RimWorld

RimWorld

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Adaptive Storage Framework
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Mod, 1.4, 1.5, 1.6
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Posted
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6.474 MB
Sep 10, 2023 @ 11:56am
Jun 14 @ 5:22am
10 Change Notes ( view )

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Adaptive Storage Framework

Description


Adaptive Storage Framework contains various features to allow modders to better shape the way they want to make and change their own storage mods. It has added functionalities to change graphics depending on contents, tweak how items get displayed, how many graphics get displayed, how they get colored, how to display text and so on. A couple other features like more fine grained storage capacity control and temperature controls are included too.

Visible to users, the framework itself always adds a contents tab, a group tab for buildings in a storage group and enhances selection behaviour for storage buildings. A collection containing mods using this framework is available here. Let us know if you believe another mod to belong there.

The screenshot shows the UI bits with buildings from Adaptive Storage Neolithic and Phaneron's Basic Storage.

You can also include this banner in your mod page to signify that your mod requires ASF to work.





Q: Where can I read about these functionalities? How can I use them for my mod?
A: Documentation can be found here: https://github.com/bbradson/Adaptive-Storage-Framework/blob/main/Docs/modules/ROOT/pages/index.adoc

Q: Is this compatible with LWM Deep Storage?
A: Yes! LWM is compatible and will not interfere with any of our features, in fact, the two compliment each other. Additionally, there are mod settings in ASF for you to choose between some systems.

Q: Is this compatible with [insert storage mod here]?
A: ASF only adds extra functionalities to be used, it doesn’t alter already existing features by itself, therefore it should be compatible with most mods out there.

Q: How do I tweak storage stats?
A: Unlike deep storage, this doesn't have a custom made settings menu only for buildings made with the mod. It is instead compatible with RIMMSqol however. Every storage building can have the majority of its stats freely adjusted there.
Quick edits for modding purposes can additionally be made with the edit graphics button that shows up on buildings when having god mode active. These god mode changes don't get saved though.

Q: How performance friendly is this mod?
A: Very. We made sure to make the framework as performance friendly as possible so it shouldn’t affect your gameplay. The result of the framework's custom rendering and various caches should even be improved performance over using plain vanilla shelves without any additional mods.
More details on optimizations this includes over vanilla shelves are described here: https://github.com/bbradson/Adaptive-Storage-Framework/blob/main/Docs/modules/ROOT/pages/Performance.adoc

Q: Do you accept suggestions?
A: Yes! If you have a well thought out idea, please comment it down below and let us know what you think the mod is missing.



Hard incompatibilities:
- Stockpile Stack Limit (Continued) has been reported to break the vanilla multiple items per cell functionality, which this relies on

Soft Incompatibilities:
- Designators from mods like Recycle This may appear inside containers with wrong offsets and no direct UI support



Got a bug? Report it at our Github Issues page or in the PINNED bug report thread, under discussions. Make sure to write down as much information as you can about the bug AND include a hugslib log.
Without a log, your bug report will likely be ignored!

https://github.com/bbradson/Adaptive-Storage-Framework/issues




If you would like to support the team, please click on our images!

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ASF and all of its modules are fully open source!
That means you are free to use the source material however you please. The only thing we ask of you is to credit the original authors.
GITHUB: https://github.com/bbradson/Adaptive-Storage-Framework
Popular Discussions View All (2)
104
Jul 31 @ 7:28am
PINNED: BUG REPORTS
Soul
569 Comments
幽月琉璃Luna 21 hours ago 
Users of my mod have reported that when using the <lockStorageSettingsToStuff>true</lockStorageSettingsToStuff> feature, changes to the storage filter only take effect before the link is made. This means that containers using this mechanism will automatically revert to their original fixedStorageSettings after being linked.
bradson  [author] Aug 4 @ 10:14am 
@R3tr0_g5m3r Packable Containers
R3tr0_g5m3r Aug 4 @ 8:31am 
are there mods allow pawns move storage buildings with their contents?
bradson  [author] Aug 4 @ 4:50am 
Comments are not for troubleshooting help, especially when it's practically guaranteed to not even be about this mod. Discord servers like "rimworld" and several others do have channels for that
skinnylesgs Aug 4 @ 3:22am 
i cant get my colonists to manually haul items on adaptive storage mod storages
bradson  [author] Aug 3 @ 11:50am 
Definitely not caused by this. This contains the functions explained in the description, it does not patch hauling, unloading, or whatever else could be messing up haul AI. The base storage functionality is vanilla
mountainofcheezo Aug 3 @ 9:10am 
seems like a bug when using this with a storage framework, but just brought a caravan home and it had two equal quality armors on one pack animal. when my colonist unloads said animal and tries to bring the two items to a shelf, it uses pick up and haul to grab both, brings them to the shelf, then i get this error and one of them despawns:

Spawned Apparel_ArmorRecon348962 with stackCount 2 but stackLimit is 1. Truncating.
bradson  [author] Aug 3 @ 3:31am 
The vanilla reservation system for hauling has pawns reserve cells of their haul destination, blocking others from hauling to the same cell until done. That's not in any way modified here and can only really be solved by hauling mods implementing a new reservation system, with plenty of conflict potential
SalazarWindriver Aug 3 @ 3:10am 
@TheName'sJames I wonder if it is an issue with the number of accessible cells. I was using the cellar a lot but since i moved to cargo holds i have been getting it less. also stack mods don't like this system
TheName'sJames Aug 3 @ 1:46am 
I've had an instance while using Pick Up And Haul alongside this mod where a colonist would not let me haul an item to a container because "there is no accessible spot to store it," yet the container was set to hold that item, was not full, and pathing was not blocked. Do you think its a problem with this mod or smth else?