边缘世界 RimWorld

边缘世界 RimWorld

LWM's Adaptive Deep Storage
452 条留言
vin  [作者] 12 月 18 日 下午 1:39 
@Naucetaaq
I will be doing the minimum to keep it up to date into following updates but I'm not adding or removing anything from the mod unless its a glaring error. This mod simple takes PNG images and makes you able to put ♥♥♥♥ in it using the ASF framework. There isn't much to maintain.
Ghostmare 12 月 18 日 上午 3:30 
Thank you for keeping the mod alive. Do you plan to remove quality option of the buildings?
bradson 12 月 17 日 下午 11:21 
@Naucetaaq ? That has nothing to do with abandonment. I'm saying there's literally no code for pawn AI related tasks in here. It's just a mod adding buildings, which tie into normal vanilla systems. Any recycle this bug involving something changing after time would require code that does exist somewhere
Naucetaaq 12 月 17 日 下午 7:07 
Nah he's talking about how he said this mod is abandoned now. Though a note would in the description would be nice.
Shifter 12 月 17 日 下午 3:44 
Yeah i understood reason of problem no2. But still problem 1 seems to related something about this mod yet i can ignore that it does not bug me that much. Thanks for the information!
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.
vin  [作者] 9 月 20 日 上午 10:27 
@Shipidge
Sure thing then, just add me on discord so we can talk there.
vn1600 is my tag (not typod, its vn6100)

If you prefer steam add me and I'll accept it.
Shipidge 9 月 20 日 上午 10:25 
@vin

The issue is that it's quite a lot of descriptions that could use either a rework or an actual description. If you're open to it, you can send me a friend request and I will send you a Word file or simply type em out to you there when I get the time.

I love writing and I feel like I can contribute here since I love this mod <3
vin  [作者] 9 月 20 日 上午 10:08 
@ThePurpleBlanket
It would be nice to encourage diversification of storage options based on efficiency of storage per object but I think its really just up to who is playing. I can't please everyone. If you started modding you'd quickly realize that everyone is picky in their own way. Thats why I like that recently someone made a mod settings for my mod to tweak it per object - lets you build your own game, this is why modding is so awesome. Unfortunately I've quit because my research is picking up and so is life.

Im open to outsourcing my mods to others to be frank at this point because of recent events with my warehouse storage mod I've lost my passion for rimworld and modding.
vin  [作者] 9 月 20 日 上午 10:08 
@ThePurpleBlanket
The original mod had balancing on it in regards to storage time etc. That isn't offered in ASF so some of the storage options fall apart. Theoretically you could just get the highest storage per cell storage object and forego anything else.

If I had the time, energy, and hadn't already quit modding I'd sit down and balance all storage items in my mods to be really good at storing specific things dependent on vanilla stack sizes and rebalance the material costs and research.

I think that everyone just approaches storage in a very different from eachother. Personally, I diversify my storage for aesthetics, visual diversity, and at a glance organization to fit a theme in my bases. Meanwhile, when I see posts of my mod being used people just one single storage object and spam is 15x in a single room for max capacity storage.
vin  [作者] 9 月 20 日 上午 9:59 
@Shipidge
I didn't actually make any of the descriptions, straight copies of the original LWMs, but I'm open to it. If you want you can add the descriptions in the discussions area and I'll update them.
Shipidge 9 月 20 日 上午 9:07 
Hey @vin

If you could message me, I am open to help you correct the descriptions in your mod. They aren't consist but I can absolutely help you with this.
ThePurpleBlanket 9 月 5 日 上午 8:51 
weather update it has occurred to me that the prior points apply to the vast majority of all storages from the other mods from the same creator of this one, Tall Shelves Tuesday will save us all
ThePurpleBlanket 9 月 4 日 下午 9:48 
I believe that the storages which are dedicated to certain item types (Skips, Clothing Racks, Food Basket, etc.) could use either a buff to their storage capacity to be noticeably superior to Tall Shelves at storing their respective items, or have further improved versions that can be made (such is the case with Weapon Cabinets to Weapon Lockers when both Complex Furniture and Machining are researched).

It may also be interesting to try new things such as a storages for specifically drinks, recreational drugs, bookshelves, leathers/fabrics, etc.

TL:DR spamming Tall Shelves/Big Tall Shelves is basically just the best thing to do aside from weapons (and ammo if using CE such as in my case) and utility clothing. It would be cool if the options for item type-oriented storages were improved to be superior compared to just spamming the generalist storage option, as well as featuring further upgraded variants such as with Weapon Cabinet -> Weapon Locker.

sorry for all the words
ThePurpleBlanket 9 月 4 日 下午 9:48 
Can't say I'm having any issues with the mod functioning like some others, though it would be nice to have improved dedicated storage options.

Currently, the vast majority of storage furniture unlocked via researching Complex Furniture, and what I assume are intended to be the truly "deep" storage options though I could very well be wrong, are simply not worth your time compared to 500 Tall Shelves.

More specifically, the stacks-per-cell comparison between things like the Hayloft, Medicine Cabinet, Hampers, Skip, Meat Hook and Food Basket are all vastly inferior to the Tall Shelf, with the Clothing Rack being hardly better though this is in the context of clothes which will always use one stack.
Xx_MSTRCHF117_xX 9 月 1 日 下午 12:29 
Sorry, i was being a dumbass. I had this and allow tool for testing, it was the one mod I hadn't checked.
Schadenfreude 9 月 1 日 上午 2:28 
Apologies, wasn't trying to report an issue, just checking if someone has the same experience and a solution, otherwise I was going ahead and troubleshoot.
vin  [作者] 9 月 1 日 上午 1:09 
@everyone
read below, please just check your modlist before commenting issues
bradson 9 月 1 日 上午 12:02 
There's genuinely only xml and textures in this mod. Any issue that involves hauling or code has to be caused by one of the many other mods you're using. The buildings here are implemented like vanilla shelves. Stack XXL definitely works fine, and settings don't exist because those would require code
Schadenfreude 8 月 31 日 下午 8:46 
Anyone else got the problem that at some point modded Gemstones became excluded from eligible storing items of the Safe?

Like Rubies, Diamonds and Sapphies from the Jewely Mod.

Some time ago they just became unable to be stored.
Xx_MSTRCHF117_xX 8 月 31 日 下午 4:02 
I have the feeling that this mod is responsible for the "No storage space" message because it was part of LWM's OG mod, would it be possible to add back the mod manager toggle to turn that off?
sanityscraps 8 月 31 日 下午 3:49 
If I were to guess, I'd say the most likely culprit, if it's a mod interaction causing this, would be Stack XXL, cause it's my only other mod that affects storage.
sanityscraps 8 月 31 日 下午 3:41 
Now they're not putting food in food barrels either.

I use dozens of mods. If I disabled all but this one and its dependencies, my game would stop functioning entirely. I guess I could start a new game to test it out, but the trouble is that this bug appears after many hours of play, and that wouldn't tell me which mod it's interacting with. I'd have to experiment with dozens of games to narrow that down. =/
vin  [作者] 8 月 28 日 上午 12:09 
Please see bradson's comment below. I strongly recommend testing on a minimal modlist to try and reproduce the issue before taking off to the comment section.
bradson 8 月 26 日 上午 1:18 
Neither this nor the framework make changes to hauling AI, fwiw. All this mod here contains is xml data and textures. Unless you manage to reproduce a bug without other mods it's near guaranteed to be caused by those other mods
sanityscraps 8 月 25 日 下午 7:47 
It might be the framework, idk. I'll bring it up there too I suppose
sanityscraps 8 月 25 日 下午 7:46 
Pfff, now the tall shelves stopped accepting apparel too. I cannot imagine just clothing is making them hit a weight limit or something
VitaKaninen 8 月 25 日 下午 7:44 
I wonder if the problem is with this mod, or with Adaptive Storage Framework.
sanityscraps 8 月 25 日 下午 7:40 
They can still put clothes on regular shelves so I guess I'm changing all the clothing racks to regular shelves =/
sanityscraps 8 月 25 日 下午 7:38 
Nope, restarted the game and it's still doing it. Still can't put things in the clothing racks anymore. Weirdly I can have colonists take things *out* of the clothing racks.
sanityscraps 8 月 25 日 下午 7:35 
I'll try resetting the game, one sec
sanityscraps 8 月 25 日 下午 7:35 
Update: the clothing racks are actually refusing to accept pants now too. So I assume it just isn't accepting clothes anymore?
VitaKaninen 8 月 25 日 下午 5:48 
@sanityscraps, I have issues like this all the time, and it is weird since a save and reload in the same game session does not fix it for me. I have to quit the game, and then when I reload, it is fixed.
sanityscraps 8 月 25 日 下午 5:46 
Oh also when I check the mod settings, there's nothing there to change individual container settings (e.g. configuring hampers to hold fabric) at all.
sanityscraps 8 月 25 日 下午 5:45 
I'm also having an issue with the clothing rack. I have all of them set to hold bowler hats, those shelves are currently the ONLY spot actually set to hold bowler hats, and my colonists all refuse to put a bunch of bowler hats onto the available clothing rack. Which is weird because there are other bowler hats on clothing racks, they all have the same linked settings, Nope, all the remaining bowler hats stay on the floor. When I try to micromanage it, it says there's allegedly no place set to store them, which I can tell for a fact is not the case.
Iirly 8 月 25 日 上午 9:00 
This is probably obvious and I'm missing it but I'm using some of these storage items and many of them hold their items inside, but the clothing rack just has everything piled on top. There is a post about changing how stacked item visuals appear, does this make them look neater and stacked on the shelves? I had an older version of this mod in 1.5 and the clothing rack had the items inside and not all piled ontop.
Wicca 8 月 22 日 下午 1:09 
I wanted to ask if you could make the deep storage continued mod and gloomy deco storage work with this one? I wish to switch over completely and it's been causing performance issues. Other than that the mod works perfectly. Thank you for the hard work!
vin  [作者] 8 月 22 日 上午 2:52 
Np, I forgot the name of if not I would've linked it.
culona 8 月 22 日 上午 2:50 
adaptive storage global settings, found it, thank you
vin  [作者] 8 月 22 日 上午 2:25 
There is a settings mod available for all adaptive storage mods. Check it out.
culona 8 月 22 日 上午 2:24 
Some storage options feel too OP. Is there a way to at least manuallly decrease number of individual things / stacks per cell so that they're closer to vanilla shelves? Wherever its possible because i imagine that if a meat rack has two hooks then there would be problem to set it to store 6 corpses