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Rule of thumb. Plan out your builds before spamming seed crates everywhere. I always think twice before setting up another shared crate and will always have a plan on how to reset the crate if I need to.
One issue I have noted so far is that when I made a chest then needed to quickly delete the chest because I wanted to get rid of it and place it back down I got an angry error log that seemed like the system was still trying to balance the resource among a chest that was no longer in existence.
I'll look into sharing storage between different stack sizes, that is indeed an interesting feature.
As for your other request (disconnecting crates), while I agree that it would be convenient and often useful, it requires some UI changes, some savegame changes, etc. This would increase the scope of the mod considerably, and I don't think I want to spend that kind of time on this little tool.
As a suggestion, what I do when I want to empty crates, is temporarily disable the mod to do it. I bring my "to be emptied" crates in my garbage area, and when I have enough, I disable shared storage and empty all of them at once (using bots, stone heads and brooms, not by hand). It takes maybe 10min at worst, and then I can re-enable it.
Actually, the new option is not about different-sized containers, but different tiers. A single box and a double box are considered the same tier, just stacked. The option is only about sharing between tiers, fox example the storage crate and the big storage crate (unlocked during T4 if I recall correctly, created from manually pressing the upgrade button on a fully stacked triple-crate). Crates, Pallets, Grain and Barrel storages have an equivalent in the 2nd tier of storages, and the option lets you choose if they share across this boundary or not.
If you actually have an issue with a triple-crate not sharing with a double-crate, This is completely unintended no matter what options are selected, and I'd be interested in seeing your save to figure out the bug.
I just updated the mod. The issue was related to using autonauts public beta (or not), while the mod was using beta-exclusive features.
I have fixed it by adding a mod setting where you can specify if you are playing on the beta or not. If you set this properly, the mod should now work.
Any idea what is causing this?
As for eliminating an annoyance or an interesting logistical problem, I would say that it does both. It is obviously much easier to progress through the game with this mod, as transport is a gameplay problem to solve and is now completely removed. Obviously, for some people this is not a desirable change, and for some others this is a godsend. I think that for the majority of people, both ways to play would be enjoyable and a very distinct experience, and trying out both is definitely recommended.
One good thing with my mod is that you can remove it at any time, as it is simply dynamically moving items around while you play. If you remove it, all the storages "disconnect" and you can keep playing (but you'll need transport asap)
Therefore bot storages are not supported.