RimWorld

RimWorld

Adaptive Storage Framework
459 Comments
bradson  [author] 3 hours ago 
@Anon that sounds like you've installed some mod that moves architect menu entries around. I'd recommend trying to figure what those mods you installed all do, ideally before adding more. The storage category normally contains storage buildings, as its name suggests.

@CERTMAN If you are on mac OS, run rimworld through rosetta or use the harmony version that says for Apple Silicon. If you are on windows and used some aggressive script to strip out all security features, toggle bottom up ASLR back on, Harmony requires that. If not that either, try the rimworld discord, there's a troubleshooting channel there. It's gonna be something about your hardware, OS, drivers or similar either way
Anon 3 hours ago 
Why is there an empty "Storage" architect button?
CERTMAN 4 hours ago 
For some reason, everytime I load this mod to support other mods, I get a black screen. I loaded this mod by itself, black screen.
bradson  [author] 15 hours ago 
The rimmsqol mod has settings to configure all buildings, among other things. I would recommend just using that, or maybe even write xml patches, which are just plain text. Copied features from other mods for the sake of having it all in one mega mod is generally not planned
PKPenguin 17 hours ago 
Low priority compared to bug fixes from the update, but I would love to someday see a feature in this similar to LWM Deep Storage that lets you configure individual storage structures. I want a clothing cabinet that can hold 500 shirts!
Leosky 23 hours ago 
@bradson seems legit to have bug with release, i though it was a bug with the framework because it was specific to storages.
immortalartisan 11 Jul @ 3:25pm 
I believe this may be related due to the fact that simple storage containers are sometimes unable to be rotated and thus end up super imposed elsewhere and eating parts of the ship
bradson  [author] 11 Jul @ 2:19pm 
Some digging later, this seems to be a kind of vanilla bug with ludeon now having been notified about the one offending line. It probably won't take long to fix.
It only affects buildings that can not be rotated and have a size without a single clear center cell
Leosky 11 Jul @ 12:22pm 
Thx, switching to 2x1 for now
bradson  [author] 11 Jul @ 12:04pm 
Correct. Odyssey should be considered beta for now. The month long unstable we had before did not include any testing with the new DLC.

It's looking like specifically 2x2 storage buildings with visible items currently get misplaced and when not having a valid location deleted, with absolutely no errors or messages logged. I do not know if this is a framework or vanilla bug. So far I haven't found anything I'm doing that could affect building placement
Leosky 11 Jul @ 12:01pm 
Some storages are missplaced after relocating the ship, some storages are moved by 1 tile. (carboard box pile from Warehouse Storage)
bradson  [author] 11 Jul @ 10:33am 
Shelves indeed do that in vanilla rimworld. This framework isn't meant to change their stats or location
The Memphis 11 Jul @ 9:43am 
shelves are appearing in Furniture instead of Storage
Niriam 6 Jul @ 5:53pm 
Okay, thank you, then I misunderstood. I thought anything that messes with stack size might provoke issues with this mod.
hekmo 5 Jul @ 3:04pm 
This is the Flavor Text dev. That's on me, I did a minor bugfix and accidentally commented out 2 lines of caching code. Fixed now.
bradson  [author] 5 Jul @ 8:06am 
Toggling Rosetta on for rimworld makes it work again. Someone has released a poorly described fork of harmony that is meant to fix ARM support on the workshop too. Removing the harmony dependency is not at all planned.
Vinni Pukh 5 Jul @ 6:19am 
Recently discovered that the new 1.6 update on mac and harmony are not compatible... This is the only harmony mod I have so I was just wondering if there was any chance that splitting from harmony requirement is even a remote possibility for future?
bradson  [author] 5 Jul @ 1:10am 
Thanks for letting us know though. I'd imagine it must've taken some time to single out flavor text there. I can add it to the description if it stays this way and gets brought up some more
bradson  [author] 5 Jul @ 1:04am 
Well, ok, but that's on them. This mod's contents tab has been tested with literal map wide stockpiles holding 1000s of items without lag. It is already far more optimized than any vanilla tab or deep storage's tab
moo 5 Jul @ 12:40am 
Hi. I want to cross-post this issue with Flavor Text and massive FPS loss on viewing the contents of a standard stockpile that is Adaptive Storage powered - details in the most recent comments.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3245374432
bradson  [author] 4 Jul @ 5:47am 
Stack xxl doesn't add any building specific sliders or options. I've never heard of that having conflicts with this, and don't see a reason for one
Niriam 3 Jul @ 6:08pm 
If I understand correctly, this would also be incompatible with Stack XXL?
bradson  [author] 3 Jul @ 12:08am 
I've seen Stack Gap and Kanban mentioned, but don't use them myself
Tyrant 2 Jul @ 8:11pm 
Is there a different mod that can set stockpile stack limits that is compatible with this framework?
Madmouse Ked 2 Jul @ 5:58am 
I appreciate this mod. Thanks for keeping it going authors!
bradson  [author] 16 Jun @ 8:27pm 
Neat storage doesn't have any custom code
Hoki 16 Jun @ 2:25pm 
hanger racks i believe are part of neat storage. they do call on adaptive but they kinda do their own thing as well.
bradson  [author] 15 Jun @ 9:38am 
And crafting issues too, there's literally not a single patch on anything crafting related here
bradson  [author] 15 Jun @ 9:36am 
Like, no idea if those hanger racks would be from something dependent on this mod and not something entirely unrelated even, but if they are, it'd first be necessary to find out what all the mods required for any eventual bug are. Hauling issues practically never come up with just a storage building mod and dependencies. One way to do that is to use rimpy, remove all unrelated mods, set up a small save with the building, then try adding mods in chunks until the conflicting mod is found
bradson  [author] 15 Jun @ 9:28am 
This framework doesn't add any hanger racks. All buildings implemented using only framework features are registered exactly like vanilla shelves are
charade539 15 Jun @ 9:23am 
Hey! Love this mod, but I noticed a small issue. For the hanger racks, clothes stored there don't register as "in storage" for the purposes of workbenches. So if I tell my tailoring bench "craft until 3" it just crafts infinitely because it doesn't register the contents of that storage.
Jetwolf 15 Jun @ 12:05am 
thx bradson, much appreciated! :steamhappy:
bradson  [author] 14 Jun @ 11:43am 
That happened like 6 hours ago
doge 14 Jun @ 11:21am 
what is preventing you from just releasing the test release on the workshop? because like, yeah its a test release, so is 1.6 you can still get 1.6 on steam though
Agustinso 13 Jun @ 3:44pm 
Test build working fine for me!
bradson  [author] 13 Jun @ 10:04am 
The test release is available on github
CRPT 13 Jun @ 10:01am 
When 1.6 bro
bradson  [author] 13 Jun @ 9:35am 
This framework doesn't make any changes to hauling. Buildings implemented through it get interacted with the same way as vanilla shelves do without other mods
Muad'dib 13 Jun @ 8:34am 
I've noticed an odd situation. Not sure if it's part of the framework or part of the mods using this framework.

Default shelves it seems since it treats it like 3 stacks per tile that 6 people can go to the shelf at same time. But I have some storages from like the primitive that is a hole in the ground and can hold like 175 stacks but only 1 pawn at a time seems to be allowed to access it.

Is that something on their end? Just how the framework functions? Or something else? Because it appears the lwm version using this framework and their shelves might not have the same issue as the hole in the ground.

Personally, I like that the hole in the ground is a 1 person at a time thing. As someone who was in the military it has a level of realism I get a kick out of while many people might hate it.
Triel 13 Jun @ 7:28am 
Would this support per-container storage settings like deep storage did?
bradson  [author] 11 Jun @ 3:34pm 
1.6 can be tested through the version on github for now
BrGuardian 11 Jun @ 10:48am 
After the long loading I can say that isn't related to this mod and I haven't found a single error in the logs betwen this mod and vanilla expanded
bradson  [author] 11 Jun @ 10:45am 
This framework doesn't depend on or in any way interact with any Vanilla Expanded mod. If there's issues with those it'd be caused by something else. A reference to a specific item like VE's illuminated wardrobes can only exist in mods that actively declare that reference in their files
DTS 11 Jun @ 10:37am 
Vanilla Furniture Extended - Spacier has been updated recently, so now this one causing issues
BrGuardian 11 Jun @ 10:32am 
For coincidence, I'm getting a crash so bad that even the logs don't update. But now that someone informed that Furniture Expanded is causing trouble, I'll test removing it. Yet, I still need to check other two expassion mods for Adp Storage
DTS 11 Jun @ 6:31am 
@bradson i've got same issue. It's something from Vanilla Furniture Extended
bradson  [author] 11 Jun @ 3:04am 
This mod doesn't add any illuminated wardrobes
奥拉西斯的地雷 10 Jun @ 9:51pm 
that is a error

Could not resolve cross-reference: No Verse.ThingDef named Table_IlluminatedWardrobe found to give to AdaptiveStorage.GraphicsDef VFES_Table_IlluminatedWardrobe
Scarlet Ice 8 Jun @ 9:18pm 
Thanks a lot for fixing it so quickly!
Apollo's-Lights 8 Jun @ 2:55pm 
Hey, just wanted to say I appreciate your work on this a lot. I really like this mod!