RimWorld

RimWorld

Quantum Storage 1.0
85 Comments
Logan 16 Jan, 2020 @ 10:46am 
That actually looks really good. Once it's stable enough for daily use, I'll let GT know and he'll probably replace this with a link to your version.
tt 10 Jan, 2020 @ 6:28pm 
Hi. I rewrite quantum storage mod from scratch, with working warehouses and relays. Would appreciate if anyone test it or even join to development on github. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1965568159
Logan 18 Dec, 2019 @ 10:29pm 
The warehouse and relays have never worked. Probably should just disable the research for them.
Hagamablabla 15 Dec, 2019 @ 8:28pm 
Nope, the mod is broken.
Vengent 15 Dec, 2019 @ 2:33pm 
Anyone know how to make it stop constantly churning on items? even with no relays, just storage and warehouse. Remove the warehouse and its fine, but add warehouse back, and chug chug chug (with a very loud sound effect)
Logan 6 Oct, 2019 @ 11:00am 
@Jabeesus yes
Jabeesus 6 Oct, 2019 @ 5:51am 
with how this mod functions, do all the items in storage count towards colony wealth?
Now I Know This Girl 2 Oct, 2019 @ 3:54pm 
To Use Quantum Relay, to teleport item, place stockpiles about one cell around it, connect quantum relay to quantum warehouse, allow item that want to be teleported and set quantum relay priority lower than quantum warrhouse stockpile. And to keep an always ready ingrident at quantum relay just connect quantum warehouse and set quantum relay priority higher than quantum storage.
Hagamablabla 5 Sep, 2019 @ 9:11am 
It's not just items too. I had too much dirt on one tile, and I couldn't clean any of it because it was stacked too high.
Logan 5 Sep, 2019 @ 8:44am 
So I hadn't noticed it before, only recently got non-homogeneous stacks. It isn't a problem with QW, it's a problem with rimworld itself assuming you won't have multiple items in the same cell. I noticed it first on the clothing racks added in BetterStorage. Unfortunately, I'm not sure what to do to fix it.
Hagamablabla 3 Sep, 2019 @ 7:34pm 
I'm having the right click issue too.
Logan 23 Aug, 2019 @ 8:48pm 
Just balance the stockpiles and don't worry about sorting them? If it only did it on new items dropped in, then items would only ever move once. That might work. As for the right-click issue, I'm not sure. Might be a mod compatibility issue.
MYFACEISAUSOME 23 Aug, 2019 @ 7:51pm 
Why don't you make it so that all storages try to have the same amount of stacks in it?
Also, I am having problems where it seems that right clicking on a deep stack of items will not show the option to equip something in that stack.
Logan 23 Aug, 2019 @ 7:08pm 
So, the basic issue is there's no way for items to 'settle'. So you drop an item off, it teleports it to the farthest storage, then it teleports it back since the storage it was in is now the farthest away. Meanwhile, your pawns are trying to chase down the jumping item.

The one thing I can think of would be to let pawns drop anything off assuming there is any valid connected stockpile, so you can teleport items into the freezer from your general storage. Wouldn't do anything for getting items back out, but would save some walking...
0riginal 23 Aug, 2019 @ 6:20pm 
I don't think the idea is to define it that strictly, unless you want to make that additional as a sorting function. Wouldn't the best be to choose the farthest one that still has space will take the items until such time another space is farther with available space or that one becomes full. You could potentially somehow allow naming of specific warehouses so that certain items are sorted there first, then taking distance into account after that check. No clue on the implementation of these ideas. I know it's not specific rules but it's a start.
Logan 21 Aug, 2019 @ 12:02am 
The roller one is industrialization, or something named along those lines. Works pretty well. The hauler bots can have pathfinding issues which can cause lag, but work well fi you keep them confined.

As for the QWH and QSP, if someone can write out a set of good rules for how things should get teleported, I can implement it pretty easily. I just can't figure out how to decide what should get moved where.
Sir Loin 19 Aug, 2019 @ 1:36pm 
Ach, that's the thing I remembered mainly using this for. Does anyone know of any other mods or something that handles that? My main bottleneck issue right now is how much time my pawns spend transporting things to and from storages :S.
Logan 14 Aug, 2019 @ 11:53am 
Yeah, last december. The only thing still broken is the relay/warehouse system, which has never worked right.
Crazybmanp 14 Aug, 2019 @ 11:49am 
Did the storage explosion issue get fixed?
Hagamablabla 14 Aug, 2019 @ 8:19am 
Damn, thanks a lot.
Witch ~ 14 Aug, 2019 @ 12:11am 
Whoa that was fast
GrizzlyTyrizzly  [author] 13 Aug, 2019 @ 10:42pm 
Updated with Logan's fix.
Logan 13 Aug, 2019 @ 2:19pm 
Alright, managed to find the issue. After a save and load, looks like I've got some items with null def.thingCategories. I've added some null checks. Not sure why it only happens on load, and not when they are first built, but oh well... Anyway, the updated build is at http://lp-programming.com/qstorage.zip
If GrizzlyTyrizzly is still around, hopefully he can update the steam version for us.
Logan 8 Jul, 2019 @ 2:48pm 
@bearhiderug yes, since the wealth count just looks at items on the map, and QS doesn't remove them from the map.
@Zyrixion I need more details than that as it works for me. If you enable debug mode you can look for an error in the log and post it, or give me something I can use to reproduce the bug.
EtsuyaH 7 Jul, 2019 @ 1:00am 
Is it somehow possible to build a QS Storage that can cool? For example for storaging corn in a fridge room but also have a warehouse/relay combo for the kitchen. But the corn in the kitchen is now not frozen anymore.
Zyrixion 5 Jul, 2019 @ 12:10pm 
@GrizzlyTyrizzly @Logan Mod is completely non-functional at this point. Any plans to update?
FeNXDragonᵗᵗᵛ 12 Apr, 2019 @ 8:45pm 
Like i said. the QS has a great concept, one that could make it the new and best storage mod for RW. It'd be awesome to see the modders working together to add the concepts together or at least figure out how to make it work. you guys are great and thanks for keeping the mod alive. i'd love to see QS take over as the ultimate storage mod, like how RimBank was prior to it's author abandoning it at 0.18. Best of luck Logan and Grizzly, fingers crossed.
Ruston 12 Apr, 2019 @ 7:45am 
I've been having issues too. Multiple stockpiles with quantum storage and Warehouses. For me it seems like occasionally when someone puts something into their respective stockpile the warehouse starts shuffling items constantly (within the same stockpile). Sometimes it will stop on its own, sometimes it wont.
On top of that, the regular quantum storage units don't pick up stuff properly. I think this happens after loading a new game. Not sure what the consistent cause is.
Logan 11 Apr, 2019 @ 9:37am 
Not 'again', the warehouses don't work. I don't think the warehouses have ever worked. It shouldn't break a save, but if you power up 2 warehouses, stuff starts bouncing between them, at random, and pawns can't reliably get anything out of the warehouses until you power all but one of them down.
Lizy_Sticks 10 Apr, 2019 @ 6:49pm 
so its broken agin ?
Logan 9 Apr, 2019 @ 2:34pm 
That said, I've been giving it some thought, and I can see a couple possibilities. 1.0 added the sort/merge hauling job, and there has long been a 'move stuff to a better (higher priority) stockpile' job. I think the quantum warehouse could be limited in its scope to only moving items to better matching stockpiles, using the same logic a hauler would. It could be implemented using a virtual pawn that checks for targets for the cleanup stockpile job, and should avoid the cyclic migrating objects that previous attempts at enabling the warehouse have had. The other option would be some sort of rules based system, leaving it to the user to define the rules (like keep 1 stack of wood in each of these stockpiles, put the rest in stockpile X). That would be far more powerful, but more difficult to implement, and might cause problems with pawns fighting the warehouse. I'll have to see how hard it is to do custom UI mods, since the rules approach would require that.
Logan 9 Apr, 2019 @ 2:34pm 
To be clear, neither GrizzlyTyrizzly nor I are the original author of the mod. We just like the aesthetic and balance enough to try to keep it functioning across RW versions. Infinite storage looks to do something similar to QS, and that's perfectly fine. KV is also more likely to continue adding features and the like. As it stands, they are similar, but balanced slightly differently. Infinite Storage packs things tighter, but requires scaling energy, and requires energy to unstack items. QS requires fixed energy, but cannot stack unlimited items, and does not require energy to unstack items. The only unique feature to QS is also the only broken feature, teleporting items from one 'warehouse' to another, magically when pawns want the items. This isn't a feature KV (or ogrestack et cetera) try to implement, and it isn't one i would have tried to add to QS as I don't see an elegant way to do it.

FeNXDragonᵗᵗᵛ 7 Apr, 2019 @ 2:52pm 
3 heads are better than one ;) collectively brainstorm. LWM & ogrestack does use more than 1 cell. KV had different furniture for different categories of stuff (along with LWM), but from what i've seen KV's functions similar to the quantum with some improved functions. Keep in mind I'm not knocking your mod. I'm just suggesting reaching out and collectively making the ultimate storage mod. like how Rim Bank was the ultimate one prior to 0.19/1.0.
Logan 6 Apr, 2019 @ 9:40pm 
QS's big advantage is being able to store random assortments of things efficiently. The other storage mods still need one cell per type of item.

It's not a difficulty in coding the relay system. It's a lack of clear vision on how the relay system should behave. Do you put 'virtual' copies of every item at every terminal, so the pawns will go to the shortest one? Do you detect when the pawns want one of the items and teleport it closer to them then make them recalculate their target? If so, how do you make them not switch jobs? The C# is easy enough to write, but I only have vague ideas at best for what the relay system should even do.
FeNXDragonᵗᵗᵛ 6 Apr, 2019 @ 6:46pm 
i like the concept of the relay system but the warehouse should be fixed. However for those looking for an infinite storage. KV has an awesome setup: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1233893175 , combining with LWM's Deep storage @ https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1617282896&searchtext= or OgreStack @ https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1447140290 . Better to use these than something not supported or that isn't being seriously looked at. Tho' i'm sure if these modders were reached out to maybe they'd lend a hand. Modders seem to be a nice group to work with.
Logan 6 Apr, 2019 @ 7:52am 
Depends a bit on what you mean. The only thing non-functional is the warehouse/magic-teleporter. I never use it, as it's always been a bit derpy, and should probably be simply removed.
Witch ~ 5 Apr, 2019 @ 6:25am 
so we will never get a fix? :c
GrizzlyTyrizzly  [author] 4 Apr, 2019 @ 6:54pm 
No, sorry, the code base is a mess. Its a bit too complicated and time consuming for me.
Crazybmanp 4 Apr, 2019 @ 2:28pm 
was this mod fixed?
gmdmb3 25 Mar, 2019 @ 2:08pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1694131421 based on my understanding of the stack limits of your mod this should not be possible, right? i am not using ANY stack size mods.
MobǂActarion 9 Mar, 2019 @ 1:32pm 
awwwhhh YYYISSS ! Thanks man !
Digitgidgit 10 Feb, 2019 @ 9:50pm 
Thank you so much for fixing this
Witch ~ 22 Jan, 2019 @ 12:21am 
Come at me bro I will eat you up :cozymhw:
Flamin' Hot Jenkins 21 Jan, 2019 @ 9:24pm 
This shit pretty fucking dope there boss man.

Anyone who dares call this mod trash, I challenge you. Come at me scrublords, I'm ripped.
The Grim_Reaper 18 Jan, 2019 @ 10:31am 
chill, I only said i was logging in to ask a question, someone asked before me, read comments also friend, i wasnt having a go........
Logan 17 Jan, 2019 @ 4:28pm 
Or, ya know, grab the source code and contribute a fix, or at least an idea of how to go about fixing it.
Kario 17 Jan, 2019 @ 11:10am 
@T_I_G_E_R_S hes currently not able to fix it, hes trying and has been trying. Read comments friend and you'll see that, my only advice is don't build a werehouse. As crappy as it is thats only real option at the moment.
The Grim_Reaper 17 Jan, 2019 @ 5:25am 
Strelok 12 Jan @ 10:03pm
Thanks for this mod, cant live without it. But i have a question, if i add a warehouse the tiles keep refreshing and readjust the stored things unlimited, can i do anything about this or i simple to dumb to read how to avoid that?

Just logged on to ask the same question, tried allsorts and was doing me head in !!
[S.T.A.R.S.] Strelok 12 Jan, 2019 @ 3:51pm 
Ah alright, thank you :), take your time, i think its very complex :)
GrizzlyTyrizzly  [author] 12 Jan, 2019 @ 3:12pm 
Currently not, it's a known issue that I'll look into fixing.