RimWorld

RimWorld

Simple Storage Reborn
110 Comments
坦克人占占占 6 hours ago 
Thank your answer. I think your mod is excellent. In fact, this problem only happened once, and it didn’t occur again when I used a different type of storage.
Gideon  [author] 7 hours ago 
@zig158/@坦克人占占占

I have confirmed this is a vanilla bug. Ludeon is working on it. It appears to affect buildings that can be rotated.
Gideon  [author] 12 hours ago 
This is because the release of 1.6 replaced the Visible property of DesignationCategoryDef with a getter method. It's not going to cause any problems, just means you'll still have all the duplicate storage tabs in the architect menu. I haven't figured out a way to hide architect tabs yet in 1.6.
fr0 12 hours ago 
Getting an error that doesn't happen if I disable this mod.

XML error: <Visible>false</Visible> doesn't correspond to any field in type DesignationCategoryDef. Context: <DesignationCategoryDef><defName>ASFstorage</defName><label>storage</label><order>503</order><specialDesignatorClasses><li>Designator_Cancel</li><li>Designator_Deconstruct</li></specialDesignatorClasses><Visible>false</Visible></DesignationCategoryDef>
zig158 14 hours ago 
"However, after using the Odyssey DLC, the ship lands on a new map, the mod's storage disappears and all the items are dropped on floor."
I have run into this same issue with other storage mods as well.
Gideon  [author] 19 hours ago 
Hi 坦克人占占占. Are you running with any other mods installed? I have a modlist of ~230 mods and this problem is not happening for me, but you may have a mod that changes storage mechanics causing some issues.
坦克人占占占 22 hours ago 
Thank you for your work. However, after using the Odyssey DLC, the ship lands on a new map, the mod's storage disappears and all the items are dropped on floor.
Gideon  [author] 29 Jun @ 6:53am 
This is not a conflict with Deep Storage--this behavior exists with this mod as a side-effect of the limits of RimWorld core storage code.

All these behaviors can be modified using compiled C# code, which is how mods like LWM's Deep Storage and Adaptive Storage Framework accomplish a different experience. This is a perfectly valid approach, but the downside is custom C# code requires additional testing and validation and often requires adjustments between major updates to RimWorld. This mod's goal is to be 100% compatible with all future versions of RimWorld on day 1, so it does not rely on any C# coding and instead works with only Ludeon's official storage functionality.
Gideon  [author] 29 Jun @ 6:53am 
This is not a bug. This happens because this mod does not use any C# coding, it relies strictly on vanilla storage code. As a result of this, there are 3 ways to store items: 1) bookshelves, which actually "contain" items in a contents list but only work for books, 2) pallets where the items render on top of the storage container because the container renders at the Building altitude layer, and 3) containers where the items render underneath the container, such as crates, because the container renders at the LayingPawn altitude layer.
Danifox 28 Jun @ 6:39pm 
I'm having a problem with your mod and the Deep Storage mod. Items appear under boxes, giving them a bad appearance, which doesn't happen with the other mod, Old Simple Storage. Is this a known bug, or how can I fix this?
eaglegundam 25 Jun @ 8:28am 
ok nice
Gideon  [author] 25 Jun @ 7:04am 
This mod does not use ASF but you should be fine to load both of them together.
eaglegundam 24 Jun @ 12:38pm 
compatible with adaptive storage Framework??
Gideon  [author] 15 Jun @ 8:02am 
Great news!
DEADSHOOT 15 Jun @ 1:05am 
@Gideon Yeah, dude. Thank you. You fixed everything.
Gideon  [author] 14 Jun @ 4:49pm 
@Deadshoot, just dropped hotfix 1.64489.9275.223122. See if this makes any difference for you. Should resolve the LWM_DS_Storage conflict and perhaps that will also sort things.

I'm not seeing the same problem with storage items, so hopefully this is what's up. They are both storage mods and LWM does integrations as well so possible some combo between the 1.6 update of this and the LWM behavior is now an issue.
Gideon  [author] 14 Jun @ 4:22pm 
@Deadshoot, I can confirm the upcoming patch does correct the logged error from LWM's. I'm currently testing to see if I can reproduce what you're describing.
Gideon  [author] 14 Jun @ 3:56pm 
@Deadshoot, I don't think whatever caused this for you was a recent change to this mod.

Looking at the code for the JDS_Chemfuel_Storage def (which is the one shown in the architect tab as 'Chemfuel Storage'), the def from May or 2024 contains the same storage settings as the def from yesterday:

<fixedStorageSettings>
<filter>
<thingDefs>
<li>Chemfuel</li>
</thingDefs>
</filter>
</fixedStorageSettings>
DEADSHOOT 14 Jun @ 11:01am 
@Gideon Yes, but that doesn't explain to me the reason why some repositories have "broken down" or their unique sorting has disappeared. That is, I can store clothes in the fuel storage. And all storage facilities can be built from any materials. But some are only made of wood (even if you choose a steel material)
Gideon  [author] 14 Jun @ 10:48am 
This mod has a patch (it's not harmony, it's vanilla) that scans for things with LWM_DS_Storage and unifies those items into a single storage category. It also checks for other storage mods and moves their structures into a unified storage category.

I'm about to push an update that will not remove LWM_DS_Storage and will instead just hide it from the architect list.

For reference, this behavior is not new, it has existed since this mod was first published. "Failed to find Verse.DesignationCategoryDef named 'LWM_DS_Storage'." is actually LWM complaining that it can't find the LWM_DS_Storage designationCategoryDef record which was removed during tab cleanup...as stated, you've had this happening for a while...however, just hiding the extra unused tabs after unification should resolve the log spam.
DEADSHOOT 14 Jun @ 10:42am 
Mods that have changed in any way over the past 2 days and that are related to repositories. This is SSR (yours) and Adaptive Storage Framework. But ASF was updated much later than this issue. Harmony could cause problems earlier. I checked and missed it. Fish family patchers are exactly the same with and without them.
DEADSHOOT 14 Jun @ 10:39am 
@Gideon Yes, everything is for 1.5. I kind of found a temporary solution by changing the patch so as not to destroy my colony, which has 2 days of real-time life. But it didn't help. There are complaints about LWM_DS_Storage anyway.
Gideon  [author] 14 Jun @ 9:20am 
@DEADSHOOT, LWM_DS_Storage is not part of this mod. That's part of LWM's Deep Storage. Also, are you using this in 1.5 (which the code has not changed for) or 1.6 Beta branch?
DEADSHOOT 14 Jun @ 5:35am 
Failed to find Verse.DesignationCategoryDef named 'LWM_DS_Storage'. DefDatabase<Verse.DesignationCategoryDef> contains a total of 32 loaded defs.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)

Failed to find Verse.DesignationCategoryDef named 'LWM_DS_Storage'. DefDatabase<Verse.DesignationCategoryDef> contains a total of 32 loaded defs.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)

Well, don't rush to update everything.... 3 days in a row, everyone updates the mods and everyone manages to break them...
DEADSHOOT 14 Jun @ 3:28am 
After the upgrade, some containers have become "made of wood" and the material cannot be changed. Although there is a choice, for example, a chemical tank.fuel
Gideon  [author] 17 Aug, 2024 @ 9:29am 
This is why the aim of this version of the mod is compatibility....It's entirely expected that people will use this mod during major upgrades to RimWorld where LWM's is waiting on third party libraries or updating their code and people can use this one to keep their storage style while waiting on the other to upgrade. Some people may decide that this vanilla-only approach works for them and stick entirely with this one....I'm not pushing anyone to either the official version of the mod or this one...I made it because I wanted storage versatility and I didn't want to wait for the other one to update.
Gideon  [author] 17 Aug, 2024 @ 9:26am 
LWM's Deep Storage is not vanilla logic. It's also not pure XML...it contains compiled C# code in order to extend functionality to storage containers that doesn't exist in the base game. There are many benefits to this, including that you can do more things for your mod than you could by relying only on RimWorld core code....but the drawback is when they release major versions (1.3, 1.4, 1.5, ...), your code will probably break and need refactoring in order to work under the new revisions.
Gideon  [author] 17 Aug, 2024 @ 9:25am 
Vanilla logic simply means this mod relies only on official code that's part of the game--no third party code....so when the game gets major updates, this mod is unlikely to be broken and need major work to restore functionality.

All the "meat and potatoes" in this mod are designed that way.

Mod integration is the only piece handled by a third party library, Harmony. Harmony patches are used to detect the presence of other mods and clean up duplication, like multiple storage tabs. Harmony has a pretty aggressive release cycle, so the quality of life from having integrated storage tabs seems to outweigh the low likelihood that a Harmony change will break the mod.
irrelevantredundancy 15 Aug, 2024 @ 5:12pm 
This might be a dumb question... what does 'vanilla logic' imply? What does Simple Storage (Deep Storage framework) do differently than vanilla storage logic?
uoh 1 Jun, 2024 @ 9:46am 
Problem solved.
I happened to notice that, the underground steel does not display correctly. It show as 'Tribal vinyl faded green'. So I realized that the save data already broken.
I couldn't find any dev command to remove underground resource, but i found this post https://steamhost.cn/steamcommunity_com/app/294100/discussions/0/3013438019098550831 which helps me delete all the resource on the map.
uoh 1 Jun, 2024 @ 3:17am 
I've done some simple tests. Load VE chemfuel and Simple Storage Vanilla, build storage building, scan some deepchem, remove this mod. It's okay, just one-time error. So it's not simple direct incompatibility. Maybe some other mod together cause the problem. I can hardly tell. -_-||
uoh 31 May, 2024 @ 5:39am 
@Gideon hi

I've encountered a problem, when I try to remove this mod after several in-game years, the underground resource layer stop display. That means, when select Ground-Penetrating Scanner, the green grid (or red grid for deepchem) will not display at all. But when I add this mod back, everything works fine.

Here's log https://gist.github.com/HugsLibRecordKeeper/4ef31e88937220e443efdc7f3c92dc5f

I know it's quite strange, storage mod has anything related to underground resource layer. But here's the situation. I remove this mod only, nothing else. The error occur in logs. I add this mod back, everything okay.

So, could you help confirming that whether this mod is safe to remove in mid-game, and whether this mod has something related to underground resource layer? Thx a lot.

If you need some more information, plz let know. Thx.
Gideon  [author] 8 May, 2024 @ 1:35pm 
New patch is on the way to conditionally apply the rendering patch. Some storage containers (like crates and shelves) make sense to render the storage structure on the top, but for others, like flat pallets with no boxes, it makes sense to render the pallet under the items. The next patch will make a first stab and intelligently rendering containers.
Gamiseus 4 May, 2024 @ 8:05pm 
Those crashing when linking storages: You're likely running performance fish if you're having this crash. Try disabling the "TryFindBestBetterStoreCellForWorker" patch in the performance fish mod settings, this should fix your linkables. The mod updated that patch around the time this issue started, but it's causing job errors. Disabling it fixed all the crashing issues for me.
Gideon  [author] 4 May, 2024 @ 3:28pm 
For all interested, the original mod has been updated for 1.5 by JangoD'soul and now has additional content. Head over to https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1961098970 if you wish to check it out.
Gideon  [author] 4 May, 2024 @ 12:57pm 
@Konord, this is addressed in the Known Issues section of the description. :)
konord 4 May, 2024 @ 11:31am 
Is it normal that when I place an object in a crate I see the object on the ground?
Gideon  [author] 4 May, 2024 @ 9:38am 
@Fish in the Flask
Do you have any other mods installed that affect storage? Are you using anything like Adaptive Storage Framework or LWM's Deep Storage? I have not encountered the problem you report, so I'll need more information in order to be able to recreate the same conditions you're experiencing.
Gideon  [author] 4 May, 2024 @ 9:37am 
@Giant Enemy Crab,

The original mod this is based on has many structures that have no description. I will be slowly updating this, but it's not a priority task.

The structure graphic always being full is expected. This mod does not feature dynamic fill graphics. What you see in the architect tab is what you get when you build it.
Gideon  [author] 4 May, 2024 @ 9:35am 
@CaveMan, yes it does.
Giant Enemy Crab 4 May, 2024 @ 9:07am 
Noticed some of the containers from this mod completely lack descriptions, and only say "...". This is not very helpful. It also looks like the structure graphic is always "full", even if you just built it?
Gerglagagerk 4 May, 2024 @ 7:55am 
@CaveMan Yes. Just took 5 minutes to test it, 8K steel in a small wooden box.
CaveMan 4 May, 2024 @ 4:02am 
its works with Ogre Stack?
Aira 3 May, 2024 @ 10:37pm 
ive make a discussion
Fish in the Flask 3 May, 2024 @ 8:20pm 
deconstruct / link with each other pallet makes game freeze, then crash to desktop... :ccskull:
Gideon  [author] 3 May, 2024 @ 7:36pm 
The highest I see is 100 in any of the structures.
Aira 3 May, 2024 @ 7:26pm 
Can you tell me what the highest storage one u have?
Aira 3 May, 2024 @ 7:25pm 
Will give some info after im om pc, still outside
Gideon  [author] 3 May, 2024 @ 7:12pm 
@Aira, can you tell me which storage building is allowing 1200 items? I wasn't aware one was that high so it's probably a typo I need to patch.
Aira 3 May, 2024 @ 6:47pm 
Hello, is there an option to change the how many item can the storage fit? I found 1.2k option a bit too much