Kenshi
XLvanilla: Expanded Mercenaries, Skeletons, Storage, Auto benches, ect..
11 Comments
Schrodinger's Bodybag  [author] 13 Oct, 2023 @ 11:39pm 
Genesis's July 5th update created problems with neutral factions. Namely with major factions randomly murdering neutral factions. I've yet to figure out on how to fix this even after digging through the FCS to see what broke. So if you see U.M.L. fighting with the UC or the Shek Kingdom it's 100% not my fault as the same problem happens with Genesis's own neutral factions (I've watched the United Cities murder mercenaries inside the bar and the Holy Nation kill settlers outside it's gate).
Schrodinger's Bodybag  [author] 16 Sep, 2023 @ 2:14am 
No idea why but the dialogue package in the FCS is broken with the latest Genesis update. I managed to fix the issue by attaching a duplicated dialogue to the mercenary captains alongside the dialogue package. Unsub and resub to this mod to force a workshop update if you're still having issues.
Schrodinger's Bodybag  [author] 6 Feb, 2023 @ 6:17pm 
@Chez No worries.
Chez 6 Feb, 2023 @ 1:56pm 
I just noticed a had another mod that increased the input and output on stuff. So im going to say its not your mod that was causing problem!!! Someone posted in their mod that their guy was running water so the same plot like crazy and none of the others! Sorry for any extra work this has caused you! But thank you for looking into it!
Schrodinger's Bodybag  [author] 5 Feb, 2023 @ 5:32pm 
@Chaz Dumping the entire water, ore, ect.. into one source appears to also be an issue if you have multiple crafters using that same resource and the squad-mate with the hauler/crafter job is using the expanded backpack. Fixing that should easy enough by me adding in backpacks that are segregated by their stack bonuses(10x,100x,1000x, ect..). In the meantime using a normal huge backpack should solve the issue of a squad member yanking out all of the water from a well and hogging it at their bench.
Schrodinger's Bodybag  [author] 5 Feb, 2023 @ 5:32pm 
@Chaz Having multiple haul jobs with large capacity storage creates some unique problems. From my own testing it seems that the first haul job seems to be prioritized then whichever interaction node is easier to access on the 2nd, or 3rd jobs. Especially if the 2nd and 3rd targets on the job list are rather close to each other.

The only way for me to fix this would be to increase the interaction range like I did to fix the corpse furnace issues, or lower the capacity to near vanilla values. The downside to this is your hauler won't train athletics or strength as efficiently and it might be a *tad* immersion breaking. Let me know what you think about that, I'll expand the range with an update if you want.
Chez 3 Feb, 2023 @ 8:03pm 
Same with small generators. he put 41 in one then 0 in second then 659 in the 3rd one.
Chez 3 Feb, 2023 @ 7:54pm 
Starting to notice since i had this mod installed my workers are being weird. One was hauling all the water to one machine and not working on others until the water was all hauled then it had no water for the other machines. so had 500 water in the grog machine and couldnt make any rum. Now im having a problem where i have 2 auto iron plate machines but my worker is only hauling to one even though both are assigned.
dichebach 2 Jun, 2022 @ 4:14pm 
You reckon this might work with UWE and about 199 other mods?
Schrodinger's Bodybag  [author] 31 May, 2022 @ 2:07pm 
Unlikely, I just released it.
space is cool 30 May, 2022 @ 8:48pm 
is there an recruit anyone patch for this?