RimWorld

RimWorld

Quantum Storage Redux
74 Comments
Mlie 11 Mar, 2022 @ 11:23am 
Admiralthrawnbar 10 Aug, 2021 @ 3:59pm 
For anyone just finding this, just an FYI, while it did still work in 1.2, it does not in 1.3. Instead of teleporting items placed near them onto themselves to store them, they infinitely replicate said materials, completely filling your entire storeroom in seconds
Deathincarnate 10 Apr, 2021 @ 5:15am 
@AlexisGrimm did you find a fix for your problem, I seem to be having the same issue. Pawns keep removing items from the "Quantum Stockpile," located within my general storage stockpile zone, and trying to merge with other items located elsewhere within the same stockpile zone ( I assume). They just get stuck in a loop unloading the Quantum stockpiles... Would like some help if anyone knows what the problem may be.
Talisman1973 5 Mar, 2021 @ 4:53am 
I am having a bit of a bug/conflict issue. The bug/conflict seems to be with extremely noticeable with the mod "Stackable Chunks". I am pulling chunks off a relay which is being restocked by a warehouse once the chunks are pulled off there is a random chance that when the relay is being restocked that the remainder of the stack of chunks is suddenly transported next to another random quantum storage device. And the Quantum Storage error message shows up telling me that the transported stack is not compatible with the storage of it's new random location and the whole quantum storage network shuts down. And i have to go chasing around finding the stack as the error message doesn't take you to the location of the problem. This bug also happens without the mod "Stackable Chunks" but less frequently.
NanitesInRed 7 Feb, 2021 @ 5:27am 
I'm having some issues, I finally researched quantum storages and a warehouse for the first time in a while (last time was like 0.8 or something, can't remember) and set them up in my fridge, but now my colonists are freaking out and randomly moving things off of the storages into the stockpile (even though the storages are part of the stockpile) and then they suck them back up and the colonists move the items again.
Triel 7 Nov, 2020 @ 9:24am 
I think project rimfactory got better solutions than this but thats me
gofastskatkat 1 Nov, 2020 @ 6:18pm 
pirate, I just slapped it in my newest save and it seems to be working
Pirate of AE 3 Oct, 2020 @ 4:57am 
work on 1.2?
Zilch 18 Sep, 2020 @ 8:25am 
Allo!
QStorage has managed to poop itself, throws this error and won't sort anything.
'System.InvalidOperationException: Sequence contains no elements'
Removing the relay at the given coords results in a random next relay throwing a similar error.

:D
salvadore 11 Jul, 2020 @ 1:28pm 
if you leave one space between each quantum storage on a stockpile, it will not duplicate and work fine
the error message solves itself if you add more quantum storages (relay or warehouse) until every field "serviced" can be empty, this is easiest achieved by just researching quantum storage until you have 12 stacks
1960S Motown Ye N HH 2 Jul, 2020 @ 10:59am 
This looks really cool. Thanks.
Willam 30 Jun, 2020 @ 5:34pm 
Relays have a space around them that can send items to the network (designated with a vanilla stockpile). If you want a large warehouse, you only need relays to get items from or put items into the network. The only problem with relays is they can only have a single stack of items on them, so you can't have multiple things pulled to it.
PostPack 29 Jun, 2020 @ 10:23am 
@Nilruin

Thanks for your reply. The following is my understanding:
1. Each stockpile(placed on difference store space) is independent and all the warehouse should be seen as same one.
2. Stockpile will only pull from stockpile and warehouse only pull from warehouse.
3. Relay only pull from warehouse?
Are those right?

I don't understand does your second answer mean. Do you mean that I can create a large store area then place one warehouse and many stockpiles on this store space just like the original version? What I want to do is, create a large store space then auto-pull items form other warehouse and pull items from this large space by relay.

As I observed, if I create a store space and place stockpile and warehouse on it, the items will only be sorted by stockpile or warehouse. I can only pull items which are sorted and stick on warehouse by relays even the warehouse and stockpile are place on same store space.
Maduain 22 Jun, 2020 @ 12:10am 
Okay...Wonderful mod... but a few problems... I like having separate areas dedicated for separate items. I am trying to use warehouses so that the items are automatically sorted between all of them... however i noticed it has major issues when you have multiple stockpiles with different priorites. Items went to places they aren't supposed to... items werent pulled to relays like they were supposed to... just really didn't work right. However, in general, if all warehouses are on the same priority, it works just fine.
Nilruin 6 Jun, 2020 @ 4:08am 
@PostPack

1. No. Unlike the original version of this mod, the Redux version has "local" and "global" quantum networks. Stockpiles still mostly work like normal, acting as storage for the stockpile it is placed on, but Warehouses will push items into the "global" network. Relays can then be used to retrieve them from the global network. Stockpiles and Warehouses will pull items by themselves, it's not a bug.

2. Yes. Relays can only pull items from the global network, so yes, only Warehouses. However, Warehouses still do their job, and sort items in the local stockpile evenly, so as long as you have one Warehouse in a stockpile, the Relay will still do its job. Warehouses are a bit glitchy though, in my experience.
PostPack 11 May, 2020 @ 7:36am 
I have some questions about this mod:

1.Does Stockpiles or Warehouse pull items from any other Stockpiles or Warehouse?
In original version, we need to use relay to pull items and Stockpiles and Warehouse will stick the items together but in redux version, Stockpiles or Warehouse pull items by them-self. Im not sure whether that's a bug or not because sometimes, Items will not be pulled.

2.Reley can only pull items from Warehouse?
In original version, Relay can pull items which is stored in same stockpile zone no matter items are stick on Stockpiles or Warehouse(in original version, one stockpile zone can only place one Warehouse). But in redux version, if items are stick on Stockpiles they will not able to pull by Relay. I need to build a lot of Warehouse in same stockpile zone to make sure Relay could pull items which are stored in. If I replace Stockpiles with Warehouse, it will shows "No Quantum Storage space".
Triel 4 May, 2020 @ 4:01pm 
Also, how do i make my pawns to not be dumb? If there is a empty spot on quantum storage stockpile, pawns keep moving stuff to it and it keeps getting moved onto a stack
Cpjet64 26 Apr, 2020 @ 12:55pm 
having the same issue where quantum resources duplicate anything put into them infinitely.
Triel 23 Apr, 2020 @ 3:13pm 
For some reason quantum warehouses keep duplicating my stuff
Friendly Guy 22 Apr, 2020 @ 3:19pm 
Also how would i go about making a deposit type system. Im using prison labor mod and it would be good to have a way that they can drop resources they create into the system and it be stored in the warehouse
Friendly Guy 22 Apr, 2020 @ 2:30pm 
Would it be possible to make it so it will only take a specific amount? Say i have a stack of 1000 steel and i only want the relay to take 50.
J'ee 13 Apr, 2020 @ 11:28pm 
Dwarfy.
lilwhitemouse 9 Apr, 2020 @ 5:17pm 
I added a request on github - I didn't specify a pull request because I don't know your preferred naming, but it's very simple and will make compatibility slightly easier.
Patient Someone  [author] 6 Apr, 2020 @ 5:46pm 
I have created a pull request resolving issues with resetting quality, and unfinished item progress. I will look into Storage Space notifications as I am able next weekend.

I also identified (introduced) a conflict with the Infusion mod due to it's patching of the method leveraged to re-apply Quality. I will investigate this as I am able; however, for the time being, when an item is pulled into storage with Infusion active, the Infusion is re-executed.
Xakthos 4 Apr, 2020 @ 2:15pm 
So I'm constantly getting a "No Quantum Storage space" message when there actually is. I have a very simple stockpile for chunks set up that has no warehouse/relays or other interaction. How can I get the message to go away?
PostPack 4 Apr, 2020 @ 2:41am 
@Patient Someone I have tried to start a new game and only load Quantum storage but there still are no options to select which warehouse to connect. There is another bug that I did not build any relay but the items will be pull to stockpiles.
Patient Someone  [author] 3 Apr, 2020 @ 1:12pm 
The relay is not tied to a specific warehouse, and would instead pull form any warehouse; however, there does appear to be a bug where items are only pulled from the Quantum Warehouse only, and connected Quantum Storage pads are not included.

I will take a look at this, as well as the bugs reported by Garry this weekend. Unfortunately this may be beyond my abilities, but I'll take a stab at some resolutions for these and see what I can come up with.

Dr. Corn Wallace: PermaMD, I would guess that this is an issue with mod conflicts. Can you try moving Quantum Storage further up or down your mod list and see if the Quantum Relays become available?
PostPack 2 Apr, 2020 @ 2:25am 
Found a problem, I can't connect relay to any exist warehouse. I can set the filter but I can't select warehouse because there is no option to do that.
Garry 2 Apr, 2020 @ 2:08am 
Hi guys just found a few issues still prevalent:
1. still sets all items to normal
2. sets the work left on unfinished items to -166
3. removes tainted from items

Also, not compatible with LWM's Deep Storage / [JDS] Simply Storage causes the move to another zones loop; thought I'd try it to get around the set to normal bug
Frenchiveruti 31 Mar, 2020 @ 5:00pm 
Will try it out, thanks!
Dr. Corn Wallace: PermaMD 30 Mar, 2020 @ 9:20am 
I'm not even getting the option to place a quantum relay, nor can I cheat one in unbuilt.
I have quantum quantum stockpiles larg/small) and quantum warehouses (large and small) but nothing else, all research, researched.
Patient Someone  [author] 30 Mar, 2020 @ 8:45am 
@Talisman1973: Can you confirm that you have placed the Quantum Stockpile on top of an existing Stockpile zone? I can only recreate this issue if the Quantum Stockpile is not on top of the Stockpile zone itself. In this case, animals (and pawns) see these items as needing to be moved.

Create your zone at 4x4, then place your 2x2 quantum stockpile directly in the middle of the zone.

The Quantum Relay is the only one that should not have a zone underneath it.
Talisman1973 30 Mar, 2020 @ 3:57am 
Found a problem my pets/animal keep taking items off the Quantum Pad and pacing it on the Zone area. And of course the Pad sucks it up and stores it and my pets take it off again. They are kinda stuck in this cycle of removing items from the pads.
tt  [author] 29 Mar, 2020 @ 11:42am 
@Patient Someone, PR merged. I thought that steam gives access to upload for contributors, looks like it's not. I'll try to upload new version later today.
Patient Someone  [author] 29 Mar, 2020 @ 10:57am 
@tt, I realized GitHub in the wild is different from our setup at work. I've created a fork based PullReqeust. Should be ready to upload.
tt  [author] 29 Mar, 2020 @ 8:49am 
@Patient Someone, thank you for the work, please accept my friend request, so I can add you to contributors on steam. Is this will be enough to publish update? By the way, can you send pull request on github, or publish link to your updated repo, I think someday I want to come back to the development of this mod and this will be very helpful, thank you.
Patient Someone  [author] 28 Mar, 2020 @ 7:00pm 
I have updated the mod to 1.1; however, I am unable to create a pull request for these changes. Any way you can unlock pushes, or add PatientSomeone so I can get this pushed up for an update?
Patient Someone  [author] 27 Mar, 2020 @ 11:31am 
I will take a crack at updating to 1.1. If I am successful, I will submit a pull request.
tt  [author] 24 Mar, 2020 @ 6:01am 
Hi all. Thank you for the interest and patience. Unfortunately due to issues on my work I only had time to play about 2-3 hours on 1.1 version. Literally still have no time to properly update mod and test that everything works fine. I hope that the situation will be resolved in the near future. Anyway, source code is available on github, and if anyone interested in contributing we'll all be very thankful.
Ali Bob 22 Mar, 2020 @ 3:10pm 
@Nimn Misc. Robots works just fine with LWM's Deep Storage , you just have to fiddle with LWM's settings in-game. Think the option was to 'enable animals and robots', or something like that.
goncha66 21 Mar, 2020 @ 9:29am 
Same here, I need this mod so bad
Nimn 20 Mar, 2020 @ 4:00pm 
Hopefully fast. No other storage mod i've found works with robots. Can't play without this one.
#6 20 Mar, 2020 @ 9:28am 
How is the update to 1.1 coming along?
Xakthos 26 Feb, 2020 @ 3:58pm 
Awesome thank you very much for the information tt
tt  [author] 26 Feb, 2020 @ 12:38am 
Hi, guys. I read all comments, thank you all for the feedback. Sorry, I was quite busy with the work tasks, but now I finally can play some rimworld, fix bugs and update mod for the 1.1 version. Expect updates within a week.
Talisman1973 24 Feb, 2020 @ 4:48am 
Oh yeah, will there be an update for 1.1?
Talisman1973 24 Feb, 2020 @ 4:47am 
Love this mod once i figured it out. Could use with a few tweaks. The weahouse and relay are great but it would be nice of there was a drop off or intake pad that stores nothing but takes what is placed there shoots it off to the other storage places in the network. it would have to be the top tier and very expensive to research but it could be a remote item instead of hauling
风陵夜梦 16 Feb, 2020 @ 11:30pm 
Thank you for your hard work on the mod. After using it for a while, there are three questions to feedback.
1. The notification without a "quantum storage area" seems too early.
2. The quality level seems to change after the item is placed in the relay storage area.
3. When there are installation items in the relay storage area that cannot be collected, the relay storage area will no longer collect items.
Hagamablabla 12 Feb, 2020 @ 5:45pm 
Does anyone else have a problem where they can only select the first equipable in the stack? For example if I have a rifle, pistol, shirt, and hat in the same grid, I would only get an option to equip the rifle.
Tomoyo Naru 6 Feb, 2020 @ 12:03am 
Experienced the "turn to normal" bug not really sure why it happens though. Also experienced the pawns just constantly moving items off the pads to other sections in the same storage zone causing a loop. Also noticed that if too many relays requesting the same item are built the entire storage system grinds to a halt and will not be fixed until the amount of relays is reduced. Also the notice of "No Quantum Storage space" has been reached a little too early for my taste maybe increasing the max (not the stack amount but the overall warehouse max capacity) or creating an option to increase it to a user defined number would be ideal. Other than those still love the direction you are going with this... Thanks for all the hard work....