RimWorld

RimWorld

Take It To Storage!
219 Comments
Space Yeti 13 Jul @ 9:26am 
Is there a replacement for this anywhere?
398610 10 Jan @ 12:06pm 
1.5 Plz.
Cerealklr 3 Oct, 2024 @ 2:56pm 
@ColossalFossil:

That's a good point, unfortunately. I noticed the author shared the GH repo a few pages back and falsely assumed that meant it was OSS. It seems we'll need to get clarification from the author before anyone can proceed. It might be worth filing an issue to see if they respond. https://github.com/legodude17/TakeItToStorage It's always possible they're still around and might just accept the PR directly as well.
ColossalFossil 26 Sep, 2024 @ 10:18pm 
@Cerealklr - Actually, I am not sure if we are able to. The license is not posted even though it is open source. However, the description shows that this was a commissioned mod. This may not be owned by the author.
ColossalFossil 25 Sep, 2024 @ 10:49am 
@Cerealklr - I was looking for something like this last weekend. If no one bites, I'll make a new fork and set up a new Continued version of the mod and incorporate your PR this weekend.
Cerealklr 22 Sep, 2024 @ 11:55am 
I've got a WIP PR that seems to get hauling to and taking from storage working again. Still need to do more reverse engineering to figure out the look in stuff. I also patched it to work with Math! (Forked).

https://github.com/dougbenham/Rimworld-TakeItToStorage/pull/1

I dunno if the original author's still around -- I don't really have time to maintain it myself. If somebody like Mlie's willing, maybe this'll be enough for them to consider adopting it?
Spikem59 23 Jun, 2024 @ 10:43pm 
Please update, this mod is a must-have for management for me.
balu 18 Apr, 2024 @ 2:33pm 
Sadly this mod does not work in 1.5 as is.
"Take from" option is a must have if your pawns just keep doing stupid stuff like not prioritising meat just because they are not forbiden from using rice
Zerus 14 Apr, 2024 @ 7:10am 
This is already in the game version 1.5 (for shelves)
Icy, Crispy, Energizing, Tasty 11 Apr, 2024 @ 1:00pm 
1.5?
WhiteScythe 4 Apr, 2024 @ 12:32pm 
After turning on the Selector Tool, selecting a place to look in doesn't work with the selector. I highlight my shelves and it doesn't select them when I let go of left click.
Space Yeti 31 Mar, 2024 @ 4:25pm 
does this still work?
Exouds 29 Nov, 2023 @ 6:11pm 
It took me 4hrs to get here lol, what a wild ride.
It all started in RimFridge comments.
moosetwin 18 Nov, 2023 @ 4:08am 
Thank you! I was looking for a mod like this and was about to give up.
legodude17  [author] 30 Sep, 2023 @ 4:16pm 
@Pong: And what were the errors?
@TJawn McJawnnell: Default sorting is whatever the game gives me, I think it's creation order.
@A1steaksa: I think it's reasonable that someone might want to specify a specific shelf in a group.
@Lurmey: Where do you think that should go?
@Neon: Huh I could've sworn I fixed that.
Pong 30 Sep, 2023 @ 3:26pm 
I got a spam of NRE errors when launching Rimworld with this mod.
TJawn McJawnnell 8 Sep, 2023 @ 7:14pm 
I love this mod and would like to offer a suggestion: Sorting options for the "Take from" dialog box. The text input for filtering is great, but even after you filter you have to vertically scan the screen to look for a specific box. I can't figure out what the default sorting order is, but an option for alphabetical sorting would be wonderful.
Neon 27 Aug, 2023 @ 1:31pm 
Seems like this mod 's addition in the "Make Item" menu for certain stuff like clothing pushes the "Unpause at: x" option off-screen? Have loaded the game without only this mod and that seems to fix the issue.
A1steaksa 11 Aug, 2023 @ 7:04am 
Instead of listing all possible shelves, could you instead collapse grouped shelves into a single option? If you added explicit support for Shelf Renamer (Continued) to instead show a single, named entry for the linked shelves
Lurmey 15 Jun, 2023 @ 11:21am 
Would love the option to set the default "Take to" setting for new bills. I always end up having to change it to Take to Nearest because it's so helpful.
legodude17  [author] 12 Jun, 2023 @ 12:35pm 
@DeathGun: That's not a mod incompatibility, that's telling you that the storage isn't set to contain any of the ingredients. Vanilla does the same thing with stockpiles.
DeathGun 12 Jun, 2023 @ 7:13am 
I can't make it so that the resources are taken from the warehouse mod deep storage
DeathGun 12 Jun, 2023 @ 6:55am 
Storage from the mod are marked as incompatible
legodude17  [author] 11 Jun, 2023 @ 3:34pm 
@DeathGun: What isn't working? It worked last time I checked.
DeathGun 10 Jun, 2023 @ 6:12pm 
does not work with the deep storage mod.
Will there be a patch?
Jack0fa11Trad3s 27 May, 2023 @ 3:50pm 
I can't believe this isn't in vanilla. Thanks so much for the mod!
legodude17  [author] 11 May, 2023 @ 2:55pm 
@Lurmey: That storage linking mechanic is very specifically for storage settings. The link idea would be cool, but it'd have to be a custom thing, rather than leveraging existing mechanics.
Lurmey 11 May, 2023 @ 11:02am 
Oh yeah it definitely suits a separate mod. I was just suggesting it to you as it's the most similar to how this mod behaves, and it's this mod that gave me the idea. The linking mechanic is the new one in 1.4 where you can link two or more shelves together to make them share storage settings. Hence, I figured it would be cool to be able to link storage settings with the bill outputs of a workbench. :)
KEVIN 10 May, 2023 @ 9:05pm 
Holy Thanks for the mod!
legodude17  [author] 10 May, 2023 @ 3:30pm 
@Lurmey: It's definitely doable, and a good idea, but I think it'd make more sense as a separate mod. Also, what linking mechanic are you referring to? There's the facilities and the anima tree, but neither of those are like what you describe?
Lurmey 10 May, 2023 @ 2:42pm 
I was thinking it tracks it on the bench, setting the storage to allow anything that the bills on the bench output. So if I set a tailor bench to make dusters and tuques, the clothing rack automatically enables those two.

It's kind of just a quality of life idea, though I'm not sure how doable it is. XD
legodude17  [author] 10 May, 2023 @ 1:02pm 
@Lurmey: Well there's the designator you can enable in the settings, so you can click a button on the bill and designate where they should go in the game. I will investigate the linking mechanic, though. The question becomes: Does it track it on the bench and override the bill settings, in which case that's better as another mod; Or does it simply set all current bills, which makes sense here but also doesn't sound like what you want.
Lurmey 10 May, 2023 @ 12:59pm 
Idea: It would be amazing to use the new linking mechanic to link workbench and storage building so any outputs from bills automatically are taken to the linked storage and the settings of the storage automatically allow the bill outputs.

Link tailoring bench to a deep storage clothing rack, 3 clicks and all future bills go into that clothing rack. That would be fantastic.
Duncanois 29 Apr, 2023 @ 5:16am 
Thanks for the help! Really good mod tbh, it's a great help in my medieval/rp "occupation" houses where the workbenches are in an attached room. Really helpful for delivering the completed goods to the correct place :)
legodude17  [author] 28 Apr, 2023 @ 12:23pm 
@Duncanois: Glad it's fixed!
Duncanois 28 Apr, 2023 @ 11:16am 
@legodude17 I fixed it. If anyone needs this fix in future, find and delete all instances of "<storageGroup>null</storageGroup>" in your save file. My save is working normally again.
Duncanois 28 Apr, 2023 @ 10:48am 
I seem to have accidentally overwritten my backup...
Would you be able to point me as to what to look for in the save file? I've only done some minor save editing before
legodude17  [author] 28 Apr, 2023 @ 10:29am 
@Duncanois: If you can find a save before you removed it and then re-add it that should work. Otherwise you can try to edit your save file and remove the extra data the mod adds, that may work.
Duncanois 28 Apr, 2023 @ 5:02am 
Hey, so I accidently removed the mod and stockpiles bugged out completely. Colonists now won't take anything to stockpiles, and when they go to fetch ingredients they are stuck standing on the resource. Re-added the mod but it wasn't fixed. Is there any way I can fix this? I really don't want to abandon this save if I can avoid it
legodude17  [author] 6 Mar, 2023 @ 6:38pm 
@EtsuyaH: Looks like the multiple mods you have messing with that window are interfering with each other.
EtsuyaH 4 Mar, 2023 @ 5:05am 
Here you can see that the slider is not visible

https://i.imgur.com/L7USPIB.png
legodude17  [author] 3 Mar, 2023 @ 10:12am 
@EtsuyaH: Why not? What happens specifically?
Yootah 2 Mar, 2023 @ 4:10pm 
@Rents_Due I have been using that mod extensively ever since its release yet I am not aware that it offers the feature I'm looking for.
What it allows (afaik):
- only allow adding to a storage zone/building
- only allow removing from a storage zone/building
- turn a storage zone/building off completely
- work as usual (vanilla)
What I want:
- Remove storage buildings and stockpiles from the "Take to stocklpile" list by default (because there's way too many!), unless enabled specifically via Gizmo
- NOT to disable adding nor removing, just not display them as options on the bills' input-output list
EtsuyaH 2 Mar, 2023 @ 11:15am 
With this mod acitve I can't change the paused when satisfied by clothing bills
tarnished 27 Feb, 2023 @ 10:00pm 
That's exactly what I wanted to hear. Many thanks.
legodude17  [author] 27 Feb, 2023 @ 2:36pm 
@tarnished: Yes.
tarnished 25 Feb, 2023 @ 7:35am 
Does this mod also add the storage units as potential options in the "Look in" list when configuring a bill for "Do until you have X"?
Rents_Due 5 Feb, 2023 @ 8:04pm 
Thanks for the fix. forgot how much i use this mod

@yootah Works with Flickable Storage. that might give you the functionality you are looking for
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2497907804
Yootah 1 Feb, 2023 @ 9:45am 
Suggestion: add a flag (toggleable On/Off option) to Shelves' (and other non-zone storage) UI, like a new Gizmo on the bar along with deconstruct, Uninstall etc, that would indicate whether or not to display this storage in the "Take to Stockpile" and other lists of this mod. And set it to off by default.

My playstyle is such that most storage spaces are *not* specifically inputs or outputs for bills and rather generic overflow spaces. And I hate that the list gets overpopulated by all those and I have to specifically look for that one container I need. So I would really like that if I *want* a shelf or group of shelves to appear on that list, then I could toggle them to do so, but not see any of them by default. Heck, could even apply this toggle to Zones as well to reduce the list's cluttering even further!
晓山alreShan 18 Jan, 2023 @ 2:37am 
@legodude17 Thank you!