边缘世界 RimWorld

边缘世界 RimWorld

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Adaptive Primitive Storage
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Mod, 1.5, 1.6
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14.507 MB
1 月 3 日 下午 8:12
6 月 15 日 下午 4:27
6 项改动说明 ( 查看 )

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Adaptive Primitive Storage

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

This mod is an independent port of Primitive Storage by Hydromancerx and velcroboy333 from the LWM's Deep Storage to the Adaptive Storage Framework using the Primitive Storage Retexture and restyle made by Phaneron. This mod fully implements cellars that cool perishable food, updating textures, and fixes to Phaneron's textures. Enjoy the performance increase. This was a requested mod, feel free to ask me to take a look at other mods to port. The next mod in my sights is porting Doors Expanded to the vanilla door system.




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 However, now this is out of date because this feature is supported natively.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 Primitive Storage to utilize this new framework so we can enjoy Phaneron's awesome art and reap the performance benefits of ASF and implements a performance friendly version of the cellars made by alt4s using code developed in Simple Utilities: Fridge by our beloved wizard Owlchemist

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]


Is this mod compatible with LWM Deep Storage?
Yes. ASF and this mod are perfectly compatible with LWM's Deep Storage. ASF even allows you to choose systems between the two. However, if you continue to use mods dependent on LWM's Deep Storage then I would recommend you look into LWM's Shallow Storage an updated fork that switches port to the vanilla storage fields improving performance.

Is this mod compatible with the X storage mod?
This mod should be compatible with all other storage mods including LWM's Adaptive Storage. If one isn't let me know as it's probably a simple fix regarding the defnames that I have been lazy to update to make sure they're unique.

The log pile doesn't appear when I build it!
Its a log pile spot! Try storing some logs in it. Thats why its free to build.

Dubs paint tool doesn't work.
Disable "Job based painting" and color it manually. Apparently the pawns are unable to reach some of the objects due to their size or some soft incompatibility with the passability of the objects.

How do I edit the storage capacity of the objects?
Find the ThingDef.xml for the object you want to edit and change the # value in:
<maxItemsIncell>#</maxItemsInCell>

The dynamic objects (like the log piles, meat rack, etc) are a bit more complicated and call that you edit their GraphicsDef.xml too and scale the minimum stack count in each entry to reflect the change you did in the ThingDef.xml. Scale up/down the value in entry with the following line:
<minimumStackCount>#</minimumStackCount>

Can I add this mid-play through? Yes!
Here are some different scenarios:
- I want to replace Primitive Storage and or LWM's Deep Storage with the Adaptive series.
1. Deconstruct all instances of PS and LWMs.
2. Save the game and quit.
3. Add my mod.

- I already am using ASF. + I don't have any LWMs Deep Storage mods.
1. You can add my mod directly to your save.

- I dont plan on removing LWM's Deep Storage and or Primitive Storage.
1. Add my mod. Thats it. My mods are compatible with the originals. In fact, ASF include menu support for LWMs so you can even switch around features as you like.

The cellars don't respond to environmental temperature. Its -10°C and my perishables are rotting!
Unfortunately, this is a known limitation of the C# code I'm using. I don't have the coding expertise capable of dealing with this. My recommendation is to remove the <modextension> section in the XML code for the cellars if you plan on living in colder environments like the ice sheets. This will remove the "cooling" functionality and make apply the environment/room temp to perishables.

If anyone wants to try to add the ability for the cellars to use environmental temps in their cooling calculations or implement a work-around contact me for the source code. I'd be happy to share and implement the change into the mod.

Thanks to the ASF team!

[ko-fi.com]

[ko-fi.com]




This mod is an independent port of Primitive Storage by Hydromancerx and velcroboy333 and uses no assets from the original mod. I am not affiliated with the ASF team. This mod was made with the permission of Phaneron to use his textures in the port. Please check out his mods including Adaptive Neolithic Storage a mod that goes more than well alongside this one for both tribal, medieval, and viking playthroughs! I claim no rights to the contents of this mod meaning you are free to modify it and re-upload it as you please. Please just credit the original authors!

If you use Progression:Storage and want to keep the cellars and meat racks bring feel free to try this patch to keep them in!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3417113151
热门讨论 查看全部(2)
1
8 月 26 日 下午 10:43
When I use the large log storage point, I get an error message. Is this normal?
南无三,佛陀闭上了眼睛
0
5 月 24 日 下午 2:29
Expanded Woodworking patch
Draylynn
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