RimWorld

RimWorld

SatisfiedStorage
172 Comments
Wolfette Mar 24 @ 9:02pm 
There appears to be a soft incompatibility with [JDS] Simple Storage, when enabled alongside this mod the former's storage buildings do not function, nothing will ever be placed there.
Kippy Jan 24 @ 8:13pm 
I've stored enough. I'm satisfied.
a noob Sep 4, 2024 @ 5:00pm 
Ok, thanks. I'm using Vanilla Nutrient Paste Expanded (hoppers are connected to a nutrient paste grinder), if that's relevant.
hop  [author] Sep 4, 2024 @ 7:51am 
Its not related to Common Sense or While You're Up, my mod has an issue with dispenser hoppers. Dispensers have an extra logic that breaks with my mod. I will look into it, for now you can set hoppers to 100% which will fix the issue
a noob Sep 3, 2024 @ 4:08pm 
FYI I think Common Sense is incompatible with Satisfied Storage. I had both mods active and my colonists were randomly "standing" instead of doing anything. I first tried disabling Common Sense and my colonists stopped being in standing mode. I then tried disabling Satisfied Storage instead of Common Sense and I got the same result.

The debug log was printing out a bunch of messages similar to below:

"Chambers started 10 jobs in one tick. newJob=HaulToCell (Job_565428) A = Thing_RawRice58510 B = (150, 0, 155) jobGiver=RimWorld.JobGiver_Work jobList=
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)"

The only objects that I manipulated with the Satisfied Storage mod were nutrient paste dispenser hoppers which held rice.
Kalmorph Sep 1, 2024 @ 10:08am 
Tried setting a hopper to only fill less than 20%, and pawns were standing still forever.
While using While You're Up (with add-on for PUAH) , it seems to cause log spams regarding "pawn started 10 jobs in a tick".
Leroy_D Aug 10, 2024 @ 8:59pm 
@pureMJ your mod only works for 1.5 bro, I only play on 1.4 KEEP UP THE GOOD WORK HOP
hop  [author] Jun 23, 2024 @ 2:29am 
That looks great
pureMJ Jun 22, 2024 @ 10:21pm 
@hop
I ended up making my own hysteresis mod :)
https://steamcommunity.com/sharedfiles/filedetails/?id=3273463237
hop  [author] Jun 14, 2024 @ 3:49pm 
Its not really precise yes. You will have to find some other mod to do that. Repo is open to contributions as well
pureMJ Jun 14, 2024 @ 11:20am 
When "hysteresis" is "independently for each cell", it's quite weak.
For example, when I set the fill percentage to 70%, I got 4 cell storage and 3 cells are filled up with 1 empty, it's 75% filled but it will still accept deliver.
hop  [author] Jun 14, 2024 @ 10:53am 
does what it says, "fill cells less than % full"
hop  [author] Jun 14, 2024 @ 10:51am 
hysteresis works independently for each cell in storage. Works good enough for me
pureMJ Jun 10, 2024 @ 11:36pm 
I really wanted a true storage hysteresis mod for my game, but does this mod actually do that?
I checked the code at github and it appears to only count the fill percentage of the single cell the game tries to deliver item to, rather than the entire storage zone.

Did I miss something?
hop  [author] May 1, 2024 @ 11:38am 
When you set %50, it only fills up when its less than 50%. Pawns fill it up as much as they have in hand.
donut Apr 30, 2024 @ 1:14pm 
Maybe this has been asked before, but i would love the possibility to fill up a store to 100% after it goes below 50%, but not before. Originally i thought that this mod enables such behavior, but in essence this only makes the target storage smaller.
hop  [author] Apr 28, 2024 @ 1:15pm 
huh, thanks for the report
Xylene Apr 21, 2024 @ 12:30pm 
Copying and pasting stockpile zone settings links the 2 zones so their "refuel cells less than" bar is always the same for both
hop  [author] Apr 21, 2024 @ 4:13am 
Yeah, i remember that issue. Game considers hoppers "special" and they have a custom logic. I tried fixing that before. I will look into it, for now dont use this on hoppers.
-=JkJkLoL=- tk421storm Apr 20, 2024 @ 6:54am 
yup it's the 10 jobs bit - the pawn will keep trying to deliver to the hopper until i raise the maximum to 100% at which point the pawn hauls normally. Likely the toil is failing (correctly) due to the limit being set below 100, however the "JobOn" function keeps handing out the job.
hop  [author] Apr 20, 2024 @ 2:59am 
Couldnt see anything that could be related except that in your log file
hop  [author] Apr 20, 2024 @ 2:58am 
Which error do you get? Is it
"started 10 jobs in one tick" ?
-=JkJkLoL=- tk421storm Apr 19, 2024 @ 4:08pm 
love this mod! thanks for updating. Seeing some new errors in 1.5 - seems like pawns are erroring filling a hopper beyond the set standard rather than just moving on to the next task.

https://gist.github.com/tk421storm/8d9642692afd3428a0697a508565fde2
hop  [author] Apr 16, 2024 @ 9:10am 
Refill cells less than 100% is the vanilla behavior.
hop  [author] Apr 16, 2024 @ 9:08am 
Refil cells less than 0 means only haul stuff if there is nothing left. Vanilla behavior hauls stuff to fill even if the stockpile is 74/75 full.
NewtyBot Apr 16, 2024 @ 8:11am 
So what exactly does this mod do? Like, I understand it's core interest, but how does it get it done? What does "Refill cells less than 0%" mean and how is it different from "Refill cells less than 100%"?
ArKade Apr 15, 2024 @ 3:02pm 
Thank you for the update!! :)
hop  [author] Apr 15, 2024 @ 2:59pm 
Updated to 1.5
Xerionus Apr 15, 2024 @ 11:21am 
Damm I just realized how messy the game is without this mod :D
hop  [author] Apr 10, 2024 @ 11:54am 
in a day or two
Turambar Apr 10, 2024 @ 3:32am 
Any update planned for 1.5?
hop  [author] Oct 26, 2023 @ 3:43am 
Nutrient paste hoppers are broken in this game, even if you disable all jobs colonists can sometimes "try" hauling food to them. I tried to fix that issue at some point but they are just broken. Glad you managed to sort it out on your end
Vincy Oct 25, 2023 @ 8:47pm 
Horray my save not dead anymore (10 jobs in one tick) :space pony:

i have like 280+ active mods and at one moment my puppets and mechs just stuns on place and dont move, after few restarts and disabling some AI mods (CAI 5000,PUAH,Clean pathfinding) i'm find out that in error mesage was coordinates of item that my pawns trying to manage somehow and that was hopper of nutrient paste dispenser, that i set on 15% by Satisfied Storage and after change from 15% to 50% it solved issue and log spam.

https://gist.github.com/HugsLibRecordKeeper/cc3537b857beb8f9dca56196f3934164
hop  [author] Jul 31, 2023 @ 4:53am 
I need a bit more context to fix this :D Can you create a issue on the github page and upload the logs? Or pastebin or whatever
VeryPog Jul 30, 2023 @ 10:00am 
With a heavily modified game, on a large base, due to this mod, an error occurred in which the pawn froze and stood still (no messages about inactivity), errors were written in the log about trying to complete 10 jobs at the same time. To figure out who caused the error, I ran and restarted the game for 4 hours with different mods (((( :steamsad:
hop  [author] Jun 29, 2023 @ 4:43am 
Sorry for the late reply, it should work without an issue adding/removing midgame. It is supposed to migrate present settings and work out of box but i guess an update broke that logic. Glad to hear copy pasting settings fixes it though
Nickorr Mar 19, 2023 @ 3:48pm 
works like a clock. even with shelves. even with grouped ones. nice!

Im not sure, if its ok to add mod midgame. I feel that mod didn't do well on already present and set up shelf groups. But after resetting them (forbid all / ungroup and then copy/paste storage rules back), everything was fine.
东方彩虹🌈 Mar 6, 2023 @ 4:45pm 
good
D'Car Feb 9, 2023 @ 5:12pm 
Is it just me or is SatisfiedStorage not working correctly on vanilla shelves after the 1.4 update?
Warpath Jan 22, 2023 @ 12:54pm 
Maybe im misunderstanding, but is this supposed to force hauling of chunks even if theyre not designated to haul? i.e., i set my dumping stockpile to chunks only, which usually just tells pawns "this is where you bring chunks when i designate chunks for hauling"... but with this mod if the refill is anywhere above 0, they will haul from the entire map without me telling them to?
hop  [author] Dec 11, 2022 @ 3:19am 
Sure, let me know
lilwhitemouse Dec 10, 2022 @ 3:05pm 
I have a patch I think is working. I will pass it along after a bit more testing
hop  [author] Dec 10, 2022 @ 11:24am 
@lilwhitemouse For the 1.4 update i had to change postfix patch to prefix. I dont know how they will interact.
lilwhitemouse Dec 9, 2022 @ 1:41pm 
So....that section for LWM.DeepStorage (the Harmony Patch for NoStorageBlockersIn)? It's going to need logic for Deep Storage again...
lol Dec 1, 2022 @ 4:36pm 
weregamer Nov 28, 2022 @ 11:18pm 
For the reduced limit (as well as this feature and one more), check out the very recent mod "KanbanStockpile" (https://steamcommunity.com/sharedfiles/filedetails/?id=2287142613) .

Neither of these mods is new (both date to 2020) but I think neither is what I used when I played last.
Jet Nov 19, 2022 @ 10:36am 
ahhh that explains why i always seem to see more than should be there. ill lower the threshold
hop  [author] Nov 19, 2022 @ 7:46am 
yes they haul as much as they normally do but do not haul if its above the threshold. Setting a cap to haul is possible to implement but thats not in the scope of this mod for now.
RandomHero Nov 18, 2022 @ 8:00pm 
Actually maybe it is working, and I just misunderstood the logic. When I created a zone and set it to 50%, I was expecting it to only be loaded to 50%, but it seems like the they fill it all the way if its empty, and only wait until it reaches 50% to refill it.
RandomHero Nov 18, 2022 @ 7:55pm 
Don't think it's ever been working for me since 1.4... But most of my mods are just vanilla expanded ones. I am trying to get it working by removing some specific mods that I think might affect the logic.