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@Avery
That problem has existed since at least 1.4.x (I play with a friend in Multiplayer, new or old save), but it happens rarely and tends to get fixed by drafting+moving the colonist away from the area, and if it doesn't with that alone, it should fix itself within a couple minutes (not totally sure about the 2mins cuz my biological clock has never been accurate, but something like that I think).
literally half of all the ppl that ever bought rimworld are subbed to these mods - and as of now, it seems to not be working as intended for anyone.
@ rautamiekka
no, 300 mods is plain normal on rimworld :D
just 30min ago i read someone that has 3400 mods active - and all running smooth... xD
Definitely something of those or the others you didn't mention, as 300-350 is an extreme number; for ex: me & a friend are playing Multiplayer on game version 1.4.3901 (which is the last 1.4.x version) and it's all working fine, we just don't have `stack gap` & `LWM's deep storage` & `research reinvented`, while we do have `pick up and haul` & `while you're up` & `while you are nearby` IIRC.
"stack gap", "while you're up" or "while you are nearby" (i think i added this one after discovering the broken button).
other than that, only eventually "research reinvented" because it makes ppl carry stuff around...?
or could it maybe one of the mods that adds sorting categories? weapon sorter, bad leather category, bad meat category...?
my modlist is well over 300, maybe over 350, but afaik the other mods can't have any relations, unless it's one of the frameworks
probably someone has told you already: the button to drop an equipped item to a nearby storage is broken, it stays switched on, so the next pawn equipping it will immediately store it again.
Either way. I've said it many times, and I guess it's supposed to be common sense, but this mod isn't a performance mod, so by default it's obviously impacts your game's performance negatively. How much? Well there are like 20 toggles and all of them can be switched off, and depending on other mods it can be better or worse. So depending on your mod or pc setup, or combination of options you use, impact can be between "definitely noticeable" and "basically nonexistent". So it short, test it for your self, would you?
bonus would be something like "disorganized" -> takes too many things to workbenches (e.g. recipe requires 10 steel, but the stack the pawn gets it from has more, so they get 11 or 12 steel and just leave the rest at the workstation)
They work well enough together for me. They don't always want to utilize their full capacity though, so sometimes you have to tell them to haul specifically a time or two to get them to use their full potential.
Systematically removed all my mods 1 by 1 until just this mod was left and had the bug throughout so some mod I've used has generated the items with the unload order attached and for some reason the game hasn't toggled it off once the item is no longer carried, which is super weird.
I dev spawned a caravan and all their gear didn't unequipt so I'll just try to purge or double equipt all the items I have now, hope I've already removed the mod that caused the issue and see if it re-occurs.
Since armour takes a few seconds to unequipt you can see what happening in the gear menu, the unload order being automatically toggled on for the item as it's equipt.
I did all my further testing with just Harmony and this mod enabled, so I don't think it's an incompatibility or other mod.
It doesn't affect forced wear for items you've created yourself. Unfortunately I'm now to tired to test myself if auto assign of self made clothing is unloaded but I'd guess it's not.
It does affect cloths and armour you buy.
I hope this helps find and fix the bug, I use the unload button all the item, it's the haul urgently of inventory items and the only way outside of zoning to have something put on a specific shelf.
Big thanks for the mod and for keeping it up to date! :D
All assignments includes the automatic apparel assignment (even if the item put on is valid for the policy), forced wear and force target to wear.
Tested with all other mods disabled except Harmarny v.2.3.4.0 on Rimworld v. 1.6.4528(64 bit) same result.
The unload order is generated for the option even if the option is turned off when the clothing assignment is given. So even if you toggle the option off and have the clothing changed then re-enable the option, the new clothing is still marked for unloading.
If you have the "Pick up and Haul" mod as well it also generates the unload order for items your pawns have been told to pick up.
every mod for every game does affect performance, its just a question of how much it affects it.