RimWorld
211 oy
LWM's Deep Storage
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
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2.663 MB
23 Tem @ 10:04
15 Eyl @ 5:30
6 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
LWM's Deep Storage

Açıklama
Original
GitHub[github.com]

All credit to lilwhitemouse for the original mod of course
Thanks to Garret for most of the 1.6 compatibility

If you use the "older stacking graphic" option together with RimFridge, you'll need to enable "ugly stack appearance" in the RimFridge mod options. RimFridge uses the same patch to make the stacking look nice which causes conflicts if the option is enabled on both mods.
The settings should now automatically adjust on restart/boot for compatibility

Deep Storage Units: yet another storage solution

LWM presents a way to organize your supplies, loot, clothes, and even your garbage, to allow you a tidy base where your colonists aren't simply dumping stuff on the floor. Deep Storage units include medicine cabinets, meat hooks, clothing racks, weapon lockers, etc, and all can store diverse items - just like regular shelves, but they allow more than one thing!

ADDON MODS:
* Note: I have not used these, and have been super busy so haven't had a chance to add anything to the base mod. If you find right-clicking on storage slow, you might try this:
* A (faster?) UI for right-clicking on things: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2169841018
* Little Storage 2, Vault, Simple Storage, etc - if you want more ways to store things, there are several available in the Steam workshop!

FAQ / "I have a problem":
* Meat Hooks require the Smithing research!
* These Hampers are made of fabric, they don't hold fabric
* Does it work with Vanilla shelves?
* You can always add more stored things in Mod Settings
** (A little walkthrough for doing that: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2187075071)

Want to say Thanks?
* Have ** in Art? Draw me a picture of a little white mouse! I'm reachable on the Ludeon forum.
* Have extra spending money? Share a cup of something tasty (some places around here deliver!) at https://ko-fi.com/littlewhitemouse

Notes:
* Storing things properly takes time - the colonists must carefully organize everything so it's easy to find what's needed.(*)
* Animals cannot by default haul to Storage - their little brains and paws (claws, etc) cannot manage the clasps, locks, catches, etc required to store things properly.(*)
* All the units you can build are in the Storage menu - by default this includes other mods' storage buildings.(*)
* (*) - these can be changed in the Mod Settings (again, link above)

Compatibility:
* Storage compatible with many different mods: Dubs Bad Hygiene, RimCuisine, Survival Tools, Vegetable Garden. If you see something that SHOULD be stored but isn't? You can let me know!
* You can also change what's allowed in the Mod Settings!
* Plays well with mods that change stack size (OgreStack, Deep Stack, etc). Want 10 stacks of 1000 Advanced Components in one square? Go for it! (Just watch out for mortar attacks...)
* Plays well with mods that affect storage: Restricted Storage (LWM), Satisfied Storage, RimWorld Search Agency (not as well as Satisfied Storage), Stockpile for Disaster, heck - there's a Deep Refrigerator if you play with RimFridge
* Plays well with mods that affect hauling: CommonSense, Pick Up and Haul.
* Haul To Stack? I have conflicting reports, let me know.
* Other storage mods? maybe:
** Project RimFactory: probably okay, should be fully compatible soon
** Extended Storage: maybe
** Other storage mod??? If you get weird behavior, turn off "Over Capacity" check in mod settings
* Industrial Rollers: not fully, but fix is coming!

Want more types of units? Frozen organ storage? Piggy banks for silver? Cubbyholes for bedrolls? You can either make your own derived mod (the XML is a mess, but it's a documented mess, and it's easy enough to follow!) or you can suggest things to me and offer to acquire a graphic (draw it yourself, find a free one, make deals with demons, whatever).

Translations:
Русский - Тхакиро
Deutsch - Erdnussbrot
Chinese Traditional - shiuanyue
Note on Translations: These may not be complete translations, as I do add things from time to time. Want to translate it (all or part) into your language? Great! Let me know, I'll add it to the mod (or do a Pull Request on GitHub, if you do that thing - that is easiest for me!)

The code can be found online at: https://github.com/lilwhitemouse/RimWorld-LWM.DeepStorage
On Steam: https://psteamcommunity.yuanyoumao.com/id/littlewhitemouse/myworkshopfiles/?appid=294100
In the Ludeon Forum: https://ludeon.com/forums/index.php?topic=47707.0

License
Most images used with permission from Skullywag. (Thanks!)
Weapons Cabinets and Lockers are sumghai's. (Also thanks!)
Other images copyright as marked.
Almost all code (c) LWM, released under LGPL, because I think that the LGPL is the license we should actually be using for mods. Not that anyone is likely to complain if we use something else, but altho we have a stupid copyright system, we should still use it correctly.
Thanks to Marnador for the RimWorld font. Thanks to Pardeike for Harmony. Awesome.
Popüler Tartışmalar Tümünü Görüntüle (3)
10
10 Ağu @ 0:40
Red Error on Startup
Dark Luminary
0
13 Eyl @ 8:13
Experimental settings dont work
DaytonFox
0
23 Ağu @ 17:03
Red error on start up
Makeithappen
161 Yorum
Spectral_Ace 15 Eki @ 15:34 
So which part of the code handles the circular spread of the items, the "fancy mode" i guess. Just interested in looking at it to at least vaguely understand how it works.
Spectral_Ace 15 Eki @ 15:32 
ah, also, the items arent actually off the edge of the map, i can still double click to select all of them, but the minimap says otherwise. So it seems not even the game knows where they are.
SP4RTAN  [yaratıcı] 15 Eki @ 15:27 
Patch_GenThing_ItemCenterAt_Graphics.cs is what handles part of the old stacking graphic option. That patch basically removes the offset which is one thing. But actually fixing the offset so it doesn't break when you have a bunch of stacks is a bit trickier
Spectral_Ace 15 Eki @ 15:19 
https://imgur.com/a/I0yEnD8

TLDR: Some of the offset items are so offset they are off the map actually

Hey this might be helpful for you. I was looking at the shelves and only saw 2 stack of steel despite each cell only having 3 so I was wondering if it was only trying to render the "top" stack but accidentally showing one of them offset, but then I wondered if the third was also offset but way way more. Using this Dubs Mint Minimap, I can highlight all selected items, so by selecting all the steel on the map (I think that's Allow Tool, might be vanilla now), it showed some of it way off in the top right corner. Since that's the direction of the offset, I wonder if somehow there is some sort of feedback loop or overflow error on the offset. Anyways, I hope this helps.
Spectral_Ace 15 Eki @ 10:11 
Really wish I could help more, but game modding is something that I'm not familiar with, I can barely (very very very very poorly) write code to begin with. Syntax and language specific "code bits" are not something I do well with. I can understand the logic pretty well, but it's like translating a different language first. I'd love to know exactly what the code was actually doing. The best my knowledge lets me do from looking at the code is that Patch_GenThing_ItemCenterAt_Graphics.cs does *something* with rendering multiple items in one cell, but I have no clue WHAT or HOW it's doing it. I think it deals with the offset, but that's all i can tell.

So I really wish I could help more, but as you can see, I don't really understand enough to.
Spectral_Ace 15 Eki @ 9:35 
Oh, bit of useful info that you may or may not be aware of, but i have yet to notice this on nonstackable items like apparel and weapons. This may just be coincidence, but any info is helpful i assume. Also, I wonder why it breaks with thing that still support the vanilla stacking. This issue is happening on vanilla shelves so I imagine its something with the framework of the stacking rather than a weird edge case, which i do not envy you having to fix. Good luck mate, and thanks for continuing this mod.
SP4RTAN  [yaratıcı] 14 Eki @ 20:20 
I'm aware of this issue. It's got something to do with the way the game handles the offset of items on shelves. In the vanilla game, you can only have around 3 stacks of items on a shelf but with a mod like this where you can have a lot more than that, the large stack sizes break the offset that's applied.

For now, you can enable the "old stacking graphic" option in the mod options.

I'll look into properly fixing it when I have time.
Spectral_Ace 14 Eki @ 20:15 
Screenshot: pls see steel (middle left) and corn (top right) for examples
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3587239981

Forgot i could do this
Spectral_Ace 14 Eki @ 20:07 
Hey so in my current game, I have determined that this mod is causing some weird graphical issues with stored items. For some reason random stacks of items in storages will float offset from the storage. Pawns still interact as if it is on the shelf, but visually it is not. I am currently using a gravship so that may or may not be related as I didn't notice the issue until I rotated my gravship when landing, after which the bug first occurred (returning to original orientation next jump did not fix the issue).

As for testing to determine what mod caused it, this issue even occurs on normal vanilla shelves, but upon removing the mod, the issue disappears from them. I assume the reason is that Deep Storage in some way modifies storage behavior of vanilla shelves as well to put them into some kind of unified framework.

I can provide a screenshot if necessary. Just don't know how you'd like to see it.
King Doom 14 Eki @ 1:39 
Having so many issues trying to use storage on this mod. Sometimes the really tall shelves work and I can fill them with mountains of small items and it's great, sometimes trying to put survival meals on them has pawns standing there dropping stuff on the floor over and over till the pawn dies.

Instant edit: changing the amount of stacks from 85 to 95 fixed it.