RimWorld

RimWorld

Integrated Deep Storage
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Avericat  [developer] 7 Nov, 2020 @ 10:15am
Balancing Suggestions
This discussion is for feedback about the balance of the buildings.
Last edited by Avericat; 7 Nov, 2020 @ 10:15am
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Showing 1-7 of 7 comments
condottiere 25 Nov, 2020 @ 10:53am 
Looks like most of the suggestions have been in the mod comments rather than here. I noticed that the three chemfuel storage containers don't offer any increase in economy of scale. The chemfuel pump (1 cell), chemfuel storage (2 cells), and chemfuel storage large (10 cells) hold 10, 5, and 5 stacks per cell respectively. Costs are 200 steel 4 components, 150 steel, and 650 steel 1 component.

I'm also playing w Yayo's Combat 3, and I loved your edit to the ammo boxes for ammo only, but with huge stacks. Would you consider something similar for the chemfuel-only storage? I'm trying out a balance of material costs and cell stacks of:

pump: 50 steel, 1 component, 10 stacks/cell for 10 stacks total
chemfuel storage: 150 steel, 3 components, 20 stacks/cell for 40 stacks total
chemfuel storage large: 1125 steel, 22 components, 40 stacks/cell for 400 stacks total

The logic is a straight cell size cost multiplier, and a +50% cost increase per doubled stack/cell limit. It puts the math similar to your ammo crate idea.

I currently have a chemfuel tank farm of 6 large containers, with 16,000 chemfuel (honestly acquired through trade; not filled up 100%). With room to walk and walls to subdivide potential damage/explosions, it feels large but manageable and efficient. Maybe a little bit too efficient. :P

It this is TOO efficient for your tastes (since aside from ammo, everything else caps out at 10 stacks/cell max for multiple item types), then I was thinking of scaling down to:

pump: 50 steel, 1 component, 10 stacks/cell for 10 total
storage: 125 steel, 2 components, 15 stacks/cell for 30 total
storage large: 780 steel, 10 components, 20 stacks/cell for 200 total

This makes the largest, most efficient storage only twice as stack-dense for a dedicated single item type, as the largest general multi-item stack/cell storage buildings. It also brings the cost of the 3 chemfuel storage buildings somewhat into line with most of the other buildings.
Andy 22 Mar, 2021 @ 5:08pm 
Something I've noticed with deep storage is that you generally don't want a storage object to be wider than 2 tiles. I manually modded in the bank vault from simple storage since I needed someplace to store an excess of silver, and it takes pawns a significant amount of time to reach the center tile.

Ironically the bank vault would have worked much better with Extended Storage's mechanics. With that said, is it possible to have only a single tile in the building store items?
Ideally I'd have every stack in a bank vault be stored at the door, that way pawns don't need to "crawl" over the vault to reach the center cell or ones that are not readily accessible.
Is it possible to get all the buildings readded as buildable? I've used the storage mods without this one and found some i really liked, like the fully-filled pallet liquid storage.
Thanks for the mod. But after an extensive search, I realized this mod was the culprit of renaming the categories of Fertile Field resources. This mod should rebalance Deep Storage, rather than re-organize the item's categories. Also, it really breaks vanilla immersion to have an item category named after the mod ("Fertile Field's resources" is the name of the new category you added)
Could you revert that?
Atist☆rry 10 Nov, 2022 @ 2:48am 
Originally posted by アルベルト Pietralunga:
Thanks for the mod. But after an extensive search, I realized this mod was the culprit of renaming the categories of Fertile Field resources. This mod should rebalance Deep Storage, rather than re-organize the item's categories. Also, it really breaks vanilla immersion to have an item category named after the mod ("Fertile Field's resources" is the name of the new category you added)
Could you revert that?

I second that
Last edited by Atist☆rry; 10 Nov, 2022 @ 2:48am
Avericat  [developer] 10 Nov, 2022 @ 3:12am 
This mods got completely rewritten and it doesn't change any ThingDefCategories anymore.
Avericat  [developer] 10 Nov, 2022 @ 3:13am 
I will re do this Thread to clean it from the old code stuff
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