RimWorld

RimWorld

Underground Vault
406 Comments
[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.
Max Mar 30 @ 7:56am 
Does the AI module automatically switch out what's necessary for queued bills by any chance? If not, could it do so? Having to manually manage the vault is a *tad* annoying considering the platform moves relatively slowly, and my pawns don't use it automatically by themselves.
[Zerg03] MrHydralisk  [author] Mar 26 @ 1:28pm 
TMoN, it works same way as the main Ultra Vault itself, it just instead of having it own vault will connect to existing main vault. For issues report them properly in Issues discussion thread with both logs and more info. In your case with more info on what and how you trying to use it, so I could try reproduce your issue.
TMoN Mar 26 @ 1:23pm 
Hi, how does the Ultra Storage vault Sub panel work? Is it supposed to be a secondary deposit point for the vault? If it is not depositing what am i doing wrong?
[Zerg03] MrHydralisk  [author] Feb 2 @ 5:40am 
[Grognard]_Seimour, for any issues report them properly in Issues discussion thread with both logs and more info.
[Grognard]_Seimour Feb 2 @ 5:37am 
Adding trade beacons addons to underground vaults prevents me from communicating with trade ships. The moment I remove them, the trade ships are once more possible to communicate with.
[Zerg03] MrHydralisk  [author] Jan 14 @ 4:58pm 
yeastus, check FAQ for information. But in short it prevents items inside Vault from affecting perfomance at all as if they not on the map. While Deep Storage and stack size change mods still keeping all the items on surface making game count through them each time a search call happens in code. It not meant to replace vanilla, nor modded surface storage, but intended for storing of excesive amount of items or the ones that not needed often.
yeastus Jan 14 @ 4:53pm 
Does this have better performance than just a big warehouse of deep storage crates for example, with something like ogrestack? I'm wondering how performance friendly/helpful this is.
Bladebro79 Dec 6, 2024 @ 8:28am 
[Zerg03] MrHydralisk, thanks for the quick reply. I plan to keep using the mod because i really like the idea of that you are already in a mountain/vault so why wouldn't you just go deeper instead of outward.
[Zerg03] MrHydralisk  [author] Dec 5, 2024 @ 4:17pm 
Bladebro79, nope, sadly you can't, due to multiple reasons. For details can chech Suggestions thread of Discussions.
Bladebro79 Dec 5, 2024 @ 4:02pm 
Can you rotate the vaults like other object or no? I like the idea of this mod too, just throwing that in there. Not sure if this is a bug or not .
[Zerg03] MrHydralisk  [author] Nov 28, 2024 @ 5:14am 
Giggles, it possible, but it will ruin all the effort to reduce it affect on perfomance.
Giggles Nov 28, 2024 @ 5:08am 
Is it possible to have a config that counts the wealth inside the vaults? Or is that just not possible with how it works?
[Zerg03] MrHydralisk  [author] Oct 18, 2024 @ 8:32am 
幻看世间, first of all issues should be reported into Bugs/Issues discussion thread instead of comments section. Additionally providing logs often speed up pin pointing the issue and fixing it. If guessing rn, then it probably cause trade beacon suppose to work only with orbital traders, rather than caravans. Will see what can be done.
Meyar Sep 23, 2024 @ 11:16am 
I believe I have Deep Storage and Adaptive Storage both on (which afaik surprisingly play nice together) it's just Rimfactory's Digital Storage that doesn't seem to play nice with it, which is unfortunate. It's supposed to hold somewhere in the neighborhood of 750 stacks, but due to (I think) AS it gets capped at approximately 9. Not sure which mod is at 'fault' on that front but I suspect it's RF.

Anyway that's another mod's problem. Thank you for the quick reply :3 love the mod either way.
[Zerg03] MrHydralisk  [author] Sep 23, 2024 @ 10:47am 
Meyar, well, you understood FAQ right. There is no such sub mod from what Ik. It possible to make it work for colonists to auto pull items from vault code-wise, but the task itself as you understood correctly kills the purpose of UV and on it own it really long and hard taks to make it work even as an option, cause it entire concept was made to oppose it. As a sub mod it will be even more problematic to make. Ultra UV still follows same rules as other vaults, so it falls under that problem too.

Did you try Deep Storage, cause there were some storage options in it to store really big quantity of items, while keeping it available to pawns? In DS there is no such technically infinite storage option like UV, but maybe that would be enough for your purpose.
Meyar Sep 23, 2024 @ 9:41am 
Quick clarification: I speak purely of the teleport tier vault, not the other more primitive vaults.
Meyar Sep 23, 2024 @ 9:39am 
If I understood the FAQ correctly, colonists do not search the vault for items for the sake of performance. Is there an option, or a submod, that lets colonists search and pull from the vault? I know it defeats at least half the purpose but I'm using the vault to condense storage room more than for the sake of performance. I'd use the Digital Storage whatsit but it's currently broken with some of the other storage mods.
gpbrent Sep 22, 2024 @ 5:29pm 
Yeah, I probably only saw it because Burya fires so many rockets. Thanks!
[Zerg03] MrHydralisk  [author] Sep 22, 2024 @ 2:15am 
gpbrent, auto store checks for items pretty rarely, so ig you lucky that it happens. Probably also the reason why it was never noticed. There was a similar thing before where it took filth inside vault, but I pathced that one. It all cause class of filth and projectile inherited from thing, so game counts them as all the same thing that can be stored. Since it doesn't give error itself, then will exclude it like filth before, when have free time.
gpbrent Sep 21, 2024 @ 7:45pm 
Unexpected behaviour with auto-storage on Ultra Storage Vault. It looks as if this vault can occasionally intercept artillery projectiles flying overhead and store them.

I noticed this after a battle where I was firing rocket artillery (Burya from VE Vehicles) with about a hundred rockets going over the vault on their way to the target. When I checked vault contents several hours after the battle, I found it had stored a "swarmer rocket" item. When I ejected this rocket from storage, it continued flying to the spot where I had originally aimed it.

I'm guessing this might happen with other projectiles too but it looks like it's rare, since only one of my rockets was captured.
[Zerg03] MrHydralisk  [author] Sep 18, 2024 @ 2:27am 
Sasha, refer to information in FAQ discussion thread. But if shortly, it always will be better for perfomance to keep a lot of items inside vault, rather than in normal storage. Which items to put in vault is up to a player, but overall the less often you need the item the more reason for it to be safe and sound in vault, rather than collecting dust on other surface storage.
Sasha Fox #SaveTF2 Sep 17, 2024 @ 11:21pm 
Does this benefit performance with items being unloaded or off screen, or does it more negatively affect performance due to AI having to path for it?
[Zerg03] MrHydralisk  [author] Aug 24, 2024 @ 3:51am 
DepressoExpresso1, for bug reports and related things there is a Bugs discussion thread. Send the log with error in it too, then i prob would be able to tell you what happening.
DepressoExpresso1 Aug 23, 2024 @ 10:21pm 
had a sudden error and im hoping someone can help me, was working fine until i booted up my latest save, it started throwing errors like crazy and now i cant access the vault at all, ive rebuild the ultratech control panel multiple times and every time i rebuild it, it starts throwing errors and it cant fetch any of the items in the vault. has anyone else had this issue?
Creneis Aug 22, 2024 @ 6:26am 
Thank you very much!

(Your mod is so fun and practical to play with)
[Zerg03] MrHydralisk  [author] Aug 22, 2024 @ 6:24am 
Creneis, putting it on a ship should work as long as it floor counts as ground for heavy structures. Whenever it will save loot between planet flight I not sure, cause not familiar with how they save things between basically different game sessions. In the past someone said that cryptosleep pawns was having some issues with what faction they belong after jump. Can't say much outside of this, cause not played with both so far.
Creneis Aug 22, 2024 @ 6:00am 
Greetings. Just a little question by pure luck, if someone with the answer stumbles on it, is it compatible with the recently updated save our Ship 2 ? (I mean, putting it in a ship)
[Zerg03] MrHydralisk  [author] Aug 14, 2024 @ 2:57am 
Removal of items from map wide search each time pawn want to find something on a map is one of the best ways to increase perfomance. So adding automatization for retrieving things from vault will ruin that right away. Overall was made for storing excessive or unnecessary things at the moment, so didn't had plans to replace existing storage fully.
vladimir01235 Aug 13, 2024 @ 11:47pm 
Yes, I figured it out. management in the game is important, I just thought that if you start building a statue, the colonists themselves will raise resources from the storage and will not have to click on the storage to look for this resource and manually raise as much as necessary, after which the pawns will go to complete the task. for some reason I thought that it was possible to configure the colonists to raise resources themselves) it’s still an excellent mod, it allows you to reduce warehouses anyway (although I thought I’d get rid of them completely)
[Zerg03] MrHydralisk  [author] Aug 13, 2024 @ 7:45pm 
vladimir01235, terminal works like a normal storage, so you can adjust priority and what to bring on it platform. After pawns bring things on it you can shedule to move that items to vault. After which free pawn will get a job to operate the vault (same as haul work) (can get an module to automate it later). Auto sheduling work only for max stack items, everything else is manual to prevent wasting time on moving item of small quantity and wasting time. On a second question items inside vault shown on a Contents tab and not count to overall items on map, exactly cause they technically not on a map, which increase optimization.
vladimir01235 Aug 13, 2024 @ 9:56am 
I don’t understand why, but my settlers don’t want to take items inside the storage facility. I think it was written that you can enable this? but there is only a button for the maximum stack to go inside. Did I understand something wrong?
it’s just that everything inside the storage facility is not even shown what is in the colony
Branner Aug 7, 2024 @ 7:14am 
This is an amazing mod. I especially love the vault upgrades. Thank you!
gRaveyard Aug 4, 2024 @ 5:45am 
Needs to load *after* Vanilla Achievements Expanded. :thumbsup:
[Zerg03] MrHydralisk  [author] Aug 2, 2024 @ 7:12am 
vladimir01235, all answers for this you can find in FAQ.
vladimir01235 Aug 2, 2024 @ 6:36am 
Are you going to make an improvement cooling for products so that they do not spoil?
And what about the load? Less of a burden on processes than shelves?
[Zerg03] MrHydralisk  [author] Jul 29, 2024 @ 4:48am 
无敌马文, they suppose to be consumed, when sold. It was consuming things from vault during testing. Unless there is something that prevent patch there is not that much options for causing it. Do you maybe have some mod that might affect trading? Or if you see error in logs duing trade, that would also help. Additional info can send in discussion thread Bugs/Issues.
无敌马文 Jul 28, 2024 @ 9:23pm 
Is that a bug caused by the new trading component?
无敌马文 Jul 28, 2024 @ 9:22pm 
When I put the organs in, I can sell them directly without consuming any items, which means I’m getting them for free.