RimWorld
Adaptive Simple Storage
217 opmerkingen
vin  [auteur] 20 uur geleden 
@Agent York
Hey York, read 3 messages down.
Agent York 20 uur geleden 
I'm running into an issue where my crates disappearing and my stuff on the ground whenever I Takeoff/Land in my Gravship. Anyone else experiencing this?
PotatoLad 17 jul om 3:15 
Lore reason for containers moving is they aren't bolted down so they move around and break when landing
vin  [auteur] 16 jul om 20:05 
@narotiedu3
This is a bug with lundeon effecting all mods right now. The devs need to fix this.Its been reported. It's reproducible by changing the vanilla shelf xml to have a size of (2,2) and rotatable false. Ludeon is aware
narotiedu3 16 jul om 20:03 
it seens like it returns to the default position from the blueprint.
narotiedu3 16 jul om 20:02 
i rotated the ship and now my gravity motor is gone, is that a mod bug or just odyssey?
ZebraRabbit 16 jul om 16:07 
many thanks, I will avoid using 2*2 on ship for now.
Araxiel 16 jul om 11:46 
(Temporary) solution to help with disappearing 2x2 boxes on gravships (until it get's fixed by Ludeon):
If you can rotate the box and it swivels around your cursor, it is safe. If you can't rotate it, then the container will vanish.
ChthonicKnight 16 jul om 11:41 
Okay I managed to track it down. It was due to Faster Game Loading, with the second mod option enabled it causes some of the textures to white out. "Prevent graphic and icon loading during startup and load them gradually during playing."
vin  [auteur] 15 jul om 19:33 
@ChthonicKnight
I actually think your metal boxes are just behaving weirdly. I dont see that on my end. Make sure its another mod? Try removing chunks of your modlist.
vin  [auteur] 15 jul om 19:32 
@ChthonicKnight
I actually think your metal boxes are just behaving weirdly. I dont see that on my end. Make sure its not another mod?
vin  [auteur] 15 jul om 19:31 
@PremierVader
Different textures
PremierVader 15 jul om 9:16 
I cant decide between this and Reels Expanded Storage. Whats the difference?
ChthonicKnight 15 jul om 9:06 
Thank you for the quick reply. Here is an example. https://imgur.com/jDrgyMf

How does one run ToDDS?
vin  [auteur] 14 jul om 22:01 
@ChthonicKnight
Are they kind of like white boxes? Could be a cache issue with DDS textures following an update. Try loading the mod alongside performance fish + prepatcher + fishery, and run ToDDS on them. Then two game reloads should fix it. This happens to me when I work on the mod. (I'm also still on 1.5, not a 1.5 issue)
ChthonicKnight 14 jul om 13:32 
Hey there, still doing my run on 1.5 seem some of the crates are showing up with white textures, the 1x1 metal crate and 2x1 wood crate. Tried moving the mod to the bottom of my load order but seems it still is showing white.
vin  [auteur] 14 jul om 4:35 
@Hyderlic
I'll keep you guys updated for when the developers fix this. (tldr for everyone odyssey box explosion bug)
Hyderlic 14 jul om 4:21 
its funny that i also thought it was a hard landing and i blew out the side of my ship because of it. It was getting annoying and i noticed that one identical box moved a space while the other exploded. Which brought me here. Anyways 10/10 still recomend lol
vin  [auteur] 12 jul om 19:09 
@SiaNKs
Its been reported, we all have to wait on the devs for this.
SiaNKs 12 jul om 19:08 
2x2 wooden crate works fine for me every time tho, also there are Errors showing up when this happens (forgot to copy but u will see it on ur own)

And i dont think its only about Adaptiva storage, even a Grav Wall disappeared from my ship (and there was no storage units next to it) so Idk if its not problem with Devs since even their own structures vanish, altho I dont think they would realise DLC without checking that
vin  [auteur] 12 jul om 12:56 
@SiaNKs
read any of the comments below
SiaNKs 12 jul om 12:55 
After some testing, Bundle C got some issues, when u land and rotate ship. these boxes etiher move around or disappear ...
vin  [auteur] 12 jul om 11:00 
@Master X
Check my mods in vins workshop, I link it there.
Master X 12 jul om 5:58 
what is the mod for bunker doors in the 1st screenshot?
vin  [auteur] 12 jul om 0:02 
Yeah, objects food roller in my "warehouse storage" mod which is 1x2 are perfectly safe right now, gotta give it some time.
Michiko 12 jul om 0:01 
Oh that's a weird bug. I haven't started playing Odyssey/1.6 yet myself. I'm just now updating and shopping for 1.6 mods before I begin a new game. Looking at the ASF comments it seems specific to ships when launching, but like you said it seems to be an issue that Ludeon needs to fix. Hopefully they do. I guess the workaround is to use 1x1 or other safe containers for ships until the fix.
vin  [auteur] 11 jul om 23:54 
@Michiko
Apparently its whenever a equal valued size object (e.g; 2x2, 4x4, etc) that is also rotatable is present on board when launching. I don't know much more else since I'm still in 1.5 and haven't tested personally. This issue extends to all storage mods it appears and seems to be a rimworld issue that has to be addressed by the devs/bradson creator of ASF. Its going to take some time, we were only made aware of this now since we didnt have access to odyssey prior.
Michiko 11 jul om 23:50 
So it's just the graphics disappearing but not the items themselves, right? Meaning it won't break the save or make the game unplayable? I think I can live with that until it's resolved!
vin  [auteur] 11 jul om 11:55 
PSA: all storage mods using ASF have a soft incompatibility with Odyssey resulting in disappearing storage graphics, give it time to get addressed.
vin  [auteur] 2 jul om 1:12 
Updated to include some minor bug fixes regarding loading textures over other objects and double walls/mountains. New mod planned soon. Expect warehouse shelves.
vin  [auteur] 2 jul om 1:10 
@Nuker1110
Regarding the crates, you can color those if you save and load your game again. The bundles however, use a hard texture that can't be colored unless I go in an make a new texture and mask for them. Its not impossible to do but would mean that all bundles would be white until colored manually etc. I won't be implementing that.
Nuker1110 1 jul om 20:02 
@vin Any chance of making any of the buildings Paintable? I tried using the Paint Building tool to color-code the bundles in my freezer and had no visible effect.
bradson 24 jun om 13:05 
Bluelibra's Resource Crates has those
eaglegundam 24 jun om 13:01 
hmm its missing the resource Boxes
vin  [auteur] 21 jun om 8:52 
@Realm Imp
The stacks are a bit different in this mod to fit my own tastes, but changing the stacks is as simple as opening the XML and changing the number from 12 to 24 to say double the stack size.

Personally I wanted a balanced experience that would net a normal looking store room that isn't too crowded with boxes or the TARDIS of storage.
Realm Imp 20 jun om 17:10 
does this change how much it stacks?
vin  [auteur] 20 jun om 15:16 
@Judge Dread
If you can't figure it out hmu on the rimworld discord my tag is vn6100, could trying giving it a glance when I have time.
Judge Dread 19 jun om 16:28 
I've tried looking around. But I have no idea what could even possibly be conflicitng.
vin  [auteur] 19 jun om 15:48 
@space
It would be trivial to add this to your XML, would net the resource cost effect, maybe not the annoying process of having to make nails though.
<costlist>
<steel>1</steel>
</costlist
vin  [auteur] 19 jun om 15:47 
@Judge Dread
I think that you should check your modlist for conflict, not a normal behavior.
Judge Dread 19 jun om 14:40 
Was wondering. If there's a mod that's basically Netrve's lwn deep storage GUI mod which works for adaptive storage? Mostly just looking for a menu when right clicking to open a storage with a pawn. the menu is vanilla for me and really laggy for some reason. Not sure if there's maybe just a conflict or something of the sort. I've got all of lwns stuff disabled along with Netrve's 's gui, of course.
Space 18 jun om 6:08 
would be cool if there was a mod or module that made it to where you need metal nails and the such for making crates etc. lol idk why but im starting to want a real like survival almost annoying experience to rimworld now
vin  [auteur] 17 jun om 19:59 
@polat.cal
Hey polat.cal, like brad had said, my mod does contain the sorting logic. Make sure you check your version of RimSort and verify that you're reading the full mod name correctly just in case (sometimes the window can shrink the names down to "Adaptive...." and it can lead to mixups in manual sorting.)
vin  [auteur] 17 jun om 19:57 
@VOD
I'm not a coder, I am only capable of minor XML code and editing existing art lol. These mods I publish are just things I really wanted personally in my game that can often be pretty niche, I'd try asking someone in the RW discord about that or the mod market to see if you can get that done.

I think theres alot to be enjoyed in managing and dealing with the inefficiencies of storage and its management in RW. I also don't know how that mod would interact with in-game wealth indicators, how heavy the C# would be, or if it might conflict with pawn item/object search logic.
vin  [auteur] 17 jun om 19:52 
@LapisAzure
Ah yeah! I actually restricted it to armor and weapons, but buffed its storage size significantly. I wanted to encourage the use of different storage boxes for different things.This is removable via the XML or an XML editor mod.
VOD 16 jun om 16:33 
@vin you should try and make the AE2 storage system from minecraft
LapisAzure 16 jun om 16:26 
Ah nevermind, I see that the Crate C got the allowed items to store changed from almost everything to just weapons and apparel. A heads up in the patch notes would have been nice.
bradson 16 jun om 10:38 
@polat.cal I just checked and this does have a load order rule to go after the framework. Rimpy and the ingame mod manager correctly display an error when manually putting it elsewhere. That'd entirely be a rimsort bug
polat.cal 16 jun om 8:36 
Unless I'm making it up, which I'm not sure about, isn't there supposed to be a load order for the adaptive storage framework? Auto sort programs like Rimsort put your mod before ASF, which seems to give red errors.

Thank you for your precious efforts by the way.
vin  [auteur] 16 jun om 4:57 
@apmarg
wake up samurai, someone literally just made the mod you wanted!! (see msg below by brad) :steamhappy: