边缘世界 RimWorld

边缘世界 RimWorld

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LWM's Adaptive Deep Storage
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Mod, 1.4, 1.5, 1.6
文件大小
发表于
更新日期
6.314 MB
2024 年 11 月 27 日 下午 5:46
7 月 23 日 上午 2:35
12 项改动说明 ( 查看 )

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LWM's Adaptive Deep Storage

在 vin 的 1 个合集中
Vin's Workshop
11 件物品
描述


An independent port and update of LWM's Deep Storage to the performance friendly Adaptive Storage Framework. This mod implements Sir Van's Retexture along side texture samples made by Phaneron and Reel that were configured to modernize deep storage's look. I threw in some new storage objects, revamped some of the existing ones to work as 1x1's where it made sense, and adjusted the graphics on some of the unedited storage objects alongside updated textures.




Why should I consider using the Adaptive Storage Framework?
The adaptive storage framework uses vanilla systems to make storage work lowering overhead on your game, along side optimizations to the rendering of stored items, and a range of cool features like graphics that update as you store items.

I'd greatly recommend you check out a great performance mod made by the talented creator of ASF bbradson on GitHub!
Performance Fish[github.com]


Why should I consider using the Adaptive Storage Framework over LWM's Deep Storage?
LWM's Deep Storage has a passive overhead and is generally less optimized than ASF. LWM was a great mod when it was released because it allowed you to store items in objects using its own integrated system prior to support. However, now this is out of date because this feature is supported natively. ASF's thingdefs use the vanilla maxItemsInCell field while LWM's runs alongside vanilla creating passive overhead along side retaining various limitations regarding stack numbers causing a drain on your TPS and FPS. Beyond just using the vanilla system ASF also introduces some seriously cool features like graphics that update as you store items and allows you to hide the rendering of items that are stored away. This mod is a backend rewrite of LWM's Deep Storage to utilize this new framework so we can enjoy the performance gains of the new framework, new and revamped storage objects, and the updated art.

Is this mod compatible with the X storage mod?
This mod should be compatible with all other storage mods. If one isn't let me know as it's probably a simple fix regarding the defnames.

How do I replace my old install of LWM's Deep Storage (LDS) with this one?
1. Destroy any boxes on the map from LDS.
2. Save your game.
3. Remove LDS.
4. Add my mod.
5. Load the save you just made.
6. Rebuild your boxes.

Is this mod compatible alongside LWM's Deep Storage (LDS)?
Although I recommend removing LDS because of performance concerns regarding high stack sizes, larger colony storage performance issues, and rendering costs my mod is 100% compatible with the old LDS. If you rely on the LDS framework because it acts as a dependency to another mod you wont encounter any issues keeping all of them enabled. Considering letting me know what dependencies of LDS you'd like ported and I'll see if I cant take care of it.

ay yo this vin dude is super cool i wonder what other mods he makes
Check out my other mods here. Stay tuned for a performance friendly port of Door Expanded coming relatively soon. Follow my workshop if you're interested,

If you just updated the mod you may see the storage objects lose textures and turn into colored squares - I just updated the textures to .dds format and this is a common temporary issue with how the game caches textures! Just reload your game! [/h]
热门讨论 查看全部(7)
1
10 月 2 日 下午 7:46
Fix for Biotech thingDef error
Zarii
1
7 月 27 日 上午 3:45
To change how stacked item visuals appear, resizing and compacting
Phanlix
1
7 月 12 日 下午 3:03
Mod load order that caused save breaking bug.
ToooMuchSalsa
439 条留言
Phooenix 14 小时以前 
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 14 小时以前 
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