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You'd be surprised how effective a dirt hole in the ground is at being space efficient lol
I have to purposely not use them otherwise there's just no reason not to, as they offer such good storage lol
I forgot to update the description. We've fixed the cellars since.
100%, remove the storage filters in the XML <filterstorage></filterstorage> iirc. Then you can store anything.
The small stockpile doesn't have these capabilities
Its because it takes 0 work to build and "instantly" builds the object. I'll make it cost one work so workers are forced to clear the area first. I'll also disable the costlist requirement. Thanks for reminding me.
It would be safe to just edit it in the XML for each item you want and set it to read-only. I wont be updating the mod most likely, just maintaining it.
<researchprerequisite>example</researchprerequisite> for instance
I wonder, how can we make the things that come with this mod stay hidden when using Vanilla Factions Expanded - Tribals? When doing the wild men start it starts unlocked.
What brad mentioned below is chunking. Make sure to check any mod that has to do with haul logic, storage, pawn logic, stack sizes, item weights, or is a major framework. Good place to start, let us know if you found out what mod it is and check if altering your mod settings changes anything for you.
Comment below by brad.
Hey ash! Please see brad's comment below. I and others haven't seen any issues on our end. I'd consider chunking out portions of the modlist to see what mod is conflicting. If you figure it out let me know so we can look into it.
comment below by brad
work cost can be reduced in the xml, when the new update releases im probably gonna do some balancing
Read the bottom most sentence on the mod page. That may be your solution.