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Also, I noticed the storage is not compatible with mods that add extra slag. I know, this is very uncommon. For example, 'Slag Refined Plus' mod adds sterile, luxury, plasteel slag, but the skip still only allows me to store regular steel slag. Maybe this is a mod loading order? I'll try to change order and see if that works.
Otherwise, I'm loving your mod. Finally some realistic storage options! I think only a psychopath would use a room bigger than a bedroom to store their clothing, laid out neatly on the floor instead of on a shelf! Ha ha!
2. New ThingDefs, I bet. They usually won't show up. Give me the mod names of anything like that, and I can make a compatibility patch. I'll take a look at Slag Refined Plus this week.
3. Hehehe. Yeah; I like how tidy it makes things - feels more real.
Also, I gotta say I love this mod. It feels like it should be in the base game. Finally, storage benefits planning more than allotting a 48x48 grid and throwing everything on the floor. My refrigerator, pantry, warehouse, walk-in closets all look beautiful. Thank you so much!
at System.Linq.Enumerable.First<LWM.DeepStorage.ITab_DeepStorage_Inventory> (System.Collections.Generic.IEnumerable`1<LWM.DeepStorage.ITab_DeepStorage_Inventory>) <0x00221>
at LWM.DeepStorage.Open_DS_Tab_On_Select.Postfix (RimWorld.Selector) <0x00800>
at (wrapper dynamic-method) RimWorld.Selector.Select_Patch1 (object,object,bool,bool) <0x006cf>
at (wrapper dynamic-method) RimWorld.Selector.SelectUnderMouse_Patch2 (object) <0x0032b>
at (wrapper dynamic-method) RimWorld.Selector.HandleMapClicks_Patch1 (object) <0x00463>
at RimWorld.Selector.SelectorOnGUI () <0x0001c>
at RimWorld.MapInterface.HandleLowPriorityInput () <0x0006d>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x002f9>
at Verse.Root.OnGUI () <0x00112>
Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()
Steps I did to reproduce:
1. God mode place a deep fridge.
2. Clear All filters to only store natural organs.
3. Spawned a Lung and have someone haul it to deep fridge.
4. Click deep fridge. (this is where the error pops out)
It consistently throws out the same error whenever I click the fridge with the Lung in it. No errors when the fridge is empty though.
Log: https://gist.github.com/HugsLibRecordKeeper/c3da63aa949b32c09ff99ed034f41d41
@imcherrycola: <sigh> I'm going to actually install RimFridge this week and see if I can sort out what's going wrong :/ Apparently "it just works" isn't going to happen. You've also got the advanced bionics mod that makes organs need freezing?
Edit: Tidier log, with only hugslib, mod manager, and deep storage active.
https://gist.github.com/HugsLibRecordKeeper/76b4808a692bd1422cdeed9f5c0ee809
The errors are of the "X started 10 jobs in one tick." kind. Often (but apparently not always), when a pawn has any food (like fruit, or hay for taming) in his/her inventory (mostly when it's only a small stack), they just stand somewhere and I get the above error. I have no idea what they're trying to do, and I usually have to make them drop the stuff and forbid it, or recruit them, or whatever, to prevent them from picking it up again.
1. Does the problem/loop/stalled colonist persist thru a save/reload cycle?
2. You know how to turn on job logging? Via one of the debug menus, click on the pawn... I'd b very curious what the *count* of each job started is. (Also the different jobs, if more than one is going on).
3.. Does the pawn's inventory change at all when they're stuck trying to ...do whatever?
This could very well be a (mix of) mod(s) that affect holding things in inventory - such as CommonSense, PickUpAndHaul, &c, and goodness knows, there have been some weird interactions between them and Deep Storage already.