边缘世界 RimWorld

边缘世界 RimWorld

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LWM's Adaptive Deep Storage
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Mod, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
6.314 MB
2024 年 11 月 27 日 下午 5:46
7 月 23 日 上午 2:35
12 项改动说明 ( 查看 )

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LWM's Adaptive Deep Storage

在 vin 的 1 个合集中
Vin's Workshop
11 件物品
描述


An independent port and update of LWM's Deep Storage to the performance friendly Adaptive Storage Framework. This mod implements Sir Van's Retexture along side texture samples made by Phaneron and Reel that were configured to modernize deep storage's look. I threw in some new storage objects, revamped some of the existing ones to work as 1x1's where it made sense, and adjusted the graphics on some of the unedited storage objects alongside updated textures.




Why should I consider using the Adaptive Storage Framework?
The adaptive storage framework uses vanilla systems to make storage work lowering overhead on your game, along side optimizations to the rendering of stored items, and a range of cool features like graphics that update as you store items.

I'd greatly recommend you check out a great performance mod made by the talented creator of ASF bbradson on GitHub!
Performance Fish[github.com]


Why should I consider using the Adaptive Storage Framework over LWM's Deep Storage?
LWM's Deep Storage has a passive overhead and is generally less optimized than ASF. LWM was a great mod when it was released because it allowed you to store items in objects using its own integrated system prior to support. However, now this is out of date because this feature is supported natively. ASF's thingdefs use the vanilla maxItemsInCell field while LWM's runs alongside vanilla creating passive overhead along side retaining various limitations regarding stack numbers causing a drain on your TPS and FPS. Beyond just using the vanilla system ASF also introduces some seriously cool features like graphics that update as you store items and allows you to hide the rendering of items that are stored away. This mod is a backend rewrite of LWM's Deep Storage to utilize this new framework so we can enjoy the performance gains of the new framework, new and revamped storage objects, and the updated art.

Is this mod compatible with the X storage mod?
This mod should be compatible with all other storage mods. If one isn't let me know as it's probably a simple fix regarding the defnames.

How do I replace my old install of LWM's Deep Storage (LDS) with this one?
1. Destroy any boxes on the map from LDS.
2. Save your game.
3. Remove LDS.
4. Add my mod.
5. Load the save you just made.
6. Rebuild your boxes.

Is this mod compatible alongside LWM's Deep Storage (LDS)?
Although I recommend removing LDS because of performance concerns regarding high stack sizes, larger colony storage performance issues, and rendering costs my mod is 100% compatible with the old LDS. If you rely on the LDS framework because it acts as a dependency to another mod you wont encounter any issues keeping all of them enabled. Considering letting me know what dependencies of LDS you'd like ported and I'll see if I cant take care of it.

ay yo this vin dude is super cool i wonder what other mods he makes
Check out my other mods here. Stay tuned for a performance friendly port of Door Expanded coming relatively soon. Follow my workshop if you're interested,

If you just updated the mod you may see the storage objects lose textures and turn into colored squares - I just updated the textures to .dds format and this is a common temporary issue with how the game caches textures! Just reload your game! [/h]
热门讨论 查看全部(7)
2
10 月 5 日 上午 8:15
Fix for Biotech thingDef error
Zarii
1
7 月 27 日 上午 3:45
To change how stacked item visuals appear, resizing and compacting
Phanlix
1
7 月 12 日 下午 3:03
Mod load order that caused save breaking bug.
ToooMuchSalsa
447 条留言
vin  [作者] 12 月 12 日 上午 8:08 
@shifter see below
bradson 12 月 11 日 下午 3:37 
@Shifter The vanilla reservation system allows 1 haul task at a time to any storage tile, regardless of it belonging to a zone with a max of 1 item per tile or a larger building. This mod doesn't change that. AI code from other mods like recycle this isn't in any way touched by this mod either
Shifter 12 月 11 日 下午 1:37 
2- For some reason pawns and mechs cannot haul things into storage unit (in this case bug corpses to the meat hook) all at once. It seems like they haul units one by one but never all of them at once. They wait for the one currently hauled to finish before they start hauling next one. And when I try to give hauling order by hand it says "No empty, accesible spot configured to store it" . So I need to wait for them to haul 50 bug corpses one by one and it takes really long time.But when i create a dumping stockpile with exact same settings they have no problem hauling to that spot.

I’m not completely sure if this mod is the cause, but if anyone understands what's going on or has a fix, I’d really appreciate the help.
Shifter 12 月 11 日 下午 1:37 
Im having couple of issues related to this mod.
1- When i give recycle order with recycle this mod , before recycling, pawns haul these items to storage and when finish hauling, recycle order gets removed immediately so i have to give the recycle order again by selecting those items by hand in the storage.
Ezzoh 12 月 10 日 上午 10:56 
Does this allow me to hide my wealth?
vin  [作者] 11 月 29 日 上午 8:40 
@Naucetaaq
No, anyone can take it.
Sanakara 11 月 28 日 上午 10:39 
yeah, steel in the steel skip looks really weird
Naucetaaq 11 月 12 日 上午 8:46 
@vin Are you still developing this mod?
Phooenix 10 月 3 日 上午 9:16 
Not everything, but simple mealtrays in the mealtray stockpile for example are arranged in a kind of + orientation, even if it's the same item stored
Phooenix 10 月 3 日 上午 9:13 
Why are my things stored so ugly in the stockpiles? With the "original" 1.6 version here they stacked nicely, but i switched to this to have everything under the same framework but items are cluttered on the object and just thrown on top, looking like it isn't actually stored but outside, but it IS inside.