RimWorld

RimWorld

Restricted Storage
70 Comments
Elkstone Jun 16, 2024 @ 4:40am 
Marked as 1.4 :( Not sure if works, will try it but. Would be nice to get the update
Xylene Apr 24, 2024 @ 6:02pm 
1.5 coming?
VolatileGlitchAviator Mar 20, 2023 @ 12:38am 
So uh... when I have an option on for restricted storage and move said item... it causes neverending red errors till said item is put back down from its minified state.
lilwhitemouse  [author] Jan 27, 2023 @ 8:53pm 
Oh, still not applying to an entire linked group of storage buildings; still going to happen
lilwhitemouse  [author] Jan 27, 2023 @ 8:52pm 
Update: overlays (such as they are) are working!
Note: 1.4 changes the way static buidings are drawn, and this slightly increases the draw time. If you have 9384759847598 storage buildings and you change the restrictions on all of them and then change them back, it might slow down oh-so-slightly. Save and reload the game to reset that. ....this should never bother anyone, realistically speaking. But this is RimWorld, which has mods for both a "penis gun" and a "chicken gun" so there's all sorts of stuff out there. I have no idea what y'all are likely to do!

Artist wanted: anyone who wants to draw better overlays? Specifically, I want one for "no animals" :)
lilwhitemouse  [author] Jan 23, 2023 @ 8:02pm 
And I know why the overlays aren't displaying. I'm working on a fix
VolatileGlitchAviator Jan 22, 2023 @ 2:52pm 
O_O Awesome!!!
lilwhitemouse  [author] Jan 22, 2023 @ 2:48pm 
Update: works with 1.4!
Mostly
My overlays don't seem to be working and linked storage don't all get restriction yet (they will)
VolatileGlitchAviator Jan 20, 2023 @ 2:57pm 
any updates for this mod?
lilwhitemouse  [author] Oct 24, 2022 @ 7:11am 
Icey, I am not sure that's easily done? Or even moderately difficulty done? It's one of those things that's SO EASY for a human to explain, but so complicated for a computer... I will think on it!
@ec - the scarecrow sounds like the perfect thing for Dragonling, thanks! (And sounds good to me, too)
I will def be updating for 1.4! Deep Storage has taken priority so far, but I too am missing this mod for 1.4!
VelxraTV Oct 21, 2022 @ 3:17pm 
Please update to 1.4
ELLIOTTCABLE on Discord Oct 2, 2022 @ 2:28pm 
@Dragonling, I think that's intended functionality. It wouldn't make sense that you ("the manager of a human colony") can dictate the behaviour of random untrained wild-animals.

Personally, I use other mod-content to restrict wild animals in a more 'in-world' way - there's Cattle Gate to keep them out of your base entirely (one of my favourites), or Vanilla Furniture Expanded - Farming has a scarecrow that will scare off everything except large herbiverous animals from your crops and storeages ... both are super-fun mechanics, imho.
Icey Sep 11, 2022 @ 6:11am 
im not sure if you're updating this anymore, but here's an idea: make it so that you can have pawns only use materials from a stockpile for certain work types. for example, making it so that pawns will only take wood from one stockpile for construction while another stockpile will be used for artistic/crafting/etc
Dragonling Jan 6, 2022 @ 10:44am 
Latest mod version + Deep storage. All wild animals ignore the prohibition on hayloft and come to eat from it in winter =( I expected only colonists take hay from the hayloft (to make kibble).
saavedra Aug 1, 2021 @ 6:10am 
Thanks for updating, time to activate this mod again! :) Any idea if this can work together with flickable storage? Both together would offer maximum control.
ELLIOTTCABLE on Discord Jul 31, 2021 @ 9:30pm 
🙌
lilwhitemouse  [author] Jul 31, 2021 @ 2:01pm 
Update: Updated to 1.3
Internal build structure also updated

Any problems, let me know?

@Twilight: It's only set up for storage buildings. While it would probably work for zones, I honestly have no idea how to attach my code to them :shrug: Clearly, a trough is important!
Twilight May 23, 2021 @ 1:06am 
Hi! Looks interesting... but can this be made to also work with the storage zones you draw onto the ground? Like, people can drop kibble for carnivores onto the ground, but only the carnis can eat from it?
lilwhitemouse  [author] Nov 5, 2020 @ 5:33pm 
No...? It uses the base "Forbidden" system, and I don't think they respect that....but I also don't think my pawns with fascination were using restricted drugs in my colony, come to think of it.
So I don't think so but maybe?
diederickabecker Nov 5, 2020 @ 10:00am 
Will it prevent pawns with chemical fascination from taking from the stockpile?
lilwhitemouse  [author] Aug 27, 2020 @ 9:43am 
Works fine? I will update the tags at some point, yes.
ReDeR Aug 27, 2020 @ 2:54am 
1.2?
robinzilla Jul 15, 2020 @ 2:45pm 
Thanks! helps out alot :)
lilwhitemouse  [author] Jul 15, 2020 @ 9:47am 
Update: scrolling now works. Also, pawns now appear in reasonably correct order!
robinzilla Jul 6, 2020 @ 11:13am 
heh, thanks! its ok, its amazing to have this tool in the first place, so I appreciate your efforts to bring this to everyone!
lilwhitemouse  [author] Jul 6, 2020 @ 8:21am 
wait, scrolling doesn't work?
...
Wait, I never implemented scrolling?

That was foolish of me (I'm usually better about that) On the plus side, I know how to do scrolling, so I should be able to ...roll that out soon.
robinzilla Jul 5, 2020 @ 9:35pm 
I ran into another question. I discovered the option to select specific pawns for access, which is an amazing feature!, so I thought I could at least use that to allow specific animals access to food when they need it, and not the whole herd. Unfortunately, the pop out window listing names is not nearly large enough to show me the whole list of colonists and animals lol. I tried stretching it, but that didn't help. It doesn't seem to allow scrolling or say using the keyboard to move down the list.

I know I've got a huge list, so that doesn't help, but could scrolling be added to that or am I missing something?
lilwhitemouse  [author] Jul 3, 2020 @ 10:20am 
I mean, *I* don't play with that mod :smiles: So it doesn't matter to me.
robinzilla Jul 3, 2020 @ 10:13am 
@lilwhitemouse Hmm, I didn't try forbidding it normally as just an object. Once I found it wasn't worth as much as say beer or wine, I just decided it wasn't worth it. If it would be helpful to you, I could make more and test that out. Thanks for looking into my suggestion!
lilwhitemouse  [author] Jul 3, 2020 @ 9:04am 
Update: support Colonist/Guest/Prisoner access.

@robinzilla: Starving animals seems like a sensible use! I'll see if it's easy to do. As far as Chemshine goes....maybe they have some special Job for drinking it that doesn't respect IsForbidden? Could you forbid 'shine normally and have it work? Anyway, no other ideas.
robinzilla Jun 29, 2020 @ 6:05pm 
Im having a blast with this mod. I stopped messing with Chemshine and its been such a valuable mod to have as I've built my zoo lol. I did have a question though. Do you think it might be possible to add a restriction toggle for animals that are malnourished?

My idea is that I have food in each pen for my animals, but I only want them to take from it if they have been unable to find food while out on the map during the day. It would help me conserve food I have to make for them. I have so many animals that trying to support them with made food isnt feesable. Still, if they haven't found food, I want them to have that emergency option.

It may not be easy to do or possible at all, but I thought I'd ask. Thanks!
robinzilla Jun 12, 2020 @ 9:37am 
@lilwhitemouse Unfortunately no, no errors. I leave debug mode on, but nothing pops up in relation to this mod. If its a conflict with another mod, I'm not sure where to start tracking that down. I have a few other mods that affect animals such as Animal Logic and Kill For Me that affect behavior, but I'm not sure why they would interfere.
four12 Jun 10, 2020 @ 8:55am 
I am using Locks by Avius, which works well to lock doors on a per-pawn level. No additional research/resource requirements, they are just there. One could argue that a complex mechanism such as a lock should require some research...?



lilwhitemouse  [author] Jun 10, 2020 @ 7:34am 
I'm not sure how to handle *locking* from a gameplay perspective. Should you have to buy locks? Do you build them? How do you add a lock to a building? Or are they just all locked once you have locks?
four12 Jun 10, 2020 @ 12:14am 
Pawn-level control would be amazingly fantastic. I would like to be able to 'lock' a storage location so that certain pawns cannot access them.

Use case: Bob has a severe psychite addition. I have a shelf full of psychite tea. I do not want Bob to drink the tea, so I put a padlock on the shelf and don't give Bob the combo.

I seem to have a problem with substance addiction/abuse in some of my colonies, and building multiple storage rooms with different substances and locks takes up a lot of space.
lilwhitemouse  [author] Jun 6, 2020 @ 7:50pm 
@MaD - absolutely
@robinzilla: that is EXACTLY what I first used this for. I have no idea why it isn't working....do you get any errors on start-up?
robinzilla Jun 6, 2020 @ 3:29pm 
I love the idea of this mod, but unfortunately it is not solving my issue. So what brought me to try this is my Muffalos keep trying to drink the Chemshine I brew (i have extra fuel that i thought i would use and then sell). Regardless of what zone they are in or how far away it is, they make a bee line for it over and over until its gone or they pass out. My only option was to store it in a room with a single door so I could disallow the door, but then no one can get in. I added this mod and then went to my storage rack, chose to only allow humans, but the Muffallos still come right up and drink. Choosing to block anyone from using the shelf also doesn't affect them. Is there anything else that can be done?
[MaD] May 29, 2020 @ 5:54am 
Could you implement restrictions by certain non-colonist-pawn-groups like "Prisoners", "Slaves", "Guests" Id like to be able make shelves for prisoner clothing/tools that only Prisoners can take from. Or Shelves with candy Guest can buy from but colonist keep thier hands off.
lilwhitemouse  [author] May 1, 2020 @ 9:40pm 
Actually, haven't implemented the underlying logic either, altho it's pretty trivial. Also, zones apparently were only applied to Animals - I'll fix that too.

So short answer, mod-as-it-is now won't do for you. I won't have the next version out before tomorrow evening.
lilwhitemouse  [author] May 1, 2020 @ 7:44pm 
Hmm...let me look....nope, haven't implemented the UI for pawn-level restrictions yet.....altho the underlying code is there, IIRC. I might take a stab at finishing that part before bedtime.

...don't you have to specifically assign a weapon to a colonist, anyway?
kurikinton May 1, 2020 @ 7:10pm 
I'm thinking of giving this a look, but before I install it, what I'm looking for is a way to prevent certain colonists from arbitrarily arming themselves with certain weapons, while others I do want to do that. I noticed your comment saying "restrictions by area should be working". That sounds like it might make that possible assuming the mod doesn't allow restricting individual colonists by name for example.
Hairy Howler Apr 28, 2020 @ 1:15pm 
You want to lock the drugs away from Joe Hat? Are you crazy?!? All I can say is, don't swallow the key. He won't wait for it to pass, he's been out on the rim too long, Joe Hat has. ;P
ÆTHELCHAD Apr 23, 2020 @ 3:38am 
Excellent idea. As if there couldn't be drugs under lock and key in the case of Joe Hat having a mental break and trying to smoke all the product.
lilwhitemouse  [author] Apr 22, 2020 @ 12:42pm 
and restrictions by area should be working
lilwhitemouse  [author] Apr 21, 2020 @ 12:29pm 
Oh, hey, non-meat-eaters' setting now gets copy/pasted too!
lilwhitemouse  [author] Apr 19, 2020 @ 7:44pm 
Update: wild animals (or any non-colonists) no longer follow access restrictions.

Which means you can have a shelf of kibble in high winter that your trainers can use and that attracts wild animals, but your carnivores are stuck eating raiders! :D

(I mean, yes, you could use zones for the same effect, I suppose, but hey, I like it this way :) )
lilwhitemouse  [author] Apr 17, 2020 @ 12:14pm 
Bug: wild animals are affected by restricted storage. Update planned soon.

On the plus side, I now know exactly how to make Locking medicine cabinets for drugs?
StickTogether Apr 14, 2020 @ 8:52pm 
Limited access for my storage! Finally!
lilwhitemouse  [author] Apr 7, 2020 @ 1:44pm 
Hehehe >^_^<
#6 Apr 7, 2020 @ 1:28pm 
sneaky mousey, I didn't realize you had this one too ;) Instant sub!