Kenshi
480 ratings
Better Storage System
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38.030 MB
12 Mar, 2023 @ 11:11am
13 Apr, 2023 @ 1:57am
3 Change Notes ( view )

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Better Storage System

In 1 collection by Deadmano
Better Storage System
5 items
Description
Ever get frustrated with not knowing where things are in similar looking storages? Annoyed with having to build multiple of the same storages due to not having enough space to store items in? Well I know I sure did thus this mod was born to help alleviate some of the annoyances and micro-management throughout all stages of the game. Now you can have tiny storages just enough for your production chains, massive ones for stockpiles, and anything in-between!



Over 200 hours have gone into carefully balancing every storage from the ground up; resource costs, build time, stack capacity, and plenty of QA to ensure everything is working as intended. The result? A (hopefully) better storage system to cater to all your storage needs!

This mod completely overhauls the entire storage system by providing multiple tiers of storages that increase storage capacity as you research higher tiers, as well as including storages for items that didn't previously have dedicated storages. It also categorises and alphabetically sorts storage names in the build menu making it easy to find what you're looking for. All base (tier 1) storages have been incorporated into existing research where they made sense.

It does not conflict with any other mod as ALL storages are brand new.
Your existing storages will be kept as-is and untouched.


Click here[docs.google.com] to see a full list of storage changes, costs, and capacity per tier.

Features include:
  • Colour-coded storages to easily differentiate similar storages.
  • Storages names categorised and alphabetised for convenience.
  • Less restrictions on placement! Place them inside or outside, the choice is yours!
  • Storage space increased up to 22x24 tiles at max tier for non-item-specific storage!
  • Stack sizes increased from 100 to 50,000 based on tier, for all your loot goblin needs!
  • New storages for items that didn't have dedicated storages. 50 different storages now!
  • Reworked collisions for the majority of storages to be able to place storages closer together and even stack them on top of each other!
FAQ:
  • How do I unlock additional storage tiers?
    • By researching the relevant Storages tier.
  • How do I unlock Vanilla storages?
    • Buy and use the Vanilla Storages blueprint from Travel Supply shops, General Shops, or certain places that sell construction goods.
  • Why are my people not storing resources?
    • Check that you have free space and that they can actually reach the storage.
  • Why are people running to/from storages instead of working on machines?
    • Try not to use a backpack that allows for large stacking, it will force the AI to take more resources than they need, and if you have someone hauling to their primary resource input storage they will seek an alternative storage to drop off the excess at. Also do not use the Auto Haul job unless you specifically intend to and know what you are doing; jobs on various machines will automatically have the AI take/store resources as needed.
  • Why were skeleton repair kits removed from robotics storage?
    • If a character has an item in their inventory/backpack that has no function (like many of the items in the robotics storage such as gears/motors) then all items (including the skeleton repair kits) will also be stored causing an unwanted side-effect for characters you want repair kits on.

Click here for a list of add-ons to make your very own Better Storage System experience!

Please see the Change Notes tab at the top for a list of changes.

Feeling generous and have some Cats to spare? Your support would be greatly appreciated!
PayPal[www.paypal.com] | Patreon[www.patreon.com]
Popular Discussions View All (2)
2
30 Mar @ 3:08pm
Bug: Cannot put bread in food store I
ERKEK2000
3
5 May, 2023 @ 6:33pm
Suggestion
ERKEK2000
237 Comments
Deadmano  [author] 29 Jun @ 7:16am 
@Rachel L: Just edit out what you don't like in FCS! You're gonna have to manually patch things if two mods touch the same thing, no two ways about it. But my storages will be unaffected because they're unique.
Rachel L 28 Jun @ 12:52pm 
My question is because i remember this mod moving the vanilla storage to another research and the overhaul mod (project kathun) does some edits to the vanilla storage (ammounts and models)
Deadmano  [author] 28 Jun @ 12:48pm 
@Rachel L: Give it a try and let us know? :love:
Rachel L 27 Jun @ 4:32pm 
How does this mod works with overhauls mods like Project Kathun (and Project Kathun Reworked)?
Deadmano  [author] 18 Jun @ 7:20pm 
@SalAquma: Appreciate the awesome review, thank you! :love:
SalAquma 18 Jun @ 5:09pm 
This mod is really awesome - it comes with a very awesome benefits - the storage design and wording organizing is awesome, but the most awesome thing about this mod. If I have an issue with any of the big mods like GEN or UWE - and I want to remove them. This storage mod wouldn't be effected by it, and you get to keep your loot. However, I think tier III is enough, and it should be really big to justify the uhm 2500 stacks - like a small shack or half of it. The storage beyond tier III - is beyond reasonable, but the good thing is, I get to choose to stop in what tier.
Deadmano  [author] 14 Jun @ 11:01am 
@Kraut Kontrol: Don't buy them? Ignore them? It wouldn't say "Vanilla" in your build menu if you didn't manually go out of your way to acquire them? There is no such thing as "lore" in a fantasy world such as Kenshi IMO. Think of it as the Tech Hunters having set up schematics for the simpletons, which they have these "advanced" schematics for the true hoarders of the waste. :lunar2019crylaughingpig: And if that doesn't work for you, you're free to open up the FCS and remove them entirely, they were only placed as a convenience for those who'd still want them, to make the clear distinction since the "vanilla" ones do not carry any of the capabilities of these ones in terms of size/upgrades/costs etc.
Kraut Kontrol 14 Jun @ 5:56am 
My main gripe with this is the existence of the Vanilla Storages blueprint. It makes those storage containers accessible to the player much earlier than in the vanilla game, cheating the intended tech progression. Plus, it's not very lore-friendly to see it literally say "Vanilla:" a dozen times in your build menu.
Deadmano  [author] 28 May @ 4:37pm 
@Gregarius: Sounds like you found a workaround similar to what I suggested, by saving and reloading (which also forces a recheck). It should then persistently stay fine, it is only once per building select storages that can get in that state. Glad you found a solution!
Gregarius 28 May @ 2:45pm 
Oh, placing General: Water storage -> quicksave -> load quicksave seems to work. I didn't need to touch the Shift+F12 menu, and it's the only water tank in my base with nothing else around it.

As usual, placing the Vanilla: Water Tank works immediately without needing to reload a save.

Lots of modded storages working fine doing it this way, but others breaking like the water tank.

General: Research Artifacts is fine
Minging: Stone not fine - need to reload save
Intoxicant: Sake is fine
Crafting: Building Materials not fine
Crafting: Copper Alloy Plates not fine

(Reminder: "Not fine" meaning my characters need to run to open the gate before building them)