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https://ibb.co/27D71cPY
The UI does not let me set Stack Size, I have noticed similar mods having the same issue.
Bringing two items (haygrass) with different Degradation Timers causes a lockup and CTD.
This took a long time to identify and isolate and seemly it didn't always happen. Nothing showed up in the logs. Sorting and resorting mods didn't help.
Current workaround is to not set stack limits for items with Degradation Timers. Thanks for maintaining this mod!
but Madman666 really seams to dislike this one
but thanks for keeping it alive regardless Mlie!
i use it so i can distribute my 90mm flak ammo across my defense locations
made my defense actually usable
thanks a bunch
10/10
Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.StoreUtility.GetSlotGroup (Verse.IntVec3 c, Verse.Map map) [0x00000] in <1ea541f48818430abd724fc665f76dc4>:0
at VarietyMattersStockpile.Patch_StoreUtility.DupLimitReached (RimWorld.SlotGroup slotGroup, Verse.IntVec3 c, Verse.Map map, Verse.Thing t, System.Int32 dupLimit, System.Int32 sizeLimit) [0x00177] in <c0356632248845999020764060a9b01b>:0
https://pastebin.com/TRFmsyEz
Please try the steps described under "Reporting Issues" above
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2274678322
Eg. having an empty stockpile with 1 cell and then allow to put 30 hay into it. The pawns will got a max stack of hay and put the max stack into it, ignoring the limit of 30. With some back and forth they might reduce the amount again, but this is of course waste of time.
With the other mod instead the pawns will transport 30 and put 30 hay into it, just like intended.
(although I have alot of other mods enabled, so might be a conflict, but still the other mods works better)
But they can also occur in other grids
Expected effect:
When the stack is less than a value
Fill the stack to the maximum allowed
Effect of previous version:
When the stack is less than a value
Replenish the stack to all floors that contain the stack
(that is, sometimes it will not be filled up)
Current actual effect:
When 1 grid: when the stack is not full, fill it immediately, just like vanilla
Others: the same as the previous version
Thank you for your patience
I'm sorry, no one is willing to translate for me
So these texts will still be difficult to understand
Maybe it's too much trouble, but the excluded 1-cell has not actually improved, it makes things worse
Maybe you should fix it instead of disabling some of its feature
If you can't, please roll back mod to the previous version, this is better
This is not like a bug. It will not make errors. It is more like a lack of program logic.
“
When the carrying capacity of stack exceeds that of pawn,
The storage area of 1 grid must not be filled up,
There is a probability that other storage areas will not be filled,
This may be because the program did not query the stack size of the item.
”
If you still can't understand, please reply to me,
I will ask others to help translate.
Variety Matters Stockpile (Continued)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2585724597
It's actually here
Limit Refilling is an important function of this mod
Thank you for your reply
Thank you for your great work
Mod only detects whether there are items in the grid, not the number of items
This results in items that cannot be fully filled
This is a serious problem in a 1-grid storage area
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2353847457
The slider only gives me two options: "start refilling when 1 space available" and "always keep fully stocked". I'd like to use the strategy described above -- having a few stockpiles set to only refill when empty (for perishable food items). However, it looks like I don't have that option. I've just installed this mod, so I haven't played with it much yet -- am I missing something?
Possible factors: I've installed it mid-save, using with LWM Deep Storage, RimFridge, Simple Utilities: Fridge, Simple Storage, PUaH, OgreStack, & Quantum Storage Redux (yes, I'm obsessed with storage).
I've also tried to split the stack manually into pieces of 9 and 24... and it still keeps hauling everything into a single stack.
Or did I understand this mod wrong?
Does it only control the number of stacks, and not the amount allowed on each stack?