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-Craft Component, set it to bring it to best storage
-Takes the freshly crafted one AND the others from a shelf (higher priority) handled by this mod to my main storage (normal priority).
Same thing if you set it to put it on the floor after crafting, hauler will come and take both the fresdh one and from the shelf to other storage.
This mod can move out items that do not meet the requirements in the storage area, but it cannot move items that do not meet the requirements out of the storage area
I want it to go cook produces food with the bill set to bring to the freezer, then someone grabs from freezer and brings it to the dining hall storage zone.
So bill -> freezer -> Dining hall.
For example, I want a container with 50 stone bolts and 20 steel bolts. But when I write 50 in the stone bolts field, it overwrites the steel bolts field as well with 50, and also the whole bolts category with 50. This means that colonists will either put 50 stone bolts or 50 steel bolts in the container. Even if I wanted 50 of each in one container, this won't be possible because the overall bolts category is always limited to 50.
In fairness it's possible there's a mod conflict at play, as I'm using adaptive storage framework. But the issue happens with vanilla shelves too.
I opened a discussion about it trying to be as detailed as I could, and would really really like to use this mod again
It has seemingly completely broken some default vanilla 1-tile shelves, because I can set it to critical priority to haul anything to a shelf with no limits on storage, and the pawns don't even consider hauling to the shelf an option, I have to deconstruct the shelf and reconstruct it to use a shelf again.
Here's a hugslib log with a minimal installation of rimworld with only its core mods, misc turretbase and stack gap: https://gist.github.com/HugsLibRecordKeeper/c7b9555d567a944466f9ca29c38ac2a1