RimWorld

RimWorld

Take It To Storage!
223 Comments
L0rdinquisit0r Oct 30 @ 11:10am 
whats the closest thing to a 1.6 compatible version of this mod
Frayo Sep 28 @ 4:43am 
Is there anyone who has the coding skills to update this mod?
mxtrunchbull Sep 27 @ 5:05am 
i cant believe i just found this mod and its already depreciated....... i cant believe this isnt the most requested mod in the game....
Phoenix-D Aug 23 @ 10:06pm 
At least in 1.6 if you use the group shelf option you can take directly to those, similar to this mod. Not perfect, would love to see this come back for the rest of the features.
Space Yeti Jul 13 @ 9:26am 
Is there a replacement for this anywhere?
398610 Jan 10 @ 12:06pm 
1.5 Plz.
Cerealklr Oct 3, 2024 @ 2:56pm 
@ColossalFossil:

That's a good point, unfortunately. I noticed the author shared the GH repo a few pages back and falsely assumed that meant it was OSS. It seems we'll need to get clarification from the author before anyone can proceed. It might be worth filing an issue to see if they respond. https://github.com/legodude17/TakeItToStorage It's always possible they're still around and might just accept the PR directly as well.
ColossalFossil Sep 26, 2024 @ 10:18pm 
@Cerealklr - Actually, I am not sure if we are able to. The license is not posted even though it is open source. However, the description shows that this was a commissioned mod. This may not be owned by the author.
ColossalFossil Sep 25, 2024 @ 10:49am 
@Cerealklr - I was looking for something like this last weekend. If no one bites, I'll make a new fork and set up a new Continued version of the mod and incorporate your PR this weekend.
Cerealklr Sep 22, 2024 @ 11:55am 
I've got a WIP PR that seems to get hauling to and taking from storage working again. Still need to do more reverse engineering to figure out the look in stuff. I also patched it to work with Math! (Forked).

https://github.com/dougbenham/Rimworld-TakeItToStorage/pull/1

I dunno if the original author's still around -- I don't really have time to maintain it myself. If somebody like Mlie's willing, maybe this'll be enough for them to consider adopting it?
Spikem59 Jun 23, 2024 @ 10:43pm 
Please update, this mod is a must-have for management for me.
balu Apr 18, 2024 @ 2:33pm 
Sadly this mod does not work in 1.5 as is.
"Take from" option is a must have if your pawns just keep doing stupid stuff like not prioritising meat just because they are not forbiden from using rice
Zerus Apr 14, 2024 @ 7:10am 
This is already in the game version 1.5 (for shelves)
Icy, Crispy, Energizing, Tasty Apr 11, 2024 @ 1:00pm 
1.5?
WhiteScythe Apr 4, 2024 @ 12:32pm 
After turning on the Selector Tool, selecting a place to look in doesn't work with the selector. I highlight my shelves and it doesn't select them when I let go of left click.
Space Yeti Mar 31, 2024 @ 4:25pm 
does this still work?
Exouds Nov 29, 2023 @ 6:11pm 
It took me 4hrs to get here lol, what a wild ride.
It all started in RimFridge comments.
moosetwin Nov 18, 2023 @ 4:08am 
Thank you! I was looking for a mod like this and was about to give up.
legodude17  [author] Sep 30, 2023 @ 4:16pm 
@Pong: And what were the errors?
@TJawn McJawnnell: Default sorting is whatever the game gives me, I think it's creation order.
@A1steaksa: I think it's reasonable that someone might want to specify a specific shelf in a group.
@Lurmey: Where do you think that should go?
@Neon: Huh I could've sworn I fixed that.
Pong Sep 30, 2023 @ 3:26pm 
I got a spam of NRE errors when launching Rimworld with this mod.
TJawn McJawnnell Sep 8, 2023 @ 7:14pm 
I love this mod and would like to offer a suggestion: Sorting options for the "Take from" dialog box. The text input for filtering is great, but even after you filter you have to vertically scan the screen to look for a specific box. I can't figure out what the default sorting order is, but an option for alphabetical sorting would be wonderful.
Neon Aug 27, 2023 @ 1:31pm 
Seems like this mod 's addition in the "Make Item" menu for certain stuff like clothing pushes the "Unpause at: x" option off-screen? Have loaded the game without only this mod and that seems to fix the issue.
A1steaksa Aug 11, 2023 @ 7:04am 
Instead of listing all possible shelves, could you instead collapse grouped shelves into a single option? If you added explicit support for Shelf Renamer (Continued) to instead show a single, named entry for the linked shelves
Lurmey Jun 15, 2023 @ 11:21am 
Would love the option to set the default "Take to" setting for new bills. I always end up having to change it to Take to Nearest because it's so helpful.
legodude17  [author] Jun 12, 2023 @ 12:35pm 
@DeathGun: That's not a mod incompatibility, that's telling you that the storage isn't set to contain any of the ingredients. Vanilla does the same thing with stockpiles.
DeathGun Jun 12, 2023 @ 7:13am 
I can't make it so that the resources are taken from the warehouse mod deep storage
DeathGun Jun 12, 2023 @ 6:55am 
Storage from the mod are marked as incompatible
legodude17  [author] Jun 11, 2023 @ 3:34pm 
@DeathGun: What isn't working? It worked last time I checked.
DeathGun Jun 10, 2023 @ 6:12pm 
does not work with the deep storage mod.
Will there be a patch?
Jack0fa11Trad3s May 27, 2023 @ 3:50pm 
I can't believe this isn't in vanilla. Thanks so much for the mod!
legodude17  [author] May 11, 2023 @ 2:55pm 
@Lurmey: That storage linking mechanic is very specifically for storage settings. The link idea would be cool, but it'd have to be a custom thing, rather than leveraging existing mechanics.
Lurmey May 11, 2023 @ 11:02am 
Oh yeah it definitely suits a separate mod. I was just suggesting it to you as it's the most similar to how this mod behaves, and it's this mod that gave me the idea. The linking mechanic is the new one in 1.4 where you can link two or more shelves together to make them share storage settings. Hence, I figured it would be cool to be able to link storage settings with the bill outputs of a workbench. :)
KEVIN May 10, 2023 @ 9:05pm 
Holy Thanks for the mod!
legodude17  [author] May 10, 2023 @ 3:30pm 
@Lurmey: It's definitely doable, and a good idea, but I think it'd make more sense as a separate mod. Also, what linking mechanic are you referring to? There's the facilities and the anima tree, but neither of those are like what you describe?
Lurmey May 10, 2023 @ 2:42pm 
I was thinking it tracks it on the bench, setting the storage to allow anything that the bills on the bench output. So if I set a tailor bench to make dusters and tuques, the clothing rack automatically enables those two.

It's kind of just a quality of life idea, though I'm not sure how doable it is. XD
legodude17  [author] May 10, 2023 @ 1:02pm 
@Lurmey: Well there's the designator you can enable in the settings, so you can click a button on the bill and designate where they should go in the game. I will investigate the linking mechanic, though. The question becomes: Does it track it on the bench and override the bill settings, in which case that's better as another mod; Or does it simply set all current bills, which makes sense here but also doesn't sound like what you want.
Lurmey May 10, 2023 @ 12:59pm 
Idea: It would be amazing to use the new linking mechanic to link workbench and storage building so any outputs from bills automatically are taken to the linked storage and the settings of the storage automatically allow the bill outputs.

Link tailoring bench to a deep storage clothing rack, 3 clicks and all future bills go into that clothing rack. That would be fantastic.
Duncanois Apr 29, 2023 @ 5:16am 
Thanks for the help! Really good mod tbh, it's a great help in my medieval/rp "occupation" houses where the workbenches are in an attached room. Really helpful for delivering the completed goods to the correct place :)
legodude17  [author] Apr 28, 2023 @ 12:23pm 
@Duncanois: Glad it's fixed!
Duncanois Apr 28, 2023 @ 11:16am 
@legodude17 I fixed it. If anyone needs this fix in future, find and delete all instances of "<storageGroup>null</storageGroup>" in your save file. My save is working normally again.
Duncanois Apr 28, 2023 @ 10:48am 
I seem to have accidentally overwritten my backup...
Would you be able to point me as to what to look for in the save file? I've only done some minor save editing before
legodude17  [author] Apr 28, 2023 @ 10:29am 
@Duncanois: If you can find a save before you removed it and then re-add it that should work. Otherwise you can try to edit your save file and remove the extra data the mod adds, that may work.
Duncanois Apr 28, 2023 @ 5:02am 
Hey, so I accidently removed the mod and stockpiles bugged out completely. Colonists now won't take anything to stockpiles, and when they go to fetch ingredients they are stuck standing on the resource. Re-added the mod but it wasn't fixed. Is there any way I can fix this? I really don't want to abandon this save if I can avoid it
legodude17  [author] Mar 6, 2023 @ 6:38pm 
@EtsuyaH: Looks like the multiple mods you have messing with that window are interfering with each other.
EtsuyaH Mar 4, 2023 @ 5:05am 
Here you can see that the slider is not visible

https://i.imgur.com/L7USPIB.png
legodude17  [author] Mar 3, 2023 @ 10:12am 
@EtsuyaH: Why not? What happens specifically?
Yootah Mar 2, 2023 @ 4:10pm 
@Rents_Due I have been using that mod extensively ever since its release yet I am not aware that it offers the feature I'm looking for.
What it allows (afaik):
- only allow adding to a storage zone/building
- only allow removing from a storage zone/building
- turn a storage zone/building off completely
- work as usual (vanilla)
What I want:
- Remove storage buildings and stockpiles from the "Take to stocklpile" list by default (because there's way too many!), unless enabled specifically via Gizmo
- NOT to disable adding nor removing, just not display them as options on the bills' input-output list
EtsuyaH Mar 2, 2023 @ 11:15am 
With this mod acitve I can't change the paused when satisfied by clothing bills
tarnished Feb 27, 2023 @ 10:00pm 
That's exactly what I wanted to hear. Many thanks.
legodude17  [author] Feb 27, 2023 @ 2:36pm 
@tarnished: Yes.