RimWorld

RimWorld

Strong Pawns
45 Comments
Aether 12 hours ago 
I got a mod that increases the stack size to 10x.

But I just checked, and the "Carrying Capacity" stat is still relevant. I got a young pawn whose carrying capacity is 60 instead of 75, and she'll only carry 60 steel per trip to a build in construction that definitively need more than 60 steel.
нїppо  [author] 16 hours ago 
@Aether do you have Pick Up And Haul as well as OgreStack? Otherwise, they'll be limited to a single stack of a single item, which often comes in below the 75kg limit
Aether 18 hours ago 
Well it doesn't seen ti affect their hauling. They still haul like 75 units of stuff, despite their carrying capacity being 750 kg.
Deagroth 21 hours ago 
Gotcha, thank you for letting me know.
нїppо  [author] 22 hours ago 
@B.rusted unfortunately I don't use Vehicles Expanded so I have no idea how it works, or how to make my mod compatible. Pull requests welcome :)


@Deagroth this is just a display bug - that base value isn't used for anything anymore (it used to be how the old mod worked). The Rimworld devs, in their infinite wisdom, decided to stop using it, and hardcoded the new logic in the C# method that this newer mod overrides. It's possible that a future Rimworld version will revert this behavior but for now this is how it's done in 1.6.

The value you want to look at is the carrying capacity in a pawn's "Gear" tab (this is what 1.6 uses to calculate mass capacity) not the "Base carrying capacity" in their "Bio" tab (this was used in 1.5 and down, but no longer used in 1.6)
нїppо  [author] 22 hours ago 
@Maiya0126 @Isaikk @Lemonist @Miz - check out the latest version, you can now configure the carrying capacity in Mod Settings to anything between 10 and 14000 :)
Miz 5 Aug @ 1:01am 
This mod is only one in 1.6 that allows to increase carrying weight of Pawn, but little bad fixed at 750kg. Would be possible to specify multiplier in the settings?
B.rusted 4 Aug @ 10:56pm 
all ground vehicles using vanilla vehicle expanded will now only have 750 carry weight regardless of the vehicles setting when using this mod. Flyer aren't affected tho.
Deagroth 1 Aug @ 2:48am 
I'm running into the problem that the base value for carrying capacity is 75. However, the mass carry capacity is correct at a base value of 750.
Lemonist 31 Jul @ 7:40pm 
Could you make smaller versions? or make it scaleable from the options menu? I'd like to have something between 80-150KG, rather than 750
Aether 28 Jul @ 9:38pm 
Hey Hippo, here's my modlist : https://pastebin.com/XD5CWKx2
Note that I also tried to put StrongPawn at the start the modlist and it didn't solve it.
Isaikk 28 Jul @ 4:36pm 
yeah I got used to it as well, now my caravan is stuck lol
RoyRiper 28 Jul @ 4:07pm 
It works now, my colonists have 750 capacity and fill it completely before taking it to the warehouses, thank you very much! 👍
Maiya0126 28 Jul @ 1:15am 
Oh NO! I like 14000 :lunar2025snakeinablanket:
нїppо  [author] 27 Jul @ 9:49am 
The mod is working - note that you MUST have some version of the Pick up and Haul mod in addition to this mod for it to work, otherwise pawns are always limited to a single stack of items, independent of their carry capacity.

I've just pushed an update that simplifies the logic and fixes the 14,000 bug - that was happening because the old version simply multiplied the vanilla result by 20, but this was happening twice in some cases resulting in a 400x multiplier (20 * 20 * 35 = 14000). Now it simply sets all pawns' capacity to 750, unless it's set to 0 due to incapacitation.

@Admiral Kobi @RoyRiper and @Aether can one of you post your mod list? I wonder if it's conflicting with a different mod (entirely plausible) - on my save with over 100+ mods it's definitely working as intended now.
Admiral Kobi 25 Jul @ 7:36pm 
Seems like my pawns are not picking up more than 1 - 3 steel piles of 45. They used to pick up everything so not sure what happened.
RoyRiper 22 Jul @ 11:14pm 
It changes the carrying capacity to 14 thousand for all colonists but they still only collect up to 40 kg, it only changed the number, it doesn't really work as it should, I haven't tested it with caravans yet
Aether 22 Jul @ 4:57pm 
For some reason this mod only change the caravan carrying capacity, not the regular carrying capacity.
нїppо  [author] 20 Jul @ 9:58pm 
Zoidberg - bulk carrier is only for caravans. I don't even have it and something about the current calculations makes caravan limit huge regardless, so it may not be needed
Dr_Zoidberg_M.D. 20 Jul @ 11:52am 
So bulk carrier is a 1.4 will that be an issue? Will ogre stack work?
killer tomato 19 Jul @ 11:22pm 
technically ... you can if you get enough carry weight ... and stuff them in your inventory ... but i assume that is not what he wants ... and it has to be done manually
нїppо  [author] 19 Jul @ 9:17pm 
@Copper that might require some additional patching since corpses aren't in the "inventory" - they're carried outside the pawn. I can look into it, that would be handy
Copper Boltwire 18 Jul @ 6:56pm 
What i'm looking for is a mod that lets pawns carry multiple corpses.
нїppо  [author] 18 Jul @ 7:08am 
@最是能睡觉 yes it's a new way of doing effectively the same thing that used to be accomplished using XML patching, but this time we have to patch the mass calculator method. You can find the source here if you're curious how it works https://github.com/mpwoz/StrongPawns
нїppо  [author] 18 Jul @ 7:04am 
@CRAZEDrAgOn52 it should be around ~750 on a standard pawn inside a map.

However, this does give them immense carry capacity during a caravan, which could be seen as somewhat unbalanced. I haven't looked into what changes Ludeon has made for caravan code yet to fix that, it's harmless minus the cheatiness of being able to carry anything on a caravan.
нїppо  [author] 18 Jul @ 7:01am 
Latest version fixes the startup red error message - thanks @andargor for identifying the source of the issue!
CrimsonDawn 17 Jul @ 12:43am 
I was having the same issue as @Yuuon and I only had the mod subscribed too not even activated yet and it was throwing the same error on startup
xuelin 17 Jul @ 12:39am 
注意会有报错,显示String 构造函数丢失,取消订阅之后恢复正常
andargor 16 Jul @ 6:39pm 
@нїppо Something in the description field in About.xml is causing the load exception. Delete everything except pure text and the error is no more.
Dingus 16 Jul @ 1:52pm 
This was forcing my pawns to remain idle until I removed it.
xuelin 16 Jul @ 10:50am 
If possible, is it possible to arbitrarily modify the hosting limit in the configuration file!!! Can be set to N times the original load-bearing capacity:steamhappy::steamhappy:
Yuuon 16 Jul @ 6:02am 
continue:
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00020] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at Verse.DirectXmlToObject.ObjectFromXml[T] (System.Xml.XmlNode xmlRoot, System.Boolean doPostLoad) [0x0045c] in <fcfab19af5d14a608a65ebd77f29482f>:0
at Verse.DirectXmlToObject.ObjectFromXmlReflection[T] (System.Xml.XmlNode xmlRoot, System.Boolean doPostLoad) [0x00000] in <fcfab19af5d14a608a65ebd77f29482f>:0
at Verse.DirectXmlToObject.ObjectFromXml[T] (System.Xml.XmlNode xmlRoot, System.Boolean doPostLoad) [0x0060e] in <fcfab19af5d14a608a65ebd77f29482f>:0
Yuuon 16 Jul @ 6:02am 
Only load Harmony(requirement) and Strong Pawn with all other DLC

Exception loading from System.Xml.XmlElement: System.MissingMethodException: Default constructor not found for type System.String
at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00076] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean wrapExceptions, System.Boolean skipCheckThis, System.Boolean fillCache) [0x00009] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Boolean wrapExceptions, System.Threading.StackCrawlMark& stackMark) [0x00027] in <51fded79cd284d4d911c5949aff4cb21>:0
最是能睡觉 15 Jul @ 9:29am 
I remember it seems to be bound to some body type, while humans or other medium-sized ones are fixed and thus not easy to change? Could individual little people be endowed with genes or something additional to avoid bugs and be uniformly modified to 750 or perhaps 300 would be sufficient
最是能睡觉 15 Jul @ 9:28am 
This mod is in C#, so it works? I want to know how it works and what it acts on. And it seems there's a BUG? Is there any more convenient way?
Awaik 15 Jul @ 6:06am 
im getting the same red error as pasa, it is persisting after I remove the mod. it only started when I installed it. I'm also not sure it is working properly; I have a stack mod and forked puah installed as well.
CRAZEDrAgOn52 13 Jul @ 11:52am 
actually its 14,000
CRAZEDrAgOn52 13 Jul @ 11:47am 
this mod gave my pawns 1400 carry weight. is there a way to lower it somehow?
Pasaway 13 Jul @ 9:51am 
@нїppо: I posted details on the error in the discussion.
нїppо  [author] 13 Jul @ 7:13am 
@Greev it should work on existing saves (it did for me)
нїppо  [author] 13 Jul @ 7:13am 
Can you post the error? It might be a conflict with another mod, although that's hard to imagine since it's so minimal.
Pasaway 12 Jul @ 9:01pm 
This mod causes red errors for me, even when the mod is not active. I had to uninstall all of my mods and re-download them one by one util the issue showed up again. This mod was found to be the cause.
Greev 12 Jul @ 5:54pm 
This doesn't seem to be working for me, does it require a new save?
WhY 12 Jul @ 11:32am 
Tried a bunch of different mods, this was the only one that seemed to work. Thanks!
legoholic 12 Jul @ 11:10am 
First! Thanks for the update. This is quite frankly a CRITICAL mod for me :)