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@Kokorocodon, <3
The new version is basically done by the way. All I need to do is launch it as a BETA.
The new version has a separate checkbox for both WYU, and PUAH, since they both work perfectly fine separately. (But way better together, of course.)
Full container & multi-slot shelf support.
Code is simpler than EVER because PUAH is included & integrated.
It gonna be significant. Couldn't contain my excitement had to drop a hint.
My pawns are carrying a lot of perishable food on them while going to do other tasks and it's deteriorating. They should be dropping it off in my pantry.
Is there a setting for that in the mod here? I haven't noticed it and if not then I know to look for the issue in other mods.
Child started 10 jobs in one tick. newJob=LayDown (Job_3476562) A = Thing_Crib620869 jobGiver=RimWorld.JobGiver_GetRest jobList=
The job is doing a Rimatomics machining bench... somehow...
A "10 jobs in one tick" diagnostic mod, and an internally-used fork of Pick Up And Haul (so I can get 3-item shelf support back to them, but also simplify and accelerate work on While You're Up).
But given how I sometimes make farms about half the size of the map. And more or less take over the world my buying out all the other factions to ally with me. But is annoying to keep seeing the messages that this or that item rioted away because it was just sitting out in the field for past 5+ days.
Thank you for the QLF mod.
im not sure if this come from 'Haul Explicitly' or this mod so i asked both side
Thanks a lot. I saw this myself, but I dont know which of these settings it exactly is for the change.
However, there is a stockpile hauling optimization in Performance Fish that this unfortunately can't use.
HOWEVER! I have already done a massive amount of work to make it compatible... including an update to Pick Up And Haul. But they aren't published yet. Summer is extremely busy for me, so it could be a while. But I will probably release some sort of Pick Up And Haul & While You're Up combination beta, to simultaneously test my fixes for both.
I'm not using Nociosphere but I'm sure it's conflicting with some other mod, this is the same modlist I used in 1.4 and this only started happening in 1.5 (this was my 1st time playing since 1.5 came out)
When it was present in my containment, I was getting poor performance, colonists "standing" a lot, and many 10 jobs per tick errors (which mentioned suppressing the Nociosphere and this mod). As soon as it was defeated, tick rate improved significantly (by about 100 tps), and the log spam stopped.
I unfortunately lost the logs because I was busy testing other things for performance, but I will try and replicate it if I can. Currently running About 45 mods, most of which shouldn't be triggering these kinds of errors. Notable ones are PUAH, This mod, Common Sense, Snap Out, Replace Stuff, and Smarter Construction, which can affect jobs / pathfinding.
You don't realize how incredible this mod is until it's gone x3
Thanks for all your work!
can you explain how it's broken out of curiosity?