边缘世界 RimWorld

边缘世界 RimWorld

Restore Content - Progression: Storage
33 条留言
-=GoW=-Dennis 9 月 7 日 上午 9:40 
I'm not really an expert in this, so I can't tell you what the game does - I barely manage to make some of my own patches. But with MO installed the rack is gone and with patching that def myself it is back, so I assume it does.

Priorly the rack was removed in the same way for both if MO is installed and not installed in Progression: Storage, so your prior patch worked for both removals. Now it only works for the removal when MO is not installed, as the way its removed is different with two different target defs.
DrKartoffelsalat  [作者] 9 月 7 日 上午 9:37 
The game is loading god damn txt files?! God dammit. Also it's conditional on MO you say? I'll maybe look into it some other day, I think MO comes with it's own meat hooks, so this isn't a big priority right now.

I really wish the wasn't necessary in the first place -.-
-=GoW=-Dennis 9 月 7 日 上午 9:28 
It's in "1.6/Mods and Shit/Adaptive Primitive Storage/adaptive primitive storage patch new shit.txt" and only applies when Medieval Overhaul is loaded.
DrKartoffelsalat  [作者] 9 月 7 日 上午 9:25 
@-=GoW=-Dennis I can't find any reference to that in any of the XML files.
-=GoW=-Dennis 9 月 7 日 上午 9:17 
To get the meat rack back, you also need to remove ASF_MeatRack from "FernyAdaptivePrimitiveMedOvProgStorage_HiddenDesignators".
Vinni Pukh 9 月 7 日 上午 8:35 
Holy crap that was so fast you're a gd legend ♥♥ Thank you!!

I'm in the process of starting a whole new save because of that myself lol, and have been trying to play it slow and careful with errors, so I'll let you know if I run into anything but I think you got it :D
DrKartoffelsalat  [作者] 9 月 7 日 上午 8:20 
@Vinni Pukh thanks for letting me know, it seems ferny changed the way they remove the content completely. I have updated it, I tried to test as good as I could, but frankly 1.6 borked most of my save files. With a minimal install with just this, Adaptive Primitive Storage, Progression: Storage and their respective dependencies it appears to work again.
Vinni Pukh 9 月 7 日 上午 7:26 
Ferny did a hella big update to his mods today and I think it broke this one, getting red errors that the patches have failed on load :)
Futstub 8 月 28 日 上午 7:15 
Ferny patched that in his mod, and I really don't like it... :D

But thanks for the info!
DrKartoffelsalat  [作者] 8 月 27 日 上午 9:56 
The man has spoken, so technically possible, but outside of the scope for this mini-patch however.
bradson 8 月 27 日 上午 9:53 
That's individually customizable for each building or even each tile, with offsets and the likes exposed to xml too
DrKartoffelsalat  [作者] 8 月 27 日 上午 9:46 
@Futstub pretty sure that's just Adaptive Storage in general, I think all Ferny did, was apply this to all vanilla storage as well.
Futstub 8 月 27 日 上午 2:40 
Any chance this also makes it so that the stored items aren't invisible anymore? That is the main reason for me not to use ferny's mod...
UncleRippu 8 月 18 日 下午 4:55 
I was wondering why my tribal runs lacked the storage pits, turns out Ferny's progression storage mod removes them. I for the life of me don't know why he removed objects that make storing food that isn't pemmican in the tribal era not totally infuriating, but he did and I'm glad this mod exists.
Bodacious Cowboy 6 月 25 日 上午 10:24 
Thanks a lot, I think i'll be able to handle something like that.
DrKartoffelsalat  [作者] 6 月 25 日 上午 7:04 
@Bodacious Cowboy it's just a XML Patch operation that removes a line Ferny added in his mod to hide the stuff. I would assume it will similarily work for your issue.

For example here, Ferny removes the Storage Pits with this patch (see Steam\steamapps\workshop\content\294100\3292746186\Mods and Shit\Adaptive Primitive Storage\Patches):

<Operation Class="PatchOperationAdd">
<xpath>Defs/ThingDef[defName="ASF_StoragePit"]</xpath>
<value>
<designationCategory/>
</value>
</Operation>

and my patch does this (see Steam\steamapps\workshop\content\294100\3417113151\Patches):

<Operation Class="PatchOperationRemove">
<xpath>Defs/ThingDef[defName="ASF_StoragePit"]/designationCategory</xpath>
</Operation>

which is the exact opposite do just undo what his mod does.
Bodacious Cowboy 6 月 25 日 上午 6:31 
Yeah i'm aware. I'm saying I'd like to do that myself.
DrKartoffelsalat  [作者] 6 月 24 日 下午 7:16 
@Bodacious Cowboy this patch doesn't touch "Progression: Aesthetics" - only "Progression: Storage" and only for certain items from "Adaptive Primitive Storage".
Bodacious Cowboy 6 月 24 日 下午 4:48 
How does this mod work? Because I'd like to re-add the Rustic Door that Progression: Aesthetics removes.
DrKartoffelsalat  [作者] 3 月 14 日 下午 12:21 
Only thing i can think of is to make sure to try loading that Sorting mod after this patch (or generally far down the list)
DrKartoffelsalat  [作者] 3 月 14 日 下午 12:19 
@Azraile i don't use "Tab sorting mod" and it works perfectly fine for me without that, so can't help you - not my problem to fix. I would assume the issue lies with whatever Tab sorting mod you use. This mod literally is two lines of XML undoing something Progression Storage does - literally the reverse operation, Progression Storage adds one line to hide the content, my patch removes it again. All this happens on game load, so there should not be any randomness, especially during gameplay to it.
Azraile 3 月 14 日 上午 10:41 
can you please fix what ever is goning on between this mod and the primary one that seams to some times but not always make all the storage item props show up instead of being sent to be props? x.x idk whats going on but it's anoying..... maybe it's because of tab sorting mod too? idk but I know if i poke the progression mod guy they will blame this mod so maybe you can take a look?
SkylineOdeum 2 月 17 日 下午 4:25 
I remember Integrated Deep Storage attempted not only to integrate different mods but re-balance them as well. If anyone's unhappy about the balance of some storage items maybe they can try to look at, but it is, like the name suggests, tied to the old Deep Storage system. A feature I do miss is that it worked with some of the mods added storage back to some of the old junk you can find around the map like shopping carts and such, but some of those mods have long been abandoned.
DrKartoffelsalat  [作者] 2 月 2 日 下午 12:41 
@Usernames Are Hard maybe, i'm not here to judge. People should play however they want, i just wanted to give them the options back. Also especially the stone cellar takes a pretty substantial amount of work to build - so that balances it out somewhat, imagining there is a "sublevel" that's excavated. In the end, i view it as a cooled "fake" Z-level (or whatever people use these days) - it's as balanced or unbalanced as that.
Usernames Are Hard 2 月 2 日 上午 9:00 
@Giant Metal Devil Although the stack amount for a single tile is a little ridiculous.
Usernames Are Hard 2 月 2 日 上午 8:59 
@Giant Metal Devil It doesn’t actually freeze anything, just keeps it refrigerated. Not altogether too unbalanced, I would think.
אַבְרָהָם 1 月 31 日 上午 12:31 
"Gaze into Vanilla-like Balance long enough, and Vanilla-like Balance will stare back."

- Oscar, Mad Artist, 5104
vin 1 月 30 日 下午 5:22 
I'll link this to my mod page for folk who use progression and want to keep the cellars.
ferny 1 月 29 日 下午 8:21 
Thanks for making this, always good to have options. I'll link this on the original mod page.
DrKartoffelsalat  [作者] 1 月 29 日 下午 8:16 
@Giant Metal Devil you are free to not use this patch then. Clearly you are not the target audience.
Giant Metal Devil 1 月 29 日 下午 8:08 
The pit/cellar and meat rack keep everything from rotting when you put it inside. Too much for Primitive playthroughs
vin 1 月 29 日 下午 6:32 
nice
Vexacuz 1 月 29 日 下午 3:12 
It seems Oskar's virus of content removal got Ferny.

F.