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(tested with Luciferium and Psychite Tea, made sure they were loaded onto a pack animal before the caravan left the map, then set the drugs to be taken 10x a day, the caravaneers immediately started taking them off map)
I'd have thought that pawns take drugs during a caravan from the overall caravan inventory regardless of who carries them though?
The distribution method looks through all pawns in the caravan, checking the "Assign"-tab and drug policy assignments, counting up what each colonist should have.
Then it looks through all inventories of any pawn in the caravan (colonists, prioners, animals), counting what everyone does have.
And finally it distributes the available items as best as possible.
In other words, it only comes into play when a caravan enters a map (spawns into a map).
No idea why it would cause the issues you mention...
Also Jobgiver is giving reload weapon errors making pawns freeze too putting away and taking out their weapon when wielding melee (that too didn't happen before) therefore i suspect this is a mod conflict sadly.
Either way ill be sure to use this mod when i start a run without CE in the near future
however i want to clear up a few things i am not complaining nor am i demanding a ce patch from anyone, i tired doing it myself its quite hard, im also not much of a coder my carrer ended much sooner than id like for less than nice reasons.
I do know that ce used to be REALLY incompatible with almost everything but its not nowdays and there's a huge list of things it works with and more patches are added semi regularly wich is great ofc and the CE team is doing wonders (ofc so are the people who also do them)
The issue is on CE's side. I'm not going to put in much work to make anything of mine compatible with theirs.
In all seriousness, though, I see no reason this mod here should not work with CE, but I cannot tell you whether it works for the ammo distribution, that wholly depends on their implementation.
At the same time, there is always a chance CE (or any other mod) breaks some functionality this mod here relies on, unlikely, but not impossible.
Easiest way to find out is to test it with CE and telling us the results :)
Very compatible indeed.
No idea. That depends on how CE implements CE's carry ammo requirements. If it uses drug policies or the superior "Assign"-tab, yes, it should work...and mabye be compatible. Maybe.
Test it, tell me the results!
I don't take responsibility for CE burning your house down due to its incompatibility with existence.
Is that behaviour compatible/supported with Smart medicine? You can manually set pawns to carry specific drugs, does this work with ammo?
No significant code changes
It will not move superflous items in colonists's inventories to caravan animals
Since colonists are not slowed down by carrying too much iirc, it does not matter if their inventory is full
No code changes -- tested and appeared to work fine
Reduced mod size by removing git-, obj-, & .vs-files
Simple Sidearms weapons don't get reassigned, though I was considering looking into writing a patch for it. Not sure how easily it can be done though, since Simple Sidearms has a special way of assigning weapons.
Thank you very much.