ZombieLogistics
Lets zombies use the cross-zone shared storage pool. Requires SharedStorage 1.2.0.
CHANGELOG
Changelog
1.0.6
Porter pool-internal transport fix. With cross-zone withdrawal a porter could load cargo from the whole base and deliver it into a container that already belongs to the same shared pool; the goods left every container at load time and only returned on arrival, so they were invisible and unusable through the shared pool for the whole walk. Such a trip is now skipped and the porter stays at its station on the vanilla "nothing to load" path. Any trip with a destination outside the pool (town, delivery points, unshared or inactive zones) keeps the vanilla load-and-depart behavior together with cross-zone withdrawal.
- Porters no longer haul goods inside the shared pool.
- A delivery the game itself resolves (town palette, small town crates) is never skipped even if such a container belongs to the pool.
- PorterSkipPoolInternalTransport=false restores the previous behavior.
1.0.5
Gardener seed and order-safety update. Previously, seeds already carried by a gardener could be ignored during cross-zone withdrawal, causing repeated consumption, incorrect counts, or stuck orders. This release counts carried seeds first, tops up only the missing amount, reuses the same seed candidate, and safely releases stale orders.
- Gardeners now account for eligible seeds already carried.
- A full carried stack goes directly to planting; a partial stack is topped up using the same seed candidate.
- Stale gardener orders are released safely.
- Fixed repeated seed consumption, disappearing seeds, and stuck orders.
- Hardened inventory ledgers, rollback, and failure guards.
1.0.1
- Updated Thunderstore cover art for better readability and clarified the SharedStorage dependency. No code changes.
1.0.0
- First release: zombies use the shared cross-zone storage pool for material pickup.
- Supports role and container blacklists.
- Does not change vanilla pathfinding, delivery, animation, or output behavior.