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<columns>
<c0>
<rows>
<r0>0</r0>
<r1>50</r1>
<r2>0</r2>
</rows>
</c0>
</columns>
</maxItemsByCell>
like this?
But how to use the field?What need I add to the <li Class="AdaptiveStorage.Extension">
What you can do though is to use this mod's Extension for ThingDefs with the <maxItemsByCell> field, which takes a grid of columns and rows like itemGraphics does to specify values seperately for each cell. Using that it'd be possible to have all items only hauled to one storage cell, but not necessarily from the same direction like you'd have with interaction cells
any help appreciated
In-game display:
Storage Group: [Name] (n buildings)
Display when using a MOD:
Storage Group: (n buildings)
This mod doesn't patch hauling, and the custom storage renderer it has does consistently outperform the vanilla renderer by at least 50% when directly comparing in a profiler
I'll note down to look into errors there turning into a crash though, thanks for reporting
Then, Adaptive Storage Framework (OptimizedPrintData → AssignThingGraphic → ThingCollection.Add) tries to render the thing when it’s registered in a storage cell, and the crash bubbles out while spawning gravship cargo (GravshipPlacementUtility.SpawnNonPawnThings).
Removing the retexture fixes the issue.
Can this mode make pawns sort so it will try to stor the same item in the same storage creat?