边缘世界 RimWorld

边缘世界 RimWorld

Storage Balance Patches
26 条留言
jeffg10-TheDanceMaster 10 月 30 日 下午 11:59 
Can this get support for "LWM's Adaptive Deep Storage"?
alf.lord51 10 月 20 日 下午 1:52 
Progression: Aesthetics removes ResearchProjectDef MF_BasicFurniture inside it's MO patch file
NutritiousCookie  [作者] 10 月 17 日 下午 9:48 
Thanks for the report, I'll look into it. It's just failing to find a mod that it looks like you don't have, as long as you aren't running into issues launching your savegame should be fine.
Coolchilion 10 月 15 日 下午 9:22 
catharsis 10 月 7 日 上午 10:02 
Ah okay, that's my bad I didn't see the updated description. Changing the setting put it back to how it was before, no issues. Thanks.
NutritiousCookie  [作者] 10 月 6 日 下午 9:16 
@catharsis
This update did change how research projects are handled. It is now a mod setting. I made the default setting keep research projects from storage mods to reduce the impact of my mod on new users, but you can turn it off in the mod configs menu.

--> This update should be non-destructive on saves. <--

I'm sorry if it interrupted your playthrough at all, but there is no way to keep Steam workshop from auto-updating. Simply changing the "use dedicated research projects" setting should get you back to the previous behavior with no issue.

In the future, if you want to avoid possibly breaking changes, I would suggest everybody copy the mods they want to use into the game's local mods folder (steamapps/RimWorld/Mods/) and then only update them manually when they start a new save. Or continue to beta test every mod, just know that any mod author could break your save at any time.
catharsis 10 月 6 日 下午 5:21 
It appears that the portion of the mod handling research projects has broke. I loaded up my save earlier and now all the research projects from Reel's are back (where as before those were gone and the items were apart of other research projects). This wasn't the case just yesterday evening, and I didn't change my mod list at all. I can see that you updated the mod today, maybe that has something to do with it?
NutritiousCookie  [作者] 10 月 6 日 下午 12:01 
@LordBeef21
I'd be happy to talk it over. Sent you a friend request so we can PM.
LordBeef21 10 月 6 日 上午 7:55 
Hey Nutritious Cookie, I'm planning an overhaul to my Progression: Storage Lite mod. Would you like to join forces on that? I think we have a lot of the same goals.
NutritiousCookie  [作者] 9 月 30 日 上午 7:37 
@catharsis
Reel's large metal crate was supposed to be only 50 steel, looks like that got lost. I agree Reel's double shelf is very expensive, that's an oversight. I'm trying to err on the side of cheap build costs to give more meaning to the tech level.

Funny you make that particular critique about shelves/crates, I actually agree. The update I pushed just a few hours before your comment reworked crates to only accept bulk storage for raw materials, primarily to differentiate them from shelves. I haven't touched hp at all, only Cost /Research / Stacks / Allowed Items. Once I get through my current focus (adding an options menu) I may take a look at other stats as well.

Don't worry about sharing your thoughts. I would hope I have the emotional maturity to handle someone pointing out flaws or disagreeing with me :P
catharsis 9 月 29 日 下午 6:30 
Additionally, I think there is a big imbalance between the Reel's double shelf and the large wooden crate. The large wooden crate is superior in almost every meaningful way; significantly cheaper to build, lower tech level, holds more stacks, higher HP. I feel like the only reason you would want the double shelf is if your tight on space or like it for aesthetic reasons.

Those are my thoughts. It is your mod so you can of course decide however you'd like to balance it.
catharsis 9 月 29 日 下午 6:30 
No problem, and thanks for the recent updates.

The large metal crate from Reel's is still at 20 stacks however, when according to the spreadsheet it should be at 24 (I was mistaken in my previous comment saying that the spreadsheet shows it at 20 stacks). Unless this is intended and the spreadsheet wasn't updated. This part is just my opinion, but 300 steel for the large metal crate seems a bit much, would you consider lowering the cost? The cost in the balancing of the original mod made sense, but with the significant nerf to the total stack size it holds I feel like the cost could be relaxed a bit (maybe like 200 steel instead).
NutritiousCookie  [作者] 9 月 28 日 下午 3:53 
@catharsis
Yep, that one's an error. Originally I had it that way, but when I chose to nerf late game items (around v1.1) I also brought some lower tier items down to match. Looks like that change got missed or reverted.

I've been busy this past week, but sometime in the next few days I'll do an audit to make sure my patches actually match my spreadsheet. Thanks for the reports, they have been helpful.
catharsis 9 月 27 日 上午 8:08 
Thanks for the reply. I think I found another error lol. The spreadsheet indicates that the Reel's large wooden crate has stack size of 16 (4 stacks per each cell), however in-game it is 20 stacks (just like the large metal crate). If I remember correctly this wasn't the case previously, in-game was correctly reflecting what was on the spreadsheet. Maybe this happened after you updated the mod yesterday?
NutritiousCookie  [作者] 9 月 26 日 上午 5:10 
@Kirari~n
That was exactly the issue. I just missed an Inherit="False" tag in there. Should be fixed now.
NutritiousCookie  [作者] 9 月 26 日 上午 4:41 
@catharsis
Yes, that was actually an error in the spreadsheet. Originally I just let Progression: Storage handle that, but after running into graphical issues with Adaptive Primitive and Reel's I chose to change it. Large weapon racks have a priority of Neat > Phaneron's > Reel's.
Kirari~n 9 月 25 日 上午 7:37 
I noticed that I can now store things other than textiles in [sbz] Neat Storage's textile rack, which shouldn't be possible. I've narrowed it down to the "general" patch in your neat storage balance patch.xml. Presumably because it patches sbzSmallDisplayShelfBase, which is the parent of sbz_TextileRack.
catharsis 9 月 24 日 下午 5:01 
Is it intentional that the vertical/horizontal weapon rack from Reel's is removed with this? I am using Reel's Expanded Storage, Phaneron's Basic Storage, and Adaptive Primitive Storage.
Another thing is that Phaneron's weapon rack is still in the game, despite the spreadsheet indicating that it gets removed by Reel's (unless I'm misunderstanding).
NutritiousCookie  [作者] 9 月 22 日 下午 1:15 
@Annabellee
Thanks for the report. I didn't go through enough testing with the most recent update, where I tweaked allowed items for various mods. I don't personally play with Adaptive Ideology - tbh under the hood it's kind of a nightmare. Should be fixed now.
Annabellee 9 月 22 日 上午 7:08 
Hi I am getting some startup errors https://gist.github.com/HugsLibRecordKeeper/4e8b1bffff631336b84681bbe5584c98 with this mod and adaptive ideology . just thought i ll let you know
Avericat 9 月 18 日 上午 8:19 
Reminds me of the mod I made so much time ago where I tried to rebalance the mess that was the Deep Storage mods back in 1.3 or so. You are doing a great job. Wish I had the foresight to keep a google sheet documentation, my mod had patches for like 50 other mods it was kinda insane.
Vinni Pukh 9 月 15 日 下午 10:10 
Thank you so much that sounds perfect :D
NutritiousCookie  [作者] 9 月 15 日 下午 7:51 
@Vinni Pukh
For the time being, I've separated out the research and balance patches. They are intended to work together, so without the research changes some buildings may be overpowered for their tech level.

If you want to delete the research changes, simply delete the "1.6/Research Patches/" folder. Make sure to make a local copy of the mod first, the workshop folder will continue to auto-update and overwrite your changes.
NutritiousCookie  [作者] 9 月 15 日 下午 6:13 
Just make sure to load this mod last after other mods and patches that use those projects, or it may remove the project before another patch tries to add to it.
NutritiousCookie  [作者] 9 月 15 日 下午 6:11 
Ideally (if I wrote it correctly) this mod checks that the research projects are empty before deleting them, so it won't make anything inaccessible.

I haven't messed with options at all yet, but after I finish incorporating the most popular storage mods I'll take a look at it.
Vinni Pukh 9 月 15 日 下午 5:49 
I love the balancing changes for the amount of slots for storage and stuff, I would love to have everything more unified and I'm super excited about a mod that does that. However between the various research mods I have and the progression mod series changes to research tree and all that, I humbly plea that you offer an option to turn off the research project changes. :D

Regardless, thank you for your service getting all these mods to play together cohesively!