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I can try to look into that over the next week/weekend.
Regarding
> I understand some people might want residents to eat some food from select containers so I can work on a different method to accomplish this if requested.
I realize nobody actually requested it yet, but I'd very much like to see that included. :D
Currently residents (or pets) will scan for food independently of the filters set in this mod, this is due to the game introducing a new method for them to search for food.
Note that for pets they'll scan the shared containers you're carrying more frequently so it's less likely for them to take food from placed containers if you're already carrying food for them to eat.
Currently the solution to stop all resident (or pet) from taking food from containers is to use NoResidentSharedFood https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3389359940 , which will make them only eat food they generate automatically or you place in their inventory.
I understand some people might want residents to eat some food from select containers so I can work on a different method to accomplish this if requested.
"ExcludePetsFromContainer=true" is just telling the pets to use the output of the "ContainerNamesToExclude", be it an inclusion or exclusion filter.
Then "SpecificExclusions" works with that result to do another inclusion or exclusion filter on top. Generally if you're going for something more specific like tou want it's better to keep them separate even if you have to write the container names on both filter (or use the partial matching to save you some trouble). For example, I can't know if you want to follow the current logic or if you want to do what you intended without adding more settings, and while not necessarily that big of deal on the code it adds more complexity to using the mod. Ideally the filtering system could be a bit more versatile too but maybe for another time...
The intent was to have a hierarchy of access, not separately exclusive ones. Many boxes in the base, residents can take from some of them, pets can take from the same ones plus some reserved for them specifically, rest is for my personal use. The way your logic flows doesn't seem to do that just from using ExcludePetsFromContainer=true.
That being said, I can get it to do what I want by putting
ContainerNamesToExclude=ForResidents
SpecificExclusions=all-ForPets|all-ForResidents
, as in replicating the residents filter for the pets. Not as elegant, and not what the descriptions for the bools seem to suggest, but functional.
Thanks again for your suite of mods, they really make the game so much more enjoyable!
If
ExcludePetsFromContainer=true
Then they follow the residents' filter and then apply their own on top, disable that and it should be fine for you.
Thanks for the partial matching, way easier now to check if my filters are working. Which in turn showed me that the pet specific filters for placed containers aren't working while resident exclusions are inverted.
General setup I'm going for:
ContainerNamesToExclude=ForResidents
InvertExclusions=true
PartialMatching=true
SpecificExclusions=ForPets
ExcludePetsFromContainer=true
InvertExclusionsPets=true // or false, doesn't make a difference to the debug output
PartialMatchingPets=true
I've tried all permutations of the bools I could think of, but the most I can see my party pets say they can access in the debug output are my ForResidents boxes.
On a side note, might be helpful to add a distinction to the debug output for placed vs carried containers.