RimWorld

RimWorld

Adaptive Primitive Storage
268 Comments
粉红战车 12 Jul @ 3:04pm 
I really like this mod, but could you add a shelf at the bottom of the wood storage? When it's empty, it's completely invisible and I sometimes forget it's even there.
ARaa90 12 Jul @ 8:28am 
Cellars are not a closet, they were storage for months of food. Some runs every home gets a cellar. "dirt hole". Not so much.
Cpt. Squirrel 11 Jul @ 12:53am 
@Triobian I agree. I wrote a few comments earlier on the implications of this insane efficiency. I have to purposefully go out of my way to not use these storage options. Again, there should be a quite massive minimum zone similar to watermills that prevents the player from spamming this storage option. Doesn't make sense that you can stack underground storage.
vin  [author] 10 Jul @ 5:10pm 
@Triobian
You'd be surprised how effective a dirt hole in the ground is at being space efficient lol
Triobian 10 Jul @ 5:09pm 
The cellars are SO powerful... 24 stacks of space in one spot for 25 wood... That's... That's just OP XD
I have to purposely not use them otherwise there's just no reason not to, as they offer such good storage lol
bradson 10 Jul @ 5:28am 
Well, why do you feel so? That's kind of very vague
JmXxHD 10 Jul @ 4:30am 
I have the feeling that the cellars aren`t cooling down
bradson 7 Jul @ 6:52am 
@Nyunai that's gotta be on those generators side. All of the buildings here internally keep things placed on map cells the same way it happens with vanilla shelves. There is no code for ticking stored items or similar
Nyunai 7 Jul @ 5:51am 
Hiya - stumbled on a bug. I put the portable generators from VE in the wooden underground storage, but it was heating up the room like they were active? I'm talking up to 60-70C over the map's usual 20-30C. Thank you so much for your cool mod- really makes my colonies so much nicer looking!
vin  [author] 4 Jul @ 1:39pm 
@King-Of-♥♥♥
I forgot to update the description. We've fixed the cellars since.
bradson 4 Jul @ 12:17pm 
@King-Of-♥♥♥ the description is outdated. They do currently freeze food when at low enough room temp
King-Of-♥♥♥ 4 Jul @ 11:28am 
In what file do I change some lines to make the cellars freeze food?
vin  [author] 2 Jul @ 5:35pm 
@Bodacious Cowboy
100%, remove the storage filters in the XML <filterstorage></filterstorage> iirc. Then you can store anything.
Bodacious Cowboy 2 Jul @ 5:34pm 
Is there any way for the Granary to accept Medieval Overhaul's Wheat?
Cpt. Squirrel 2 Jul @ 7:35am 
While on the subject of the wood piles, can they be made just ever so slightly noticeable. Currently if you forget where you placed a wood pile and there is nothing stored in it then it is entirely invisible. Haven't had a frustrating encounter with that issue yet but it's just waiting to happen. Perhaps a little faint grey outline or some wood sticks forming a scaffolding around the pile would be helpful.
moo 1 Jul @ 3:05pm 
Hi. I just placed down one of your large log stockpikes over a tree and it smoked the tree without any work to cut/build. It's also infinitely placeable and deconstructible for +1 wood each time.

The small stockpile doesn't have these capabilities
vin  [author] 1 Jul @ 3:04pm 
@moo
Its because it takes 0 work to build and "instantly" builds the object. I'll make it cost one work so workers are forced to clear the area first. I'll also disable the costlist requirement. Thanks for reminding me.
vin  [author] 28 Jun @ 9:50pm 
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Cpt. Squirrel 28 Jun @ 11:41am 
I would like to request a balance. The underground storage options such as stone cellars can be placed over each other when their underground storage would realistically overlap. Since they take up a single cell and store 175 stacks it makes them by far the most space efficient storage method. Of course the decision to exploit a mechanic is up to each individual but tend to avoid unbalanced mechanics entirely and choose not to use them. In other words, there should be more space between each cellar similar to how you can not place watermills too close each other.
vin  [author] 28 Jun @ 6:16am 
@Vanyor
It would be safe to just edit it in the XML for each item you want and set it to read-only. I wont be updating the mod most likely, just maintaining it.
Vanyor 27 Jun @ 10:51pm 
@vin So I just need to find the id for the research and add <researchprerequisite> in every building xml right? I'm going to try to make a PatchOperationAdd so if you ever update the mod I don't have to do it again. Thanks!
vin  [author] 27 Jun @ 10:17pm 
You can edit the research requirement in the XML to make them unlock when some relevant research is unlocked.
<researchprerequisite>example</researchprerequisite> for instance
Vanyor 27 Jun @ 7:20pm 
Hello, thank you for the mod!
I wonder, how can we make the things that come with this mod stay hidden when using Vanilla Factions Expanded - Tribals? When doing the wild men start it starts unlocked.
2ScoopsPlz 25 Jun @ 6:14am 
@vin That was the solution, thanks.
bradson 25 Jun @ 2:02am 
@Eclipse Intended is behaviour matching vanilla shelves, with only different graphics and storage settings. There is no custom code for hauling changes in this mod. Anything past that is pretty much guaranteed to be caused by a different mod. If something looks like an obvious conflict, please report that here, with the mod name, to let others know too.
Eclipse 25 Jun @ 1:03am 
im having an issue were the piles of items arent showing as access and by colonists and they cannot take from them, but they still add to them. is this intended?
vin  [author] 17 Jun @ 7:49pm 
@zoroththeawesome
What brad mentioned below is chunking. Make sure to check any mod that has to do with haul logic, storage, pawn logic, stack sizes, item weights, or is a major framework. Good place to start, let us know if you found out what mod it is and check if altering your mod settings changes anything for you.
bradson 17 Jun @ 4:46pm 
Deep storage and while you're up both have relevant mod settings, in case you're using either. There it'd be a matter of changing those settings and not a conflict
bradson 17 Jun @ 4:38pm 
Set up a save file with a minimal modlist where it's working first. Then, add mods in chunks and reload until the bug shows up. Cut that down further and you should get the conflicting mod. Load times are much shorter when testing with small amounts of mods
zoroththeawesome 17 Jun @ 10:39am 
Sorry I am feeling dumb, So what should I try first to troubleshoot the issue?
vin  [author] 16 Jun @ 10:30pm 
@zoroththeawesome
Comment below by brad.
bradson 16 Jun @ 8:32pm 
The priority issue comes up when using while you're up at default settings. Like its description says, it ignores a lot of storage buildings by default
bradson 16 Jun @ 8:30pm 
@zoroththeawesome That's a mod conflict or badly configured settings in a different mod that offers them. None of the storage buildings here have weight limits by themselves
zoroththeawesome 16 Jun @ 2:35pm 
oh to add to my post below, but if I zone a lesser priority storage vanilla storage area then sometimes they will haul things to that spot then to the dug storage pit.
zoroththeawesome 16 Jun @ 2:32pm 
I am having an interesting recurring issue. It seems to me that the storage pit has room in it for more as the stack count says 11/25 18.4kg. But I am unable to command people to haul things that should go in there. Am I missing something or could this be a bug?
vin  [author] 15 Jun @ 2:05pm 
@ashelyofoz
Hey ash! Please see brad's comment below. I and others haven't seen any issues on our end. I'd consider chunking out portions of the modlist to see what mod is conflicting. If you figure it out let me know so we can look into it.
Nørted 15 Jun @ 7:49am 
@ashleyofoz I've got the same bug too, did You found the solution?
bradson 15 Jun @ 1:46am 
@ashleyofoz So as usual, you're running into a bug that wasn't there for the dev when testing the last update. This means there's gotta be something different on your end. To have any chance of getting that fixed, we'd need to know what. It's very possible that steam simply skipped downloading auto updates too. Just resubscribing to this and the framework can solve that. If that doesn't help, it could be a conflict with another mod.
ashleyofoz 14 Jun @ 5:16pm 
I'm having issues with the Storage Pits not keeping food fresh as the description says it should. Says that things won't expire in there so long as the room is 65 or belown - room is consistently at 61ish but i just had a bunch of megasloth meat rot away.
vin  [author] 14 Jun @ 4:50pm 
@djjze
comment below by brad
bradson 13 Jun @ 7:15am 
There are no weight limits here, or even code to implement such a feature. That can only possibly be caused by a different mod
djjze 13 Jun @ 6:00am 
I found that cellars can't hold item more than 20kg. Is it a bug?
djjze 13 Jun @ 2:11am 
@bradson Maybe because pick up and haul?
vin  [author] 11 Jun @ 10:57am 
@rawlee
work cost can be reduced in the xml, when the new update releases im probably gonna do some balancing
Rox 11 Jun @ 9:46am 
The pots require waaaaaay too much work to build for how little they store.
bradson 11 Jun @ 3:11am 
@djjze Usually that's the mod Stockpile Stack Limit Continued messing up the vanilla hauling job in that way. If not, please figure out what mod that conflict is with and let us know.
djjze 11 Jun @ 2:15am 
The cellar (of any size) can't hold item more than 10 piles. When I cancelled other storage area the game just shows there is no empty storage area.
vin  [author] 9 Jun @ 3:09pm 
@2ScoopsPlz
Read the bottom most sentence on the mod page. That may be your solution.
bradson 8 Jun @ 2:42am 
Ferny's Progression Storage patches it out. There's a separate mod to get it back available too
2ScoopsPlz 8 Jun @ 2:25am 
The cellar doesn't appear in any build menu. The item shows up in the research screen and in spawn thing menu -- there's just no way to build it as far as the game is concerned. Never seen this before.