RimWorld

RimWorld

Adaptive Primitive Storage
280 kommentarer
vin  [ophavsmand] For 5 timer siden 
@Chicagolight
Yeah its really just a skinned box with specific properties. I'm open to the idea of making a stylized one that is more spacer but I'm no artist.
Chicagolight For 5 timer siden 
Looks like wooden storage pits (and probably cellars) can be placed on gravship substructures and are taken with when launched. Further testing shows they are also buildable on bridges over water.
vin  [ophavsmand] For 7 timer siden 
@Emilie Sackenball
I could potentially work on that. I would just need a starting texture to work with. I could also make it refrigerated with power.
Emilie Sackenball For 7 timer siden 
Anyone knows about something as big and convenient as the cellar but with spacer visuals? it's the biggest storage ive found without make it "infinite"
bradson 15. juli kl. 10:27 
Yellow warnings referencing mod settings aren't from this mod
JäteWaaaaagh 15. juli kl. 9:23 
Oh, alright. Another thing, the yellow error message says I can disable it in mod options but I didn't find settings for this mod in the mod options tab
vin  [ophavsmand] 15. juli kl. 8:57 
@JäteWaaaaagh
please see the comment below by brad
bradson 15. juli kl. 8:56 
@JäteWaaaaagh That's how vanilla hauling works, yes. Cells used as haul destinations get reserved by pawns until finishing their haul task, preventing others from going there simultaneously. There are no changes made to vanilla AI here
JäteWaaaaagh 15. juli kl. 8:37 
I'm constantly getting no storage space error for various items. For example the game says that I don't have enough storage space for herbal medicine despite me using only 18/175 stacks in my stone cellar.

I'm thinking it's because one pawn reserves the cellar so the others can't recognize it as available hauling option. Does the mod really work like that? Only 1 pawn can haul to these storages at a time?
Stellar Harbour 14. juli kl. 8:08 
It's a Biotech pawn skill, and why weapon rack requires leather?
Also seems like all of storages don't have default settings for allowed items like vanilla ones, so I have to assign it on every new storage on all of my saves
vin  [ophavsmand] 14. juli kl. 2:03 
@Stellar Harbour
I don't understand what you mean. Is a mod you're using implementing custom steel?
Stellar Harbour 14. juli kl. 2:02 
How to use transmute steel on wood cellar?
粉红战车 12. juli kl. 15:04 
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. juli kl. 8:28 
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. juli kl. 0:53 
@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  [ophavsmand] 10. juli kl. 17:10 
@Triobian
You'd be surprised how effective a dirt hole in the ground is at being space efficient lol
Triobian 10. juli kl. 17:09 
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. juli kl. 5:28 
Well, why do you feel so? That's kind of very vague
JmXxHD 10. juli kl. 4:30 
I have the feeling that the cellars aren`t cooling down
bradson 7. juli kl. 6:52 
@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. juli kl. 5:51 
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  [ophavsmand] 4. juli kl. 13:39 
@King-Of-♥♥♥
I forgot to update the description. We've fixed the cellars since.
bradson 4. juli kl. 12:17 
@King-Of-♥♥♥ the description is outdated. They do currently freeze food when at low enough room temp
King-Of-♥♥♥ 4. juli kl. 11:28 
In what file do I change some lines to make the cellars freeze food?
vin  [ophavsmand] 2. juli kl. 17:35 
@Bodacious Cowboy
100%, remove the storage filters in the XML <filterstorage></filterstorage> iirc. Then you can store anything.
Bodacious Cowboy 2. juli kl. 17:34 
Is there any way for the Granary to accept Medieval Overhaul's Wheat?
Cpt. Squirrel 2. juli kl. 7:35 
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. juli kl. 15:05 
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  [ophavsmand] 1. juli kl. 15:04 
@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  [ophavsmand] 28. juni kl. 21:50 
Denne kommentar afventer at blive analyseret af vores automatiske indholdskontrolsystem. Den er midlertidigt skjult, indtil vi bekræfter, at indholdet ikke er skadeligt (f.eks. links til websider, som forsøger at stjæle oplysninger).
Cpt. Squirrel 28. juni kl. 11:41 
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  [ophavsmand] 28. juni kl. 6:16 
@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. juni kl. 22:51 
@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  [ophavsmand] 27. juni kl. 22:17 
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. juni kl. 19:20 
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. juni kl. 6:14 
@vin That was the solution, thanks.
bradson 25. juni kl. 2:02 
@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. juni kl. 1:03 
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  [ophavsmand] 17. juni kl. 19:49 
@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. juni kl. 16:46 
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. juni kl. 16:38 
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. juni kl. 10:39 
Sorry I am feeling dumb, So what should I try first to troubleshoot the issue?
vin  [ophavsmand] 16. juni kl. 22:30 
@zoroththeawesome
Comment below by brad.
bradson 16. juni kl. 20:32 
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. juni kl. 20:30 
@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. juni kl. 14:35 
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. juni kl. 14:32 
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  [ophavsmand] 15. juni kl. 14:05 
@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. juni kl. 7:49 
@ashleyofoz I've got the same bug too, did You found the solution?
bradson 15. juni kl. 1:46 
@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.