Survivalist: Invisible Strain

Survivalist: Invisible Strain

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❤Von Jul 2, 2020 @ 1:54am
How to automate transfer of stuff
I had a smallish base, but now i've taken over a large 1 with full chain fence and stone towers. I'd like to move in.

Any way to automate my followers to transport stuff from the old base to the new base ?

Thanks.
Originally posted by CellNav:
Originally posted by ❤Smoka:
Originally posted by CellNav:

Then atm, the only option seems to use the debug menu to change the ownership to nobody (blank entry), then proceed with your instructions.
o snap, thanks for this info! any details on how to use ? not ingame atm.

Thanks.

Yes ... Save the game first ... :) ... then :

1. Use a character to "high light" a structure (white outline).
(pause game to prevent interruptions)
2. Open the debug menu (F8).
3. Select "Prop Editor"
4. At the Community entry, use the left arrow "<" to scroll to nothing.

In my screen shot below, the building shows mine :

Community < Gawd's Council >

Change that above using the arrow keys to read :

Community < >

Hope that helps .... :)

https://steamcommunity.com/sharedfiles/filedetails/?id=2150804478

EDIT: ... BTW, I use the prop editor to change the water well ownership to my community since it cannot be taken over. Works fine. Otherwise your farmer bugs out (wants to get water from the river, not the well).

EDIT #2 : I editted the post (added reminder for pausing game). Also, when you use the left arrow (or right arrow), it will scroll through the communities so you will get a pop-up showing the loss of accomedations).
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Showing 1-15 of 18 comments
Aieonae Jul 2, 2020 @ 2:00am 
remember you need to set a place to store.

then take one of your folks to set:supplies the items you wish to dig into.
Last edited by Aieonae; Jul 2, 2020 @ 2:02am
❤Von Jul 2, 2020 @ 2:17am 
Originally posted by Aieonae:
remember you need to set a place to store.

then take one of your folks to set:supplies the items you wish to dig into.

This works in the opposite i think. You can set role : supplies, when taking stuff from an un-owned building, then transporting to an owned building.

What i'm asking is transporting stuff from an old building i own to the new buildings i own, in the new base.
CellNav Jul 2, 2020 @ 2:51am 
If you guys can figure it out, holler ... Because the storage system is clearly wonky atm.
arcana75 Jul 2, 2020 @ 5:20am 
U can't automate transport of supplies from 1 OWNED building to another OWNED building unfortunately. You can automate looting an unowned building to one of your owned ones though, using the Role:Supplies option which moves 1 item type repeatedly from X to Y, useful when you're trying to auto-loot heavy stuff like a bunch of wood or pumpkins.
CellNav Jul 2, 2020 @ 5:35am 
Originally posted by arcana75:
U can't automate transport of supplies from 1 OWNED building to another OWNED building unfortunately. You can automate looting an unowned building to one of your owned ones though, using the Role:Supplies option which moves 1 item type repeatedly from X to Y, useful when you're trying to auto-loot heavy stuff like a bunch of wood or pumpkins.

Then atm, the only option seems to use the debug menu to change the ownership to nobody (blank entry), then proceed with your instructions.
❤Von Jul 2, 2020 @ 5:41am 
Originally posted by CellNav:
Originally posted by arcana75:
U can't automate transport of supplies from 1 OWNED building to another OWNED building unfortunately. You can automate looting an unowned building to one of your owned ones though, using the Role:Supplies option which moves 1 item type repeatedly from X to Y, useful when you're trying to auto-loot heavy stuff like a bunch of wood or pumpkins.

Then atm, the only option seems to use the debug menu to change the ownership to nobody (blank entry), then proceed with your instructions.
o snap, thanks for this info! any details on how to use ? not ingame atm.

Thanks.
The author of this thread has indicated that this post answers the original topic.
CellNav Jul 2, 2020 @ 5:50am 
Originally posted by ❤Smoka:
Originally posted by CellNav:

Then atm, the only option seems to use the debug menu to change the ownership to nobody (blank entry), then proceed with your instructions.
o snap, thanks for this info! any details on how to use ? not ingame atm.

Thanks.

Yes ... Save the game first ... :) ... then :

1. Use a character to "high light" a structure (white outline).
(pause game to prevent interruptions)
2. Open the debug menu (F8).
3. Select "Prop Editor"
4. At the Community entry, use the left arrow "<" to scroll to nothing.

In my screen shot below, the building shows mine :

Community < Gawd's Council >

Change that above using the arrow keys to read :

Community < >

Hope that helps .... :)

https://steamcommunity.com/sharedfiles/filedetails/?id=2150804478

EDIT: ... BTW, I use the prop editor to change the water well ownership to my community since it cannot be taken over. Works fine. Otherwise your farmer bugs out (wants to get water from the river, not the well).

EDIT #2 : I editted the post (added reminder for pausing game). Also, when you use the left arrow (or right arrow), it will scroll through the communities so you will get a pop-up showing the loss of accomedations).
Last edited by CellNav; Jul 2, 2020 @ 6:02am
❤Von Jul 2, 2020 @ 5:58am 
Originally posted by CellNav:
Originally posted by ❤Smoka:
o snap, thanks for this info! any details on how to use ? not ingame atm.

Thanks.

Yes ... Save the game first ... :) ... then :

1. Use a character to "high light" a structure (white outline).
2. Open the debug menu (F8).
3. Select "Prop Editor"
4. At the Community entry, use the left arrow "<" to show nothing.

In my screen shot below, the building shows mine :

Community < Gawd's Council >

Change that above using the arrow keys to read :

Community < >

Hope that helps .... :)

https://steamcommunity.com/sharedfiles/filedetails/?id=2150804478

EDIT: ... BTW, I use the prop editor to change the water well ownership to my community since it cannot be taken over. Works fine. Otherwise your farmer bugs out (wants to get water from the river, not the well).
Many thanks, this saves me alotta effort.
CellNav Jul 2, 2020 @ 6:03am 
Originally posted by ❤Smoka:
Many thanks, this saves me alotta effort.

Wait a second, I just edited the post, have a look again please, sorry for edit.
CellNav Jul 2, 2020 @ 6:16am 
Originally posted by ❤Smoka:
Many thanks, this saves me alotta effort.

Oh ... one more tip ... You will note in the screen shot under the entry Community, the X and Y location of the cabin with arrow keys to "move" the cabin.

Dare I suggest you go "southern style" with a mobile home, YeeeHaaa !!!

I haven't tried it yet so idk if things fall out or get screwed, but it's a worth a try and if it works then it saves you a buncha time ... Make sure nobody is looking when you do it, "oh how'd the cabin get over there?" ... southern voodoo magic ... :P
Last edited by CellNav; Jul 2, 2020 @ 6:17am
❤Von Jul 2, 2020 @ 8:56am 
Originally posted by CellNav:
Originally posted by ❤Smoka:
Many thanks, this saves me alotta effort.

Oh ... one more tip ... You will note in the screen shot under the entry Community, the X and Y location of the cabin with arrow keys to "move" the cabin.

Dare I suggest you go "southern style" with a mobile home, YeeeHaaa !!!

I haven't tried it yet so idk if things fall out or get screwed, but it's a worth a try and if it works then it saves you a buncha time ... Make sure nobody is looking when you do it, "oh how'd the cabin get over there?" ... southern voodoo magic ... :P
Lol this may be interesting.
ʟoʋɛʀɖosɛ Jul 2, 2020 @ 11:00am 
That's a lot of work to move things from 1 place to another. I use the Editor and change the backpack capacity to 1000 and take all in one go. No need to exhaust your group, let them chill and drink wine at the campfire and give them a shout when new base is ready.

Then revert the changes of the backpack to 50/100 as the Story Mode changes affect everyone's backpack. You'd even see a Trader carrying things like a mobile supermarket. 😂
arcana75 Jul 2, 2020 @ 5:21pm 
Guys... if you're not above using the F8 menu, then instead of all this (ownership, moving buidlings, changing backpack size), just ... I dunno... spawn the items in your base? Then if you want zero-sum, destroy the requisite items later at the original location. If you want just pretend you use some special gnome courier service to get them over via secret underground tunnels.

The removing of the building ownership, it'll lose the "Store Supplies Here" option since the building ownership is removed correct? Then to reclaim it have to spend the wood and time to take over again? Not a big deal but worthwhile to note.

Originally posted by ℓ♥vℯrd♥sℯ:
I use the Editor and change the backpack capacity to 1000
Off-topic but do you know if that is a global change or just your backpack? It'd be so funny if it's global, then I go and sell tons of stuff to people, change the weight back and see everyone out of stamina!
Last edited by arcana75; Jul 2, 2020 @ 5:27pm
CellNav Jul 2, 2020 @ 11:21pm 
Originally posted by ℓ♥vℯrd♥sℯ:
That's a lot of work to move things from 1 place to another. I use the Editor and change the backpack capacity to 1000 and take all in one go. No need to exhaust your group, let them chill and drink wine at the campfire and give them a shout when new base is ready.

Then revert the changes of the backpack to 50/100 as the Story Mode changes affect everyone's backpack. You'd even see a Trader carrying things like a mobile supermarket. 😂

Until we get proper transport, I think I might add a "Mule Pack" to the sandbox inventory. Nothing more than a new pack called, um ... Mule Pack. To keep it real (or there about), the Mule Pack can be a rare item that carries up to 700 lbs (slightly more than a real mule carrying capacity). And I'll use a cheesy photo of a mule instead of the default pack look.

Since you said the trader's walking around with a supermarket, perhaps that is what the trader actually needs .... a Mule Pack full of food for everybody! The Winter War will never be the same.

Anyway, at the very least the Mule Pack can be added in as a quest? You know, "Dingo took my Mule" ... Get it back and we get a nice little pack mule (so to speak). Fair enough, otherwise an accidental "oops spawned in my inventory, how'd that happen" event .... haha.

Then ... we can have a real Mule Train. Pack it up boys, we're hauling today!
arcana75 Jul 2, 2020 @ 11:35pm 
If you have a 700lbs Mule Pack, you won't be able to stop yourself carrying it all the time if there's no penalty using it at any time, eg a permanent fatigued state while holding it so you can't run with it and if you can, you cannot equip weapons to fight while it's equipped, so you need followers to defend the Mule.
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Date Posted: Jul 2, 2020 @ 1:54am
Posts: 18