边缘世界 RimWorld

边缘世界 RimWorld

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Adaptive Primitive Storage
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Mod, 1.5, 1.6
文件大小
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更新日期
14.507 MB
1 月 3 日 下午 8:12
6 月 15 日 下午 4:27
6 项改动说明 ( 查看 )

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Adaptive Primitive Storage

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

This mod is an independent port of Primitive Storage by Hydromancerx and velcroboy333 from the LWM's Deep Storage to the Adaptive Storage Framework using the Primitive Storage Retexture and restyle made by Phaneron. This mod fully implements cellars that cool perishable food, updating textures, and fixes to Phaneron's textures. Enjoy the performance increase. This was a requested mod, feel free to ask me to take a look at other mods to port. The next mod in my sights is porting Doors Expanded to the vanilla door system.




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 However, now this is out of date because this feature is supported natively.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 Primitive Storage to utilize this new framework so we can enjoy Phaneron's awesome art and reap the performance benefits of ASF and implements a performance friendly version of the cellars made by alt4s using code developed in Simple Utilities: Fridge by our beloved wizard Owlchemist

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]


Is this mod compatible with LWM Deep Storage?
Yes. ASF and this mod are perfectly compatible with LWM's Deep Storage. ASF even allows you to choose systems between the two. However, if you continue to use mods dependent on LWM's Deep Storage then I would recommend you look into LWM's Shallow Storage an updated fork that switches port to the vanilla storage fields improving performance.

Is this mod compatible with the X storage mod?
This mod should be compatible with all other storage mods including LWM's Adaptive Storage. If one isn't let me know as it's probably a simple fix regarding the defnames that I have been lazy to update to make sure they're unique.

The log pile doesn't appear when I build it!
Its a log pile spot! Try storing some logs in it. Thats why its free to build.

Dubs paint tool doesn't work.
Disable "Job based painting" and color it manually. Apparently the pawns are unable to reach some of the objects due to their size or some soft incompatibility with the passability of the objects.

How do I edit the storage capacity of the objects?
Find the ThingDef.xml for the object you want to edit and change the # value in:
<maxItemsIncell>#</maxItemsInCell>

The dynamic objects (like the log piles, meat rack, etc) are a bit more complicated and call that you edit their GraphicsDef.xml too and scale the minimum stack count in each entry to reflect the change you did in the ThingDef.xml. Scale up/down the value in entry with the following line:
<minimumStackCount>#</minimumStackCount>

Can I add this mid-play through? Yes!
Here are some different scenarios:
- I want to replace Primitive Storage and or LWM's Deep Storage with the Adaptive series.
1. Deconstruct all instances of PS and LWMs.
2. Save the game and quit.
3. Add my mod.

- I already am using ASF. + I don't have any LWMs Deep Storage mods.
1. You can add my mod directly to your save.

- I dont plan on removing LWM's Deep Storage and or Primitive Storage.
1. Add my mod. Thats it. My mods are compatible with the originals. In fact, ASF include menu support for LWMs so you can even switch around features as you like.

The cellars don't respond to environmental temperature. Its -10°C and my perishables are rotting!
Unfortunately, this is a known limitation of the C# code I'm using. I don't have the coding expertise capable of dealing with this. My recommendation is to remove the <modextension> section in the XML code for the cellars if you plan on living in colder environments like the ice sheets. This will remove the "cooling" functionality and make apply the environment/room temp to perishables.

If anyone wants to try to add the ability for the cellars to use environmental temps in their cooling calculations or implement a work-around contact me for the source code. I'd be happy to share and implement the change into the mod.

Thanks to the ASF team!

[ko-fi.com]

[ko-fi.com]




This mod is an independent port of Primitive Storage by Hydromancerx and velcroboy333 and uses no assets from the original mod. I am not affiliated with the ASF team. This mod was made with the permission of Phaneron to use his textures in the port. Please check out his mods including Adaptive Neolithic Storage a mod that goes more than well alongside this one for both tribal, medieval, and viking playthroughs! I claim no rights to the contents of this mod meaning you are free to modify it and re-upload it as you please. Please just credit the original authors!

If you use Progression:Storage and want to keep the cellars and meat racks bring feel free to try this patch to keep them in!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3417113151
热门讨论 查看全部(2)
1
8 月 26 日 下午 10:43
When I use the large log storage point, I get an error message. Is this normal?
南无三,佛陀闭上了眼睛
0
5 月 24 日 下午 2:29
Expanded Woodworking patch
Draylynn
355 条留言
bradson 10 月 22 日 下午 5:56 
Well, and that'd definitely only be set by whatever makes the buildings minifiable for any that are not meant to be
bradson 10 月 22 日 下午 5:54 
@JeremyPVP that's just default behaviour for furniture and vanilla shelves. Definitely can be changed
JeremyPVP 10 月 22 日 下午 3:15 
Cellars are appearing, too... Maybe it's not your mod, but Minify Everything that's doing this.
JeremyPVP 10 月 22 日 下午 3:10 
Is it intentional that objects like the small log pile spot are in the furniture pool for traders?
新垣夜夏 10 月 12 日 下午 6:00 
@bardson Turns out what's causing the conflict is Storage Stack Limit (Continued). Thanks for your help.
vin  [作者] 10 月 12 日 下午 2:16 
@Triobian
read the comment below yours
bradson 10 月 12 日 下午 12:02 
@新垣夜夏 You have some mod conflict there, maybe a badly configured stack limiting mod. That's not normal behaviour
新垣夜夏 10 月 12 日 上午 8:57 
I found that none of the containers can be stuffed to their full capacity. For example, large log pile says it can hold 12 stacks, but pawns will stop storing logs into it just when there are 6 stacks. I tried to disallow logs for all other storage areas to force logs to be stored only in the pile. It then gives me the "no storage available" message. I wonder what is causing this. Is it intended? Am I missing something, like maximum weight/volume?
Triobian 10 月 8 日 下午 9:32 
Is there any plan to add support for other wood types from other mods for the log pile? I play with VGP so it would be nice to have regular wood piles, iron wood piles, and bamboo wood piles
vin  [作者] 10 月 1 日 下午 10:00 
@N
all are adjustable via the ASF options mod, I've quit modding so I dont have interest in balancing unless someone who is experienced with the mod wants to implement it for me (id gladly update it)

I just dont have the time or will to balance it myself and I can't ever please everyone as so many want wildly different things. At this point the mod has been released for so long with active playthroughs on it that changing something now would break people storage rooms, anger them, and ultimatley lose tons of people

the best solution is to just download the settings mod and do it yourself personally to fit your own tastes, cause I assure you, your tastes dont represent everyone