RimWorld

RimWorld

[sbz] Neat Storage
558 Comments
Lordawesome 2 hours ago 
oh shiz you right your mod is not the issue.
seobongzu  [author] 14 hours ago 
@John Helldiver
Please refer to the other comments below
리스트에 있는 것만으로도 감사합니다. 모드 정말 잘 쓰고 있어요!
John Helldiver 14 hours ago 
half of these things explode everytime you move your grav ship. Only things from this mod
seobongzu  [author] 14 hours ago 
@블랙핑크 진최애 거든요
컨테이너 같은 거요? 언젠가 추가할 리스트에 있긴 한데 언제가 될 진 몰라요
훌륭한 모드 잘 쓰고 있습니다. 혹시 나중에 대형, 초대형 저장고도 추가될 수 있을까요?
Great mod. I'm using it well. Could you possibly add large and extra large storages in the future?
seobongzu  [author] 17 hours ago 
@Lordawesome
Does this happen even when using only this mod?
Lordawesome 17 hours ago 
so far the single crates break food in the game. Getting spammed with X rotted in storage constantly then when i empty that item it no longer has a lifespan.
box_ 20 hours ago 
@seobongzu hello bro,I found a bug:hanger shelf will cover the torch lamp,the icon show behind it
メラノCC 23 hours ago 
could u make wall shelf? like a wall fridge
seobongzu  [author] 12 Jul @ 3:37pm 
!!!!!!!!!!!!!!!!

For those who came here with issues regarding Odyssey and 2x2 buildings, please read bradson's comment!

!!!!!!!!!!!!!!!!
bradson 12 Jul @ 1:08pm 
@albvs_cornelivs Have you reported that anywhere before? I don't think I've seen anyone at all mention pawns going invisible. Try resubscribing to mod and framework, make sure your rimworld version says 1.5.4409 ingame when on 1.5, not anything older than that, and if it's still happening open an issue thread on the framework's github please. Would need to know about conflicting mods and whatever else you did there too
albvs_cornelivs 12 Jul @ 12:45pm 
Hey y'all, I'm still encountering this bug from 1.5, where my pawns, and other entities go invisible the moment I have something from Neat Storage constructed. Any help helps! :)
bradson 12 Jul @ 10:30am 
Storage buildings that can not be rotated and have a 2x2 size are affected by that gravship moving bug. Just use other sizes or rotatable buildings in ships for now. It'll likely get fixed within the next week, earliest on monday, from ludeon's side.
奶油 12 Jul @ 10:23am 
I also encountered the situation where I would disappear and move after landing while traveling.
NeonyMush 12 Jul @ 10:15am 
Whenever i travel with a gravship, all pallet storage either randomly moves or despawns upon landing. please fix
bradson 12 Jul @ 9:57am 
@penguinromeo That's probably entirely random, or at least requires another mod's patches. This doesn't contain anything that could affect generation of those complexes
penguinromeo 12 Jul @ 9:05am 
I don't know why, but with this mod, a sarcophagus with a mechanizer in a complex of mechanoids will not spawn. (I checked it several times without the mod and with it)
Fluffer 12 Jul @ 8:46am 
@seobongzu
Quad Refrigerator from RimFridge does not seem to have the same problem. Perhaps you can temporarily apply its behaviour as a patch?

Either way, thanks a ton for this great mod
Kupferbart 12 Jul @ 2:16am 
@seobongzu Thanks a lot for your great mod! Are you open to suggestions? I would love to have some double layered bookshelves for that true library feeling. Only if I'm not asking for too much!
Hollow 11 Jul @ 11:04pm 
I can also attest to this happening with large crates. I was losing my mind because every time I landed, my grav engine would disappear. I thought it was just a feature of the game. Turbulence or some shit.
seobongzu  [author] 11 Jul @ 3:09pm 
!!!!!!!!!!!!!!!!

For those who came here with issues regarding Odyssey and 2x2 buildings, please read bradson's comment!

!!!!!!!!!!!!!!!!
Teemo 11 Jul @ 3:05pm 
oh lol, I thought that was a result of my pilot doing weird stuff
seobongzu  [author] 11 Jul @ 2:44pm 
A lot happened while I was sleeping... Let's hope RimWorld provides a quick update.
bradson 11 Jul @ 2:35pm 
Cause is now known fwiw and will be fixed hopefully with a not too far in the future rimworld update. It's generally affecting storage buildings that can not be rotated and have no single clear center cell
C0lin2000 11 Jul @ 12:34pm 
same here dont youse the 2x2 large crate it moves
EpicRye 11 Jul @ 11:50am 
Can confirm, 2x2 storage buildings move up one tile and right one tile on landing. If that is not a valid location for the storage building, either it or the building it is colliding with will disappear. I experienced this with Pallet specifically.
bradson 11 Jul @ 11:34am 
Well, I can reproduce storage buildings getting moved by 1 tile to the right and up, so that's at least not a conflict with another mod, and yea it's strangely only happening with 2x2 buildings that do show items. So, I suppose, we've had a month of 1.6 beta testing, now starts the Odyssey beta testing, which we did not have access to before.
certain storages disappear when launching gravship
Sylphix 11 Jul @ 11:13am 
It happened to me with both pallets and large crates
Sylphix 11 Jul @ 11:00am 
It seems some storage buildings just straight up dissapear when landing the gravship
Dr_Krusty 11 Jul @ 10:42am 
Also have that issue, but with pallets.
bradson 11 Jul @ 10:37am 
Does that only happen with crates? Any other mods? Storage buildings don't really contain code to choose where they get placed, so without having tested that sounds more like a general building spawning bug
NemoA90 11 Jul @ 10:02am 
Found an issue. I placed a couple of crates on a gravship, but when I moved it to a new map, they got screwed up. One moved a few squares and broke a wall, while the other got deconstructed and the contents dropped on the floor.
After some brief testing, it seems like the large crates get moved one tile up and one tile to the right. No idea what happened with the one that disappeared. Medium crates and small crates don't seem affected, but I can't be sure.
sleepyh34d 11 Jul @ 10:00am 
+1 to what NemoA90 said. I put down a crate to collect some chunks. When I landed, the crate is just gone, and the chunks are on the floor.
kriskirkeniel 10 Jul @ 8:12am 
░░░░░░█▐▓▓░████▄▄▄█▀▄▓▓▓▌█ Help
░░░░░▄█▌▀▄▓▓▄▄▄▄▀▀▀▄▓▓▓▓▓▌█ Doge
░░░▄█▀▀▄▓█▓▓▓▓▓▓▓▓▓▓▓▓▀░▓▌█ Take
░░█▀▄▓▓▓███▓▓▓███▓▓▓▄░░▄▓▐█▌ Over
░█▌▓▓▓▀▀▓▓▓▓███▓▓▓▓▓▓▓▄▀▓▓▐█ Steam
▐█▐██▐░▄▓▓▓▓▓▀▄░▀▓▓▓▓▓▓▓▓▓▌█▌ Copy
█▌███▓▓▓▓▓▓▓▓▐░░▄▓▓███▓▓▓▄▀▐█ And
█▐█▓▀░░▀▓▓▓▓▓▓▓▓▓██████▓▓▓▓▐█ Paste
▌▓▄▌▀░▀░▐▀█▄▓▓██████████▓▓▓▌█▌Him
▌▓▓▓▄▄▀▀▓▓▓▀▓▓▓▓▓▓▓▓█▓█▓█▓▓▌█▌DO IT.
█▐▓▓▓▓▓▓▄▄▄▓▓▓▓▓▓█▓█▓█▓█▓▓▓▐
seobongzu  [author] 9 Jul @ 8:13am 
@Griffin Melchior
It's always been like that
Griffin Melchior 9 Jul @ 7:36am 
will be nice if these are tied to "complex furniture" research in the game, just for game immersion sake.
bradson 7 Jul @ 12:21pm 
@Skog Mods that raise the stackLimit of individual chunk items from 1, like Stackable Chunks, cause previously generated chunks to reset on loading when added midsave. This is documented on that mod's description too and has nothing to do with storage buildings, which allow having multiple on a cell without touching stack sizes
Skog 7 Jul @ 11:30am 
probably the cocktail of mods, but has anyone else noticed that a crate of chunks empties itself over time? they've not been used, they're just disappearing
bradson 4 Jul @ 6:53pm 
Yes, this is compatible with deep storage. Neither mod removes or overwrites each others contents. Do look into mod settings when using deep storage though, it does apply defaults that differ from vanilla values
K 4 Jul @ 5:07pm 
Does this work with deep storage?
Steel 4 Jul @ 9:01am 
Try testing it with just this one and Stack Gap with their minimum required mods to function. They don't play nicely with each other.
box_ 4 Jul @ 7:30am 
you are a hero
bradson 4 Jul @ 5:55am 
@myfish3014 that doesn't happen with just this and dependencies. Someone else reported the same thing on github today, maybe it's been caused by some mod's update very recently. Vehicle maps and similar mods do interact there too, for a possible pointer on what to test
eyeball eater 4 Jul @ 2:27am 
Really great mod, but when items are stored in shelves from this mod and the save is reloaded, they turn invisible until a pawn interacts with the item, the log says they could be moved or teleported to cause this error?
bradson 3 Jul @ 12:12am 
@Steel this doesn't contain any custom code. It's only adding passive buildings using framework functions
Steel 2 Jul @ 3:51pm 
Just letting you know there is a compatability problem with this mod and Stack Gap.
This mod when enabled will cause Stack Gap to not function ccrrectly. (colonists wont haul to storage etc)
Rich 2 Jul @ 1:17pm 
such a basic mod that adds so much aesthetic pleasure to my game.
you are doing fantastic work!
jonni_d_t 1 Jul @ 10:28pm 
Np! Ty