边缘世界 RimWorld

边缘世界 RimWorld

LWM's Deep Storage
146 条留言
SP4RTAN  [作者] 9 小时以前 
Looks like I just need to update one of the xml patches for the dresser. I'll take a look at it when I can. Shouldn't cause any major issues though
Mehrunes Dago 9 小时以前 
Hey man idk if it's on you or them but I saw you being very good with it and online so figured I'd ask you first lol. After installing this and Dressers Hold Clothing by Mlie I receive an error log upon opening my game that says this https://imgur.com/a/PYhf1KX

It doesn't seem to truly impact anyhting as the mods both seem to still work as intended but I don't know what it's implying myself as I'm not familiar with code like at all lol. Any insights even if it's just "should be fine to ignore" would be appreciated
GULÉ🏠 10 月 1 日 上午 10:30 
Thank you for the explanation!
SP4RTAN  [作者] 9 月 30 日 上午 11:11 
LWM's Adaptive Deep Storage is just a port and update of the textures from this mod that uses Adaptive Storage Framework to function. It doesn't have any of the mod options that this has. This is a continuation of the original mod. You can use this and LWM's Adaptive Deep Storage at the same time but that wouldn't make much sense as you would basically have two versions of this mod in your game.

However if you use Adaptive Storage Framework itself together with this, Adaptive Storage Framework does add some nice options specifically for this mod

TL;DR, LWM's Adaptive Deep Storage and this mod are two different things

It looks like Mlie just updated Deep Storage Plus (Continued) yesterday
GULÉ🏠 9 月 30 日 上午 10:33 
I'm confused. If I have Adaptive Deep Storage, do I need this mod? Also there is a Deep Storage Plus (continued)?
TheTwitchSniper 9 月 10 日 下午 5:33 
@SP4RTAN thank you kindly
SP4RTAN  [作者] 9 月 10 日 下午 4:40 
Use the old stacking graphic option to get around that for now. I'm looking into an actual fix for that.
TheTwitchSniper 9 月 10 日 下午 4:37 
Is there anything that can be done about the red X on items that are forbidden not being present?
SP4RTAN  [作者] 9 月 10 日 下午 4:23 
@spare which drink mod are you using?
@tommanley102 check the mod settings and enable the "old stacking graphic"
tommanley102 9 月 10 日 下午 2:20 
how to make item in storage look neat?
spare 9 月 10 日 上午 5:56 
Hello, it seems the refrigerator from another mod, “RimFridge: Now with Shelves!”, is being recognized as a locker-type structure, and the settings aren't working. Drinks and such aren't cooling anymore. Is this a known issue?
Mr Happy Penguin 9 月 9 日 下午 8:18 
@SP4RTAN I found the problem. It was due to another mod, Stockpile Stack Limit. By default, it was limiting it to 1 item per stack. Setting a custom stack limit or removing the mod fixes the issue.
SP4RTAN  [作者] 9 月 9 日 下午 7:25 
@Mr Happy Penguin Just tested this and I'm able to store multiple weapons of the same type. It only happens with the weapon cabinet and not the weapon locker or anything else?
Mr Happy Penguin 9 月 9 日 下午 7:04 
I'm not sure if this is a bug or feature. Weapons cabinet can only store 1 weapon of each type. I have 2 shotguns, but I can only put 1 per weapons cabinet.
TheTwitchSniper 9 月 9 日 下午 4:52 
Having an issue, not sur if it has been mentioned already but the red X on items that are forbidden is non-present when this mod is active on my current mod list, I am wondering if it is incompatible with the Multiplayer/Multiplayer Compatibility mods
magnin 9 月 9 日 上午 9:18 
olee gracias por continuar el mod
SP4RTAN  [作者] 9 月 8 日 下午 11:21 
Any errors in the log?
Balthazad 9 月 8 日 下午 11:18 
hi, the mod has developed a badass bug.
it destroys silver, but in masses.
just came home with 20500 silver, pawn went to unload it, unloaded 2500 and the rest disappeared. idk why the 20k have been as 1 stack in the inventory of the pawn, but i assume that that's part of the issue.
SP4RTAN  [作者] 9 月 8 日 下午 5:50 
@Werewolfie I'll get bookcases moved over to the storage category soon.

@Excalibur-13 yup, I'm still trying to figure out how to fix it. If you don't want to have that graphical bug, you can enable the old stacking graphic option in the mod settings.
Excalibur-13 9 月 8 日 下午 12:32 
I'm sure you've already been informed of this issue, but there's a minor graphical bug where when multiple stacks of the same item type (i.e. Wood Logs) are all stored on the same tile of storage space they will start to appear above and to the right of the storage tile they're occupying. It's nothing gamebreaking but it's a little annoying to look at.
Werewolfie 9 月 8 日 上午 11:10 
Figured out my own thing, "DesignationCategoryDefs.xml" talks about a related architecture mod, and tells the mod to categorize DeepStorage things as "Storage". But the Architecture mod actually calls the storage group "Store" so everything DeepStorage touches gets labeled Storage, while only the bookcases remain in the default "Store" category. I tried changing the word Storage to Store in the <label> tag but it's not enough, there's a subcategory "General" on the bookcases and nothing on the rest of the storage units. I guess a solution would be to somehow include vanilla bookcases in what's covered by this mod, just like every other vanilla shelf is.
Werewolfie 9 月 8 日 上午 10:41 
I installed a mod called "Better Architect Menu" which rearranges the build menu categories. For some reason, having LWM's Deep Storage (Continued) running causes the vanilla bookcases to appear in "Store" category, and everything else (including all the other vanilla storage, all the storage from this mod and from another storage mod) to appear under category "Storage". Removing this mod causes everything to work as intended, so I'm wondering if there's a misspelling somewhere in this mod that says Store instead of Storage.
SP4RTAN  [作者] 9 月 5 日 上午 9:50 
Yes they can
Dis Lexic 9 月 4 日 下午 12:11 
Question, can animals eat from Haylofts? I'm getting tired of having mounds of hay build up in my enterence way.
SP4RTAN  [作者] 9 月 1 日 上午 11:29 
I sent you a friend request. I want to look at your save. I've actually gotten that error myself a handful of times. I'm using over 300 mods though so I don't know what causes it for me.

It usually breaks everything when it happens but goes away when I reload my save so I'm not sure why it's not going away for you.
Pancakeman 8 月 31 日 下午 7:03 
https://gist.github.com/HugsLibRecordKeeper/cc9fd95b944d8c7f83bed23ddbbcadf2

I am more than happy to provide any additional information needed.
SP4RTAN  [作者] 8 月 31 日 下午 6:41 
If you can use the HugsLib Log publisher and upload it, I'll take a look at it
Pancakeman 8 月 31 日 下午 6:37 
There is another error that appears that is too long to comment here. I can send it to you if you want.

I tried to disable all of my mods that I have (I do not have many) and yet the issue persisted. I strongly suspect that this mod is the culprit as it is the only mod I have in my list that actually adds new items/buildings to the game.

This is a save file that I have had since 1.5, and when my save file was on 1.5 I used the old file of this mod from the original author. When I transitioned to 1.6, I switched to this mod instead as the last one did not update. I believe that my game is trying to use stuff from the old mod and for some reason cannot anymore, even though I have not been using the old one for a while now (though I could be wrong about this).

In any case, this whole issue is very disheartening to me, as this is a save that has been going for over 20 in-game years and I would hate to lose it.
Pancakeman 8 月 31 日 下午 6:37 
@SP4RTAN, I have encountered a game-breaking bug that I believe is the result of this mod. When I updated my game to the latest patch (1.6.4566) I noticed that selecting any of the tabs in the architect menu (Structure, Power, Floors, etc.) none of the actual building options nor commands come up. I checked the devlog and the following error appears upon trying to select a tab in the architect menu:

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref B58ED97] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Root:OnGUI ()

(continued)
Whiskey Fool 8 月 30 日 下午 8:56 
When i use "Storage Unit Setting" tab to max out the storage per cell the UI prompts me with "No Storage Space" for the item stored. Sometimes the Pawns will still pick up the item and put it into the shelves but i can not force them to haul the item because the game thinks theres no space. Any idea what may be causing this?
I dont remember this being an issue in previous versions
Cheguara 8 月 28 日 下午 10:16 
I figure out the mod that was causing it. It was Odyssey: More Doors. When I removed it, it turned out to be fine. Thank you @SP4RTAN and @bradson.
SP4RTAN  [作者] 8 月 28 日 上午 10:06 
I feel like I'd have a lot more people complaining in the comments if this mod broke gravship launching but it's worth testing.
SP4RTAN  [作者] 8 月 28 日 上午 10:00 
@Cheguara you could also disable LWM for a moment and try launching your gravship. It'll cause errors when you load the save without the mod but it should show whether or not LWM is the issue. Just make sure to not overwrite your save.
bradson 8 月 28 日 上午 7:24 
Verse.Building_SecureVacBarrier isn't a mod class with a copy of the vanilla namespace, is it? The class doesn't seem to exist on my end. It's just Building_VacBarrier
bradson 8 月 28 日 上午 7:20 
It should be, yea. Could ofc be something else too, and that is testable by just disabling the optimization. It's also possible that it wrote bad data into the save file
Cheguara 8 月 28 日 上午 7:07 
Thank you @SP4RTAN, I will give it a try little later today and let you know. Also, let me know if you need the full log. I had to cut it down to fit it to 1000 chars.

Interesting @bradson, this issue is very repeatable and happens every single time. If it was a thread safety issue, shouldn't it have been intermittent?
bradson 8 月 28 日 上午 1:18 
Performance Optimizer's GetComp optimization has a bit of an issue of not being threadsafe, and in turn occasionally throwing these errors for comp lookups done by parallel pawn rendering methods rimworld has since 1.5 and since 1.6 also pathfinding, like here the vac barrier check. That optimization can be disabled from its settings and is not related to this mod
SP4RTAN  [作者] 8 月 28 日 上午 12:39 
I'll take a look at it when I have some time tomorrow. I'm seeing an error caused by Performance optimizer as well. Try disabling that or tweaking it's settings and launching again.
Cheguara 8 月 27 日 下午 8:55 
When I launch my home spaceship it just hangs during launch. Any ideas?
Exception from long event: System.ArgumentNullException: Value cannot be null.

at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue
at Verse.Building_SecureVacBarrier.get_Vacuum ()
- TRANSPILER PerformanceOptimizer.Main: IEnumerable`1 PerformanceOptimizer.Optimization_FasterGetCompReplacement:Transpiler
at Verse.Building_SecureVacBarrier.ReceiveCompSignal
at Verse.ThingWithComps.BroadcastCompSignal
at RimWorld.CompPowerTrader.set_PowerOn
at RimWorld.CompPowerTrader.LostConnectParent
at RimWorld.CompPower.PostDeSpawn
at Verse.ThingWithComps.DeSpawn
at Verse.Building.DeSpawn
- PREFIX net.littlewhitemouse.LWM.DeepStorage: Void LWM.DeepStorage.Patch_Building_DeSpawn_For_Building_Storage:Prefix(Building __instance)
at RimWorld.GravshipUtility.GenerateGravship (RimWorld.Building_GravEngine)
罗德里特 8 月 21 日 上午 6:05 
This error is a complex mod interaction issue in RimWorld, specifically involving the Performance Fish optimization mod and LWM's Deep Storage mod.
Exception ticking IG_Mote_PsychicConditionCauserEffect (at (231, 0, 90)): System.InvalidOperationException: Failed to find parent index in FishTable<Verse.MoteThrownAttached, System.Int32> for key: 'IG_Mote_PsychicConditionCauserEffect', hashCode: '-1074285312', value: '7', count: '99', bucket array length: '256', total tailing entries count: '41', known chain of tails:
{ index: '177' key: 'IG_Mote_PsychicConditionCauserEffect', hashCode: '1970887296', value: '42 }
{ index: '178' key: 'IG_Mote_PsychicConditionCauserEffect', hashCode: '644792704', value: '62 }
{ index: '179' key: 'IG_Mote_PsychicConditionCauserEffect', hashCode: '-1270506496', value: '92 }
[Ref FE585A5B]
MyDadDroveMeHere 8 月 16 日 下午 8:23 
the issue persists but the error at boot is gone now
MyDadDroveMeHere 8 月 16 日 下午 8:21 
@SP4RTAN i was lemmi reboot
SP4RTAN  [作者] 8 月 16 日 下午 8:16 
@MyDadDroveMeHere Are you still subscribed to the original Deep Storage mod?
MyDadDroveMeHere 8 月 16 日 下午 7:47 
just at start up but idk if its even relevant
Tried loading mod with the same packageId multiple times: LWM.DeepStorage. Ignoring the duplicates.
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\1617282896
C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3532608331
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.ModLister:TryAddMod (Verse.ModMetaData)

just started displaying this way in the last week or two, don't remember it always having that bug
SP4RTAN  [作者] 8 月 16 日 下午 6:14 
not unless you're getting errors when the issue happens
MyDadDroveMeHere 8 月 16 日 下午 6:12 
@SP4RTAN copy need anything from my end?
SP4RTAN  [作者] 8 月 16 日 下午 5:08 
@MyDadDroveMeHere
@Osrek

Both are known issues. I'm looking into them
MyDadDroveMeHere 8 月 16 日 下午 5:01 
Having an item display issue,

Floating stacks above the storage container mostly just on pallets
Osrek 8 月 16 日 上午 8:26 
I have a, not a large problem but something is going on. When i change default amount of items storage can take pawns try to deposit items in containers, but they fail, leading to either infinite loop of trying to put stack number 7 in container that can hold 8 until they drop from exustion or find another container that can take that item. I do have a lot of mods, anyone else had similar experience and knows a fix?
McChalk 8 月 12 日 下午 8:32 
@doom of anubis that happens when I use achtung to prioritize merging stacks iwth the lightning bolt. I have deep stacks but not this mod enabled so it might not be related