边缘世界 RimWorld

边缘世界 RimWorld

Adaptive Storage Framework
662 条留言
bradson  [作者] 12 月 7 日 下午 12:05 
Storage Limits by 泥头车 looks like a newer option that might work better for that purpose in the meantime
bradson  [作者] 12 月 7 日 上午 11:57 
@Graham Looking at Stack Gap's discussions, users are reporting those bugs for just that mod itself without others active too, here for example: https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/3071298014/600786083349925077/#c664963107066715479
It probably simply hasn't been properly updated for the 1.6 changes to rimworld's StoreUtility
stups 12 月 7 日 上午 2:10 
@bradson Thanks for the reminder of Dub's Performance Profiler. The offending mod was Smarter Construction. Idk what they did. But after deactivating it the lag spikes are gone.
bradson  [作者] 12 月 6 日 下午 1:40 
@Graham The framework itself does not make changes to vanilla shelves, outside of the UI additions. It implements code for other mods to use in new buildings. Are you sure stack gap isn't behaving the same way when not having this active?
Graham 12 月 6 日 下午 12:35 
Strange bug with the mod "Stack Gap" : when both are active the behaviour of the shelves becomes unpredictable (at least i couldn't establish a pattern to explain what was happening), for example the shelves won't fill up more than 2 out of 10 stacks (again, the 2 sometimes is a 1 or a 3). anybody has the same issue ? Adaptative storage frameworks is a life saver but stack gap is also extremely useful to setup small stocking stations near the hospital beds for example...
bradson  [作者] 12 月 6 日 上午 5:11 
@Limou49 That's currently a known bug. The screenshots are from 1.5, where it did display correctly. The github version has it fixed too.
Limou49 12 月 6 日 上午 4:40 
In one of the images for this mod, the storage group name ("Storage group: Components And Stuff") is visible, but this information disappears when I use the mod. How can I make it appear?
pgames-food 12 月 5 日 下午 8:19 
hi @stups when i was using another type of deep storage like infinite storage, i was getting a lot of problems and lag, then i swapped to this adaptive and its much much better for me. (ive used infinite storage just fine back in v1.2 of rimworld with 550+ mods, but recently was able to get the dlcs and doing a v1.6 playthrough with almost 900 now) :lunar2019piginablanket:

the modpack is not 100% finely tuned just yet but good enough to far :)
bradson  [作者] 12 月 5 日 上午 5:24 
@stups Dub's Performance Analyzer exists to profile game and mod functions. That mod has a discord server for help with its use. Of the recently released mods VE gravships has been by far the heaviest.
stups 12 月 5 日 上午 4:40 
I have major performance regressions compared to vanilla storage while mass hauling stuff into storage. Since you say your mod is more performant. Do you know any known mod interactions that could explain this behavior?
bradson  [作者] 11 月 24 日 下午 11:48 
A thing to note is that rimworld's vanilla reservation system only allows one haul task at a time to any storage cell, when picked as destination. Two pawns can't simultaneously haul to the same cell, neither to buildings added by mods nor to vanilla shelves
bradson  [作者] 11 月 24 日 下午 11:45 
@StufFnter_0 I've never run into issues like that myself, and don't have any code to intentionally change haul AI in the mod. Most of the mod is centered around visuals. Conflicts are possible though, and would require details to reproduce and fix.
StufFnter_0 11 月 24 日 下午 10:15 
After I used this mod, Lifter is not working when carry something to the Container.When I direct them to move items to the storage area, they still work normally. Is there a logic error in the transportation, or is it a conflict with another mod?
bradson  [作者] 11 月 18 日 上午 5:22 
@贾小宝 Report that on the mod causing the exception please, with a full hugslib log, reproduction steps, and no unrelated mods active in the list. As it stands I see 0 reason to believe that to be at all relevant to this framework here. Visual exceptions just displays whatever has harmony patches in the area, not what mod the object is from or similar, so it's often not at all useful.
贾小宝 11 月 18 日 上午 4:28 
Exception in Verse.SectionLayer_ThingsGeneral.TakePrintFrom: System.NullReferenceException: Object reference not set to an instance of an object
[Ref F316DFDF]
at Verse.Thing.Print (Verse.SectionLayer layer) [0x00013] in <46372f5dadbf4af8939e608076251180>:0
at Verse.ThingWithComps.Print (Verse.SectionLayer layer) [0x00008] in <46372f5dadbf4af8939e608076251180>:0
at Verse.SectionLayer_ThingsGeneral.TakePrintFrom (Verse.Thing t) [0x0001b] in <46372f5dadbf4af8939e608076251180>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
- PREFIX adaptive.storage.framework: Boolean AdaptiveStorage.HarmonyPatches.HideStoredThingsFromSectionLayerAndOverlayDrawer:Prefix(Thing t)
bradson  [作者] 11 月 11 日 上午 5:47 
@Zen You'd have to write xml patches with a text editor for any changes that are not available through rimmsqol or the global settings mod. The wiki and seobongzu's website have guides for that, and there's documentation for the available fields linked in the description here
Zen 11 月 11 日 上午 5:41 
Apologies if this has been answered before, but is there a way to toggle whether containers display their items or not in some way?

I use RIMMSqol but I couldn't find any native mod settings or settings via the "QoL" settings to disable the item display.

(The main reason why I want to disable it is, that at high stack sizes, items start visually overflowing from their containers. This is likely either due to my settings or a mod interaction, but I just want to disable the display in general.)
bradson  [作者] 11 月 10 日 上午 8:12 
@tpsco21 An update is in the works. The majority and especially the most impactful optimizations are still relevant in 1.6. There is no ETA.
tpsco21 11 月 10 日 上午 6:09 
Hello, I'm sorry to bother, I just had a small question relating to Performance Fish that I didn't know where to ask, is an update in the works or are the optimizations from the mod now vanilla or has it just been abandonned, again sorry I get this must be a very common question but I didn't really come across any info anywhere...
bradson  [作者] 11 月 6 日 上午 12:53 
Well, looks like my previous comment got stuck in Steam's moderation queue. @Lotan flan Seobongzu, the neat storage author, has a short guide for editing storage settings through patches written in a text editor on their website, and I dared link that before. You can probably find it with a search engine. Mod folders are accessible through mod managers, including rimsort.

"Adaptive Storage - Global Settings" is another mod exposing settings through UI in the game.
bradson  [作者] 11 月 3 日 上午 9:47 
此留言正在等待我们的自动内容检查系统分析。在我们证实其内容无害之前(例如试图窃取信息的钓鱼站点链接),留言将暂时隐藏。
Lotan flan 11 月 3 日 上午 7:17 
is there a way to change what items can be put into a storage building? i tried looking in the RIMMSqol stuff but for the life in my cant find anything that would allow the change of what can be placed inside a container.
bradson  [作者] 10 月 26 日 下午 5:42 
Technically that's sure possible, but someone would have to implement it first. Having both tabs taking screen space isn't something I would want I think. I can keep a note though
Uskok 10 月 26 日 下午 3:18 
@bradson - I noticed in mod options that we can choose whether "contents" or "storage" is opened on select, which is already great, but would it be possible to open both at the same time? Like both panels side by side?

@Haraise no Tenshi - There are several mods that might help with what you want: Stack gap by Andromeda, Variety matters (stockpile) by Mlie, and Stockpile stack limit by Mlie.
bradson  [作者] 10 月 21 日 下午 2:33 
@若彗 This mod doesn't contain any patches or other kinds of code for the right click menu. I'd recommend profiling with dubs analyzer to find the offending mod in your list
bradson  [作者] 10 月 21 日 上午 12:35 
@Kimo' Toggling the contents tab display to vanilla in the mod settings makes those show up. Outside of those there's the option of selecting anything within the mod added contents tab too. Rimworld's search bar that you open with z, double clicking similar stacks outside or literally just continuing to click on the building's cell until what you want gets selected are also options
Kimo' 10 月 20 日 下午 4:18 
I'm sorry if that was already asked, but couldn't find anything on the wiki. Is there a way to show gizmos related to the content of a shelf? Or if not, how exactly can I make it so I can select stuff inside the shelf when clicking on it?
generic hooman moat.gg 10 月 20 日 上午 10:03 
I don't mean to give you the big stress but we can't see imgur ♥♥♥♥ in the UK
SSS-class Warlock 10 月 19 日 上午 1:45 
John, bradson just said that he updated this about 4 months ago
WHAT DID YOU SAY 10 月 18 日 上午 10:00 
update?
bradson  [作者] 10 月 14 日 下午 11:02 
@AnkleBiter67 About 4 months ago
AnkleBiter67 10 月 14 日 下午 6:24 
when would an update to 1.6 be?
bradson  [作者] 10 月 12 日 上午 3:26 
@Haraise no Tenshi No, that's not something this mod does.
Haraise no Tenshi 10 月 12 日 上午 3:09 
Is there any way to tell a storage item/stockpile to only stock like 200 of every allowed item? and not just fill up all available space with one type?

Wanted to have them stock 10 of each mortar type i commonly use but they just fill them up with explosives as those are what I have most of :/
Felywhyen 10 月 11 日 上午 9:42 
@bradson
Thx for the reply. I do have more an issue with any text inside the window as I added a scrollable list of items in the storage with the name of the item and a corresponding image. The text was not there at the time I wrote the mod. I need to check if I can hide it somehow.
bradson  [作者] 10 月 10 日 下午 12:13 
What this does is shorten the text a little in case of duplicates by consolidating those, having repeated entries of the same thing show up once with its count. If your mod is having issues with the text being too long it'd definitely have those with vanilla too, as it's even longer there
bradson  [作者] 10 月 10 日 下午 12:08 
@Felywhyen Take a look at vanilla shelves, without mods. They have the same text.
Felywhyen 10 月 10 日 上午 9:53 
@bradon
I am creator of the mod "ExtendedInspectData" .. users asked me to remove the text (stored things) inside my inspect window, with a user pointing out it may come from your mod. Seems like it is like this.
Is the text you add to the inspect window optional and is there a way to hide it while your mod is active?
Just asking. If you cannot hide the text niside the inspect window my mod should be considered "Soft incompatible" because things are not readable anymore.
If your text can be hidden, I would inform the people in my workshop item about it.
Thanks :)
| CaptainIceland | 10 月 8 日 上午 7:45 
Thanks, yeah I tried to verify the game files and re downloaded the framework mod and it still persists. I sent the log in git hub.
bradson  [作者] 10 月 7 日 上午 7:39 
@| CaptainIceland | There's a hugslib log publisher to get logs uploaded to a website, but if that's really happening with no other mods it'd have to be some issue with a failed download or similar. Verifying files or resubscribing to everything relevant and restarting rimworld twice would be ways to try get that resolved. Make sure you do have Harmony too
| CaptainIceland | 10 月 7 日 上午 6:25 
Unsure if this is just me but trying to use this mod makes vanilla shelves behave weird. I can select them, but I can't do anything with them, no deconstruct, no storage options, nothing. I only have speed up as the other mod and all DCLs on.
With dev mode on when I click on a shelf it says some error but not sure how do I post it here without being too long.
bradson  [作者] 9 月 30 日 上午 3:06 
@Lionheart Thanks for letting us know. I'd recommend just using some VPN for now, considering there are at least several 100s of mods using imgur in descriptions
Lionheart 9 月 30 日 上午 2:53 
FYI imgur.com has blocked the UK from accessing it's site so your mod description which contains images hosted there, now has NO information available in that format for anyone accessing from the UK.
you may want to consider updating with a text description.
bradson  [作者] 9 月 28 日 上午 2:15 
@Narcessa Never heard of that mod before. Feel free to try and report back, but I don't see why there'd be any reason for conflicts. The mods that do tend to cause issues include destructive harmony patches entirely replacing vanilla hauling or storage methods, not simply adding content
Narcessa 9 月 27 日 下午 11:48 
Was wondering if ASF has compatiblity with the nanochest in the [HYE] Nanotech Overpower mod? If not, are you able to add it?
bradson  [作者] 9 月 27 日 上午 1:51 
@zyzyhasl That looks correct, yea
zyzyhasl 9 月 26 日 下午 8:59 
<maxItemsByCell>
<columns>
<c0>
<rows>
<r0>0</r0>
<r1>50</r1>
<r2>0</r2>
</rows>
</c0>
</columns>
</maxItemsByCell>

like this?
zyzyhasl 9 月 26 日 下午 8:49 
Thank you for your reply!
But how to use the field?What need I add to the <li Class="AdaptiveStorage.Extension">
bradson  [作者] 9 月 26 日 上午 3:06 
Looks like that maxItemsByCell field isn't mentioned in the documentation. It's afaik not currently used by any published storage mod, but did work without issues with vanilla hauling and Pick Up And Haul for me. While You're Up and a few stack limiting mods completely replace vanilla storage cell finding methods in a way that prevent other mod's patches from applying and would be incompatible with that feature
bradson  [作者] 9 月 26 日 上午 2:58 
@zyzyhasl The vanilla <maxItemsInCell> needs every cell to be reachable and this doesn't implement any alternative haul AI. Having only one interaction cell is not an option there.

What you can do though is to use this mod's Extension for ThingDefs with the <maxItemsByCell> field, which takes a grid of columns and rows like itemGraphics does to specify values seperately for each cell. Using that it'd be possible to have all items only hauled to one storage cell, but not necessarily from the same direction like you'd have with interaction cells