Kenshi
Scoob Oct 26, 2019 @ 3:23pm
Weapon Smith not hauling to storage
Hey all,

So, I've not played in a while but fancied a game this evening. When I was last playing there was a bug where a Weapon Smith would deposit their own weapon into storage while crafting - a bit of a pain when they rushed into combat unarmed! Anyway, I'm noticing sort of the opposite issue now...

Basically, my Weapon Smith will craft until his inventory is full - just two weapons in this case, as I'm crafting the long Staff weapon - and then he just stops and doesn't offload what he's made.

Note that there is a Weapon Cabinet with ample space right next to him.

I've tried issuing a secondary job of Hauling to the Weapon Cabinet - even making it the top priority - yet he never offloads and stops work regularly.

In essence, once his inventory is full - just two items remember - and the Smithy is also full, he stops work. Not ideal having to micro-manage this guy every few minutes.

I could give him a back pack so he can hold more, but that just delays the issue.

Any ideas?

Edit: I just went out and bought him a backpack to increase his storage and this had the unexpected effect of making him take stuff to the Weapon Cabinet just fine! So, my work-around to allow him to hold more before stopping work, actually fixed the issue lol.

Scoob.
Last edited by Scoob; Oct 26, 2019 @ 3:29pm
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Showing 1-12 of 12 comments
Pyrrhus Oct 26, 2019 @ 3:27pm 
Before building weapon cabinet, be sure it's accessible for characters to access as green person icon standing in front of it before confirm for build. Sometimes it can show accessible but something in pathways may be blocking it.
Last edited by Pyrrhus; Oct 26, 2019 @ 3:28pm
Scoob Oct 26, 2019 @ 3:30pm 
Originally posted by Pyrrhus:
Before building weapon cabinet, be sure it's accessible for characters to access as green person icon standing in front of it before confirm for build. Sometimes it can show accessible but something in pathways may be blocking it.

Hi, good tip and I appreciate you taking the time to reply, however that wasn't the issue. See my edit above for what "fixed" it.

Scoob.
Drift Oct 26, 2019 @ 3:31pm 
I've seen the weaponsmiths do this sometimes, it always seems to be that either their inventory or the Weapon Bench's inventory is stopping them from continuing. Clearing either inventory usually helps but it sounds like you have already done this. Do you have "ditch resources" tagged in the AI menu? It could also be the pathing inside the building, try resetting the navmesh or checking its placement with the debug menu.
Scoob Oct 26, 2019 @ 3:33pm 
Originally posted by Quiet:
I've seen the weaponsmiths do this sometimes, it always seems to be that either their inventory or the Weapon Bench's inventory is stopping them from continuing. Clearing either inventory usually helps but it sounds like you have already done this. Do you have "ditch resources" tagged in the AI menu? It could also be the pathing inside the building, try resetting the navmesh or checking its placement with the debug menu.

Thanks, more great advice, but see the edit I made to my original post detailing what seems to fix the problem.

Scoob.
OH LOOK MORE BUGS Oct 26, 2019 @ 10:20pm 
Yeah backpack. Grinds to a halt if the size of a weapon exceeds the horiztonal length/space of standard inventory.
Scoob Oct 27, 2019 @ 1:35pm 
Originally posted by ѴЅ | ❊ Soulcatcher:
Yeah backpack. Grinds to a halt if the size of a weapon exceeds the horiztonal length/space of standard inventory.

That's the thing, my Smith *can* pick up the weapons he makes just fine, it's that he places it in his primary weapon slot that confuses things. He can fit two of those long staff weapons in is primary slot, but he doesn't know to empty them any more.

Basically, as I alluded to in my original post, it looks like whatever fix was done to stop Smiths constantly dumping ALL their equipped weapons has caused any weapon they pick up to get stuck when they're smithing.

Having a backback to hold it is a band aid to work around the issue, sure, but it's not the proper fix.

I think, to keep things simple, a Smith should carry things to storage the moment they're crafted so things don't get stuck if they're without a suitable back pack.

Note: my Smith has the secondary, smaller weapons that he's competent to use but he'll always switch to the weapon he *should* have dumped in storage when he gets engaged in a fight.

I'm aware this is a minor issue and readily worked around if the player has access to an appropriate back pack, but it'd still be nice to see it addressed at some point.

Scoob.
Radiosity Oct 29, 2019 @ 10:41am 
Originally posted by Scoob:
Originally posted by ѴЅ | ❊ Soulcatcher:
Yeah backpack. Grinds to a halt if the size of a weapon exceeds the horiztonal length/space of standard inventory.

Note: my Smith has the secondary, smaller weapons that he's competent to use but he'll always switch to the weapon he *should* have dumped in storage when he gets engaged in a fight.
Yes, because that's the primary weapon slot and therefore always preferred unless they're in a penalty situation (indoors with a heavy weapon for eg) where they'll automatically use the secondary slot's weapon, if they have one.

There's no way to address this except using a wide backpack, since they can't fit polearms and other larger weapons in regular inventory otherwise.
Scoob Oct 30, 2019 @ 6:04am 
Problem is, with a wide backpack, my Smith is back to dumping ALL his weapons in storage. Seems like this old bug is still around.

Scoob.
Schteeve Jun 18, 2023 @ 11:12pm 
I know this old but.. the game code states that equipped weapons (weapons in your actual equip slots) are never to be dumped into cabinets. otherwise your men will keep on disarming themselves.
if the weapon is small enough to fit into regular inventory slots they'll fill their equipment slots first then start filling their inventory before taking it to the cabinet.
But if its a large weapon then they get stuck because they have no way of picking it up to take it to the cabinet
Scoob Jun 19, 2023 @ 10:22am 
Game code isn't working as intended then. My Weapon smiths are always stowing their actual weapons, when they offload a freshly crafted item to storage. Still, I generally keep these guys away from combat, as even the slightest injury lowers their skill. Arms dealing is very profitable, not gonna compromise that lol.
Synopse Jun 19, 2023 @ 10:58am 
I figured that it is enough to give the weapon smith a secondary weapon and keep the primary slot empty. They never drop the secondary weapon and are always armed if needed.
Beds do a wonder, if healing is need. Yet, you have to remember to send them to bed before the continue working.
Anyway, unless the weapon isn't finished with lowered stats there is no harm in letting the work with reduced stats.
In fact, the opposite is true: With lowered stats it takes longer and you can use this to level smithing with less resources required. You can even swap almost finished weapons to start a new one until the smith is fully healed and finish all weapons with even more leveled stats.
Last edited by Synopse; Jun 19, 2023 @ 10:59am
Scoob Jun 19, 2023 @ 11:03am 
Hmm, my guys always ditch ALL weapons they're carrying, regardless of the slot.

Yeah, I can heal them quickly, but I have enough guys that they aren't needed in combat. Also, they're pretty rubbish at it, spending all their time crafting weapons. I have other guys for combat, or hired mercs at a push.

Good point re: the slower levelling though :)
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Date Posted: Oct 26, 2019 @ 3:23pm
Posts: 12