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Adds more storage buildings to Rimworld
This project forked from skullywag/extendedstorage
Adds more storage buildings to Rimworld
This is after adding Extended Storage and that addon that adds meat hooks and weapon racks to an ongoing game. Currently testing to see if taking them out fixes the issue or if something has been heavily broken.
Hoo boy, taking both out and reloading the save that had them locked in:
https://git.io/fxgKC
Also that broke the UI, most of the colonist portraits are invisible, as is the menu bar.
Updates slow due to loading times, apologies. UI destruction happens on reload of save that had ES mods installed, but if the mods are installed and an earlier save is loaded, UI is fine.
1.0's GenSpawn.Spawn
does evil things!
It kills what's in the output cell (by default) and splurges stuff around... Replace with custom routine.
Version number is still 0.17
Sorry for the bad editing, but these are two examples of pawns moving stored items between spaces in the container itself and between two containers. The drone looking thing is just a hauling robot from the Misc robots mod. The log message popup in the second gif has nothing to do with this mod. This is not limited to the food containers. I've also seen this happen with the cloth bins as well.
Version RimWorld 0.19.2009 rev494
After loading a safegame all storages loose their stuff and it get dumped around.
At the log a warning show up
Trying to get valid region at (125, 0, 116) but RegionAndRoomUpdater is disabled. The result may be incorrect.
Verse.Log:Warning(String, Boolean)
Verse.RegionGrid:GetValidRegionAt(IntVec3)
Verse.RegionAndRoomQuery:RegionAt(IntVec3, Map, RegionType)
Verse.RegionAndRoomQuery:RoomAt(IntVec3, Map, RegionType)
Verse.GridsUtility:GetRoom(IntVec3, Map, RegionType)
Verse.GenPlace:PlaceSpotQualityAt(IntVec3, Map, Thing, IntVec3, Boolean, Predicate1) Verse.GenPlace:TryFindPlaceSpotNear(IntVec3, Map, Thing, Boolean, IntVec3&, Predicate
1)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action2, Predicate
1)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Action2, Predicate
1)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4, WipeMode, Boolean)
Verse.Map:FinalizeLoading()
Verse.Game:LoadGame()
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:m__1()
Whole log
https://git.io/fAl6Z
Trying to right click on a stack of multiple apparel in a clothing rack output cell throws an error and prevents right-click menu/access to that stack. Pawns still recognize items and seem interact with them normally:
This does not occur on a single item stack in the output cell:
Tested on verified Steam Install and physical wipe and reinstall of steam mod. Known to affect Parka and Button-down shirts, no other apparel was tested.
The HugsLib dump is at: https://git.io/fxKIM
This only affects modpacks that cram all the DLLs into a single mod. (HardcoreSK)
On load RimWorld will refuse to load ExtendedStorage as it asks for an outdated version of Harmony.dll (1.0.9.0).
It merely needs a recompile against latest Harmony.dll (1.0.9.1).
I've got a late game base with lots of storage. I began running into some lag and turned devmode on to a wall of red errors all referring to moving pieces of apparel and "giving 10 jobs per tick". The hauling order seems to be related to Extended Storage.
I posted to the steam forums here: https://steamcommunity.com/workshop/filedetails/discussion/731732064/1798529872634941905/?tscn=1551633984
I have a detailed error log here: https://gist.github.com/HugsLibRecordKeeper/6db47236f97a30223328dcee09cf02a7
Note the error log was actually for debugging a pawn trying to have a social fight which was causing 0 FPS (the errors related to Yiol). That was fixed separately. Some other errors about Pick Up and Haul were fixed by just removing Pick Up and Haul entirely. Extended Storage is the one I can't just remove.
My solution was to just remove all of the apparel storage which seemed to solve the problem, although that's not ideal.
I have had the issue with medicine before too. That was fixed by restricting medicine storage to one type
of item each, and positioning them to be horizontal. Not sure if making it horizontal did anything but it seemed like that did the trick at the time. I think it was mostly that I moved the storage so they re-organized it all.
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