RimWorld

RimWorld

[A17] Kitchen Counter and other shelves
49 Comments
_♣Caligula♣_ 3 Sep, 2018 @ 3:02am 
b19 any chance?
LionelCG 11 Jan, 2018 @ 3:46pm 
I enjoyed all the different shelves for various goods and I am missing them on B18. :(
CatSayInk 23 Dec, 2017 @ 10:52am 
B18 PLZ
Tyrant 23 Nov, 2017 @ 3:30pm 
Would love to see this updated, it's pretty.
Woozy 18 Nov, 2017 @ 8:38am 
Hey when you have the chance can you work on it for Beta 18?
Fendryk 4 Oct, 2017 @ 4:21pm 
I think "CanOverlapZones=false" prevents you from putting a stockpile over a shelf and having two items/stacks occupy the same tile
lilwhitemouse 26 Sep, 2017 @ 11:42am 
I strongly suspect vanilla has the canOverlapZones tag set to false so if you have a shelf that is set to accept medicine, and it is in your freezer and happens to be in a zone that is set to accept meat, you do not end up with meat dripping on your medicine.

(For the record, I would prefer shelves that accept the zone over their own settings, but that is neither here nor there ;) )

Omega13: I love that idea.
Omega13 10 Aug, 2017 @ 4:42pm 
Random suggestion: I love these shelves, but it would be very cool if you could rename them. For instance, rename a shelf "Herbal Medicine" so you could see what's supposed to be in it even if it's currently empty without needing to root through the stockpile settings.
Mavoc 3 Aug, 2017 @ 4:47pm 
"Vanilla also now has a "canOverlapZones" (false) tag. Not entirely sure why, but I assume it's important, so I applied that too."

When true, stockpile zones can exist in the same tiles as the furniture. Seeing as the shelves have a built in zone, they clearly can have a different on top of them.
Tammabanana  [author] 26 May, 2017 @ 10:36am 
@Chromeplate: yeah, spoiling still happens, just like it would if you left a raw chicken sit out on your own kitchen counter for days. You can use them to organize your refrigerated pantry, though.

@Charonx: you're welcome!
Charonx 25 May, 2017 @ 2:16pm 
BTW: Tammabanana, thanks for the mod, subscribed to it (I always need more neat stuff in my kitchen)
Charonx 25 May, 2017 @ 2:15pm 
@ChromePlate: The Rimfridge mod offered a fridge (duh) that freezes items and thus prevents spoilage (and gives a cool beer a tiny "cold one" positive moodlet) - unfortunate it is not updated for A17 yet :(
ChromePlate 24 May, 2017 @ 5:34pm 
Room tempature still spoils stuff when on it?
Tammabanana  [author] 6 Feb, 2017 @ 2:01pm 
@gui.pellin: Both the "medicine cabinet" and the "general shelving" can hold beer, but neither will default to it.
gui.pellin 6 Feb, 2017 @ 4:14am 
Can we store beer in it?
Pyro 24 Jan, 2017 @ 12:17pm 
OK, I do not really like it... Sorry. But it's much faster to use stools to cook than thoses. Wich is a shame because I like the design a lot!

Tip : Make it so the colonist don't need to walk over it to reach the food (like stools at hand height, almost instant take and cook). and to compromise for the cost of the product add a 2X stack size, wich let the cook work for longer without help of crazy haulers.
someonesneaky 31 Dec, 2016 @ 2:40pm 
It's all good -- I didn't think it'd be possible, but didn't hurt to ask.
Tammabanana  [author] 31 Dec, 2016 @ 8:59am 
@someonesneaky: I'm sorry, I don't see name changing anywhere in the XML. :(

@Pyro42: See first sentence of the existing description.. These are based on the vanilla equipment rack, just with different storage filters. They're made of what the equipment rack is made of; they handle beauty in the same way the equipment rack does.

@Kai: yes, modding the vanilla equipment rack would be easy - but it would be incompatible with every other mod that also edits the vanilla equipment rack.
someonesneaky 30 Dec, 2016 @ 8:46pm 
If not, then no worries! It's still great for organization, which makes my inner packrat very happy.
Pyro 30 Dec, 2016 @ 9:42am 
We need more infos on this page.
1. Cost and usable ressources for thoses shelves
2. Any beauty change? (it should as it gets everything hidden/ordered)

It should be a way to store materials without the negative beauty debuff. It would have a reason to be, a very good reason to be!
Tammabanana  [author] 30 Dec, 2016 @ 4:58am 
@Angry Hoovy: That's one of Telkir's from MoreFloors - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=725623521&searchtext=morefloors

@Someonesneaky: Ummmmmm, I haven't seen that function in the XML. I'll look, but I doubt it.
someonesneaky 30 Dec, 2016 @ 12:26am 
Out of curiosity, do you think you might be able to put in a way to rename the shelving, similar to how we can rename stockpiles?
Spartan63 29 Dec, 2016 @ 7:49pm 
what es flooor mod
Jigain 28 Dec, 2016 @ 11:06pm 
Ah well, was worth asking.
Tammabanana  [author] 28 Dec, 2016 @ 5:01pm 
@Jigain: Alas - I think that'd be the same code, just with different numbers.
dr46onfusion 28 Dec, 2016 @ 12:37pm 
What can be interesting, is if you can store multiple items in a single tile, in things like 'vaults' and the likes. These sort of objects aren't automated to grab so you'd have to order a pawn to withdraw them specifically, making them handy for rare items you don't want them to fiddle with.
dr46onfusion 28 Dec, 2016 @ 12:35pm 
A little unfortunate that 'extendedstorage' mod didn't go alpha 16, so this is the closest thing for it.

It's a bit annoying that there aren't equipment racks that's basically made compatible with 'all items' in the game, without the 'beauty' penalty.

Heck the simplest, easiest tweak is modding the original equipment rack to be able to filter through more items, resulting in pawns using them for more than just equipments, without needing to create 10x the object with different coloring and such.
TCJaime 28 Dec, 2016 @ 12:01pm 
OMG! How did I go so long without this mod in my life. My medicines are no longer piled in a corner, my prepared meals are off the floor and my hops/wort are neatly stacked next to the brewing table. Thank you!!
Jigain 28 Dec, 2016 @ 12:26am 
You know, I'd really enjoy an actual fridge rather than a freezer (which seems to be what Rimfridge is all about), so that I can put a less power-hungry, constant +5 degrees Celsius fridge in the dining room. A place in which food lasts significantly longer than just leaving it out, but that doesn't stop spoiling. No other effects. Would that still require C#?
Deagroth 27 Dec, 2016 @ 8:38pm 
Thank you very much! I would like to note that there haven't been any problems using this with the Stack XXL mod by Indeed. Combined they provide very compact and efficient storage solutions.
Tammabanana  [author] 27 Dec, 2016 @ 5:32pm 
@Deagroth: Fair point; I hadn't bothered picking categories to default it to. I've now set it to default to Manufactured, Raw Resources, and Items; all the other categories are either held by more specific racks, or are the undesirables like chunks/corpses.
Deagroth 27 Dec, 2016 @ 6:46am 
Is there any way to prevent the "general shelving" from accepting all corpses by default when made? This has been extremely helpful in organizing my storage otherwise, thank you! No more partial piles of resources laying about taking up extra room.
someonesneaky 24 Dec, 2016 @ 5:57pm 
@Tammabanana -- It's not exactly *bad*, per se. But even a single step takes time (roughly one second); compounded with large work orders, that time adds up, and your chef ends up being tied to his work station longer. Cutting the time it takes to work will free them up sooner to do other things, as well as making sure food is ready faster.

Stockpiles on the floor do the same thing, requiring a step to pick up the materials. But, if you place a stool on the stockpile, the stack of food / materials are basically elevated off the floor and into arm's reach. Your chef doesn't have to move from the crafting spot at all, just grabs the goods and chain-cooks.
Tammabanana  [author] 24 Dec, 2016 @ 4:53pm 
@Midstorm That... is the perfect emoticon for this circumstance.
NightCloud 24 Dec, 2016 @ 3:12pm 
@Tammabanana :steamsad:
Tammabanana  [author] 24 Dec, 2016 @ 12:02pm 
@Midstorm: The function involves C#, which I don't know how to write or edit; I'm sorry. We're really best off if Vendan or some C#-savvy volunteer updates RimFridge itself.

@someonsneaky ...one step is bad? I guess I misunderstood, then, I'm sorry! I've never really fully experimented with the stool+stockpile thing. It fundamentally bugged me to have the food in piles on the floor to begin with.
NightCloud 24 Dec, 2016 @ 5:23am 
rimfridge hasn't been updated not sure when or if its going to is there a way to make this mod so food etc dont spoil ?
Synaptic Wanderer 24 Dec, 2016 @ 1:08am 
Update, 12/21/2016: you're awesome, and thank you! :)
happy holidays, little colonists, you're getting new furniture....
someonesneaky 23 Dec, 2016 @ 9:41pm 
@Tammabanana -- I tried this as an alternative to the stockpile + stool for setting up kitchens. You say they won't walk to the storage containers while cooking, but I tried both the counter and the single-space food cache, and my chef had to step to each one to pick up the materials. This makes cooking slower than the stools, so unless you can adjust the counter settings to avoid that extra step, it's still better to stick with the old way.

It's still a nifty idea, though. I'll definitely keep it for other resources, like keeping cloth by the tailor and such!
Tammabanana  [author] 23 Dec, 2016 @ 12:20pm 
@Delmain: oops, sorry I missed you! Yes, they'll turn around and just pick up the next ingredient off the counter - if the recipe was set to drop the completed meal on the floor, or probably if another counter set to accept the meal is also right beside the cook. But if the cook has to walk to get to the "best storage" for the meal, they'll do that, and then for the next meal, they'll pick up the closest ingredient to where they're standing right then.

Lately I've been tending to put a row of ~6 counters for vegetables and other long-lasting stuff to the left of my stove, and 1-2 on the right for the meats/eggs I want to use up first, and the counter they put the meals on is on the right, too. So they don't walk far, drop off the meal, and pick up the meat on the way back to cook the next meal.
Tammabanana  [author] 23 Dec, 2016 @ 12:10pm 
Update! Added CuproPanda's 1x1 racks.

@Darkmind: Yes, still rots. RimFridge will cover the spoilage, when it gets A16'd.
Darkminds 22 Dec, 2016 @ 1:26pm 
does it rot in it?
Choppytehbear 21 Dec, 2016 @ 6:23pm 
It was a pain to set up two 1x1 stockpiles and the fiddle with them. This looks better too.
Tammabanana  [author] 20 Dec, 2016 @ 5:06pm 
@Joel - I'm glad it helps! I was SO MAD at how long colonists would take to go back and forth from storage rooms...

@Carcosa - I second Synaptic's rec for Rimfridge; it's exactly what you're looking for. I don't know when it will be A16'd either, though.

@Synaptic - nope, this doesn't hold drugs, just the "Food" category. I think there are some other racks out there already that will hold whatever, though I'm not sure which are A16'able yet.

One of CuproPanda's mods had some various racks - one food, one medicine, one universal, I think - but CP hasn't been able to update mods for a while. (Life.) Maybe I'll take a stab at pulling those racks out and updating them. And stick drugs on the "medicine" one? Though the universal ought to hold it anyway...

Not tonight, though.
Synaptic Wanderer 20 Dec, 2016 @ 1:54pm 
Speaking of which, will this hold completed drugs? I don't think they need to be refrigerated but they do deteriorate.
Synaptic Wanderer 20 Dec, 2016 @ 1:53pm 
@Carcosa - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=780996548 <-Rimfridge. I just wish it held more drugs. Not for A16 yet I don't think but hopefully soon?
Delmain 20 Dec, 2016 @ 10:19am 
Does this work the same as using stools so that cooks don't have to move to pick up the food? IE if you put these next to the cook, will they stand in one place, grabbing and cooking without moving?
Carcosa 20 Dec, 2016 @ 7:15am 
Can you add power, and cooling? Small fridge would be sweet.
Dire 19 Dec, 2016 @ 1:56pm 
Something so small.... Something that means so much....