边缘世界 RimWorld

边缘世界 RimWorld

Adaptive Primitive Storage
346 条留言
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
vin  [作者] 10 月 1 日 下午 9:57 
@anaris
nothing is ever that easy, the solution we arrived at which now fully works (description is out of date) was based on lots of C# code and time and effort by bradson
anaris 10 月 1 日 下午 5:34 
this doesn't need a reply, i'm not really asking and don't know enough about code, so if i'm talking shit and this doesn't work just ignore it
anaris 10 月 1 日 下午 5:34 
isn't the workaround for your code just a temperature check if statement? if the temperature at the entrance is below the "effective temperature" for your cellars, say 0 degrees, then don't apply the code you use for cooling, and if it's above that, then do apply it?
N 9 月 21 日 上午 2:05 
Hey! I love your mod. I came here originally in confusion, thinking there was some bug with the baskets. As the 2 and 3 times baskets have the same flavor text, I assumed that the values were also out of wack. However after reading through the comments I realize that the storage values on them are in fact intended. While I have no intention of weighing in on the conversation of the "power" of the mod and its balance in reference to the base game, I would like to point out that the Baskets are horrendously out of balance with the rest of the Adaptive Storage suite, as well as your own mod. They are single tile, made of literally grass, and have no restrictions on what they can hold, and are available incredibly early in the tech tree. My humble suggestion, if you would allow me, would be to have them increase in size to 2x2 and 3x3 respectively for the x2 and x3 baskets. With that being said, I love it, and I shall continue to abuse them. Thank you for the mod!
vin  [作者] 9 月 17 日 下午 8:33 
@NutritiousCookie
good with me :)
thanks for the mod, I'll add it to the description if I remember in the future
NutritiousCookie 9 月 15 日 上午 11:53 
...and in a classic about-face, I've actually adjusted the part of my mod that restored those buildings, so that it still requires the Restore Content mod. It still properly categorizes them if they are not removed.
NutritiousCookie 9 月 13 日 下午 6:07 
@vin, hope a bit of self-promotion is ok. Sharing this here because its relevant to this mod's users.

I've made a mod that restores the cellars and meat rack from Progression: Storage, as well as nerfs them (and many other buildings from other mods) in line with other storage mods. It also restores them more completely than the Restore Content mod does, properly categorizing them if you use Better Architect Menu (highly recommended).

Mod is here.
Up To Me! 9 月 13 日 上午 9:44 
Got it now. I’ve installed an air conditioner for my granary already. Thanks for clarifying!
bradson 9 月 13 日 上午 9:35 
@Up To Me! The deterioration bit there matches that of vanilla shelves. They prevent outdoors effects. They are not meant to freeze their contents
Up To Me! 9 月 13 日 上午 9:26 
Hello, I would like to report an issue with the granary.
The in-game description says: “A granary for keeping food dry. Items stored inside will never deteriorate and don’t affect the beauty of their surroundings.”
However, after I built it (which took 1600 work to build :steamsad:), my crops are still deteriorating inside.
My colony is now on the verge of starvation because I only just noticed this problem.
vin  [作者] 9 月 9 日 下午 7:49 
@Lok Vah Koor
eventually maybe, I'm relatively quit from modding for the time being, just am maintaining
Lok Vah Koor 9 月 9 日 上午 12:19 
The log pile can be constructed with non-vanilla wood types, but it cannot store them afterward. Do you have any plans to add compatibility for those wood types?
Deylendor 9 月 1 日 上午 5:44 
@vin

In multiple session and load orders, multiple pawns at once could haul to or haul from your storages just fine. Without the need for backup stockpiles.

What changed it in my current load order was the mod "Common Sense".

Loading common sense with your ( maybe even other ) 1 tile storages locks them up when in "use" by a pawn.
vin  [作者] 9 月 1 日 上午 2:22 
@Deylendor
This is a vanilla problem, its because pawns will reserve a spot they are hauling to and these cellars are only one tile large, meaning they reserve the entire cellar. This means when multiple pawns are hauling and there is no other option for storage, they will not have where else to store the hauled item until the pawn hauling is finished with his current job.

You can address this by having additonal storage that is capable of storing the items, but set as a lower priority so they will preferentially go to the cellar and default to the low priority storage in the event that there are multiple pawns hauling at the same time.

Personally, I set an invisible ground stockpile storage zone and place it outside the cellar in the hallway or area surrounding it and it copy the storage settings of the cellar, but I set it one priority lower than the cellar and I completely avoid the issue.
vin  [作者] 9 月 1 日 上午 2:16 
@Z.E.R.T.
The granary is just a storage container like any other if you read the description it doesn't do anything other than act as storage but stylized.
Z.E.R.T. 8 月 31 日 上午 11:49 
hi granary is not working i put fruit ect in it and they root after 7 days
Deylendor 8 月 29 日 上午 9:11 
There is something off with the pit and the cellars in my medieval load order. Sometimes the game just doesn't register them as a "zone"/storage and you get the "not accessible empty spot" thing.

The thing is while it only happens to those 3 containers I know for a fact it is not a problem in my regular load order, so THIS mod alone is not the problem.
bradson 8 月 29 日 上午 2:58 
The buildings only differ in stats, textures and storage filters @Austi. This mod doesn't include anything that'd change AI
Austi 8 月 29 日 上午 2:41 
The logs cannot be used from the log pile spot, instead the pawns fetch the wood from elsewhere is this intended?
travislaborde 8 月 28 日 上午 4:12 
@vin thanks!!
vin  [作者] 8 月 28 日 上午 12:07 
@Meme Goddess
Good to hear it, thanks.
Meme Goddess 8 月 27 日 下午 8:20 
@vin ~ I've just added support to Replace Stuff for this mod, so don't worry about needing to do anything to make it compatible <3
vin  [作者] 8 月 26 日 下午 4:56 
no
Lorebot 8 月 26 日 上午 5:01 
Any chance you could make the cellars upgradeable instead of having to deconstruct and replace them? I'm using the Replace Stuff mod but it doesn't seem to work with this mod's additions.
vin  [作者] 8 月 24 日 下午 4:57 
@travislaborde
this is a vanilla behavior actually, because when you store something the pawn hauling to that storage occupies the cell, this means that the storage doesn't exist as an option to store stuff until that pawn is done

a solution is to make a low priority storage zone outside the cellar to act as a buffer to allow pawns an alternative to haul to in the off chance that there is multiple haul jobs to the same cellar at the same time.

tl;dr - vanilla behavior, make a ground storage zone low priority outside of the cellar to act as a buffer
travislaborde 8 月 24 日 下午 4:40 
I'm finding that the cellars are great, especially the stone one that holds 175 stacks. but quite often I see a warning about "no storage available" for items laying on the ground needing to be hauled. sooner or later pawns realize they can carry them, but I've had things deteriorate due to this once too many times so I finally came here to ask about it.

is it a known thing? perhaps a conflict with some other mod?
ilyvion 8 月 23 日 上午 2:47 
It seems like the triple woven basket has the description of the double woven basket; they both say they're a stack of two woven baskets.
vin  [作者] 8 月 19 日 下午 4:15 
@MerlinCross
I certainly have some balancing to do as I never really did and playtesting for this mod, but its going to have to wait. In the mean time, the values can be adjuted via Rimmsqol, or by editing the XML until i get around to it.
MerlinCross 8 月 18 日 下午 2:56 
I still like this for my tribal starts but feels kinda messed up that the Pottery takes just as much time if not longer to build than an ENTIRE Cellar storage.
Z.E.R.T. 8 月 16 日 下午 5:30 
ah damn thanks not for 1.6 ....
iLiveInAHologram 8 月 16 日 上午 10:21 
the boat??!!??
Z.E.R.T. 8 月 15 日 下午 9:55 
what mod is the boat on the picture ???
Aargh Tenna 8 月 14 日 上午 7:26 
I have a problem where contents of baskets is not visible to "do until you have" orders. I.e. I have 200+ medicines stored in a basket, but druglab thinks I have 9. I have a lengthy modlist, are there any known incompativilities?
M.Mazure 8 月 12 日 上午 3:32 
Ok, thank you for the explanation
vin  [作者] 8 月 11 日 下午 2:01 
@M.Mazure
Yes the cellar is just moderately cold and cools the food. It is only moderately colder than the environment. Warmer temperatures will indeed penetrate into the cellar and warm the food. Its not electric and its not packed with ice.
M.Mazure 8 月 11 日 下午 1:58 
Hi, thank you for this mod.
I've constructed a stone cellar and store some food inside (meat, simple meals...) but is it normal that it deteriorates and eventually rots over time. Am I missing something?
NooM 8 月 9 日 下午 10:00 
Good to hear, thank you so much!
vin  [作者] 8 月 9 日 下午 10:00 
@NooM
Yes, I plan on fixing that next update.
NooM 8 月 9 日 下午 9:59 
Hey, great storage options. Could the granary maybe allow for Hay to be stored?
lydocia 8 月 9 日 下午 3:06 
That's okay, vin! Take your time, and thank you for what you do!
vin  [作者] 8 月 9 日 下午 1:38 
@Cal
There are now mod options for ASF via a mod on the workshop. I suggest you try them out to balance it to your needs. I've gotten people complain that they aren't able to store enough. I can't please everyone.
vin  [作者] 8 月 9 日 下午 1:38 
@lydocia
Thanks for linking them, people have mentioned these but never linked them (and theres quite a few of them). I'm kinda at a peak of work right now so I can't until quite some time later.
Cal 8 月 9 日 下午 12:01 
The baskets are so out of balance they can almost replace every storage option for the game alone.
lydocia 8 月 8 日 上午 9:45 
Hi, love this mod, thank you so much!

Could you please include the various wood types from other mods as allowed item types in the log pile structure?

E.g.:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=836912371
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2882494600
vin  [作者] 8 月 7 日 上午 12:50 
Gooby, this mod doesn't handle hauling. My mod just adds textures and XML to make the textures display. Consider reporting on the ASF page.
Gooby King 8 月 7 日 上午 12:49 
The error I consistently have is a failure to complete haul jobs. Making pawns drop their item if another pawn is hauling to the cellar. I believe this error is fixed by using stuff like shut up and haul but I don't use that. I will try it out with a bare minimum load order and make a discussion thread or something to not clog the comments here
vin  [作者] 8 月 7 日 上午 12:46 
@Gooby King
Hey Gooby, if it occurs in a save without any other mods loaded let me know. If not, its a mod conflict. Let me know here if it isn't a mod conflict afterwards.
Gooby King 8 月 7 日 上午 12:45 
The basement/cellar storage buildings are very bugged and often throw errors in the logs. I don't think these are harmless to your save but they make them really bad storage buildings and makes the mod function poorly.