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Kinda both?
"They surely can spare the resources..." doesn't really apply when you start a new game and suddenly not only are the original containers no longer available but the new ones are triple the price in resources. It's not just a matter of making and spending the money, it's a matter of availability. This feels like the prices were planned by someone who hasn't started a new game in, well, *ever* and has completely forgotten what the new game experience is like.
It's already very difficult getting a small house equipped with the basics as it is.
As with all things modding, if you don't like something, you're free to open up the plugin in FCS and make the changes that'd work best for your playthrough. I balanced values off of a spreadsheet I had and took it from there, the same one you can see in the mod description above which will hopefully make more sense from a balance perspective.
Vanilla values never really made much sense to me and given the type of people who would be using mods like these that increase the storage capacity way beyond the needs of an average person, they surely can spare the resources...
As usual, placing the Vanilla: Water Tank works immediately without needing to reload a save.
Lots of modded storages working fine doing it this way, but others breaking like the water tank.
General: Research Artifacts is fine
Minging: Stone not fine - need to reload save
Intoxicant: Sake is fine
Crafting: Building Materials not fine
Crafting: Copper Alloy Plates not fine
(Reminder: "Not fine" meaning my characters need to run to open the gate before building them)
Further, this is after an import, so the navmesh and everything else has already been reset (pretty sure - I'll try this anyway).
You're right about the Kenshi jank - I remember having this issue almost 10 years ago - long before your mod existed - your mod just seems to invoke it more.
I'll keep toying with it. I guess if I have pathfinding issues with storage X, I'll just switch to the vanilla version of X and see if that solves it.
I disabled all mods *except* for Better Storage and then imported my save to help duplicate the issue. I'm now finding that no matter where I build the water tank, an Engineer character will run to the gate to open it first before building it. I was also having some issues with storage boxes being too close to interior building walls - no one would use them until I moved them out a little ways from the wall
@softpuppy: Thank you, I appreciate it! I hope you have fun playing!
It worked at the start, but now after they finished eating what was there, I can't refill it at all!
In the spreadsheet it states the Weapon Cabinet for example uses 4 materials, while in the mod files it states 20.
In the spreadsheet it only says they cost 3, is this a bug?
This happens even with no other mods installed, can this be fixed?
https://steamcommunity.com/sharedfiles/filedetails/?id=3009270730
This is the one for yall using UWE this has resolved my problem.
Mining: Coal and Crafting: Carbon do not exist unless its a different name please let me know