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Or maybe I don't understand smthing about this situation overall - would be grateful if you will explain.
I have this warehouse set to import goods from outside connections, and its storage mode set to banlance, it works well. Everytime when it run out of storage, it will order goods from outside connections, this can be seen in the "incoming vehicles" section of "building status" window of the "transfer controller" MOD. But the problem is it orders way too much goods than its capacity. As you can see from the image, it has already 100% full, but there are still a lot of incoming vehicles with goods.
I dont know if this is the vanilla game's problem, have you ever met such situation? Is there a way to solve this problem?
You wrote that you recommend Transfer Manager CE rather than your mod.
As you said, I compared the two mods and used them, and as a result, I concluded that your mod is better.
Maybe it's just because I've been using your mod longer.
But I can proudly say that it is not.
Your mod is kinder and UI/UX is easier.
There is no inconvenience in creating the flow of logistics I want through your mod.
You said that the update of this mod will be slow.
I can wait enough, and I believe you will repay my wait.
Thank you for enriching my game with a good mod.
Can you please look into this and see if implementation is possible?
Instead, you need to post a link to your full output log .
at (wrapper dynamic-method) TransferManager.TransferManager.AddOutgoingOffer_Patch3 (TransferManager,TransferManager/TransferReason,TransferManager/TransferOffer) <0x002da>
at CallAgain.CallAgain/<>c__DisplayClass10_1.<AddOutgoingOffersCheckExisting>b__0 () <0x0006c>
at AsyncAction.Execute () <0x00039>
When both mods are active, Transfer Controller will DEACTIVATE its own vehicle selection functionality (Vehicle Selector will control all vehicle spawning instead).
Vehicle Selector will automatically read and import any existing Transfer Controller vehicle settings for any savefile not already used with Vehicle Selector - no action is needed on your part.
The vehicle selection functionality in this mod will be completely removed at a later date.
- Add DepotAI to Vehicle Selector detection.
- Update AlgernonCommons
- Fix bug in PR #32 m_isLocalPark distance nullification check
ex. I have a house with a corpse awaiting removal next to a crematorium and that body is not removed at all.
Not to mention that I have over 2,500 corpses to be removed for a long time and nothing has happened. I unsubscribed this mod and everything started working correctly.
It is a pity.