RimWorld

RimWorld

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Adaptive Storage Framework
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
6.474 MB
10 Sep, 2023 @ 11:56am
14 Jun @ 5:22am
10 Change Notes ( view )

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Adaptive Storage Framework

Description


Adaptive Storage Framework contains various features to allow modders to better shape the way they want to make and change their own storage mods. It has added functionalities to change graphics depending on contents, tweak how items get displayed, how many graphics get displayed, how they get colored, how to display text and so on. A couple other features like more fine grained storage capacity control and temperature controls are included too.

Visible to users, the framework itself always adds a contents tab, a group tab for buildings in a storage group and enhances selection behaviour for storage buildings. A collection containing mods using this framework is available here. Let us know if you believe another mod to belong there.

The screenshot shows the UI bits with buildings from Adaptive Storage Neolithic and Phaneron's Basic Storage.

You can also include this banner in your mod page to signify that your mod requires ASF to work.





Q: Where can I read about these functionalities? How can I use them for my mod?
A: Documentation can be found here: https://github.com/bbradson/Adaptive-Storage-Framework/blob/main/Docs/modules/ROOT/pages/index.adoc

Q: Is this compatible with LWM Deep Storage?
A: Yes! LWM is compatible and will not interfere with any of our features, in fact, the two compliment each other. Additionally, there are mod settings in ASF for you to choose between some systems.

Q: Is this compatible with [insert storage mod here]?
A: ASF only adds extra functionalities to be used, it doesn’t alter already existing features by itself, therefore it should be compatible with most mods out there.

Q: How do I tweak storage stats?
A: Unlike deep storage, this doesn't have a custom made settings menu only for buildings made with the mod. It is instead compatible with RIMMSqol however. Every storage building can have the majority of its stats freely adjusted there.
Quick edits for modding purposes can additionally be made with the edit graphics button that shows up on buildings when having god mode active. These god mode changes don't get saved though.

Q: How performance friendly is this mod?
A: Very. We made sure to make the framework as performance friendly as possible so it shouldn’t affect your gameplay. The result of the framework's custom rendering and various caches should even be improved performance over using plain vanilla shelves without any additional mods.
More details on optimizations this includes over vanilla shelves are described here: https://github.com/bbradson/Adaptive-Storage-Framework/blob/main/Docs/modules/ROOT/pages/Performance.adoc

Q: Do you accept suggestions?
A: Yes! If you have a well thought out idea, please comment it down below and let us know what you think the mod is missing.



Hard incompatibilities:
- Stockpile Stack Limit (Continued) has been reported to break the vanilla multiple items per cell functionality, which this relies on

Soft Incompatibilities:
- Designators from mods like Recycle This may appear inside containers with wrong offsets and no direct UI support



Got a bug? Report it at our Github Issues page or in the PINNED bug report thread, under discussions. Make sure to write down as much information as you can about the bug AND include a hugslib log.
Without a log, your bug report will likely be ignored!

https://github.com/bbradson/Adaptive-Storage-Framework/issues




If you would like to support the team, please click on our images!

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ASF and all of its modules are fully open source!
That means you are free to use the source material however you please. The only thing we ask of you is to credit the original authors.
GITHUB: https://github.com/bbradson/Adaptive-Storage-Framework
Popular Discussions View All (2)
91
5 Jul @ 8:46am
PINNED: BUG REPORTS
Soul
459 Comments
bradson  [author] 1 hour ago 
@Anon that sounds like you've installed some mod that moves architect menu entries around. I'd recommend trying to figure what those mods you installed all do, ideally before adding more. The storage category normally contains storage buildings, as its name suggests.

@CERTMAN If you are on mac OS, run rimworld through rosetta or use the harmony version that says for Apple Silicon. If you are on windows and used some aggressive script to strip out all security features, toggle bottom up ASLR back on, Harmony requires that. If not that either, try the rimworld discord, there's a troubleshooting channel there. It's gonna be something about your hardware, OS, drivers or similar either way
Anon 1 hour ago 
Why is there an empty "Storage" architect button?
CERTMAN 2 hours ago 
For some reason, everytime I load this mod to support other mods, I get a black screen. I loaded this mod by itself, black screen.
bradson  [author] 13 hours ago 
The rimmsqol mod has settings to configure all buildings, among other things. I would recommend just using that, or maybe even write xml patches, which are just plain text. Copied features from other mods for the sake of having it all in one mega mod is generally not planned
PKPenguin 15 hours ago 
Low priority compared to bug fixes from the update, but I would love to someday see a feature in this similar to LWM Deep Storage that lets you configure individual storage structures. I want a clothing cabinet that can hold 500 shirts!
Leosky 21 hours ago 
@bradson seems legit to have bug with release, i though it was a bug with the framework because it was specific to storages.
immortalartisan 22 hours ago 
I believe this may be related due to the fact that simple storage containers are sometimes unable to be rotated and thus end up super imposed elsewhere and eating parts of the ship
bradson  [author] 23 hours ago 
Some digging later, this seems to be a kind of vanilla bug with ludeon now having been notified about the one offending line. It probably won't take long to fix.
It only affects buildings that can not be rotated and have a size without a single clear center cell
Leosky 11 Jul @ 12:22pm 
Thx, switching to 2x1 for now
bradson  [author] 11 Jul @ 12:04pm 
Correct. Odyssey should be considered beta for now. The month long unstable we had before did not include any testing with the new DLC.

It's looking like specifically 2x2 storage buildings with visible items currently get misplaced and when not having a valid location deleted, with absolutely no errors or messages logged. I do not know if this is a framework or vanilla bug. So far I haven't found anything I'm doing that could affect building placement