RimWorld

RimWorld

Reel's Expanded Storage
Taco 4 Jul, 2024 @ 10:04am
Cannot haul to mod containers
I've got an issue im not sure anyone else has cause ive not found anything online related to it. Whenever i build any storage container from this mod then allow the items i want inside so my pawns can haul them, they haul them on their own just fine but when i manually click on a pawn and ask them to prioritize hauling X item, it says there is no configured accesible storage. It happens even after i literally just see them haul something to the very same container.

I put a vanilla shelf and an animal feeder from the mod on opposite sides of one room and allowed both items to only store hay and when i manually force a pawn to haul hay, it will haul it to the vanilla shelf. If clear all permits on the vanilla shelf and i right click on the hay again, it says theres no spot to store it.

Bummer cause the storage options and graphics this mod adds is literally perfect!! Will keep using it but if anyone has any ideas on what it could be, id appreciate it!
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Showing 1-4 of 4 comments
Raust 16 Jul, 2024 @ 2:13pm 
Hi, I'm experiencing the same problem.

What I've been able to see is that only one item (or stack) can be hauled per storage building at the same time (actually I believe it is one per space the building occupies - i.e.: 4 simultaneous items for the large crates).
So when you command one pawn to haul anything (or one decides to do so by 'its will'), that building is somehow flagged as 'busy' and no other order can be issued to the same building until the first is completed.

Hope that helps Taco understanding what's happening a Reel for a fix if this behavior is not caused by other mod.
GL1TCH(BAMF) 1 Aug, 2024 @ 3:50pm 
When i try to build something
Root level exception in OnGUI(): System.ArgumentNullException: Value cannot be null.
Parameter name: type
[Ref 812C58E6]
at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00003] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.Activator.CreateInstance (System.Type type) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x000a9] in <7ac8125db2a942e28a4f40e78a341944>:0
at RimWorld.Designator_Build.DesignateSingleCell (Verse.IntVec3 c) [0x000d8] in <7ac8125db2a942e28a4f40e78a341944>:0
- PREFIX Uuugggg.rimworld.Replace_Stuff.main: Boolean Replace_Stuff.Replace.InterceptDesignator_Build:Prefix(Designator_Build __instance, IntVec3 c, BuildableDef ___entDef, Rot4 ___placingRot)
at Verse.DesignatorManager.ProcessInputEvents () [0x0006e] in <7ac8125db2a942e28a4f40e78a341944>:0
- PREFIX Merthsoft.DesignatorShapes: Void Merthsoft.DesignatorShapes.Patches.DesignatorManager_ProcessInputEvents:Prefix(DesignatorManager __instance)
- POSTFIX Merthsoft.DesignatorShapes: Void Merthsoft.DesignatorShapes.Patches.DesignatorManager_ProcessInputEvents:Postfix(DesignatorManager __instance)
at RimWorld.MapInterface.HandleMapClicks () [0x0000f] in <7ac8125db2a942e28a4f40e78a341944>:0
at RimWorld.UIRoot_Play.UIRootOnGUI () [0x00099] in <7ac8125db2a942e28a4f40e78a341944>:0
- POSTFIX net.pardeike.rimworld.mod.camera+: Void CameraPlus.UIRoot_Play_UIRootOnGUI_Patch:Postfix()
at Verse.Root.OnGUI () [0x00046] in <7ac8125db2a942e28a4f40e78a341944>:0
- POSTFIX UnlimitedHugs.HugsLib: Void HugsLib.Patches.Root_OnGUI_Patch:OnGUIHookUnfiltered()
- POSTFIX net.pardeike.rimworld.mod.camera+: Void CameraPlus.Root_OnGUI_Patch:Postfix()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.OnGUI_Patch2 (Verse.Root)
decom70 3 Aug, 2024 @ 2:25am 
Have this exact issue too, but only with this mod, other storage mods work fine.


Strangely, some things work though. Example:
Medical Cabinets. I cannot haul any bionic parts to it, but they take medicine and Neutrotamine.
Last edited by decom70; 3 Aug, 2024 @ 2:26am
GVLT 27 Sep, 2024 @ 8:57am 
I have the same issue, most of the time with corpses and metal hooks.
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