RimWorld

RimWorld

Underground Vault
444 Comments
SonneillonZ Aug 7 @ 9:02am 
@[Zerg03] MrHydralisk. thank you! that answered my question.
[Zerg03] MrHydralisk  [author] Aug 6 @ 9:03am 
SonneillonZ, if I understood the question right, then it described in FAQ on Automatization.
SonneillonZ Aug 6 @ 8:32am 
there is no way to keep pawns sub panels stocked from the ultra vault right?
Tal'Raziid Jul 28 @ 10:31am 
Thanks!
[Zerg03] MrHydralisk  [author] Jul 28 @ 10:02am 
Tal'Raziid, check FAQ.
Tal'Raziid Jul 28 @ 9:51am 
Will food decay in the vault?
[Zerg03] MrHydralisk  [author] Jul 23 @ 11:57am 
Mark_Collie, older versions in LTS with only updates, if some critical issue found. All new things added to latest game version without backport most of the time. If talking about shelf specifically, then it stays behind major rework of some vault features, which if backported will break existing vaults of 1.5 save files. Such changes and additions was intentionally made on 1.6, since everyone will have new walkthroughs. So that's usually main reason why new items added in new game version not getting backported by modders.
Mark_Collie Jul 23 @ 11:04am 
the update for 1.6, could it be backwards updated for 1.5 as well, noticing the things added in most recent update aren't on 1.5 for me.
Mainly unable to find the storage vault shelf.
[Zerg03] MrHydralisk  [author] Jul 21 @ 9:56pm 
Balsover, report issue properly with logs and how to reproduce in Bugs discussion thread. Cause during tests there was no issue like that.
Balsover Jul 21 @ 8:24pm 
I tried to store a packed up gravcore in the vault, and it deleted it.
Malebolgia Jul 17 @ 6:00pm 
thank you for the 1.6 update
Evilcouchpotato Jul 17 @ 5:28pm 
"Feel free to take a vault with you as a cargo bay of your Gravship or improve automatization with new storage vault shelf"

MOST EXCELLENT
[Zerg03] MrHydralisk  [author] Jul 17 @ 4:30pm 
Updated to Rimworld 1.6 and Odyssey DLC. Feel free to take a vault with you as a cargo bay of your Gravship or improve automatization with new storage vault shelf.
[Zerg03] MrHydralisk  [author] Jul 15 @ 5:54pm 
Bounty, there is just no point for that, cause it being worked on rn. Updating to 1.6 would have being a easy task, but Odyssey forced me to rework some parts of it.
Bounty Jul 15 @ 5:50pm 
Is it okay to fork the GitHub repository and update it to 1.6?
jadabandon Jul 12 @ 7:43pm 
Very awesome on the good things to come with this mod! I cannot wait! I agree with Ranger Locus that it is a key element for my sanity as well. xD But all in all I can wait a bit longer for the update to come, as there are quite a few other mods that are in my mod list, that after the 1.6 update are currently unable to work properly and spit out a nasty error after trying to enable them, so I am feeling it will take a while longer until my complete mod list eventually gets updated by the various mod authors here in the RimWorld community~
[Zerg03] MrHydralisk  [author] Jul 12 @ 3:34pm 
Should be even more QoL soon with new building that was in development, which suppose to help with automatization of retrieval of constantly used materials.
Ranger Locust Jul 12 @ 11:55am 
Hello MrHydralisk, your mod is an epic QoL I consider necessary for my sanity, that is to say I wish it was vanilla to Rimworld, thank you for your quality work and the excellent mod!
[Zerg03] MrHydralisk  [author] Jul 12 @ 5:59am 
jadabandon, this night I will be on my way back, so unless DLC additions will give a headache, then my plans to release it within next week along all others.
jadabandon Jul 12 @ 5:18am 
I cannot wait for the 1.6 update for this mod! Understandably might take awhile since the mod author is away atm
Twilight Jul 9 @ 6:38pm 
@MrHydralisk - Enjoy your vacation.
ThcGM Jul 9 @ 1:12pm 
I don't think I asked you a quantum physics question
[Zerg03] MrHydralisk  [author] Jul 9 @ 12:37pm 
ThcGM, Idk, there is a discord link for a reason. It would take around a week for me to respond rn, cause I currently on a vacation without PC.
ThcGM Jul 9 @ 11:09am 
your profile comments are off where else I could ask that
[Zerg03] MrHydralisk  [author] Jul 9 @ 8:55am 
ThcGM, Was too off-topic for either game or mod comments section.
ThcGM Jul 9 @ 5:33am 
Well that's a bummer
[Zerg03] MrHydralisk  [author] Jul 7 @ 9:09am 
ThcGM, ye, improvement especially noticable in late game and/or giant colonies and/or for hoarder players.
ThcGM Jul 7 @ 4:51am 
so instead of decreasing fps it increases it
[Zerg03] MrHydralisk  [author] Jul 6 @ 8:40pm 
ThcGM, check FAQ discussion thread. It explains it. But in short it allow you to store such amount of items in your colony, that would be otherwise impossible with vanilla or modded storage.
ThcGM Jul 6 @ 11:19am 
how much does this mod affect performance?
[Zerg03] MrHydralisk  [author] Jul 4 @ 9:10pm 
Will be updated to 1.6, but after 1.6 and DLC fully release. But also will have new feature.
[Zerg03] MrHydralisk  [author] Jun 27 @ 8:08am 
Ribera, definetly, but 1.6 not fully out yet.
Ribera Jun 27 @ 7:58am 
1.6 ?
Alison Jun 14 @ 8:31am 
Can you make the vault to update once when the "auto store in vault" option is enabled?
[Zerg03] MrHydralisk  [author] Jun 11 @ 6:14pm 
Alison, first one check the Auto Store gizmo, for second check Suggestions discussion thread.
Alison Jun 11 @ 5:50pm 
For the first one I meam a gizmo specifically for that so I don't need to click twice or perhaps can easily trigger it by pressing hotkey, and how is second one problematic?
[Zerg03] MrHydralisk  [author] Jun 11 @ 5:18am 
Alison, first one already a thing, second one is problematic.
Alison Jun 11 @ 3:28am 
Can you add a gizmo for storing all full items?
Also, option for auto expanding/upgrading?
[Zerg03] MrHydralisk  [author] May 23 @ 4:24am 
Uncovered_Jager, definetly not. Cause access point interacting with ultra vault through the main terminal. So only main terminal have upgrade slots. Long range teleportation is not well known across riwmorld, so it limited within one map.
Uncovered_Jager May 22 @ 8:31pm 
These may be stupid questions but:

Is the ultra vault accessible across maps?

Can the ultra vault additional access points be used without the main structure?

If so, can the ultra vault be upgraded using just the additional access points?
[Zerg03] MrHydralisk  [author] Apr 2 @ 7:11pm 
Twilight, yep, you pretty much nailed it. That's basically how it being intended and used by me and what was shown at the start of the mod showcase video. Vault having average priority, shelves for exact resources with higher priority and floor as temporary storage for excess with lower priority. This way it helps keeping the main materials always in enough quantity and helps with moving resources closer to Vault, if it currently busy or full.
Twilight Apr 2 @ 2:17pm 
And to be clear for others, this doesnt have to be super micromanagy. For regular resources (the things you are most apt to need regularly) you just have dedicated shelved\stockpiles that are a higher priority than your vault so you maintain an initial baseline amount. Those will get filled first and overflow will make it to the vault platform, if your doing a BUNCH of construction\crafting you just go into the vault and pull out out what you estimate you'll need or simply to refill baseline amount. Other mods that allow you to adjust stack sizes or alter the number of stacks can be on a shelf help fine tune a bit more than just vanilla but not really required. This is great for seldom used expensive things like persona cores\mech serums\mortar barrels\etc. If your going crazy and putting everything in the vault to spare the wealth just play on a lower difficulty.
[Zerg03] MrHydralisk  [author] Apr 1 @ 3:42pm 
Twilight, ye, it def one of the reason. The others just also is the consideration of how efficient and worth while is this bill automatization. Plus obvious risk for compatability issues.

I do still have on a list to try and see, if i can make vault things counts towards the wealth. Just have different priorities atm.
Twilight Apr 1 @ 2:03pm 
To me the micro is the cost for hiding the wealth, not sure its worth the effort to modify bill behavior. Otherwise you would just use something like https://steamcommunity.com/sharedfiles/filedetails/?id=3236501970
[Zerg03] MrHydralisk  [author] Mar 31 @ 10:44am 
At this point you should just make a discussion thread rather than comments section.
Max Mar 31 @ 5:45am 
Surely you could do something with a Map to do instant lookups? For pseudocode:
- Each vault has a Map with item ID as key, and amount stored as value.
- When a bill is made, you simply need to do an ~O(log(n)) check (super computationally light) to see whether the item is present, and whether enough is available.
- Update the amount on vault item storage / removal (again, super computationally lightweight).

No need to iterate over all items or otherwise do anything computationally heavy.
[Zerg03] MrHydralisk  [author] Mar 31 @ 1:51am 
But I did have a plans to experiment and try making one new thing that might help with storing resources that constantly being used and being able to store in big quantities. Just didn't had time to implement it yet, so it will be in one of future updates.
[Zerg03] MrHydralisk  [author] Mar 31 @ 1:51am 
Max, it possible, but that not something that I plan to do. Cause once again it will just be bad for perfomance, imagine you have 200K items in your Vault and each worckbench will run check for existing resources for each bill. Vaults meant for a very big amount of items to be stored in it and any automatisation, inluding the one you suggesting, will just create lag spikes.

That's basically the same reason why Deep Storage, while being able to save space on your base, gives you a risk of lags in late game, cause it allow player to store too many items on a map creating such lag spikes per each bill check or item search check. But since Vault don't have constant check for resources inside it, so player can have (in normal storage + stored in Vault) way more items without any regrets and effects on perfomance, than they ever could on just their colony map in Vanilla or with bigger storage mods.
Max Mar 30 @ 8:58am 
Would it be possible to add a patch on the bill add method that, if you have AI upgrades, checks whether the necessary items are available, and if not on the main map, checks whether they're available in a vault with an AI upgrade, and if so, set the necessary amount to be ejected?
[Zerg03] MrHydralisk  [author] Mar 30 @ 8:35am 
Max, check FAQ about automatisation. You will see that the reason is to make it best perfomance-wise in comparison to vanilla and other modded storage. If platform speed is the problem for you, then there is upgrades for it and also a Ultra Tech version, that have almost instant extraction.