Kenshi
Better Storage System
237 Comments
Deadmano  [author] 29 Jun @ 7:16am 
@Rachel L: Just edit out what you don't like in FCS! You're gonna have to manually patch things if two mods touch the same thing, no two ways about it. But my storages will be unaffected because they're unique.
Rachel L 28 Jun @ 12:52pm 
My question is because i remember this mod moving the vanilla storage to another research and the overhaul mod (project kathun) does some edits to the vanilla storage (ammounts and models)
Deadmano  [author] 28 Jun @ 12:48pm 
@Rachel L: Give it a try and let us know? :love:
Rachel L 27 Jun @ 4:32pm 
How does this mod works with overhauls mods like Project Kathun (and Project Kathun Reworked)?
Deadmano  [author] 18 Jun @ 7:20pm 
@SalAquma: Appreciate the awesome review, thank you! :love:
SalAquma 18 Jun @ 5:09pm 
This mod is really awesome - it comes with a very awesome benefits - the storage design and wording organizing is awesome, but the most awesome thing about this mod. If I have an issue with any of the big mods like GEN or UWE - and I want to remove them. This storage mod wouldn't be effected by it, and you get to keep your loot. However, I think tier III is enough, and it should be really big to justify the uhm 2500 stacks - like a small shack or half of it. The storage beyond tier III - is beyond reasonable, but the good thing is, I get to choose to stop in what tier.
Deadmano  [author] 14 Jun @ 11:01am 
@Kraut Kontrol: Don't buy them? Ignore them? It wouldn't say "Vanilla" in your build menu if you didn't manually go out of your way to acquire them? There is no such thing as "lore" in a fantasy world such as Kenshi IMO. Think of it as the Tech Hunters having set up schematics for the simpletons, which they have these "advanced" schematics for the true hoarders of the waste. :lunar2019crylaughingpig: And if that doesn't work for you, you're free to open up the FCS and remove them entirely, they were only placed as a convenience for those who'd still want them, to make the clear distinction since the "vanilla" ones do not carry any of the capabilities of these ones in terms of size/upgrades/costs etc.
Kraut Kontrol 14 Jun @ 5:56am 
My main gripe with this is the existence of the Vanilla Storages blueprint. It makes those storage containers accessible to the player much earlier than in the vanilla game, cheating the intended tech progression. Plus, it's not very lore-friendly to see it literally say "Vanilla:" a dozen times in your build menu.
Deadmano  [author] 28 May @ 4:37pm 
@Gregarius: Sounds like you found a workaround similar to what I suggested, by saving and reloading (which also forces a recheck). It should then persistently stay fine, it is only once per building select storages that can get in that state. Glad you found a solution!
Gregarius 28 May @ 2:45pm 
Oh, placing General: Water storage -> quicksave -> load quicksave seems to work. I didn't need to touch the Shift+F12 menu, and it's the only water tank in my base with nothing else around it.

As usual, placing the Vanilla: Water Tank works immediately without needing to reload a save.

Lots of modded storages working fine doing it this way, but others breaking like the water tank.

General: Research Artifacts is fine
Minging: Stone not fine - need to reload save
Intoxicant: Sake is fine
Crafting: Building Materials not fine
Crafting: Copper Alloy Plates not fine

(Reminder: "Not fine" meaning my characters need to run to open the gate before building them)
Deadmano  [author] 28 May @ 10:52am 
@Gregarius: Can you load a save, just for testing, remove all other water storages, just place down the problematic one, try the steps I listed below, and then see if they can access it? Just make sure you put it down somewhere nice in the open, not close to anything, just to rule out it other potential jank.
Gregarius 28 May @ 10:39am 
Catch is, it only happens with the modded storage. While using your mod, switching to the vanilla water tank works fine, but then placing the Water Tank II duplicates the issue.

Further, this is after an import, so the navmesh and everything else has already been reset (pretty sure - I'll try this anyway).

You're right about the Kenshi jank - I remember having this issue almost 10 years ago - long before your mod existed - your mod just seems to invoke it more.

I'll keep toying with it. I guess if I have pathfinding issues with storage X, I'll just switch to the vanilla version of X and see if that solves it.
Deadmano  [author] 28 May @ 10:22am 
@Gregarius: You've run into the jank of Kenshi and its pathfinding issues! :rbiggrin: Not an issue with this mod. Most of the time if they fail to interact with storages it is due to pathfinding issues or the placement of the storage itself. Perhaps your navmesh has issues and needs repairing? Shift + F12 -> Navmesh Tools -> Regenerate sector, save, quit the game, reload, and see if that works for you? I found that I couldn't always place storages too close to walls/other objects unless I did the above, and in general not having them too close/overlapping "interact points" helped.
Gregarius 27 May @ 9:11pm 
Damn. I have bad news. I was wondering why my characters kept running to the front gate of my settlement to open it before being able to build a water tank 100 meters away from it.

I disabled all mods *except* for Better Storage and then imported my save to help duplicate the issue. I'm now finding that no matter where I build the water tank, an Engineer character will run to the gate to open it first before building it. I was also having some issues with storage boxes being too close to interior building walls - no one would use them until I moved them out a little ways from the wall :steamsad:
Gregarius 24 May @ 10:30am 
Copy that. Thanks for the awesome mod. My OCD salutes you :steamthumbsup:
Deadmano  [author] 23 May @ 8:48pm 
@Gregarius: Yeah... You and me both... :rshocked: One of those things that annoyed me, but once I realised how janky the game is, I kinda just learnt to live with the chaos, there was no other way with so many things outside my control... :lunar2019crylaughingpig: For what it's worth, placements are usually front-facing, so you can put one down to test/see and decide off of that.
Gregarius 21 May @ 7:24pm 
I'm really enjoying this mod so far. Curious - do you know of a mod that changes that ugly bright green building placement mesh so we can see the objects we're building more easily? I've tried the Blueprint Wireframes and Metal Framework mods but they only affect structures that are already placed and not built yet. I realized I wanted something like this as I was placing your new storage - it's hard to see which direction they're facing when they're bright green.
Deadmano  [author] 20 Apr @ 2:30pm 
@Adamsevs: Try a general trader, I know the game is pretty strange when it comes to stocking blueprints, you may need to wait quite a bit, some take 12 hours, others 24+ hours. So just keep trying and it is bound to appear, unless you have mods that add tons of extra blueprints.
Adamsevs 20 Apr @ 3:22am 
I love your mod but I can't find the vanilla storage for all the mining stuff and can't find the blueprints in the shop... should I change the order of the mod? Thanks!
Deadmano  [author] 30 Mar @ 9:49am 
@uvarovite: Sorry for the delayed response, ha! I think it is intentional; it'd be pretty annoying if your peeps put some fancy food meant for your peeps in the animal feeder (they find the nearest storage to auto-store). So makes sense only certain select-few types are auto-stored. There are mods (which I have patches for) that even allow you to make animal-only food, comes in real handy!

@softpuppy: Thank you, I appreciate it! I hope you have fun playing! :love:
softpuppy 30 Mar @ 2:05am 
This mod is awesome and it works great
uvarovite 24 Jan @ 8:51am 
@Deadmano: It seems I was fooled by the wiki. It lists every food item I know of, but I now tested that only meat can be put into the Animal Feeder. It appears to never have been fixed.
Deadmano  [author] 22 Jan @ 11:32am 
@uvarovite: Sorry to hear! You said it worked at the start, as in there was food that could be stored in it? Did you add any new mods into the mix? Could be a mod incompatibility, or some good old Kenshi jank! :lunar2019crylaughingpig: What are you trying to store in them? There's a very specific list of things you normally can store for animals to eat; Grand Fish, Thinfish, Foul Raw Meat, and Raw Meat. Anything else won't work. If it is one of those, but people aren't storing into them, try regenerating the navmesh by hitting Shift + F12 and going to navmesh tools -> regenerate sector. Save the game then quit and reload your save and see if that works.
uvarovite 22 Jan @ 10:39am 
This might not be directly a problem from this mod, but no mater what Animal Feeder I build, I can't put anything into it!
It worked at the start, but now after they finished eating what was there, I can't refill it at all!
Deadmano  [author] 10 Jan @ 2:43pm 
@Nick Pride: Oh dear! I hope you didn't recreate the work already done in the various patches for this mod, see the collection right below the subscribe button called Better Storage System for said patches. Your issue is sadly a Kenshi one, and is described on the Better Storage System: Upgradeable Tiers page. A save and reload will sort it out, though I feel you've discovered that by now, sorry for the delay!
Nick Pride 9 Jan @ 5:05am 
modding question - i changed all tiers to have same model scale and linked them all together into upgrade chain, yet in game upgrading to next tier doesn't update max stack number - i have to rebuild boxes anyway... am i missing something or is it just wonderful kenshi coding again?
Deadmano  [author] 27 Sep, 2024 @ 9:17am 
@Solitary Day: Sounds like you want the Better Storage System: Cheaper Construction patch. It seems the construction costs weren't updated on the sheet; initially they were meant to be lower, but it felt too cheap considering just how easy it is to acquire materials to build with, so I opted for a more "realistic" approach, while offering a "cheaper" option for those who don't care for realism/just want it cheaper. Thanks for spotting it, will update the spreadsheet when I get a chance, but otherwise everything is as intended and this base version is meant to cost 20 materials for most structures to ensure consistency for materials and build time.
Solitary Day 27 Sep, 2024 @ 6:41am 
I looked into the mod files and the values of Equipment is clearly wrong.
In the spreadsheet it states the Weapon Cabinet for example uses 4 materials, while in the mod files it states 20.
Solitary Day 27 Sep, 2024 @ 6:00am 
I'm using this mod and every storage listed under "Equipment" costs 20 building materials / iron plates to build.
In the spreadsheet it only says they cost 3, is this a bug?
This happens even with no other mods installed, can this be fixed?
Deadmano  [author] 9 Jul, 2024 @ 1:57pm 
@nephilimnexus: They have done perfectly fine for me in a few hundred hours of gameplay. Sounds like a mod conflict or the navmesh didn't update correctly which is a known game bug when placing down objects. There should be a solution to the latter if you go through the comments.
nephilimnexus 9 Jul, 2024 @ 3:45am 
One problem: Characters will not automatically grab food from expanded food storage boxes. They'll still use vanilla ones, but these new ones just don't register to them as holding food. They will literally starve to death with 1000+ food in the crate next to them.
Deadmano  [author] 27 Apr, 2024 @ 9:35am 
@RsgDragon4: I appreciate your kind words and I hope you end up having a blast; Kenshi is such an incredible experience! :love:
RsgDragon4 27 Apr, 2024 @ 9:34am 
Thanks for the notice and it must be time consuming making tons of mods! Thanks again for making this insanely good QOL mod that just saves so much time
Deadmano  [author] 26 Apr, 2024 @ 8:17pm 
@RsgDragon4: That is on the list at some point if I get a free moment across all the games I mod... :rshout: But I would definitely appreciate anyone coming along wanting to make a patch of their own that I'd heartily endorse. :love:
RsgDragon4 26 Apr, 2024 @ 7:03pm 
Could you possibly make a patch for the UWE patch to also make a addon to decrease the UWE storage prices? Thanks if you possibly could, and thanks for making this mod.
Deadmano  [author] 24 Apr, 2024 @ 9:26am 
@Madman0309: Glad to hear! :rshout: Kenshi jobs are just, yeah... I found the most sanity-keeping solution was to have each person assigned to a single task that would relate to the storages they would use. Even in vanilla (without any storage mods) they do this crazy stuff. Thanks for the well wishes and to you as well! :love:
Madman0309 23 Apr, 2024 @ 8:35pm 
@Deadmano, you're correct, the tier 5 robotics storage works well, i havent had the inventory issues.. tho i still need a 2nd person for armour plates, electronics, etc... i didnt even go past tier 2-3 for most storages like iron/copper lol, good mod for sure, i wont play without it.. if you ever do get around to the separate boxes, id still be interested, im trying to minimize how many characters are doin production stuff, farming, and just how many stand around at base in general lol... anyways, thanks for the replies/help/mod and happy gaming.
Madman0309 21 Apr, 2024 @ 4:49pm 
@Deadmano, im up to level 4 with this mod, i havent touched the robotics box tho yet, i'll try that with a multi item queued bench this evening.. i tried, forkie's "better robotics storage" yesterday, its half what i was looking for, but the character fills their inventory after the specific box... for some reason with your/this mod, when the electrical component box is filled, they stop and dont fill personal inventory too, which is the other half of what i was looking for... good point tho with the amount of storage, i might not have the same issue i had with armours, i didnt think of that.
Deadmano  [author] 21 Apr, 2024 @ 3:30pm 
@Madman0309: Have you tried the mod out at all by any chance? I didn't have that issue when I was playing due to the amount of storage the tiers provided (robotic parts), so curious to see how you find it. It was on my list to make a separate storage for each of the different parts, but haven't found myself with much free time for Kenshi sadly.
Madman0309 20 Apr, 2024 @ 8:51pm 
@Deadmano..i could try this version, but i didn't use the vanilla robotics box either, ended up with 4 characters/4 benches and filling their inventories rather than a box that fills unevenly.... i was hoping to have 1 character zip around between 4 benches set to each item, filling a press box to 100, then moving onto 100 motors, etc... set and forget the 1 character, have em do electric/leather/plate benches etc too...was hoping for a level 1-2 box for the different robotic items, level 5 i agree is too many of those lol.. the thought was more to work around the character AI, than for more storage.. i've had issues with the AI using a heavy armour bench and armour chest.. i set head, chest, legs and boots armours to repeat on 1 bench, my character gets stuck if there's only room for the next queued boots to fit in the storage, while trying to put leg plates away... part of why i skipped the multi item queue on a robotics bench and just made 4 benches instead.
Deadmano  [author] 20 Apr, 2024 @ 11:03am 
@Madman0309: There is a robotics storage that can store all of that? There are 5 tiers of pretty much every storage, you perhaps haven't researched the higher tiers. Even my immense hoarding was no match for the size of these storages! :lunar2019crylaughingpig: There is a "Click here" link in the description that can show you all the storages added.
Madman0309 20 Apr, 2024 @ 4:34am 
this mod doesn't help my hoarding.. but its awesome lol... any chance of separate "logistics" storages for the robotics?... presses, motors, muscles and robo components
Deadmano  [author] 9 Apr, 2024 @ 11:46am 
@RsgDragon4: Oh I see! I think Gnesis might have had their own implementation so they'd feel it'd clash with this one? Only assuming, I don't usually like overhauls when there is no modular approach to pick and choose what you want. As for the missing crafting storages, those aren't vanilla believe it or not! :lunar2019crylaughingpig: But glad you found the add-on that adds support for mod-added items! :love:
RsgDragon4 9 Apr, 2024 @ 2:46am 
10/10 Recommend Best mod for storage instead of just increasing stack sizes
RsgDragon4 9 Apr, 2024 @ 2:45am 
Addition of Coal, Carbon, and Copper are infact in the addon or patches
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3009270730
This is the one for yall using UWE this has resolved my problem.
RsgDragon4 8 Apr, 2024 @ 9:28pm 
I Have also checked on the coal side of the storage maybe i haven't researched it or something?
Mining: Coal and Crafting: Carbon do not exist unless its a different name please let me know
RsgDragon4 8 Apr, 2024 @ 8:37pm 
And to clarify about Genesis, they may have a storage system change despite this being separate from that and entirely new as youve claimed, which would be very confusing as where would the conflict be despite this being a separate entity.
RsgDragon4 8 Apr, 2024 @ 8:36pm 
Sorry for the slow response to that dead, I meant to ask if it is included inside Project Genesis due to it being on the unsub to use list. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3022744523

I also have a question related to copper alone as I for some reason am not able to find it but only the alloy variant. Mining: Copper is there but i cannot find a Crafting: Copper Plates or Storage: Copper Plates.
Deadmano  [author] 7 Apr, 2024 @ 7:18pm 
@RsgDragon4: I'm not sure what that means? It shouldn't be included anywhere as-is, as it is a custom implementation. Are you saying it has been included in another mod without so much as asking, or are you saying it has a similar implementation in another mod?
RsgDragon4 7 Apr, 2024 @ 7:07pm 
Just wanted to make sure that this mod is included with genesis