd Hugslib is in there because basically other mods all just need it Without Prepare Carefully, this whole thing wouldn't workĪnd Trading Spot's essential to make caravans not jerksĪllowDeadMan'sApparel fixes something that shoulda already been thereĪnd Change Dresser is great for storing clothes and changing hair ![]()
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