RimWorld

RimWorld

112 ratings
[DHM]Vertical_Lift(for MultiFloors)
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5
File Size
Posted
Updated
295.205 KB
Jan 22 @ 4:37pm
Mar 19 @ 12:04pm
6 Change Notes ( view )

Subscribe to download
[DHM]Vertical_Lift(for MultiFloors)

Description
2025.03.20
- Tick ​​improvement.
- bug fix

How long do I have to carry heavy luggage up the stairs?
In this age of flying spaceships?
The installation cost is burdensome, but the performance is assured!
Experience DHM’s logistics system!

2025.01.23 - bug fix
- sending and receiving objects without middle layer
- Eject null map error
......................................................................................................

* Explanation :

Add a logistics elevator that shares storage space between each floor.
It must be installed on both the upper and lower floors.
As long as they are installed in the same location on each floor and installed top to bottom, they will work.
Tick ​​consumption is rare. The notation is Normal, but in actual use it is Rare.

* Item Description :

1. Vertical_Lift S, M ,L : Elevator module for quick logistics, although not very durable.
it is automatically recognized and logistics are shared.

2. Storageinserter : A device for putting goods into the logistics system.

3. StorageExporter : A device that discharges designated items from the logistics system

......................................................................................................................................................

I'm thinking of modifying all the other modes that I've already created,
First of all, I made the mode I wanted to make.

I was studying z-level, but since it came out in multi floor mode,
In the direction of implanting the previously thought functions into multi floor mode
You are about to proceed with the operation.

-Feature in mind
1. Injection machine (with warcasket)
2. traps coming up from the ground
3. Milk expansion redesign
4. etc

I'm going to slowly modify the previous mod I made.
I transplanted the code I wrote, so it doesn't work.

If you have any ideas, please comment.
34 Comments
Drilled_Head  [author] Apr 23 @ 5:39am 
Eirin the medic GF :
I'm currently working on another mod, so I'll consider it for the next update.
Eirin the medic GF Apr 22 @ 9:05pm 
is it possible to make it that pawns can directly take items out of the lift, or have like an universal exporter that pawns can take items out of (like rimfactory digital storage units advanced ports)? those would make the mod a ton more convenient to use
Drilled_Head  [author] Feb 17 @ 9:09am 
TeH_Dav I'm not good at drawing
TeH_Dav Feb 17 @ 9:06am 
Any thoughts on implementing a medieval/neolithic logistics building? Like a Dumbwaiter?
Schmeater Beater Feb 13 @ 1:02pm 
@smoking squirrel when you build your ground floor lift, did you use the widget that autoplaces a blueprint? from my experience with the mod so far you should do that, and it seems to rectify the issue
Smoking Squirrel Feb 13 @ 10:33am 
Heyo, the contents of my lifts aren't actually shared. I built one on the ground-floor, and one one the second floor (so 1 floor higher), exactly on the same locations. When I load in resources in the top floor lift, they're not shared to the one below it. How come?
Audion Feb 12 @ 8:45pm 
I'm seconding Black Duke, Building a single small lift nukes my maximum TPS in my main game from ~500 to ~250. Experimenting with Dub's Performance Analyzer indicates that ticking a lift is taking about 1.6 ms per frame on a brand new save with no mods loaded besides all DLC, the analyzer, this mod, and all prerequisites.
Schmeater Beater Feb 11 @ 7:37am 
tested on the save where the initial problem occurred, same effect. You have to build the Ground floor first, then use the button that hte building itself generates to place the other lift on the desired level. Confusing, but it functions as intended now
Schmeater Beater Feb 11 @ 7:29am 
thing i did different from prior attempts

Build Ground floor piece FIRST then i built the basement level Second, then the extraction works. curious
Schmeater Beater Feb 11 @ 6:55am 
I'm going to load up a dev quick start and play around with it for a minute, see if I can find what's wrong on my end. It seems I'm doing everything right, but maybe its a mod conflict?