RimWorld

RimWorld

Mass Storage
37 Comments
Sir Cumcise 18 Apr, 2024 @ 6:03pm 
this does put a smile on my face
CarWashMeNot 16 Mar, 2024 @ 5:19am 
awesome! but: no possibilty to pileup rice?
Stellar Harbour 12 Dec, 2022 @ 8:30pm 
Why it's 1.4...2.1 versions, bitch?
Emilie Sackenball 28 Nov, 2022 @ 10:32am 
@Pixy i remember theres a mod for turn a container into a "emergency" reserve but this one have better visuals, the other can be configurable.
Elv原则 22 Oct, 2022 @ 11:24am 
very future proof indeed
Updated 26 Nov, 2020 ..
Pixy 8 Sep, 2022 @ 2:45pm 
I already run deep storage, but I run this mod with it so I can keep a sort of "reserve" of materials
Oh no, we ran out of steel! Not to worry, I have a pile of it in the warehouse! We can keep building the thing while I send some miners off to gather more

While it is a little redundant to have with deep storage, I still like seeing the massive piles of bulk items, and as mentioned, it's good for emergencies

If you're taking suggestions, maybe a bulk medicine storage too?
MistressTessie 12 Jun, 2022 @ 3:40am 
Instant sub :)
Zenithas 11 Jul, 2021 @ 6:37pm 
This sounds amazing, shall check it out.
spessraptor 30 Jan, 2021 @ 5:06pm 
@Skjarl well said :adhappy:
VoidEngineer 30 Jan, 2021 @ 9:58am 
@deef: well the important thing is that you came here and were an abrasive jerk with your feedback. in the end, insulting people trying to help the community with free mods is what matters. Amirite? Amirite?
deef 23 Dec, 2020 @ 9:18pm 
awkward asf to use:steamthumbsdown:
An Author 16 May, 2020 @ 2:59am 
For those who don't want the food storage options, just use the Gizmo Be Gone mod to hide them.
Spess Carp  [author] 19 Apr, 2020 @ 3:46am 
Updated to 1.1
Spess Carp  [author] 7 Feb, 2020 @ 7:26am 
Thanks!
HawnHan 7 Feb, 2020 @ 5:14am 
I translated the mod into Simplified Chinese,if you need it, github [github.com].
agentbarron 27 Aug, 2019 @ 2:42am 
@mistletoe the bard, thankfully it is a single player game and if you want to only put food piles indoors under a roof you can and nobody will be getting an edge over you for doing it the cheesy way
Mistletoe The Bard 8 Aug, 2019 @ 6:40am 
The corn and potato seems to be a little op, as they don't spoil at all even out door. All the other one seems to make sense though. Would wish to have an option to turn off the food ones. Or at least make them required to be indoor underoof.
spessraptor 22 Jul, 2019 @ 10:35pm 
@Thewonderslug

C:\Program Files(x86)\Steam\steamapps\workshop\content\294100\1751521745\Defs\ThingsDefs_Buildings\Buildings_Misc_StorageSolutions.xml
Thewonderslug 20 Jul, 2019 @ 9:45pm 
So I love the look of the mod for storage, mostly the metal :D but to alter it to increase the stack size, any one remember the file location for the xml by chance? I might just be blind :D
pgames-food 30 May, 2019 @ 6:38pm 
and then it could absorb sunlight like herman said, and release it as light (or energy) during the night :)
pgames-food 30 May, 2019 @ 6:37pm 
thanks for the info about dll, i'll have to wait until settings menus can be supported by the game with xml :)

theres a mod for making herbal flowers glow a tiny bit.
maybe there could be a way to genetically splice or fuse Glowstone, with those glowing ones, to actually make a glowing plant with lots more radius of glow?

(or needing to make bone ash from the bones mod, to add phosphorescent liquid plant food) which makes it? :)
herman925 30 May, 2019 @ 2:41am 
@Spess Carp I'd love that haha. Maybe make it sorta 'scientific' so that the plant is kind of synthesised plant and that it has the ability to use photosynthesis to convert sunlight into electricity or something
Spess Carp  [author] 30 May, 2019 @ 1:44am 
Yup! You have to program in that sort of fancy stuff. I mostly like to see what silly stuff I can make using XML only. I plan to see if I can make power emitting plants. Then you can create flower pots that can charge a room’s light bulbs.
pgames-food 29 May, 2019 @ 8:59pm 
are mods with "mod settings" options, only possible with .dlls?
ive got some more mods planned, but might need to add some sliders too, but as far as i know, they can only be done if you know good programming, and not xml?
herman925 29 May, 2019 @ 10:32am 
@Spess Carp I could do that haha but what I mean is also if you would consider making a slider or some sort for every storage furniture you have so that users can easily change the building requirement without needing to modify it in the XML and also risk of having changes reverted during mod updates

I know i'm asking a bit much haha
Spess Carp  [author] 27 May, 2019 @ 10:06am 
Thanks, ingots are quite difficult to sprite indeed. I just draw a thing a dozen ways till it strikes me as acceptable :ccVeryHappy:
james76543 27 May, 2019 @ 9:53am 
@Spess Carp nice textures! I tried for hours to make a good 'ingot stack' texture for metal and couldn't come up with anything good.
Spess Carp  [author] 27 May, 2019 @ 4:38am 
Sure! It’s easy to edit this mod, just hop into the file and set the numbers to whatever makes you happy. I like to avoid editing base game things like stack sizes and steel and whatnot because doing that leads to mod incompatiblities.
herman925 27 May, 2019 @ 12:46am 
@Spess Carp so I assume this is done similar to the way the Chemfuel cage is done, as in you exhaust some resources to 'build' something through the architect page.

In that case, do you feel ok to let us have the choice to customise the resources required to build your storage items? In that case, @awsomelucas18's idea could be implemented.

So lets say we can edit the option to make the hay stack requiring 1000 hays to build, and recover 95% of it (hopefully the quantity of recuperation is modifiable too?). That would be excellent
Spess Carp  [author] 27 May, 2019 @ 12:43am 
No.:Workforce:
RustyRoy22 26 May, 2019 @ 11:13pm 
does this work with the XXL stack mod? so if i can store 1k corn per 1x1 space would it be able to store 4k corn?
Re-mover 26 May, 2019 @ 4:15am 
good enough
Spess Carp  [author] 26 May, 2019 @ 4:12am 
The game won't let you have 100% back on a deconstruction, but you will get 99 out of 100.
Re-mover 26 May, 2019 @ 4:09am 
does deconstructing give all the put ine resources back? or is it like deconstructing walls, which yields less then constructing walls costs.
Spess Carp  [author] 26 May, 2019 @ 3:36am 
Sure! Crate of high explosive shells added. Don't let them get handled too roughly or light on fire. :funbunsmile:
CheifCommissar 25 May, 2019 @ 11:20pm 
Can you add one for artillery shells? Like how the logs look but smaller and closer stacked
spessraptor 25 May, 2019 @ 4:27pm 
a mod to satisfy my hoarding compulsions.
I rate it :ghsmile: out of 10, would amass strategic stockpiles again.