RimWorld

RimWorld

Flickable Storage
135 Comments
Mlie  [author] May 20 @ 9:37pm 
@JESU WA MONKE No idea, never used that mod. But if they use the normal storage interfaces in their mod it should work.
JESU WA MONKE May 20 @ 7:14pm 
Does this work with the Adaptive Storage Framework?
Tenchi Apr 21 @ 6:23am 
Amazing mod for factories, must have for conveyor belts
Felios Jan 30 @ 6:50pm 
gosh I love this mod, I use it constantly
Kippy Jan 22 @ 2:42pm 
i read the mod name as something else...
-=GoW=-Dennis Dec 5, 2024 @ 9:48pm 
Can confirm the issue of The Blind One, with this mod, VE: Nutrient Paste and Packable Containers the gizmo for Packable Containers disappears.
Amaychan ♥ Aug 4, 2024 @ 10:44am 
Ooooo nice. Thank you very much for the quick fix! ^^
Mlie  [author] Aug 4, 2024 @ 9:40am 
@Amaychan ♥ I think I found a way to solve the issues your reported
Amaychan ♥ Aug 3, 2024 @ 3:31pm 
Another thing to add: Colonists will still take items from storages with lower priority and put them in higher priority ones, despite the one with lower priority being forbidden and allowed to hold the items.
Amaychan ♥ Aug 3, 2024 @ 3:16pm 
Do you have time to address it? If so, how much work would it be?

This mod is extremely useful for placing IO ports around the base, allowing machines to output items directly into storage. This makes the items accessible elsewhere. However, colonists often put items into these ports even if they are further away than the central location where they are supposed to deposit things. For some reason, they prefer the IO ports regardless of distance.

This mod fixes that problem by allowing only machines to input items there, as the machines can be set to ignore the 'forbidden' restriction, while colonists still respect it.
Mlie  [author] Aug 3, 2024 @ 3:05pm 
@Amaychan ♥ The update fixed the checks for those settings making them actually work so Im not that surprised. Previously they made pawns not store items at all if the highest priority storage was turned off.
Amaychan ♥ Aug 3, 2024 @ 2:58pm 
I'm having problems where after the latest update, RimFactory IO ports are affected by the settings in a way where they cannot push items to a digital storage unit, if the unit is set to "retrieve only" or "storage off".

The same problem occurs when they try to pull from it; if the io port is set to any of those same options, they do not pull any items from the storage they are attached to.
pureMJ Jun 23, 2024 @ 11:52am 
@Mlie
My apology. Was too excited about the new mod.
I removed my comment.
Mlie  [author] Jun 23, 2024 @ 11:07am 
@pureMJ Promoting your own mod on other mod-pages… Really?
The Blind One May 20, 2024 @ 1:32pm 
I'm not sure if it is this mod or another one because it's a three way interaction that is causing this bug but when you are using 'Flickable Storage', 'Packable Containers' AND 'Vanilla Nutrient Paste Expanded' the gizmo for Packable Containers disappears.

Flickable Storage + Packable Containers = Fine
Flickable Storage + VNPE = Fine
Packable Containers + VNPE = Fine

Use all three and Packable Containers' gizmo breaks. Load order does not seem to matter. I've tried every combination.
Michiko Apr 20, 2024 @ 4:25am 
Been using this for so long that I forgot this wasn't a vanilla thing lmao. It's super useful in certain situations!
Yoann Jul 28, 2023 @ 6:43am 
A fifth setting "empty the storage" could be possible please?

I have a shelf in my cell, set to receive 1 stack of meals. When the cell is empty, I want to send back the meals to the freezer (for now I have to lower the priority to do that).
Yoann Jul 22, 2023 @ 2:01pm 
Thank you ~
Mlie  [author] Jul 22, 2023 @ 11:27am 
@Yoann Should be fixed now, will now change setting in all linked storages
Yoann Jul 22, 2023 @ 1:58am 
Great mod!
Only complaint: the setting don't apply to linked storage, unintuitive and impractical to switch the setting of large group of shelves.
ΔTØM Nov 6, 2022 @ 2:56pm 
@Monsieur Bambi try KanbanStockpile mod
Monsieur Bambi Nov 2, 2022 @ 3:57pm 
Does anyone know if theres a mod that lets you limit how much can be set in a storage? So lets say 75 herbal meds could be stored in a shelf, near livestock so you dont have to run to africa to fetch some if you get a plague breakout?
Mlie  [author] Sep 26, 2022 @ 5:18am 
@Woodski: Not sure, trying to keep this as simple as possible
Woodski Sep 26, 2022 @ 4:32am 
Any chance of adding a auto flick on and off depending on stored quantity?
hottt3 Aug 16, 2022 @ 9:32am 
It seems in Achtung! mod the setting was set to ignore the stockpile restrictions in case of a forced job. Lol ))
Mlie  [author] Aug 3, 2022 @ 3:44am 
@hottt3 Can you test with only this mod active to rule out a mod conflict?
hottt3 Aug 2, 2022 @ 11:55pm 
Not working for me - colonists take ingredients for cooking from the "forbidden" stockpile.
Canon Jul 4, 2022 @ 1:18am 
This should be vanilla honestly
Felios May 30, 2022 @ 1:30pm 
This mod has added so much convenience to item management with just one button, and I use that button constantly
Mlie  [author] Apr 16, 2022 @ 9:12am 
@ZzZombo I dont know, never heard of that mod
ZzZombo Apr 16, 2022 @ 6:22am 
Why is this incompatible with "Buried Alive"?
Lurmey Feb 18, 2022 @ 9:28am 
To add: It's probably not *directly* this mod's fault, as there hasn't been an update, but it may be conflicting with another mod that influences hauling or storage. I'll try to see if that's the case too.
Lurmey Feb 18, 2022 @ 9:27am 
I believe this mod has been causing issues with pawn jobs for a few days now. It started a few days ago out of nowhere, spamming the log with lots of "x starts 10 jobs in one tick" and "nulreferencexception" errors, and only just now I installed Visual Exceptions to try to get to the bottom of it, which pointed to this mod. I've removed it and am testing now to see if the issue went away, and so far it seems it has.

I'll test a little longer to be really sure, then re-install the mod to see if I can reproduce the issues and supply a log.
Lurmey Nov 14, 2021 @ 6:48am 
Oh wow I needed this for my hospital fridge! People kept eating from the hospital instead of my restaurant so whenever a disease would hit my quarantine ward never had any food available.

With this now I can tell them not to take from it automatically until they need to!

Thanks :)
FlufflyKittens Sep 6, 2021 @ 10:40pm 
@Mlie

Hmm, I suppose just the pen animals then? RP-wise it does make sense that animals which require a pen aren't smart/obedient enough to follow your orders on what to eat.

Might make the mod a bit more confusing though so idk. Up to you.
Mlie  [author] Sep 6, 2021 @ 10:08pm 
@FufflyKittens You mean animals should ignore the setting completely? That would mean that hauling animals would be able to store things wherever as well
FlufflyKittens Sep 6, 2021 @ 4:59pm 
Nice mod.

It would be nice though if animals under your control, especially pen animals, didn't obey the flick settings. Currently if I set a zone to store-only animals will starve right next to it unless I change it back. I admire the commitment to obedience from my animals but that food was actually meant for them : P
Mlie  [author] Aug 23, 2021 @ 3:55am 
@MaHuJa Should work better now. The nutrient paste dispenser is doing things differently for some reason, hopefully this manual patch should fix it.
MaHuJa Aug 23, 2021 @ 2:57am 
This mod interacts poorly with the vanilla hopper for the nutripaste dispenser.

If the flickable storage setting for this does not allow them to put food in it, yet they would, the log gets a "started 10 jobs in 10 ticks" error and the pawn is left 'Standing' - just now until I got a starvation alert.
Captain828 Aug 10, 2021 @ 3:26pm 
Makes perfect sense.

Thanks a lot for the mod and for your help with this!
Mlie  [author] Aug 10, 2021 @ 2:42pm 
@Captain828 If the item doesnt match the storage filter it should be ignored by the flicker. So if the filter does not allow an item, setting the storage to off will not stop pawns from taking the item
Captain828 Aug 10, 2021 @ 1:45pm 
Did some digging around and found the problem:
The hoppers, by default, have no storage filter set but I had things in them being IO'ed from the factories.

Flicking doesn't seem to work if no filter is set or if the item doesn't match the storage filters.
Is that the intended behavior?
Captain828 Aug 10, 2021 @ 12:41pm 
I'll try to figure out what mod is conflicting then.
Mlie  [author] Aug 10, 2021 @ 12:28pm 
@Captain828 Looking at the code now and they use the standard Building_Storage code. When I test it it works as it should. Perhaps there is some interraction with other mods?
Captain828 Aug 10, 2021 @ 9:32am 
Awesome! Thanks.
Mlie  [author] Aug 10, 2021 @ 7:36am 
@Captain828 Not sure, if its not implementing the same functions it might get tricky. But ill take a look
Captain828 Aug 10, 2021 @ 7:30am 
Oh it's already near the bottom.

I suspect it's the VFEM hopper that is set up differently to allow the factory automation part.
Would it be possible to make it compatible?
Mlie  [author] Aug 10, 2021 @ 7:16am 
@Captain828 This mod, Flickable storage
Captain828 Aug 10, 2021 @ 7:15am 
By "this mod" you mean Flickable Storage or VFEM?
Mlie  [author] Aug 10, 2021 @ 4:06am 
@Captain The the use their own version or they add them in later in the loading sequence. Can you try moving this mod lower down?