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Also, I am having problems where it seems that right clicking on a deep stack of items will not show the option to equip something in that stack.
The one thing I can think of would be to let pawns drop anything off assuming there is any valid connected stockpile, so you can teleport items into the freezer from your general storage. Wouldn't do anything for getting items back out, but would save some walking...
As for the QWH and QSP, if someone can write out a set of good rules for how things should get teleported, I can implement it pretty easily. I just can't figure out how to decide what should get moved where.
If GrizzlyTyrizzly is still around, hopefully he can update the steam version for us.
@Zyrixion I need more details than that as it works for me. If you enable debug mode you can look for an error in the log and post it, or give me something I can use to reproduce the bug.
On top of that, the regular quantum storage units don't pick up stuff properly. I think this happens after loading a new game. Not sure what the consistent cause is.
It's not a difficulty in coding the relay system. It's a lack of clear vision on how the relay system should behave. Do you put 'virtual' copies of every item at every terminal, so the pawns will go to the shortest one? Do you detect when the pawns want one of the items and teleport it closer to them then make them recalculate their target? If so, how do you make them not switch jobs? The C# is easy enough to write, but I only have vague ideas at best for what the relay system should even do.
Anyone who dares call this mod trash, I challenge you. Come at me scrublords, I'm ripped.
Thanks for this mod, cant live without it. But i have a question, if i add a warehouse the tiles keep refreshing and readjust the stored things unlimited, can i do anything about this or i simple to dumb to read how to avoid that?
Just logged on to ask the same question, tried allsorts and was doing me head in !!