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this problem has haunted me for a looong time. Awesome! I was ready to play games with hauling zones to ensure food was nearby if I could only stop auto hauling. This "compromise" is great.
Well—I am a man of the people, so I've added an option for allowing automatic hauling
To avoid the issue of pawns getting stuck in an infinite loop of delivering food only to immediately haul it back to whence it came, I've implemented a small compromise: food delivered to a prison by a warden, or manually dropped in a prison from a pawn's inventory, is temporarily reserved-for-prisoners for nine hours (that duration is configurable).
When a thing of food is selected, if it's temporarily reserved-for-prisoners it will have a gizmo for prematurely cancelling that reservation.
I will without a doubt use and love this mod. (this mod as in the one you posted and i'm now subscribed to, not the hypothetical.)
I've been searching all over, and I do not know how to mod, but is it possible to remove the prisoner reserved food function all together? Like if I wanted to give my prisoner's food, I could designate a stockpile in the prison, this way I could also specify what meals they get, or do not get if I am experiencing a food crisis, and make it a dumb labor hauling job.
The meal delivery job to prisoners is a pretty silly one overall IMO.
This mod fixes my immediate problem, but something that removes the prison food restriction entirely would require less manual management.
Thank you!
The vanilla behaviour is such that it's impossible to haul food out of a prison, because: the right-click-menu option for hauling is disabled for food in a prison; the vanilla haul-designator has no effect on food in a prison; and colonists won't automatically haul food that's in a prison (even if it's not in a stockpile, and even if there's a higher priority stockpile elsewhere).
With a mod-added hauling-designator that affects food in a prison, the value-proposition of this mod is lessened, yes :D
Also, I realise now that I can't add an option to make this affect automatic hauling, because that would break the "Deliver Food" job for prison wardens (the delivered food could get hauled away before the prisoner eats it).
I use the Pick up and Haul mod, so I can already manually tell them to haul it or pick it up. If this mod just does the same thing, then maybe I don't need it. I thought it freed up the food items so that haulers would come by and pick them up if I strip a prisoner in the prison, or if too many meals get dropped in there for some reason.
If I still have to manually tell them to haul it, then I can already do that with the other mod, so maybe I don't understand what this mod is attempting to fix, or how you intend for it to be used.
Is this intended for people who are not using Pick up and Haul, and have no other way to move food out of the prison?
I suppose I could add a mod option to make this mod's changes also affect automatic hauling, if that's the desired behaviour?
For change 2—the removal of the ": Reserved for prisoners" suffix—that's a purely cosmetic alteration, so there's nothing worth note there.
For change 1—permitting colonists to be forced to haul food/things reserved for prisoners—the "Reserved for prisoners" message used by the game is overselling the situation: nothing is actually reserved for prisoners, it's simply considered socially improper for colonists to interact with the item; you see, internally there is a method named `SocialProperness.IsSociallyProper`, it's used to check if it's considered socially proper for a pawn to interact with a thing.
The gist of it is that, for some things, social properness matters, and for those things, it's socially proper for a prisoner to interact with them if the prisoner and the thing are in the same room – for a colonist, it's socially proper to interact with such a thing if the thing is not in a prison-cell.
I suspect that this notion of social properness is in place to avoid having colonists pop into a prison, for a meal, simply because it's nearby.
Now, this is not what this mod modifies, this explanation of social properness is just for context.
What this mod does modify is a method named `HaulAIUtility.PawnCanAutomaticallyHaulFast`, which is used to check if a pawn can haul a thing. This method receives a boolean specifying whether or not the pawn is being forced to haul the thing—to the best of my knowledge a pawn is forced to do something if the player instructs them to do it via the right-click menu.
This method has a special-case for human-ingestible food items: wherein if the food isn't socially proper for the pawn, the pawn is prevented from hauling it; this makes sense for automatic hauling, as you don't want a colonist to drop some food in a prison only for them to immediately haul it back to where they got it from.
But for forced, player-directed hauling, this makes no sense; why would they care about some notion of propriety when the only remaining food in the colony just so happens to be in a prison? They wouldn't. They should just be able to haul it when the player forces them to.
Now, there is a very slight opportunity for mod incompatibility here: if any other active mods are misusing `HaulAIUtility.PawnCanAutomaticallyHaulFast` by supplying `true` for the `forced` parameter, even when the hauling isn't forced, colonists may end up automatically hauling food in prisons when they shouldn't; but that would be a bug arising from those mods.
It should all just work fine, unless the player has mods with buggy handling of hauling active.
To summarise the previous 400-odd words: I think it's just an oversight.
Are there are other situations we need to watch out for when using this mod?