RimWorld

RimWorld

Extended Storage Extended
210 Comments
Mlie Aug 4, 2021 @ 1:58pm 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2566121411
Hope it helps anyone!
ishKiia Jul 17, 2021 @ 8:01am 
Please update! this is my favorite mod
DrownProofed Jun 29, 2021 @ 4:29pm 
Nope
ouyin2000 Apr 24, 2021 @ 1:08pm 
Did this ever get updated to 1.2?
TerraggosaurusRex  [author] Dec 21, 2020 @ 8:42am 
@IceSpirit: No worries, that happen to all of us. :steamsad: Meat Hooks need Smithing and Complex Furniture while Explosives needs the same and adds Stonecutting as a requirement as well. Default colonies usually have Complex Furniture unlocked automatically. Check the auto generated documentation [github.com] for a listing of the Prerequisites for all ESE buildings (you have it locally too in the mod package, but you'll need to dig through your Steam app directories to find it). GL,HF!
IceSpirit Dec 18, 2020 @ 2:00pm 
Update:
It was my own stupidity. I entered dev mode and just finished all research, and the explosive container and metal meat hook are there now. I see the research that is needed for the explosive container, but I still don't see a specific research for the metal Meat hook. But at least I now know some sort of research unlocks it.
IceSpirit Dec 18, 2020 @ 1:50pm 
Perhaps I phrased my report poorly. I don't mean that I can't make something due to lack of resources, I mean that I don't even get the option to build the object in the first place.
Currently I have the options to build the following, regardless of resources; food basket, fabric hamper, Hazmat storage, clothing rack, medicine cabinet, skip, tray rack, pallet, meat hangers (Tribal), feeding trough, weapons stack (tribal), and both Large and small weapons racks.
I do not have the options to even see the Explosives racks or the metal Meat Hooks (non-tribal).

I started with a default colony with the default starting research. I have tried looking for any sort of storage research and found none, if there is a research type, what is its name?
TerraggosaurusRex  [author] Dec 18, 2020 @ 1:14pm 
@IceSpirit: Assuming you've done the vanilla Research required for either of them, try building any Metal normal Extended Storage building. If you can't, I would check that you have metals (Steel, Silver, Plasteel, etc) in a stockpile so the game recognizes you can build with them. Also if you have mods that change Metallic stuff or otherwise 'redefine' or 'tweak' those metals, you may need to disable them. If you can build a metal ES building, then its sounds more like a mod-order thing - try putting ESE immediately after ES. HTH.
IceSpirit Dec 18, 2020 @ 11:03am 
For some reason I cannot construct Metal Meat Hooks or Explosive Storage containers. The dev tools shows that they exist, and I can spawn them without any errors, but I can't seem to construct them. Has anyone else experienced this issue?
TerraggosaurusRex  [author] Aug 14, 2020 @ 9:37pm 
@Downtown81: The Extended Storage that is a required dependency has a Clothing Rack that handles all Apparel as is.
Downtown81 Aug 14, 2020 @ 2:14pm 
Is there an apparel storage rack? If not, could you add it?
TerraggosaurusRex  [author] Aug 12, 2020 @ 1:17pm 
@heymegalodon (and others): I'll be working on updating to r1.2 over this upcoming weekend, but I have a hard dependency on the original ES. So I won't release a r1.2 version until ES is also updated for r1.2 to avoid confusion.
heymegalodon Aug 12, 2020 @ 8:55am 
Please update to 1.2
TerraggosaurusRex  [author] Apr 27, 2020 @ 5:12am 
@J'ee - The basic Large Weapons rack will hold any non-vanilla weapon - if you manual accept it into each individual container. If that doesn't work, then there are 2 options:

1) Write & test an XML patch, then submit a Pull request on Github. You can see an example of that for the Combat Extended ammo storage patch (Patches/CE_AmmoStoragePatches.xml)
2) Follow the directions in the updated discussion "Can you add <non-vanilla-weapon> to a WeaponsRack?"
J'ee Apr 26, 2020 @ 7:49pm 
I added the Ni'Hal weaponry to my copy of your mod. This was successful. You make a patch, yes?
TerraggosaurusRex  [author] Mar 16, 2020 @ 11:00am 
@Gearhammer - You can find the link to ES github on the Unofficial FAQ .
Gearhammer Mar 16, 2020 @ 2:07am 
Link for r1.0 ES from github?
TerraggosaurusRex  [author] Mar 15, 2020 @ 8:24am 
@Gearhammer - I'm not seeing anything strange about Extended Storage Extended in the dump. It looks like you are using a newer version of Extended Storage (assembly version 3.5.x vs 3.4.x) with an older version of ESE, which is not supported. Some of the functionality of old ESE was included into the newest version of ES (in this case the now duplicated "Storage" Architect menu you are seeing), so I would pull the r1.0 ES from github and use that - it should not attempt to duplicate Storage menu.

However, it also looks like you are not following the recommended approach for v1.0 of ES to load ES after any mod that adds or attempts to modify furniture or furniture behavior (Repair Workbench, MinifyEverything, Door Mat, etc.). r1.1 of ES fixes that limitation.
Gearhammer Mar 14, 2020 @ 6:55am 
Is this from your mod?
https://gist.github.com/6f3d747209d18f6bfacc4721e127fb64
NOTE: playing 1.0 version and i am using your 1.0 mod from github.
And in my playthrought there is two Storages meni on Arhitect tab, in one there is only storages from your mod and in other there is nothing. Help?
TerraggosaurusRex  [author] Mar 6, 2020 @ 11:49am 
@LuigiTheKuk - Glad to help. GL,HF!
LuigiTheKuk Mar 5, 2020 @ 11:07am 
yee think that was it, thanks for going out of your way to help <3
TerraggosaurusRex  [author] Mar 5, 2020 @ 10:53am 
@LuigiTheKuk - I am running ESE with Skullywag's ES and the built in Rimworld manager is handling it as expected. I suspect that the either the mod manager you're using has cached something somewhere or that you have multiple ES installed. My suggested trouble shooting steps:

Unsubscribe from both ES's and ESE while Rimworld isn't running.
Wait for Steam to update
Start Rimworld
Verify that the mods are not in your mod manager.
Shutdown Rimworld.
Resubscribe to Skullywag's ES and ESE.
Wait for Steam to update.
Start Rimworld.

Or if your mod manager has a method to reset it's cache, use that.
LuigiTheKuk Mar 5, 2020 @ 10:09am 
Just started getting an issue with my mod manager telling me this mod is dependant on both the old and new version of ES
TerraggosaurusRex  [author] Mar 5, 2020 @ 8:46am 
All - I pushed a small update. It updates linkages to the original ES that in turn fixes Meat Hooks / Hangers display glitch.
TerraggosaurusRex  [author] Mar 5, 2020 @ 6:05am 
@Virus Thank you for bringing it to my attention, I need to push an update out and relinking ESE to Skullywag's Extended Storage is part of that update.
Virus Mar 5, 2020 @ 5:06am 
Hey, the link from:
"Requires a working copy of the revived Extended Storage:

https://steamcommunity.com/sharedfiles/filedetails/?id=2006727854"

changed to:
https://steamcommunity.com/sharedfiles/filedetails/?id=731732064
TerraggosaurusRex  [author] Mar 5, 2020 @ 2:28am 
@DoctorVanGogh Not filling me with hope here, Doc. :)
DoctorVanGogh Mar 5, 2020 @ 1:51am 
Hey Terrag, I need you to give me a ping on the Rimworld Discord. You may need to do horrible and unspeakable things to your ES github repo ;)
zrainer Mar 1, 2020 @ 3:33pm 
@TerraggosaurusRex hey thank you a lot! i was trying to use version v0.3.0.1 thats why it didnt work :). You saved my colony
TerraggosaurusRex  [author] Mar 1, 2020 @ 2:54pm 
@CrGhost - I downloaded the v0.5.0.1 package from git into an install of r1.0 RimWorld with skullywag's r1.0 ES module. It does work as intended. Note that you cannot use the revived ES with r1.0 ESE, you must use skullywag's version of ES. Make sure you unsubscribe from ESE on Steam if you're using the non-Steam version.
zrainer Mar 1, 2020 @ 3:42am 
Hey, i tried to rollback to version 1.0 but the one i downloaded from github but that one doesnt work :(
Any way you can upload the last version for 1.0 we had on the workshop?
Tad Feb 29, 2020 @ 11:24am 
Heh fair enough :D Just didn't want to upset your followers by thinking I'd done something off the wall.
TerraggosaurusRex  [author] Feb 29, 2020 @ 11:23am 
@Tad - Sorry, didn't mean to imply that the transition to your package required it. The transition just happens to occur at the same time I'm updating to r1.1.

Note: I've been professionally developing middleware (in other languages/environments) for over 20 years and have been forced to support older versions (even if detrimental to everything else) in any given project for exactly one day less than that. So, if I can make a cleaner, less cluttered project for myself by abandoning the older version - I'm gonna take it every chance I get. :steamhappy:
Tad Feb 29, 2020 @ 10:07am 
You don't have to drop 1.0 support :D Just throw the assemblies in their own folder.

I dropped it in my mod as it was entirely new.
TerraggosaurusRex  [author] Feb 29, 2020 @ 9:33am 
Hey all - It looks like I'll be updating this to track @Tad 's Extended Storage revival. Which means that I'll be dropping v1.0 support when I do. Previous releases will remain available through the GitHub releases page (I'll link in the description when I update).
Tad Feb 26, 2020 @ 12:45am 
Just in case you're not subscribed to my thread, Author for the re-release of Extended Storage here.

I'm compiling from a fork of upstream. Github is here [github.com]. Let me know if you want to knock heads on anything.

It should be easier now to list mods as depedancies with the new about.xml system too.
TerraggosaurusRex  [author] Feb 25, 2020 @ 9:11pm 
@Nyoj - Thanks for the link. I'll download it and take a look at what's changed. This mod is pretty tightly coupled to the original ES and if the new ES author didn't compile the latest code version (which leads the compiled released version by a lot), it really isn't worth my time to re-recode for it.
Nyoj Feb 25, 2020 @ 7:33pm 
@TerraggosaurusRex apparently someone has rescued Extended Storage

https://steamcommunity.com/sharedfiles/filedetails/?id=2006727854

Hope you could work with that because i love those bodies and weapons storages ;-)
TerraggosaurusRex  [author] Feb 25, 2020 @ 7:15am 
Not until Extended Storage is updated and may lag that by a weekend.
Talisman1973 Feb 24, 2020 @ 4:17am 
I am hoping this will be updated to 1.1 in the near future?
todd10000 Jan 9, 2020 @ 6:07pm 
Do it, would be great :)
TerraggosaurusRex  [author] Jan 9, 2020 @ 1:45pm 
Answer: On the body they belong too?

Who are we kidding?! This is Rimworld, no one should be too attached to anything that's just going to be shot off or torn up!

Anyway there is no current ES / ESE building that allows bodyparts. Somebody did float an idea to make an Organ Bank or Prosthetics Rack a while ago.
todd10000 Jan 8, 2020 @ 3:13pm 
Question: Where can i store body parts?
bk3000 Dec 24, 2019 @ 10:44am 
Nope. Just keep the area freezing and they won't decay.
Lurmey Dec 24, 2019 @ 5:08am 
Ah that's a shame. I wonder.. do corpses still decay when stored inside a sarcophagus if the tomb is kept at freezing temperatures?
bk3000 Dec 23, 2019 @ 11:36am 
Yeah you need to keep the corpses frozen to prevent decay. But you can air condition your tomb if desired. No mod needed for that.
TerraggosaurusRex  [author] Dec 23, 2019 @ 11:30am 
@Captain Lurmey - ES building cannot store just a single thing, the minimum is two (one for the storage cell and one for the loading cell). That said, I was thinking of a two corpse 'gibbet cage' that would hold two human corpses, but not hide them (no protection). Stick a few out by where the raiders always come in for extra psychological stress when they start their shenanigans.

Unfortunately, unless it's a basic building comp (like preventDeteriorationOnTop) ES-based buildings can't do anything special (like preventing corpses from rotting).
Lurmey Dec 23, 2019 @ 8:34am 
Idea: Morgue slabs? Vanilla Furniture Expanded adds slab beds but I think it would be good to have something similar that can store one human corpse, laying as if they were sleeping. A morgue isn't particularly useful in Rimworld but I want one in my hospital nonetheless, to hold the corpses of colonists I can't yet bury, or want to preserve for resurrection.
Sentient_Worm Dec 12, 2019 @ 3:07pm 
I have never had the issue while using the storage buildings however I can replicate it 100% of the time by uninstalling the storage building then save/load. I could easily be wrong about this but I belive it is down to how the base game handles unstackable items being stacked when loading a save
TerraggosaurusRex  [author] Dec 12, 2019 @ 2:33pm 
@OxidizingVulpes - Sadly no, the fix would have to come from the original ES authors. A possible fix was submitted back in April, but there has been little or no movement since then.