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报告翻译问题
all are adjustable via the ASF options mod, I've quit modding so I dont have interest in balancing unless someone who is experienced with the mod wants to implement it for me (id gladly update it)
I just dont have the time or will to balance it myself and I can't ever please everyone as so many want wildly different things. At this point the mod has been released for so long with active playthroughs on it that changing something now would break people storage rooms, anger them, and ultimatley lose tons of people
the best solution is to just download the settings mod and do it yourself personally to fit your own tastes, cause I assure you, your tastes dont represent everyone
nothing is ever that easy, the solution we arrived at which now fully works (description is out of date) was based on lots of C# code and time and effort by bradson
good with me :)
thanks for the mod, I'll add it to the description if I remember in the future
I've made a mod that restores the cellars and meat rack from Progression: Storage, as well as nerfs them (and many other buildings from other mods) in line with other storage mods. It also restores them more completely than the Restore Content mod does, properly categorizing them if you use Better Architect Menu (highly recommended).
Mod is here.
The in-game description says: “A granary for keeping food dry. Items stored inside will never deteriorate and don’t affect the beauty of their surroundings.”
However, after I built it (which took 1600 work to build
My colony is now on the verge of starvation because I only just noticed this problem.
eventually maybe, I'm relatively quit from modding for the time being, just am maintaining
In multiple session and load orders, multiple pawns at once could haul to or haul from your storages just fine. Without the need for backup stockpiles.
What changed it in my current load order was the mod "Common Sense".
Loading common sense with your ( maybe even other ) 1 tile storages locks them up when in "use" by a pawn.
This is a vanilla problem, its because pawns will reserve a spot they are hauling to and these cellars are only one tile large, meaning they reserve the entire cellar. This means when multiple pawns are hauling and there is no other option for storage, they will not have where else to store the hauled item until the pawn hauling is finished with his current job.
You can address this by having additonal storage that is capable of storing the items, but set as a lower priority so they will preferentially go to the cellar and default to the low priority storage in the event that there are multiple pawns hauling at the same time.
Personally, I set an invisible ground stockpile storage zone and place it outside the cellar in the hallway or area surrounding it and it copy the storage settings of the cellar, but I set it one priority lower than the cellar and I completely avoid the issue.
The granary is just a storage container like any other if you read the description it doesn't do anything other than act as storage but stylized.
The thing is while it only happens to those 3 containers I know for a fact it is not a problem in my regular load order, so THIS mod alone is not the problem.
Good to hear it, thanks.
this is a vanilla behavior actually, because when you store something the pawn hauling to that storage occupies the cell, this means that the storage doesn't exist as an option to store stuff until that pawn is done
a solution is to make a low priority storage zone outside the cellar to act as a buffer to allow pawns an alternative to haul to in the off chance that there is multiple haul jobs to the same cellar at the same time.
tl;dr - vanilla behavior, make a ground storage zone low priority outside of the cellar to act as a buffer
is it a known thing? perhaps a conflict with some other mod?
I certainly have some balancing to do as I never really did and playtesting for this mod, but its going to have to wait. In the mean time, the values can be adjuted via Rimmsqol, or by editing the XML until i get around to it.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2932093144&searchtext=boat
Yes the cellar is just moderately cold and cools the food. It is only moderately colder than the environment. Warmer temperatures will indeed penetrate into the cellar and warm the food. Its not electric and its not packed with ice.
I've constructed a stone cellar and store some food inside (meat, simple meals...) but is it normal that it deteriorates and eventually rots over time. Am I missing something?
Yes, I plan on fixing that next update.
There are now mod options for ASF via a mod on the workshop. I suggest you try them out to balance it to your needs. I've gotten people complain that they aren't able to store enough. I can't please everyone.
Thanks for linking them, people have mentioned these but never linked them (and theres quite a few of them). I'm kinda at a peak of work right now so I can't until quite some time later.
Could you please include the various wood types from other mods as allowed item types in the log pile structure?
E.g.:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=836912371
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2882494600
Hey Gooby, if it occurs in a save without any other mods loaded let me know. If not, its a mod conflict. Let me know here if it isn't a mod conflict afterwards.