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by adding this mod, I can remove items from the current caravan,
but how do I add more items to the caravan ?
:-P
Shoutout to @Hultis and @Smash Phil for two mods that remove the damn annoyance of having to unload cargo or redo caravans because of a small planning mistake. Thank you!
Also i often drop pod a giant load of lightweight goods to caravans
I'm using this mod so I can add to SRTS ships. I loaded my ship with 1 colonist and 3 prisoners. Then I used the "Reload transporter" button added by this mod to remove the colonist. All the prisoners exited the ship, but when I chose to reload to put the prisoners back on, I found that the prisoners already were on the ship and I could add the wandering clones to the ship.
Also added 1.3 support.
I ran into an issue today. (I am also using a mod that increases the range of pods, but I do not think it is relevant).
Since I am using this mod, I will often partially load transport pods since I know I can always top them up later.
I had a transport pod loaded about 50% with Insect Jelly, and decided to add a pawn and some other stuff and send them to another city to give my other trade caravan a Farskip Beacon.
I tell the pod to be reloaded with around 10 other items and the pawn. While loading is in progress, one of my other pawns gets an inspired trade, and I decide to send that one instead.
When the last item gets loaded, I draft the original pawn to prevent them from entering the pod, then tell the pod to be reloaded.
I remove the original pawn and substitute the one with the inspiration. Then I undraft the original pawn.
I sent the pods off as normal, and think that everything went well. I farskipped my other caravan to join the new one, and kept trading and traveling around the world.
The problem is that the original pawn is still waiting to enter the pod, but the pod is gone. They will not eat or work, and I can not tell them to make a new caravan or enter a new pod because they are reserved already. They just wander around the pod launcher waiting.
Saving and reloading the game did not help.
I ended up having to make a new caravan with a different pawn and send them to the world, then draft the original pawn and a Psycaster, and have them farskip both of them to the new caravan. Then I immediately re-entered the map.
This reset the pawn so that he is no longer waiting to enter the pod.
Do you think this is an in-game bug, and not related to your mod?
2. I cannot express how much I hate the muffalo thumbnail
The only thing I can think of that could actually cause a crash is if something else modifies the code for displaying item lists during caravan loading. More things could potentially cause the drop action to fail but then it's pretty clear what's broken.
But yeah, Loading in Progress adds the button to completely change the loadout to pods (not caravans). The crosses in my image are vanilla for pods though, and SRTS probably base their ships on pods which should mean they get it more or less for free. The caravan code is different though, and I haven't found any mod that adds this to regular caravans.