RimWorld

RimWorld

Storage Crates
230 Comments
ЯΞVУ  [author] 24 Aug, 2021 @ 12:25pm 
Bless you Mlie for all that you do! <3 . Due to life haven't had much time to do things but I do plan on updating this to 1.3 and adding new item features at some point (hopefully soon) and fixing the bugs and all that. Any ideas or feedback just post in the comments and I will see what I can do.
Mlie 3 Aug, 2021 @ 2:34am 
Demonlord09 3 Jun, 2020 @ 7:31pm 
Dead mod?
Roman Cat 29 Apr, 2020 @ 2:30am 
Please update to 1.1
Demonlord09 28 Feb, 2020 @ 9:48pm 
Needs an update for Rimworld version 1.1 and the DLC.
Truthowl 16 Feb, 2020 @ 1:13pm 
When you pack Smokeleaf leaves it actually creates a processed meats crate. Could you please fix this?
Truthowl 16 Feb, 2020 @ 1:11pm 
@Thundercraft, We get the steel plates back, no loss, thankfully.
Ziku 11 Jan, 2020 @ 5:12am 
Oh, nevermind... found it... under "crates/leather hides" :P I guess one could fix it...
Ziku 7 Jan, 2020 @ 11:02am 
Where in storage filter is checkbox for 'chemfuel barrel'? Checked in manufactured/crates/materials, was looking also in other places, what did I missed?
Thundercraft 6 Jan, 2020 @ 6:44am 
Q: When we unpack a crate's contents, do we get either some steel or steel crate plates back? Or are they "used up" and lost forever?
Mistah Warlock 9 Dec, 2019 @ 11:26pm 
just out of curiosity how would someone go into the mod and add other resources? I have VGP and would love to throw some food into those crates how would one go about doing that?
Mistletoe The Bard 27 Oct, 2019 @ 11:22pm 
I used extended storage, but this is def a change of fresh air for something different. Tying it to the machine table also feels like a progress of colony's tech improvement linking to player's quality of life improvement as well.
Oh no! Here comes common sense! 12 Oct, 2019 @ 7:52pm 
No shit, but the difference is random per crate, and the difference between steel plates and raw steel is way too large.
"The" SeanMacLeod 12 Oct, 2019 @ 4:52pm 
That's "markup"; it's how capitalism works.
It's not just the materials, it's also the time and effort involved in creating the things.
Oh no! Here comes common sense! 12 Oct, 2019 @ 11:42am 
Are you planning to fix the crate valuations? For example, it costs $91.62 in materials to make a rice crate, and the crate is valued at $200. Steel plates are also valued at $10, but only worth $1.52 in steel.
Truthowl 5 Aug, 2019 @ 10:50am 
Thanks @Revy.
ЯΞVУ  [author] 4 Aug, 2019 @ 5:47pm 
UPDATE: I am actually fixing the freighters, should have them working again soon, like tonight soon hopefully.
ЯΞVУ  [author] 4 Aug, 2019 @ 5:20pm 
-Updated from B18 to 1.0 Full Release (so many changes , maybe some bugs)
-Reworked leather crates entirely to align with 1.0 release (some added leather some removed from the game)
-Removed Meat/Veggie Cans and their crate (Used the potential save break point to clean up a rather redundant and out of place feature for the mod, Processed meat remains as a way to generalize/cleanup various meat for crates though, but this mod will be more storage focused from here forward, plenty of mods to do things with food and maybe support for those in the future ;) )
-Disabled Freighters for now
~TODO:
Update Graphics for "all the things"
Double Check market values
Fix the Freighters
Sorry for the loooong delay, new job and study, and all that. Report any issues to steam comments plz, thx.
ЯΞVУ  [author] 4 Aug, 2019 @ 5:05pm 
1.0 Update Version about to be pushed (icons for the crates to be fixed later)
I did a 20 min test doing everything from blowing up the crates, settings things on fire, unpacking and packing various crates, ect. I plan to do a few more things before I can call it an official 1.0 release though. Tidy up the recipe list, change the graphics to match 1.0, ect. Sorry it took soooooo long to get finished.

Please comment any bugs found and I will fix and push back. With all the 1.0 changes I am sure I missed something. Likely a crate label or recipe label. If someone wants to go over the market values and note any changes would be awesome too. <3
zachareeh 17 Jul, 2019 @ 8:30am 
I can't wait for 1.0 ver to be available! I keep making new storage areas but I can't dig fast enough to clear out my main hallway!
Truthowl 22 Jun, 2019 @ 11:43pm 
Is there an updated version for 1.0?
Shinra 19 Feb, 2019 @ 12:55pm 
Takumi went from street racing to crashing on the rimworld?
GenBOOM 23 Jan, 2019 @ 6:51pm 
any news?
ЯΞVУ  [author] 19 Dec, 2018 @ 9:38am 
@Sub Rosian Dealer: Nah

Update: Progress is coming along, lots of choices to make and changes left to do on the XML side of things. Quite a lot has changed and stacked up changes I have wanted to do for the direction of the final 1.0 release of Rimworld combined. I may soon put up a test version on the Forum and Github for people to try to break. For the most part I am rather sure everything is solid just need to get the changes and decisions made and finalized, then onto possible new improved artwork...and going over the mess of a description.
Tank Commander 15 Dec, 2018 @ 5:57pm 
Dont tell me that one where he says that guy in the box is a mod that lets colonists say stuff
ЯΞVУ  [author] 1 Nov, 2018 @ 8:06pm 
Processed Meat will remain as a way to convert all meat into processed meat with the same nutritional value for crate storage. Also, initial release will mainly be 1.0 compat with the few removals, there will be likely an update after to support more things that may have been added in 1.0 that needs a storage solution. It just takes longer to implement graphics and new crates rather than updating and editing, though I did have to add quite a few new leather crates already which took the most time.
ЯΞVУ  [author] 1 Nov, 2018 @ 8:01pm 
Just a heads up, there will be items removed with the update potentially save breaking (core game changes in leather department to be specific), so with that I am going to cleanup some redundant tacked on features since long ago that I feel are no longer needed (mod exclusive Meat/Veggie cans and their crate). There are plenty of other food mods and will just be extra to this mod and the primary focus of this mod should be storage. I have been waiting for a core change to implement this for awhile. Can always patch in support for those food mods or the author of other mods can either way it is not too hard to do. I have other mod plans though on a side project I have been working on for Rimworld and I may/may move the removed stuff over to there.
ЯΞVУ  [author] 31 Oct, 2018 @ 1:44am 
I also plan to redo the entire description as well before the update is pushed, cause it is a little confusing I guess to some people so I will try to refine it further.
ЯΞVУ  [author] 31 Oct, 2018 @ 1:42am 
Coming along, got the DLL fixes in place I believe, now onto the XML changes.
Joel-io 11 Oct, 2018 @ 1:36pm 
You're doing a good job
ЯΞVУ  [author] 3 Oct, 2018 @ 8:45am 
Working 2 jobs just noticed RImworld updated, will get an update out soon!
Mirthless Mike 21 Sep, 2018 @ 1:01pm 
This mod is great, Hoping to see it updated soon :steamhappy:
Truthowl 26 Aug, 2018 @ 4:49am 
Would you add Herbal Medicine to the Consumables table please? I'm going to try and do so but I'd really love to have it built in.

Market value = $10.00
Mass = 0.35kg
Truthowl 16 Aug, 2018 @ 7:01pm 
@Dev Rosethorns is correct. Is there a reason why you disabled Smokeleaf crates and convert all such to crated processed meat?

I'm going to fix it locally and hope it doesn't ruin my save. I'm hoping this change was just something you were experimenting with and it slipped through. Please let us know?
Truthowl 13 Aug, 2018 @ 8:02pm 
Could you add a recipe that converts all the various leathers into 1 Leather? With maybe a drop down selection so we can turn off a paticular type if we would like to craft from that particular type?
Rosethorns 30 Jun, 2018 @ 6:51am 
For some reason you have drug material crates turned off in your Crate.xml And the crating process for smokeleaf leaves and psychoid leaves were set to pack into meat crates.

I noticed this when I was trying to crate up smokeleaf and psychoid leaves and they were turning into processed meat crates.
mikki 22 Jun, 2018 @ 6:28am 
a working Unpack until x and a standalone job wouble be the killer Features for this mod.
마스터 생선 21 Jun, 2018 @ 7:39am 
Somehow, I love this mod because the mod allows to stacking huge amount of item.

It is good thing that I can canning all food as one, but I wonder why this canned food cannot use as ingredient of other recipes? Is it normal?
Kale_Mercer 12 Jun, 2018 @ 6:31pm 
Great mod, but you isstruction were a littel confusing and i took a few reads be for I understood I had to switch the state on the crafting bench its self. Cold ypou add a line to the discription, somthing like :

"To unpak your creats, go to the station and there ia "switch mode" botton, this will set the bench to "un-pack mode."
CANICVS 12 Jun, 2018 @ 8:10am 
Nevermind, I found them. They're under "Leather/Hide"
CANICVS 12 Jun, 2018 @ 7:56am 
I can't seem to find chemfuel barrels in the storage settings... Does anyone know what submenu they're under?
mikki 1 May, 2018 @ 11:41am 
Is a Animal Trasport Box/Cage possible ?
ЯΞVУ  [author] 23 Mar, 2018 @ 1:48am 
3/23/2018 1.18.1 > 1.18.2
-Fixed Chemfuel Barrels to explode as they should (Thanks White Wizard from Steam comments for the report!)
-Pushed Russian Translation Update (Thanks to the awesome Bugo from github!)
-found and fixed gold crate changes and typo not sync'd to github (for some reason it did not push on those select changes to github)
Mr White Wizard 23 Mar, 2018 @ 1:26am 
You are very welcome, thank you for the mod.
ЯΞVУ  [author] 23 Mar, 2018 @ 12:48am 
@White Wizard: I did not see any error on my end, but I did notice that the barrels were not behaving like they should (ya kno, be explosive and stuff), so I took a look at the code and indeed found the issue and the ticker was part of it, thanks for the report!

Update incoming shortly to fix them up.
ЯΞVУ  [author] 23 Mar, 2018 @ 12:04am 
@White Wizard: Hmm I shall investigate this, thanks for the report
Mr White Wizard 19 Mar, 2018 @ 3:14am 
Do I need to be concerned with this error 'Config error in ChemfuelCrate: CompExplosive requires Normal ticker type'
ЯΞVУ  [author] 11 Feb, 2018 @ 11:46am 
2/11/2018 1.18.0 > 1.18.1
-Added Chemfuel Barrels (make sure to be careful with these)
-Adjusted Gold Crate to new ratios, now packs 250 instead of 500
ЯΞVУ  [author] 11 Feb, 2018 @ 12:06am 
@gwenc37: oh and silver crate support was removed due to exploiting in prior versions, the way it stacks and how it has a direct value you could buy it cheaper packed up and unpack it and have extra value out of nowhere, rinse and repeat for free silver essentially. There is a mod called RimBank that I use, you should def check it out for silver storage. It can also store items as well with an additional plugin mod for it.
ЯΞVУ  [author] 11 Feb, 2018 @ 12:02am 
@WF Ritar: Interesting I will look into it. Thanks for the report!
@gwenc37: Chemfuel support will be added shortly (with a barrel instead of a crate)

I will be testing how interaction goes with a mod that unlocks the stack size (over 75), if crates will stack that high or not, maybe could do an alternate version for that not entirely sure yet. We shall see how it goes but I imagine it only works for vanilla things.