RimWorld

RimWorld

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Storage Item Limiter
   
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Mod, 1.5, 1.6
File Size
Posted
Updated
5.283 MB
3 Jun, 2024 @ 3:21pm
13 Jul @ 3:35am
5 Change Notes ( view )

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Storage Item Limiter

Description
What does my mod do ?

Enables storage units to have limitations on the number of things they can hold.

Version 1.1 (20.06.2024)
Changes
  • Added an option, linked storage buildings share same limit and item count.
    ( enabled by default. Please, check mod settings! )

Possible use scenario:
* I have growing zone far from my kitchen. Hauling crops from the growing zone to kitchen takes time, so I have a storage close to the growing zone. Then,
I set limits items in kitchen to always have enough items to cook.

How to use :

* Open storage settings and click on item label with specified mouse button in settings to open Limit Window.
* Specify the limit for that item.
* Type -1 to set unlimited.

Things to AVOID:

* Do NOT change language if you have any limit settings, or all saved limit settings will be deleted.

Known issues :
* The mod does not count items on the way. So, sometimes item count may exceed the limit.



For more settings, please check mod settings



For now, only English and Turkish supported.


For bug report or feedback :
https://discord.gg/FuJHrEcRpR

Source Code:
https://github.com/ilkeraktug/ThingLimiter



Please check out my other mod(s)
31 Comments
pfe 7 Aug @ 9:35am 
This is exactly what Adaptive Storage Framework lacks and it's such a necessity imo. Unfortunately I simply cannot use your mod without that compatibility as there are a lot of baseline features ADF uses that are absolutely necessary as well imo. I will sub to your mod and periodicity check back if you get ADF compatibility working.
Xeohul 2 Aug @ 12:46am 
landing with the grav ship seems to remove the limit
klada  [author] 28 Jul @ 2:05pm 
Hey @dawud.weaver,

I’ve been trying to make my mod work with the Adaptive Storage framework, but no luck so far. I will check it out in the future.

Also, I saw that you can already set item counts on caravans. Isn’t that what you wanted?
klada  [author] 24 Jul @ 11:35am 
@dawud.weaver

I am not sure about compatibility with Adaptive Storage Framework. I will update you in a short time.

This is a really good idea about caravans and gravships. I will look into that too.

Thank you for your interest.
dawud.weaver 24 Jul @ 10:27am 
does this work on containers from the Adaptive Storage framework? I could see something like this being quite useful for loading a gravship as if it were a caravan
Wintermist 20 Jan @ 4:31am 
Would it be possible to get this to work with OgreStacks?
Yoann 23 Dec, 2024 @ 7:00am 
Another solution maybe could be to put exceed items in pawn inventory. Then they will empty the inventory during an opportunistic haul (so, low increase of work).
klada  [author] 23 Dec, 2024 @ 2:51am 
Dear @Yoann,

Sorry for late reply.

Both approaches have their own unique problems.

If storage would eject exceed items,
Items could expose rain, outdoor and it could ruin their durability and player could miss that easiy.

If pawns would move items to another storage, this could increase their work responsibility.

I will try to solve the bug in following days.

Thank you for your contributions.
Yoann 10 Dec, 2024 @ 1:27pm 
If the pawns could do it, it would be good.
But I talk about the stockpile itself who eject the exceed items, as in the mod "Stack gap" (so pawns come back to haul the items who become out of stockpile).
klada  [author] 10 Dec, 2024 @ 12:56pm 
Dear @Yoann,

Do you mean pawns carry out exceed items from a stockpile ?